babylon.no-module.max.js 5.4 MB

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  1. var __decorate=this&&this.__decorate||function(e,t,r,c){var o,f=arguments.length,n=f<3?t:null===c?c=Object.getOwnPropertyDescriptor(t,r):c;if("object"==typeof Reflect&&"function"==typeof Reflect.decorate)n=Reflect.decorate(e,t,r,c);else for(var l=e.length-1;l>=0;l--)(o=e[l])&&(n=(f<3?o(n):f>3?o(t,r,n):o(t,r))||n);return f>3&&n&&Object.defineProperty(t,r,n),n};
  2. var __extends=this&&this.__extends||function(){var t=Object.setPrototypeOf||{__proto__:[]}instanceof Array&&function(t,o){t.__proto__=o}||function(t,o){for(var n in o)o.hasOwnProperty(n)&&(t[n]=o[n])};return function(o,n){function r(){this.constructor=o}t(o,n),o.prototype=null===n?Object.create(n):(r.prototype=n.prototype,new r)}}();
  3. var BABYLON;
  4. (function (BABYLON) {
  5. /**
  6. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  7. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  8. */
  9. var EffectFallbacks = /** @class */ (function () {
  10. function EffectFallbacks() {
  11. this._defines = {};
  12. this._currentRank = 32;
  13. this._maxRank = -1;
  14. }
  15. /**
  16. * Removes the fallback from the bound mesh.
  17. */
  18. EffectFallbacks.prototype.unBindMesh = function () {
  19. this._mesh = null;
  20. };
  21. /**
  22. * Adds a fallback on the specified property.
  23. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  24. * @param define The name of the define in the shader
  25. */
  26. EffectFallbacks.prototype.addFallback = function (rank, define) {
  27. if (!this._defines[rank]) {
  28. if (rank < this._currentRank) {
  29. this._currentRank = rank;
  30. }
  31. if (rank > this._maxRank) {
  32. this._maxRank = rank;
  33. }
  34. this._defines[rank] = new Array();
  35. }
  36. this._defines[rank].push(define);
  37. };
  38. /**
  39. * Sets the mesh to use CPU skinning when needing to fallback.
  40. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  41. * @param mesh The mesh to use the fallbacks.
  42. */
  43. EffectFallbacks.prototype.addCPUSkinningFallback = function (rank, mesh) {
  44. this._mesh = mesh;
  45. if (rank < this._currentRank) {
  46. this._currentRank = rank;
  47. }
  48. if (rank > this._maxRank) {
  49. this._maxRank = rank;
  50. }
  51. };
  52. Object.defineProperty(EffectFallbacks.prototype, "isMoreFallbacks", {
  53. /**
  54. * Checks to see if more fallbacks are still availible.
  55. */
  56. get: function () {
  57. return this._currentRank <= this._maxRank;
  58. },
  59. enumerable: true,
  60. configurable: true
  61. });
  62. /**
  63. * Removes the defines that shoould be removed when falling back.
  64. * @param currentDefines defines the current define statements for the shader.
  65. * @param effect defines the current effect we try to compile
  66. * @returns The resulting defines with defines of the current rank removed.
  67. */
  68. EffectFallbacks.prototype.reduce = function (currentDefines, effect) {
  69. // First we try to switch to CPU skinning
  70. if (this._mesh && this._mesh.computeBonesUsingShaders && this._mesh.numBoneInfluencers > 0 && this._mesh.material) {
  71. this._mesh.computeBonesUsingShaders = false;
  72. currentDefines = currentDefines.replace("#define NUM_BONE_INFLUENCERS " + this._mesh.numBoneInfluencers, "#define NUM_BONE_INFLUENCERS 0");
  73. effect._bonesComputationForcedToCPU = true;
  74. var scene = this._mesh.getScene();
  75. for (var index = 0; index < scene.meshes.length; index++) {
  76. var otherMesh = scene.meshes[index];
  77. if (!otherMesh.material) {
  78. continue;
  79. }
  80. if (!otherMesh.computeBonesUsingShaders || otherMesh.numBoneInfluencers === 0) {
  81. continue;
  82. }
  83. if (otherMesh.material.getEffect() === effect) {
  84. otherMesh.computeBonesUsingShaders = false;
  85. }
  86. else if (otherMesh.subMeshes) {
  87. for (var _i = 0, _a = otherMesh.subMeshes; _i < _a.length; _i++) {
  88. var subMesh = _a[_i];
  89. var subMeshEffect = subMesh.effect;
  90. if (subMeshEffect === effect) {
  91. otherMesh.computeBonesUsingShaders = false;
  92. break;
  93. }
  94. }
  95. }
  96. }
  97. }
  98. else {
  99. var currentFallbacks = this._defines[this._currentRank];
  100. if (currentFallbacks) {
  101. for (var index = 0; index < currentFallbacks.length; index++) {
  102. currentDefines = currentDefines.replace("#define " + currentFallbacks[index], "");
  103. }
  104. }
  105. this._currentRank++;
  106. }
  107. return currentDefines;
  108. };
  109. return EffectFallbacks;
  110. }());
  111. BABYLON.EffectFallbacks = EffectFallbacks;
  112. /**
  113. * Options to be used when creating an effect.
  114. */
  115. var EffectCreationOptions = /** @class */ (function () {
  116. function EffectCreationOptions() {
  117. }
  118. return EffectCreationOptions;
  119. }());
  120. BABYLON.EffectCreationOptions = EffectCreationOptions;
  121. /**
  122. * Effect containing vertex and fragment shader that can be executed on an object.
  123. */
  124. var Effect = /** @class */ (function () {
  125. /**
  126. * Instantiates an effect.
  127. * An effect can be used to create/manage/execute vertex and fragment shaders.
  128. * @param baseName Name of the effect.
  129. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  130. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  131. * @param samplers List of sampler variables that will be passed to the shader.
  132. * @param engine Engine to be used to render the effect
  133. * @param defines Define statements to be added to the shader.
  134. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  135. * @param onCompiled Callback that will be called when the shader is compiled.
  136. * @param onError Callback that will be called if an error occurs during shader compilation.
  137. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  138. */
  139. function Effect(baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, engine, defines, fallbacks, onCompiled, onError, indexParameters) {
  140. if (samplers === void 0) { samplers = null; }
  141. if (defines === void 0) { defines = null; }
  142. if (fallbacks === void 0) { fallbacks = null; }
  143. if (onCompiled === void 0) { onCompiled = null; }
  144. if (onError === void 0) { onError = null; }
  145. var _this = this;
  146. /**
  147. * Unique ID of the effect.
  148. */
  149. this.uniqueId = 0;
  150. /**
  151. * Observable that will be called when the shader is compiled.
  152. */
  153. this.onCompileObservable = new BABYLON.Observable();
  154. /**
  155. * Observable that will be called if an error occurs during shader compilation.
  156. */
  157. this.onErrorObservable = new BABYLON.Observable();
  158. /** @hidden */
  159. this._bonesComputationForcedToCPU = false;
  160. this._uniformBuffersNames = {};
  161. this._isReady = false;
  162. this._compilationError = "";
  163. this.name = baseName;
  164. if (attributesNamesOrOptions.attributes) {
  165. var options = attributesNamesOrOptions;
  166. this._engine = uniformsNamesOrEngine;
  167. this._attributesNames = options.attributes;
  168. this._uniformsNames = options.uniformsNames.concat(options.samplers);
  169. this._samplers = options.samplers.slice();
  170. this.defines = options.defines;
  171. this.onError = options.onError;
  172. this.onCompiled = options.onCompiled;
  173. this._fallbacks = options.fallbacks;
  174. this._indexParameters = options.indexParameters;
  175. this._transformFeedbackVaryings = options.transformFeedbackVaryings;
  176. if (options.uniformBuffersNames) {
  177. for (var i = 0; i < options.uniformBuffersNames.length; i++) {
  178. this._uniformBuffersNames[options.uniformBuffersNames[i]] = i;
  179. }
  180. }
  181. }
  182. else {
  183. this._engine = engine;
  184. this.defines = defines;
  185. this._uniformsNames = uniformsNamesOrEngine.concat(samplers);
  186. this._samplers = samplers ? samplers.slice() : [];
  187. this._attributesNames = attributesNamesOrOptions;
  188. this.onError = onError;
  189. this.onCompiled = onCompiled;
  190. this._indexParameters = indexParameters;
  191. this._fallbacks = fallbacks;
  192. }
  193. this.uniqueId = Effect._uniqueIdSeed++;
  194. var vertexSource;
  195. var fragmentSource;
  196. if (baseName.vertexElement) {
  197. vertexSource = document.getElementById(baseName.vertexElement);
  198. if (!vertexSource) {
  199. vertexSource = baseName.vertexElement;
  200. }
  201. }
  202. else {
  203. vertexSource = baseName.vertex || baseName;
  204. }
  205. if (baseName.fragmentElement) {
  206. fragmentSource = document.getElementById(baseName.fragmentElement);
  207. if (!fragmentSource) {
  208. fragmentSource = baseName.fragmentElement;
  209. }
  210. }
  211. else {
  212. fragmentSource = baseName.fragment || baseName;
  213. }
  214. this._loadVertexShader(vertexSource, function (vertexCode) {
  215. _this._processIncludes(vertexCode, function (vertexCodeWithIncludes) {
  216. _this._processShaderConversion(vertexCodeWithIncludes, false, function (migratedVertexCode) {
  217. _this._loadFragmentShader(fragmentSource, function (fragmentCode) {
  218. _this._processIncludes(fragmentCode, function (fragmentCodeWithIncludes) {
  219. _this._processShaderConversion(fragmentCodeWithIncludes, true, function (migratedFragmentCode) {
  220. if (baseName) {
  221. var vertex = baseName.vertexElement || baseName.vertex || baseName;
  222. var fragment = baseName.fragmentElement || baseName.fragment || baseName;
  223. _this._vertexSourceCode = "#define SHADER_NAME vertex:" + vertex + "\n" + migratedVertexCode;
  224. _this._fragmentSourceCode = "#define SHADER_NAME fragment:" + fragment + "\n" + migratedFragmentCode;
  225. }
  226. else {
  227. _this._vertexSourceCode = migratedVertexCode;
  228. _this._fragmentSourceCode = migratedFragmentCode;
  229. }
  230. _this._prepareEffect();
  231. });
  232. });
  233. });
  234. });
  235. });
  236. });
  237. }
  238. Object.defineProperty(Effect.prototype, "onBindObservable", {
  239. /**
  240. * Observable that will be called when effect is bound.
  241. */
  242. get: function () {
  243. if (!this._onBindObservable) {
  244. this._onBindObservable = new BABYLON.Observable();
  245. }
  246. return this._onBindObservable;
  247. },
  248. enumerable: true,
  249. configurable: true
  250. });
  251. Object.defineProperty(Effect.prototype, "key", {
  252. /**
  253. * Unique key for this effect
  254. */
  255. get: function () {
  256. return this._key;
  257. },
  258. enumerable: true,
  259. configurable: true
  260. });
  261. /**
  262. * If the effect has been compiled and prepared.
  263. * @returns if the effect is compiled and prepared.
  264. */
  265. Effect.prototype.isReady = function () {
  266. return this._isReady;
  267. };
  268. /**
  269. * The engine the effect was initialized with.
  270. * @returns the engine.
  271. */
  272. Effect.prototype.getEngine = function () {
  273. return this._engine;
  274. };
  275. /**
  276. * The compiled webGL program for the effect
  277. * @returns the webGL program.
  278. */
  279. Effect.prototype.getProgram = function () {
  280. return this._program;
  281. };
  282. /**
  283. * The set of names of attribute variables for the shader.
  284. * @returns An array of attribute names.
  285. */
  286. Effect.prototype.getAttributesNames = function () {
  287. return this._attributesNames;
  288. };
  289. /**
  290. * Returns the attribute at the given index.
  291. * @param index The index of the attribute.
  292. * @returns The location of the attribute.
  293. */
  294. Effect.prototype.getAttributeLocation = function (index) {
  295. return this._attributes[index];
  296. };
  297. /**
  298. * Returns the attribute based on the name of the variable.
  299. * @param name of the attribute to look up.
  300. * @returns the attribute location.
  301. */
  302. Effect.prototype.getAttributeLocationByName = function (name) {
  303. var index = this._attributesNames.indexOf(name);
  304. return this._attributes[index];
  305. };
  306. /**
  307. * The number of attributes.
  308. * @returns the numnber of attributes.
  309. */
  310. Effect.prototype.getAttributesCount = function () {
  311. return this._attributes.length;
  312. };
  313. /**
  314. * Gets the index of a uniform variable.
  315. * @param uniformName of the uniform to look up.
  316. * @returns the index.
  317. */
  318. Effect.prototype.getUniformIndex = function (uniformName) {
  319. return this._uniformsNames.indexOf(uniformName);
  320. };
  321. /**
  322. * Returns the attribute based on the name of the variable.
  323. * @param uniformName of the uniform to look up.
  324. * @returns the location of the uniform.
  325. */
  326. Effect.prototype.getUniform = function (uniformName) {
  327. return this._uniforms[this._uniformsNames.indexOf(uniformName)];
  328. };
  329. /**
  330. * Returns an array of sampler variable names
  331. * @returns The array of sampler variable neames.
  332. */
  333. Effect.prototype.getSamplers = function () {
  334. return this._samplers;
  335. };
  336. /**
  337. * The error from the last compilation.
  338. * @returns the error string.
  339. */
  340. Effect.prototype.getCompilationError = function () {
  341. return this._compilationError;
  342. };
  343. /**
  344. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  345. * @param func The callback to be used.
  346. */
  347. Effect.prototype.executeWhenCompiled = function (func) {
  348. if (this.isReady()) {
  349. func(this);
  350. return;
  351. }
  352. this.onCompileObservable.add(function (effect) {
  353. func(effect);
  354. });
  355. };
  356. /** @hidden */
  357. Effect.prototype._loadVertexShader = function (vertex, callback) {
  358. if (BABYLON.Tools.IsWindowObjectExist()) {
  359. // DOM element ?
  360. if (vertex instanceof HTMLElement) {
  361. var vertexCode = BABYLON.Tools.GetDOMTextContent(vertex);
  362. callback(vertexCode);
  363. return;
  364. }
  365. }
  366. // Base64 encoded ?
  367. if (vertex.substr(0, 7) === "base64:") {
  368. var vertexBinary = window.atob(vertex.substr(7));
  369. callback(vertexBinary);
  370. return;
  371. }
  372. // Is in local store ?
  373. if (Effect.ShadersStore[vertex + "VertexShader"]) {
  374. callback(Effect.ShadersStore[vertex + "VertexShader"]);
  375. return;
  376. }
  377. var vertexShaderUrl;
  378. if (vertex[0] === "." || vertex[0] === "/" || vertex.indexOf("http") > -1) {
  379. vertexShaderUrl = vertex;
  380. }
  381. else {
  382. vertexShaderUrl = BABYLON.Engine.ShadersRepository + vertex;
  383. }
  384. // Vertex shader
  385. this._engine._loadFile(vertexShaderUrl + ".vertex.fx", callback);
  386. };
  387. /** @hidden */
  388. Effect.prototype._loadFragmentShader = function (fragment, callback) {
  389. if (BABYLON.Tools.IsWindowObjectExist()) {
  390. // DOM element ?
  391. if (fragment instanceof HTMLElement) {
  392. var fragmentCode = BABYLON.Tools.GetDOMTextContent(fragment);
  393. callback(fragmentCode);
  394. return;
  395. }
  396. }
  397. // Base64 encoded ?
  398. if (fragment.substr(0, 7) === "base64:") {
  399. var fragmentBinary = window.atob(fragment.substr(7));
  400. callback(fragmentBinary);
  401. return;
  402. }
  403. // Is in local store ?
  404. if (Effect.ShadersStore[fragment + "PixelShader"]) {
  405. callback(Effect.ShadersStore[fragment + "PixelShader"]);
  406. return;
  407. }
  408. if (Effect.ShadersStore[fragment + "FragmentShader"]) {
  409. callback(Effect.ShadersStore[fragment + "FragmentShader"]);
  410. return;
  411. }
  412. var fragmentShaderUrl;
  413. if (fragment[0] === "." || fragment[0] === "/" || fragment.indexOf("http") > -1) {
  414. fragmentShaderUrl = fragment;
  415. }
  416. else {
  417. fragmentShaderUrl = BABYLON.Engine.ShadersRepository + fragment;
  418. }
  419. // Fragment shader
  420. this._engine._loadFile(fragmentShaderUrl + ".fragment.fx", callback);
  421. };
  422. /** @hidden */
  423. Effect.prototype._dumpShadersSource = function (vertexCode, fragmentCode, defines) {
  424. // Rebuild shaders source code
  425. var shaderVersion = (this._engine.webGLVersion > 1) ? "#version 300 es\n#define WEBGL2 \n" : "";
  426. var prefix = shaderVersion + (defines ? defines + "\n" : "");
  427. vertexCode = prefix + vertexCode;
  428. fragmentCode = prefix + fragmentCode;
  429. // Number lines of shaders source code
  430. var i = 2;
  431. var regex = /\n/gm;
  432. var formattedVertexCode = "\n1\t" + vertexCode.replace(regex, function () { return "\n" + (i++) + "\t"; });
  433. i = 2;
  434. var formattedFragmentCode = "\n1\t" + fragmentCode.replace(regex, function () { return "\n" + (i++) + "\t"; });
  435. // Dump shaders name and formatted source code
  436. if (this.name.vertexElement) {
  437. BABYLON.Tools.Error("Vertex shader: " + this.name.vertexElement + formattedVertexCode);
  438. BABYLON.Tools.Error("Fragment shader: " + this.name.fragmentElement + formattedFragmentCode);
  439. }
  440. else if (this.name.vertex) {
  441. BABYLON.Tools.Error("Vertex shader: " + this.name.vertex + formattedVertexCode);
  442. BABYLON.Tools.Error("Fragment shader: " + this.name.fragment + formattedFragmentCode);
  443. }
  444. else {
  445. BABYLON.Tools.Error("Vertex shader: " + this.name + formattedVertexCode);
  446. BABYLON.Tools.Error("Fragment shader: " + this.name + formattedFragmentCode);
  447. }
  448. };
  449. ;
  450. Effect.prototype._processShaderConversion = function (sourceCode, isFragment, callback) {
  451. var preparedSourceCode = this._processPrecision(sourceCode);
  452. if (this._engine.webGLVersion == 1) {
  453. callback(preparedSourceCode);
  454. return;
  455. }
  456. // Already converted
  457. if (preparedSourceCode.indexOf("#version 3") !== -1) {
  458. callback(preparedSourceCode.replace("#version 300 es", ""));
  459. return;
  460. }
  461. var hasDrawBuffersExtension = preparedSourceCode.search(/#extension.+GL_EXT_draw_buffers.+require/) !== -1;
  462. // Remove extensions
  463. // #extension GL_OES_standard_derivatives : enable
  464. // #extension GL_EXT_shader_texture_lod : enable
  465. // #extension GL_EXT_frag_depth : enable
  466. // #extension GL_EXT_draw_buffers : require
  467. var regex = /#extension.+(GL_OES_standard_derivatives|GL_EXT_shader_texture_lod|GL_EXT_frag_depth|GL_EXT_draw_buffers).+(enable|require)/g;
  468. var result = preparedSourceCode.replace(regex, "");
  469. // Migrate to GLSL v300
  470. result = result.replace(/varying(?![\n\r])\s/g, isFragment ? "in " : "out ");
  471. result = result.replace(/attribute[ \t]/g, "in ");
  472. result = result.replace(/[ \t]attribute/g, " in");
  473. if (isFragment) {
  474. result = result.replace(/texture2DLodEXT\s*\(/g, "textureLod(");
  475. result = result.replace(/textureCubeLodEXT\s*\(/g, "textureLod(");
  476. result = result.replace(/texture2D\s*\(/g, "texture(");
  477. result = result.replace(/textureCube\s*\(/g, "texture(");
  478. result = result.replace(/gl_FragDepthEXT/g, "gl_FragDepth");
  479. result = result.replace(/gl_FragColor/g, "glFragColor");
  480. result = result.replace(/gl_FragData/g, "glFragData");
  481. result = result.replace(/void\s+?main\s*\(/g, (hasDrawBuffersExtension ? "" : "out vec4 glFragColor;\n") + "void main(");
  482. }
  483. callback(result);
  484. };
  485. Effect.prototype._processIncludes = function (sourceCode, callback) {
  486. var _this = this;
  487. var regex = /#include<(.+)>(\((.*)\))*(\[(.*)\])*/g;
  488. var match = regex.exec(sourceCode);
  489. var returnValue = new String(sourceCode);
  490. while (match != null) {
  491. var includeFile = match[1];
  492. // Uniform declaration
  493. if (includeFile.indexOf("__decl__") !== -1) {
  494. includeFile = includeFile.replace(/__decl__/, "");
  495. if (this._engine.supportsUniformBuffers) {
  496. includeFile = includeFile.replace(/Vertex/, "Ubo");
  497. includeFile = includeFile.replace(/Fragment/, "Ubo");
  498. }
  499. includeFile = includeFile + "Declaration";
  500. }
  501. if (Effect.IncludesShadersStore[includeFile]) {
  502. // Substitution
  503. var includeContent = Effect.IncludesShadersStore[includeFile];
  504. if (match[2]) {
  505. var splits = match[3].split(",");
  506. for (var index = 0; index < splits.length; index += 2) {
  507. var source = new RegExp(splits[index], "g");
  508. var dest = splits[index + 1];
  509. includeContent = includeContent.replace(source, dest);
  510. }
  511. }
  512. if (match[4]) {
  513. var indexString = match[5];
  514. if (indexString.indexOf("..") !== -1) {
  515. var indexSplits = indexString.split("..");
  516. var minIndex = parseInt(indexSplits[0]);
  517. var maxIndex = parseInt(indexSplits[1]);
  518. var sourceIncludeContent = includeContent.slice(0);
  519. includeContent = "";
  520. if (isNaN(maxIndex)) {
  521. maxIndex = this._indexParameters[indexSplits[1]];
  522. }
  523. for (var i = minIndex; i < maxIndex; i++) {
  524. if (!this._engine.supportsUniformBuffers) {
  525. // Ubo replacement
  526. sourceIncludeContent = sourceIncludeContent.replace(/light\{X\}.(\w*)/g, function (str, p1) {
  527. return p1 + "{X}";
  528. });
  529. }
  530. includeContent += sourceIncludeContent.replace(/\{X\}/g, i.toString()) + "\n";
  531. }
  532. }
  533. else {
  534. if (!this._engine.supportsUniformBuffers) {
  535. // Ubo replacement
  536. includeContent = includeContent.replace(/light\{X\}.(\w*)/g, function (str, p1) {
  537. return p1 + "{X}";
  538. });
  539. }
  540. includeContent = includeContent.replace(/\{X\}/g, indexString);
  541. }
  542. }
  543. // Replace
  544. returnValue = returnValue.replace(match[0], includeContent);
  545. }
  546. else {
  547. var includeShaderUrl = BABYLON.Engine.ShadersRepository + "ShadersInclude/" + includeFile + ".fx";
  548. this._engine._loadFile(includeShaderUrl, function (fileContent) {
  549. Effect.IncludesShadersStore[includeFile] = fileContent;
  550. _this._processIncludes(returnValue, callback);
  551. });
  552. return;
  553. }
  554. match = regex.exec(sourceCode);
  555. }
  556. callback(returnValue);
  557. };
  558. Effect.prototype._processPrecision = function (source) {
  559. if (source.indexOf("precision highp float") === -1) {
  560. if (!this._engine.getCaps().highPrecisionShaderSupported) {
  561. source = "precision mediump float;\n" + source;
  562. }
  563. else {
  564. source = "precision highp float;\n" + source;
  565. }
  566. }
  567. else {
  568. if (!this._engine.getCaps().highPrecisionShaderSupported) { // Moving highp to mediump
  569. source = source.replace("precision highp float", "precision mediump float");
  570. }
  571. }
  572. return source;
  573. };
  574. /**
  575. * Recompiles the webGL program
  576. * @param vertexSourceCode The source code for the vertex shader.
  577. * @param fragmentSourceCode The source code for the fragment shader.
  578. * @param onCompiled Callback called when completed.
  579. * @param onError Callback called on error.
  580. * @hidden
  581. */
  582. Effect.prototype._rebuildProgram = function (vertexSourceCode, fragmentSourceCode, onCompiled, onError) {
  583. var _this = this;
  584. this._isReady = false;
  585. this._vertexSourceCodeOverride = vertexSourceCode;
  586. this._fragmentSourceCodeOverride = fragmentSourceCode;
  587. this.onError = function (effect, error) {
  588. if (onError) {
  589. onError(error);
  590. }
  591. };
  592. this.onCompiled = function () {
  593. var scenes = _this.getEngine().scenes;
  594. for (var i = 0; i < scenes.length; i++) {
  595. scenes[i].markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  596. }
  597. if (onCompiled) {
  598. onCompiled(_this._program);
  599. }
  600. };
  601. this._fallbacks = null;
  602. this._prepareEffect();
  603. };
  604. /**
  605. * Gets the uniform locations of the the specified variable names
  606. * @param names THe names of the variables to lookup.
  607. * @returns Array of locations in the same order as variable names.
  608. */
  609. Effect.prototype.getSpecificUniformLocations = function (names) {
  610. var engine = this._engine;
  611. return engine.getUniforms(this._program, names);
  612. };
  613. /**
  614. * Prepares the effect
  615. * @hidden
  616. */
  617. Effect.prototype._prepareEffect = function () {
  618. var attributesNames = this._attributesNames;
  619. var defines = this.defines;
  620. var fallbacks = this._fallbacks;
  621. this._valueCache = {};
  622. var previousProgram = this._program;
  623. try {
  624. var engine = this._engine;
  625. if (this._vertexSourceCodeOverride && this._fragmentSourceCodeOverride) {
  626. this._program = engine.createRawShaderProgram(this._vertexSourceCodeOverride, this._fragmentSourceCodeOverride, undefined, this._transformFeedbackVaryings);
  627. }
  628. else {
  629. this._program = engine.createShaderProgram(this._vertexSourceCode, this._fragmentSourceCode, defines, undefined, this._transformFeedbackVaryings);
  630. }
  631. this._program.__SPECTOR_rebuildProgram = this._rebuildProgram.bind(this);
  632. if (engine.supportsUniformBuffers) {
  633. for (var name in this._uniformBuffersNames) {
  634. this.bindUniformBlock(name, this._uniformBuffersNames[name]);
  635. }
  636. }
  637. this._uniforms = engine.getUniforms(this._program, this._uniformsNames);
  638. this._attributes = engine.getAttributes(this._program, attributesNames);
  639. var index;
  640. for (index = 0; index < this._samplers.length; index++) {
  641. var sampler = this.getUniform(this._samplers[index]);
  642. if (sampler == null) {
  643. this._samplers.splice(index, 1);
  644. index--;
  645. }
  646. }
  647. engine.bindSamplers(this);
  648. this._compilationError = "";
  649. this._isReady = true;
  650. if (this.onCompiled) {
  651. this.onCompiled(this);
  652. }
  653. this.onCompileObservable.notifyObservers(this);
  654. this.onCompileObservable.clear();
  655. // Unbind mesh reference in fallbacks
  656. if (this._fallbacks) {
  657. this._fallbacks.unBindMesh();
  658. }
  659. if (previousProgram) {
  660. this.getEngine()._deleteProgram(previousProgram);
  661. }
  662. }
  663. catch (e) {
  664. this._compilationError = e.message;
  665. // Let's go through fallbacks then
  666. BABYLON.Tools.Error("Unable to compile effect:");
  667. BABYLON.Tools.Error("Uniforms: " + this._uniformsNames.map(function (uniform) {
  668. return " " + uniform;
  669. }));
  670. BABYLON.Tools.Error("Attributes: " + attributesNames.map(function (attribute) {
  671. return " " + attribute;
  672. }));
  673. BABYLON.Tools.Error("Error: " + this._compilationError);
  674. if (previousProgram) {
  675. this._program = previousProgram;
  676. this._isReady = true;
  677. if (this.onError) {
  678. this.onError(this, this._compilationError);
  679. }
  680. this.onErrorObservable.notifyObservers(this);
  681. }
  682. if (fallbacks && fallbacks.isMoreFallbacks) {
  683. BABYLON.Tools.Error("Trying next fallback.");
  684. this.defines = fallbacks.reduce(this.defines, this);
  685. this._prepareEffect();
  686. }
  687. else { // Sorry we did everything we can
  688. if (this.onError) {
  689. this.onError(this, this._compilationError);
  690. }
  691. this.onErrorObservable.notifyObservers(this);
  692. this.onErrorObservable.clear();
  693. // Unbind mesh reference in fallbacks
  694. if (this._fallbacks) {
  695. this._fallbacks.unBindMesh();
  696. }
  697. }
  698. }
  699. };
  700. Object.defineProperty(Effect.prototype, "isSupported", {
  701. /**
  702. * Checks if the effect is supported. (Must be called after compilation)
  703. */
  704. get: function () {
  705. return this._compilationError === "";
  706. },
  707. enumerable: true,
  708. configurable: true
  709. });
  710. /**
  711. * Binds a texture to the engine to be used as output of the shader.
  712. * @param channel Name of the output variable.
  713. * @param texture Texture to bind.
  714. * @hidden
  715. */
  716. Effect.prototype._bindTexture = function (channel, texture) {
  717. this._engine._bindTexture(this._samplers.indexOf(channel), texture);
  718. };
  719. /**
  720. * Sets a texture on the engine to be used in the shader.
  721. * @param channel Name of the sampler variable.
  722. * @param texture Texture to set.
  723. */
  724. Effect.prototype.setTexture = function (channel, texture) {
  725. this._engine.setTexture(this._samplers.indexOf(channel), this.getUniform(channel), texture);
  726. };
  727. /**
  728. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  729. * @param channel Name of the sampler variable.
  730. * @param texture Texture to set.
  731. */
  732. Effect.prototype.setDepthStencilTexture = function (channel, texture) {
  733. this._engine.setDepthStencilTexture(this._samplers.indexOf(channel), this.getUniform(channel), texture);
  734. };
  735. /**
  736. * Sets an array of textures on the engine to be used in the shader.
  737. * @param channel Name of the variable.
  738. * @param textures Textures to set.
  739. */
  740. Effect.prototype.setTextureArray = function (channel, textures) {
  741. if (this._samplers.indexOf(channel + "Ex") === -1) {
  742. var initialPos = this._samplers.indexOf(channel);
  743. for (var index = 1; index < textures.length; index++) {
  744. this._samplers.splice(initialPos + index, 0, channel + "Ex");
  745. }
  746. }
  747. this._engine.setTextureArray(this._samplers.indexOf(channel), this.getUniform(channel), textures);
  748. };
  749. /**
  750. * 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)
  751. * @param channel Name of the sampler variable.
  752. * @param postProcess Post process to get the input texture from.
  753. */
  754. Effect.prototype.setTextureFromPostProcess = function (channel, postProcess) {
  755. this._engine.setTextureFromPostProcess(this._samplers.indexOf(channel), postProcess);
  756. };
  757. /**
  758. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  759. * 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)
  760. * @param channel Name of the sampler variable.
  761. * @param postProcess Post process to get the output texture from.
  762. */
  763. Effect.prototype.setTextureFromPostProcessOutput = function (channel, postProcess) {
  764. this._engine.setTextureFromPostProcessOutput(this._samplers.indexOf(channel), postProcess);
  765. };
  766. /** @hidden */
  767. Effect.prototype._cacheMatrix = function (uniformName, matrix) {
  768. var cache = this._valueCache[uniformName];
  769. var flag = matrix.updateFlag;
  770. if (cache !== undefined && cache === flag) {
  771. return false;
  772. }
  773. this._valueCache[uniformName] = flag;
  774. return true;
  775. };
  776. /** @hidden */
  777. Effect.prototype._cacheFloat2 = function (uniformName, x, y) {
  778. var cache = this._valueCache[uniformName];
  779. if (!cache) {
  780. cache = [x, y];
  781. this._valueCache[uniformName] = cache;
  782. return true;
  783. }
  784. var changed = false;
  785. if (cache[0] !== x) {
  786. cache[0] = x;
  787. changed = true;
  788. }
  789. if (cache[1] !== y) {
  790. cache[1] = y;
  791. changed = true;
  792. }
  793. return changed;
  794. };
  795. /** @hidden */
  796. Effect.prototype._cacheFloat3 = function (uniformName, x, y, z) {
  797. var cache = this._valueCache[uniformName];
  798. if (!cache) {
  799. cache = [x, y, z];
  800. this._valueCache[uniformName] = cache;
  801. return true;
  802. }
  803. var changed = false;
  804. if (cache[0] !== x) {
  805. cache[0] = x;
  806. changed = true;
  807. }
  808. if (cache[1] !== y) {
  809. cache[1] = y;
  810. changed = true;
  811. }
  812. if (cache[2] !== z) {
  813. cache[2] = z;
  814. changed = true;
  815. }
  816. return changed;
  817. };
  818. /** @hidden */
  819. Effect.prototype._cacheFloat4 = function (uniformName, x, y, z, w) {
  820. var cache = this._valueCache[uniformName];
  821. if (!cache) {
  822. cache = [x, y, z, w];
  823. this._valueCache[uniformName] = cache;
  824. return true;
  825. }
  826. var changed = false;
  827. if (cache[0] !== x) {
  828. cache[0] = x;
  829. changed = true;
  830. }
  831. if (cache[1] !== y) {
  832. cache[1] = y;
  833. changed = true;
  834. }
  835. if (cache[2] !== z) {
  836. cache[2] = z;
  837. changed = true;
  838. }
  839. if (cache[3] !== w) {
  840. cache[3] = w;
  841. changed = true;
  842. }
  843. return changed;
  844. };
  845. /**
  846. * Binds a buffer to a uniform.
  847. * @param buffer Buffer to bind.
  848. * @param name Name of the uniform variable to bind to.
  849. */
  850. Effect.prototype.bindUniformBuffer = function (buffer, name) {
  851. var bufferName = this._uniformBuffersNames[name];
  852. if (bufferName === undefined || Effect._baseCache[bufferName] === buffer) {
  853. return;
  854. }
  855. Effect._baseCache[bufferName] = buffer;
  856. this._engine.bindUniformBufferBase(buffer, bufferName);
  857. };
  858. /**
  859. * Binds block to a uniform.
  860. * @param blockName Name of the block to bind.
  861. * @param index Index to bind.
  862. */
  863. Effect.prototype.bindUniformBlock = function (blockName, index) {
  864. this._engine.bindUniformBlock(this._program, blockName, index);
  865. };
  866. /**
  867. * Sets an interger value on a uniform variable.
  868. * @param uniformName Name of the variable.
  869. * @param value Value to be set.
  870. * @returns this effect.
  871. */
  872. Effect.prototype.setInt = function (uniformName, value) {
  873. var cache = this._valueCache[uniformName];
  874. if (cache !== undefined && cache === value)
  875. return this;
  876. this._valueCache[uniformName] = value;
  877. this._engine.setInt(this.getUniform(uniformName), value);
  878. return this;
  879. };
  880. /**
  881. * Sets an int array on a uniform variable.
  882. * @param uniformName Name of the variable.
  883. * @param array array to be set.
  884. * @returns this effect.
  885. */
  886. Effect.prototype.setIntArray = function (uniformName, array) {
  887. this._valueCache[uniformName] = null;
  888. this._engine.setIntArray(this.getUniform(uniformName), array);
  889. return this;
  890. };
  891. /**
  892. * 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)
  893. * @param uniformName Name of the variable.
  894. * @param array array to be set.
  895. * @returns this effect.
  896. */
  897. Effect.prototype.setIntArray2 = function (uniformName, array) {
  898. this._valueCache[uniformName] = null;
  899. this._engine.setIntArray2(this.getUniform(uniformName), array);
  900. return this;
  901. };
  902. /**
  903. * 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)
  904. * @param uniformName Name of the variable.
  905. * @param array array to be set.
  906. * @returns this effect.
  907. */
  908. Effect.prototype.setIntArray3 = function (uniformName, array) {
  909. this._valueCache[uniformName] = null;
  910. this._engine.setIntArray3(this.getUniform(uniformName), array);
  911. return this;
  912. };
  913. /**
  914. * 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)
  915. * @param uniformName Name of the variable.
  916. * @param array array to be set.
  917. * @returns this effect.
  918. */
  919. Effect.prototype.setIntArray4 = function (uniformName, array) {
  920. this._valueCache[uniformName] = null;
  921. this._engine.setIntArray4(this.getUniform(uniformName), array);
  922. return this;
  923. };
  924. /**
  925. * Sets an float array on a uniform variable.
  926. * @param uniformName Name of the variable.
  927. * @param array array to be set.
  928. * @returns this effect.
  929. */
  930. Effect.prototype.setFloatArray = function (uniformName, array) {
  931. this._valueCache[uniformName] = null;
  932. this._engine.setFloatArray(this.getUniform(uniformName), array);
  933. return this;
  934. };
  935. /**
  936. * 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)
  937. * @param uniformName Name of the variable.
  938. * @param array array to be set.
  939. * @returns this effect.
  940. */
  941. Effect.prototype.setFloatArray2 = function (uniformName, array) {
  942. this._valueCache[uniformName] = null;
  943. this._engine.setFloatArray2(this.getUniform(uniformName), array);
  944. return this;
  945. };
  946. /**
  947. * 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)
  948. * @param uniformName Name of the variable.
  949. * @param array array to be set.
  950. * @returns this effect.
  951. */
  952. Effect.prototype.setFloatArray3 = function (uniformName, array) {
  953. this._valueCache[uniformName] = null;
  954. this._engine.setFloatArray3(this.getUniform(uniformName), array);
  955. return this;
  956. };
  957. /**
  958. * 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)
  959. * @param uniformName Name of the variable.
  960. * @param array array to be set.
  961. * @returns this effect.
  962. */
  963. Effect.prototype.setFloatArray4 = function (uniformName, array) {
  964. this._valueCache[uniformName] = null;
  965. this._engine.setFloatArray4(this.getUniform(uniformName), array);
  966. return this;
  967. };
  968. /**
  969. * Sets an array on a uniform variable.
  970. * @param uniformName Name of the variable.
  971. * @param array array to be set.
  972. * @returns this effect.
  973. */
  974. Effect.prototype.setArray = function (uniformName, array) {
  975. this._valueCache[uniformName] = null;
  976. this._engine.setArray(this.getUniform(uniformName), array);
  977. return this;
  978. };
  979. /**
  980. * 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)
  981. * @param uniformName Name of the variable.
  982. * @param array array to be set.
  983. * @returns this effect.
  984. */
  985. Effect.prototype.setArray2 = function (uniformName, array) {
  986. this._valueCache[uniformName] = null;
  987. this._engine.setArray2(this.getUniform(uniformName), array);
  988. return this;
  989. };
  990. /**
  991. * 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)
  992. * @param uniformName Name of the variable.
  993. * @param array array to be set.
  994. * @returns this effect.
  995. */
  996. Effect.prototype.setArray3 = function (uniformName, array) {
  997. this._valueCache[uniformName] = null;
  998. this._engine.setArray3(this.getUniform(uniformName), array);
  999. return this;
  1000. };
  1001. /**
  1002. * 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)
  1003. * @param uniformName Name of the variable.
  1004. * @param array array to be set.
  1005. * @returns this effect.
  1006. */
  1007. Effect.prototype.setArray4 = function (uniformName, array) {
  1008. this._valueCache[uniformName] = null;
  1009. this._engine.setArray4(this.getUniform(uniformName), array);
  1010. return this;
  1011. };
  1012. /**
  1013. * Sets matrices on a uniform variable.
  1014. * @param uniformName Name of the variable.
  1015. * @param matrices matrices to be set.
  1016. * @returns this effect.
  1017. */
  1018. Effect.prototype.setMatrices = function (uniformName, matrices) {
  1019. if (!matrices) {
  1020. return this;
  1021. }
  1022. this._valueCache[uniformName] = null;
  1023. this._engine.setMatrices(this.getUniform(uniformName), matrices);
  1024. return this;
  1025. };
  1026. /**
  1027. * Sets matrix on a uniform variable.
  1028. * @param uniformName Name of the variable.
  1029. * @param matrix matrix to be set.
  1030. * @returns this effect.
  1031. */
  1032. Effect.prototype.setMatrix = function (uniformName, matrix) {
  1033. if (this._cacheMatrix(uniformName, matrix)) {
  1034. this._engine.setMatrix(this.getUniform(uniformName), matrix);
  1035. }
  1036. return this;
  1037. };
  1038. /**
  1039. * 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)
  1040. * @param uniformName Name of the variable.
  1041. * @param matrix matrix to be set.
  1042. * @returns this effect.
  1043. */
  1044. Effect.prototype.setMatrix3x3 = function (uniformName, matrix) {
  1045. this._valueCache[uniformName] = null;
  1046. this._engine.setMatrix3x3(this.getUniform(uniformName), matrix);
  1047. return this;
  1048. };
  1049. /**
  1050. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  1051. * @param uniformName Name of the variable.
  1052. * @param matrix matrix to be set.
  1053. * @returns this effect.
  1054. */
  1055. Effect.prototype.setMatrix2x2 = function (uniformName, matrix) {
  1056. this._valueCache[uniformName] = null;
  1057. this._engine.setMatrix2x2(this.getUniform(uniformName), matrix);
  1058. return this;
  1059. };
  1060. /**
  1061. * Sets a float on a uniform variable.
  1062. * @param uniformName Name of the variable.
  1063. * @param value value to be set.
  1064. * @returns this effect.
  1065. */
  1066. Effect.prototype.setFloat = function (uniformName, value) {
  1067. var cache = this._valueCache[uniformName];
  1068. if (cache !== undefined && cache === value)
  1069. return this;
  1070. this._valueCache[uniformName] = value;
  1071. this._engine.setFloat(this.getUniform(uniformName), value);
  1072. return this;
  1073. };
  1074. /**
  1075. * Sets a boolean on a uniform variable.
  1076. * @param uniformName Name of the variable.
  1077. * @param bool value to be set.
  1078. * @returns this effect.
  1079. */
  1080. Effect.prototype.setBool = function (uniformName, bool) {
  1081. var cache = this._valueCache[uniformName];
  1082. if (cache !== undefined && cache === bool)
  1083. return this;
  1084. this._valueCache[uniformName] = bool;
  1085. this._engine.setBool(this.getUniform(uniformName), bool ? 1 : 0);
  1086. return this;
  1087. };
  1088. /**
  1089. * Sets a Vector2 on a uniform variable.
  1090. * @param uniformName Name of the variable.
  1091. * @param vector2 vector2 to be set.
  1092. * @returns this effect.
  1093. */
  1094. Effect.prototype.setVector2 = function (uniformName, vector2) {
  1095. if (this._cacheFloat2(uniformName, vector2.x, vector2.y)) {
  1096. this._engine.setFloat2(this.getUniform(uniformName), vector2.x, vector2.y);
  1097. }
  1098. return this;
  1099. };
  1100. /**
  1101. * Sets a float2 on a uniform variable.
  1102. * @param uniformName Name of the variable.
  1103. * @param x First float in float2.
  1104. * @param y Second float in float2.
  1105. * @returns this effect.
  1106. */
  1107. Effect.prototype.setFloat2 = function (uniformName, x, y) {
  1108. if (this._cacheFloat2(uniformName, x, y)) {
  1109. this._engine.setFloat2(this.getUniform(uniformName), x, y);
  1110. }
  1111. return this;
  1112. };
  1113. /**
  1114. * Sets a Vector3 on a uniform variable.
  1115. * @param uniformName Name of the variable.
  1116. * @param vector3 Value to be set.
  1117. * @returns this effect.
  1118. */
  1119. Effect.prototype.setVector3 = function (uniformName, vector3) {
  1120. if (this._cacheFloat3(uniformName, vector3.x, vector3.y, vector3.z)) {
  1121. this._engine.setFloat3(this.getUniform(uniformName), vector3.x, vector3.y, vector3.z);
  1122. }
  1123. return this;
  1124. };
  1125. /**
  1126. * Sets a float3 on a uniform variable.
  1127. * @param uniformName Name of the variable.
  1128. * @param x First float in float3.
  1129. * @param y Second float in float3.
  1130. * @param z Third float in float3.
  1131. * @returns this effect.
  1132. */
  1133. Effect.prototype.setFloat3 = function (uniformName, x, y, z) {
  1134. if (this._cacheFloat3(uniformName, x, y, z)) {
  1135. this._engine.setFloat3(this.getUniform(uniformName), x, y, z);
  1136. }
  1137. return this;
  1138. };
  1139. /**
  1140. * Sets a Vector4 on a uniform variable.
  1141. * @param uniformName Name of the variable.
  1142. * @param vector4 Value to be set.
  1143. * @returns this effect.
  1144. */
  1145. Effect.prototype.setVector4 = function (uniformName, vector4) {
  1146. if (this._cacheFloat4(uniformName, vector4.x, vector4.y, vector4.z, vector4.w)) {
  1147. this._engine.setFloat4(this.getUniform(uniformName), vector4.x, vector4.y, vector4.z, vector4.w);
  1148. }
  1149. return this;
  1150. };
  1151. /**
  1152. * Sets a float4 on a uniform variable.
  1153. * @param uniformName Name of the variable.
  1154. * @param x First float in float4.
  1155. * @param y Second float in float4.
  1156. * @param z Third float in float4.
  1157. * @param w Fourth float in float4.
  1158. * @returns this effect.
  1159. */
  1160. Effect.prototype.setFloat4 = function (uniformName, x, y, z, w) {
  1161. if (this._cacheFloat4(uniformName, x, y, z, w)) {
  1162. this._engine.setFloat4(this.getUniform(uniformName), x, y, z, w);
  1163. }
  1164. return this;
  1165. };
  1166. /**
  1167. * Sets a Color3 on a uniform variable.
  1168. * @param uniformName Name of the variable.
  1169. * @param color3 Value to be set.
  1170. * @returns this effect.
  1171. */
  1172. Effect.prototype.setColor3 = function (uniformName, color3) {
  1173. if (this._cacheFloat3(uniformName, color3.r, color3.g, color3.b)) {
  1174. this._engine.setColor3(this.getUniform(uniformName), color3);
  1175. }
  1176. return this;
  1177. };
  1178. /**
  1179. * Sets a Color4 on a uniform variable.
  1180. * @param uniformName Name of the variable.
  1181. * @param color3 Value to be set.
  1182. * @param alpha Alpha value to be set.
  1183. * @returns this effect.
  1184. */
  1185. Effect.prototype.setColor4 = function (uniformName, color3, alpha) {
  1186. if (this._cacheFloat4(uniformName, color3.r, color3.g, color3.b, alpha)) {
  1187. this._engine.setColor4(this.getUniform(uniformName), color3, alpha);
  1188. }
  1189. return this;
  1190. };
  1191. /**
  1192. * Sets a Color4 on a uniform variable
  1193. * @param uniformName defines the name of the variable
  1194. * @param color4 defines the value to be set
  1195. * @returns this effect.
  1196. */
  1197. Effect.prototype.setDirectColor4 = function (uniformName, color4) {
  1198. if (this._cacheFloat4(uniformName, color4.r, color4.g, color4.b, color4.a)) {
  1199. this._engine.setDirectColor4(this.getUniform(uniformName), color4);
  1200. }
  1201. return this;
  1202. };
  1203. /**
  1204. * This function will add a new shader to the shader store
  1205. * @param name the name of the shader
  1206. * @param pixelShader optional pixel shader content
  1207. * @param vertexShader optional vertex shader content
  1208. */
  1209. Effect.RegisterShader = function (name, pixelShader, vertexShader) {
  1210. if (pixelShader) {
  1211. Effect.ShadersStore[name + "PixelShader"] = pixelShader;
  1212. }
  1213. if (vertexShader) {
  1214. Effect.ShadersStore[name + "VertexShader"] = vertexShader;
  1215. }
  1216. };
  1217. /**
  1218. * Resets the cache of effects.
  1219. */
  1220. Effect.ResetCache = function () {
  1221. Effect._baseCache = {};
  1222. };
  1223. Effect._uniqueIdSeed = 0;
  1224. Effect._baseCache = {};
  1225. /**
  1226. * Store of each shader (The can be looked up using effect.key)
  1227. */
  1228. Effect.ShadersStore = {};
  1229. /**
  1230. * Store of each included file for a shader (The can be looked up using effect.key)
  1231. */
  1232. Effect.IncludesShadersStore = {};
  1233. return Effect;
  1234. }());
  1235. BABYLON.Effect = Effect;
  1236. })(BABYLON || (BABYLON = {}));
  1237. //# sourceMappingURL=babylon.effect.js.map
  1238. //# sourceMappingURL=babylon.types.js.map
  1239. var BABYLON;
  1240. (function (BABYLON) {
  1241. /**
  1242. * Gather the list of keyboard event types as constants.
  1243. */
  1244. var KeyboardEventTypes = /** @class */ (function () {
  1245. function KeyboardEventTypes() {
  1246. }
  1247. /**
  1248. * The keydown event is fired when a key becomes active (pressed).
  1249. */
  1250. KeyboardEventTypes.KEYDOWN = 0x01;
  1251. /**
  1252. * The keyup event is fired when a key has been released.
  1253. */
  1254. KeyboardEventTypes.KEYUP = 0x02;
  1255. return KeyboardEventTypes;
  1256. }());
  1257. BABYLON.KeyboardEventTypes = KeyboardEventTypes;
  1258. /**
  1259. * This class is used to store keyboard related info for the onKeyboardObservable event.
  1260. */
  1261. var KeyboardInfo = /** @class */ (function () {
  1262. /**
  1263. * Instantiates a new keyboard info.
  1264. * This class is used to store keyboard related info for the onKeyboardObservable event.
  1265. * @param type Defines the type of event (BABYLON.KeyboardEventTypes)
  1266. * @param event Defines the related dom event
  1267. */
  1268. function KeyboardInfo(
  1269. /**
  1270. * Defines the type of event (BABYLON.KeyboardEventTypes)
  1271. */
  1272. type,
  1273. /**
  1274. * Defines the related dom event
  1275. */
  1276. event) {
  1277. this.type = type;
  1278. this.event = event;
  1279. }
  1280. return KeyboardInfo;
  1281. }());
  1282. BABYLON.KeyboardInfo = KeyboardInfo;
  1283. /**
  1284. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  1285. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  1286. */
  1287. var KeyboardInfoPre = /** @class */ (function (_super) {
  1288. __extends(KeyboardInfoPre, _super);
  1289. /**
  1290. * Instantiates a new keyboard pre info.
  1291. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  1292. * @param type Defines the type of event (BABYLON.KeyboardEventTypes)
  1293. * @param event Defines the related dom event
  1294. */
  1295. function KeyboardInfoPre(
  1296. /**
  1297. * Defines the type of event (BABYLON.KeyboardEventTypes)
  1298. */
  1299. type,
  1300. /**
  1301. * Defines the related dom event
  1302. */
  1303. event) {
  1304. var _this = _super.call(this, type, event) || this;
  1305. _this.type = type;
  1306. _this.event = event;
  1307. _this.skipOnPointerObservable = false;
  1308. return _this;
  1309. }
  1310. return KeyboardInfoPre;
  1311. }(KeyboardInfo));
  1312. BABYLON.KeyboardInfoPre = KeyboardInfoPre;
  1313. })(BABYLON || (BABYLON = {}));
  1314. //# sourceMappingURL=babylon.keyboardEvents.js.map
  1315. var BABYLON;
  1316. (function (BABYLON) {
  1317. /**
  1318. * Gather the list of pointer event types as constants.
  1319. */
  1320. var PointerEventTypes = /** @class */ (function () {
  1321. function PointerEventTypes() {
  1322. }
  1323. /**
  1324. * 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.
  1325. */
  1326. PointerEventTypes.POINTERDOWN = 0x01;
  1327. /**
  1328. * The pointerup event is fired when a pointer is no longer active.
  1329. */
  1330. PointerEventTypes.POINTERUP = 0x02;
  1331. /**
  1332. * The pointermove event is fired when a pointer changes coordinates.
  1333. */
  1334. PointerEventTypes.POINTERMOVE = 0x04;
  1335. /**
  1336. * The pointerwheel event is fired when a mouse wheel has been rotated.
  1337. */
  1338. PointerEventTypes.POINTERWHEEL = 0x08;
  1339. /**
  1340. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  1341. */
  1342. PointerEventTypes.POINTERPICK = 0x10;
  1343. /**
  1344. * The pointertap event is fired when a the object has been touched and released without drag.
  1345. */
  1346. PointerEventTypes.POINTERTAP = 0x20;
  1347. /**
  1348. * The pointertap event is fired when a the object has been touched and released twice without drag.
  1349. */
  1350. PointerEventTypes.POINTERDOUBLETAP = 0x40;
  1351. return PointerEventTypes;
  1352. }());
  1353. BABYLON.PointerEventTypes = PointerEventTypes;
  1354. /**
  1355. * Base class of pointer info types.
  1356. */
  1357. var PointerInfoBase = /** @class */ (function () {
  1358. /**
  1359. * Instantiates the base class of pointers info.
  1360. * @param type Defines the type of event (BABYLON.PointerEventTypes)
  1361. * @param event Defines the related dom event
  1362. */
  1363. function PointerInfoBase(
  1364. /**
  1365. * Defines the type of event (BABYLON.PointerEventTypes)
  1366. */
  1367. type,
  1368. /**
  1369. * Defines the related dom event
  1370. */
  1371. event) {
  1372. this.type = type;
  1373. this.event = event;
  1374. }
  1375. return PointerInfoBase;
  1376. }());
  1377. BABYLON.PointerInfoBase = PointerInfoBase;
  1378. /**
  1379. * This class is used to store pointer related info for the onPrePointerObservable event.
  1380. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  1381. */
  1382. var PointerInfoPre = /** @class */ (function (_super) {
  1383. __extends(PointerInfoPre, _super);
  1384. /**
  1385. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  1386. * @param type Defines the type of event (BABYLON.PointerEventTypes)
  1387. * @param event Defines the related dom event
  1388. * @param localX Defines the local x coordinates of the pointer when the event occured
  1389. * @param localY Defines the local y coordinates of the pointer when the event occured
  1390. */
  1391. function PointerInfoPre(type, event, localX, localY) {
  1392. var _this = _super.call(this, type, event) || this;
  1393. /**
  1394. * Ray from a pointer if availible (eg. 6dof controller)
  1395. */
  1396. _this.ray = null;
  1397. _this.skipOnPointerObservable = false;
  1398. _this.localPosition = new BABYLON.Vector2(localX, localY);
  1399. return _this;
  1400. }
  1401. return PointerInfoPre;
  1402. }(PointerInfoBase));
  1403. BABYLON.PointerInfoPre = PointerInfoPre;
  1404. /**
  1405. * This type contains all the data related to a pointer event in Babylon.js.
  1406. * 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.
  1407. */
  1408. var PointerInfo = /** @class */ (function (_super) {
  1409. __extends(PointerInfo, _super);
  1410. /**
  1411. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  1412. * @param type Defines the type of event (BABYLON.PointerEventTypes)
  1413. * @param event Defines the related dom event
  1414. * @param pickInfo Defines the picking info associated to the info (if any)\
  1415. */
  1416. function PointerInfo(type, event,
  1417. /**
  1418. * Defines the picking info associated to the info (if any)\
  1419. */
  1420. pickInfo) {
  1421. var _this = _super.call(this, type, event) || this;
  1422. _this.pickInfo = pickInfo;
  1423. return _this;
  1424. }
  1425. return PointerInfo;
  1426. }(PointerInfoBase));
  1427. BABYLON.PointerInfo = PointerInfo;
  1428. })(BABYLON || (BABYLON = {}));
  1429. //# sourceMappingURL=babylon.pointerEvents.js.map
  1430. var BABYLON;
  1431. (function (BABYLON) {
  1432. /**
  1433. * Constant used to convert a value to gamma space
  1434. * @ignorenaming
  1435. */
  1436. BABYLON.ToGammaSpace = 1 / 2.2;
  1437. /**
  1438. * Constant used to convert a value to linear space
  1439. * @ignorenaming
  1440. */
  1441. BABYLON.ToLinearSpace = 2.2;
  1442. /**
  1443. * Constant used to define the minimal number value in Babylon.js
  1444. * @ignorenaming
  1445. */
  1446. BABYLON.Epsilon = 0.001;
  1447. /**
  1448. * Class used to hold a RBG color
  1449. */
  1450. var Color3 = /** @class */ (function () {
  1451. /**
  1452. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  1453. * @param r defines the red component (between 0 and 1, default is 0)
  1454. * @param g defines the green component (between 0 and 1, default is 0)
  1455. * @param b defines the blue component (between 0 and 1, default is 0)
  1456. */
  1457. function Color3(
  1458. /**
  1459. * Defines the red component (between 0 and 1, default is 0)
  1460. */
  1461. r,
  1462. /**
  1463. * Defines the green component (between 0 and 1, default is 0)
  1464. */
  1465. g,
  1466. /**
  1467. * Defines the blue component (between 0 and 1, default is 0)
  1468. */
  1469. b) {
  1470. if (r === void 0) { r = 0; }
  1471. if (g === void 0) { g = 0; }
  1472. if (b === void 0) { b = 0; }
  1473. this.r = r;
  1474. this.g = g;
  1475. this.b = b;
  1476. }
  1477. /**
  1478. * Creates a string with the Color3 current values
  1479. * @returns the string representation of the Color3 object
  1480. */
  1481. Color3.prototype.toString = function () {
  1482. return "{R: " + this.r + " G:" + this.g + " B:" + this.b + "}";
  1483. };
  1484. /**
  1485. * Returns the string "Color3"
  1486. * @returns "Color3"
  1487. */
  1488. Color3.prototype.getClassName = function () {
  1489. return "Color3";
  1490. };
  1491. /**
  1492. * Compute the Color3 hash code
  1493. * @returns an unique number that can be used to hash Color3 objects
  1494. */
  1495. Color3.prototype.getHashCode = function () {
  1496. var hash = this.r || 0;
  1497. hash = (hash * 397) ^ (this.g || 0);
  1498. hash = (hash * 397) ^ (this.b || 0);
  1499. return hash;
  1500. };
  1501. // Operators
  1502. /**
  1503. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  1504. * @param array defines the array where to store the r,g,b components
  1505. * @param index defines an optional index in the target array to define where to start storing values
  1506. * @returns the current Color3 object
  1507. */
  1508. Color3.prototype.toArray = function (array, index) {
  1509. if (index === undefined) {
  1510. index = 0;
  1511. }
  1512. array[index] = this.r;
  1513. array[index + 1] = this.g;
  1514. array[index + 2] = this.b;
  1515. return this;
  1516. };
  1517. /**
  1518. * Returns a new {BABYLON.Color4} object from the current Color3 and the given alpha
  1519. * @param alpha defines the alpha component on the new {BABYLON.Color4} object (default is 1)
  1520. * @returns a new {BABYLON.Color4} object
  1521. */
  1522. Color3.prototype.toColor4 = function (alpha) {
  1523. if (alpha === void 0) { alpha = 1; }
  1524. return new Color4(this.r, this.g, this.b, alpha);
  1525. };
  1526. /**
  1527. * Returns a new array populated with 3 numeric elements : red, green and blue values
  1528. * @returns the new array
  1529. */
  1530. Color3.prototype.asArray = function () {
  1531. var result = new Array();
  1532. this.toArray(result, 0);
  1533. return result;
  1534. };
  1535. /**
  1536. * Returns the luminance value
  1537. * @returns a float value
  1538. */
  1539. Color3.prototype.toLuminance = function () {
  1540. return this.r * 0.3 + this.g * 0.59 + this.b * 0.11;
  1541. };
  1542. /**
  1543. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  1544. * @param otherColor defines the second operand
  1545. * @returns the new Color3 object
  1546. */
  1547. Color3.prototype.multiply = function (otherColor) {
  1548. return new Color3(this.r * otherColor.r, this.g * otherColor.g, this.b * otherColor.b);
  1549. };
  1550. /**
  1551. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  1552. * @param otherColor defines the second operand
  1553. * @param result defines the Color3 object where to store the result
  1554. * @returns the current Color3
  1555. */
  1556. Color3.prototype.multiplyToRef = function (otherColor, result) {
  1557. result.r = this.r * otherColor.r;
  1558. result.g = this.g * otherColor.g;
  1559. result.b = this.b * otherColor.b;
  1560. return this;
  1561. };
  1562. /**
  1563. * Determines equality between Color3 objects
  1564. * @param otherColor defines the second operand
  1565. * @returns true if the rgb values are equal to the given ones
  1566. */
  1567. Color3.prototype.equals = function (otherColor) {
  1568. return otherColor && this.r === otherColor.r && this.g === otherColor.g && this.b === otherColor.b;
  1569. };
  1570. /**
  1571. * Determines equality between the current Color3 object and a set of r,b,g values
  1572. * @param r defines the red component to check
  1573. * @param g defines the green component to check
  1574. * @param b defines the blue component to check
  1575. * @returns true if the rgb values are equal to the given ones
  1576. */
  1577. Color3.prototype.equalsFloats = function (r, g, b) {
  1578. return this.r === r && this.g === g && this.b === b;
  1579. };
  1580. /**
  1581. * Multiplies in place each rgb value by scale
  1582. * @param scale defines the scaling factor
  1583. * @returns the updated Color3
  1584. */
  1585. Color3.prototype.scale = function (scale) {
  1586. return new Color3(this.r * scale, this.g * scale, this.b * scale);
  1587. };
  1588. /**
  1589. * Multiplies the rgb values by scale and stores the result into "result"
  1590. * @param scale defines the scaling factor
  1591. * @param result defines the Color3 object where to store the result
  1592. * @returns the unmodified current Color3
  1593. */
  1594. Color3.prototype.scaleToRef = function (scale, result) {
  1595. result.r = this.r * scale;
  1596. result.g = this.g * scale;
  1597. result.b = this.b * scale;
  1598. return this;
  1599. };
  1600. /**
  1601. * Scale the current Color3 values by a factor and add the result to a given Color3
  1602. * @param scale defines the scale factor
  1603. * @param result defines color to store the result into
  1604. * @returns the unmodified current Color3
  1605. */
  1606. Color3.prototype.scaleAndAddToRef = function (scale, result) {
  1607. result.r += this.r * scale;
  1608. result.g += this.g * scale;
  1609. result.b += this.b * scale;
  1610. return this;
  1611. };
  1612. /**
  1613. * Clamps the rgb values by the min and max values and stores the result into "result"
  1614. * @param min defines minimum clamping value (default is 0)
  1615. * @param max defines maximum clamping value (default is 1)
  1616. * @param result defines color to store the result into
  1617. * @returns the original Color3
  1618. */
  1619. Color3.prototype.clampToRef = function (min, max, result) {
  1620. if (min === void 0) { min = 0; }
  1621. if (max === void 0) { max = 1; }
  1622. result.r = BABYLON.Scalar.Clamp(this.r, min, max);
  1623. result.g = BABYLON.Scalar.Clamp(this.g, min, max);
  1624. result.b = BABYLON.Scalar.Clamp(this.b, min, max);
  1625. return this;
  1626. };
  1627. /**
  1628. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  1629. * @param otherColor defines the second operand
  1630. * @returns the new Color3
  1631. */
  1632. Color3.prototype.add = function (otherColor) {
  1633. return new Color3(this.r + otherColor.r, this.g + otherColor.g, this.b + otherColor.b);
  1634. };
  1635. /**
  1636. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  1637. * @param otherColor defines the second operand
  1638. * @param result defines Color3 object to store the result into
  1639. * @returns the unmodified current Color3
  1640. */
  1641. Color3.prototype.addToRef = function (otherColor, result) {
  1642. result.r = this.r + otherColor.r;
  1643. result.g = this.g + otherColor.g;
  1644. result.b = this.b + otherColor.b;
  1645. return this;
  1646. };
  1647. /**
  1648. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  1649. * @param otherColor defines the second operand
  1650. * @returns the new Color3
  1651. */
  1652. Color3.prototype.subtract = function (otherColor) {
  1653. return new Color3(this.r - otherColor.r, this.g - otherColor.g, this.b - otherColor.b);
  1654. };
  1655. /**
  1656. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  1657. * @param otherColor defines the second operand
  1658. * @param result defines Color3 object to store the result into
  1659. * @returns the unmodified current Color3
  1660. */
  1661. Color3.prototype.subtractToRef = function (otherColor, result) {
  1662. result.r = this.r - otherColor.r;
  1663. result.g = this.g - otherColor.g;
  1664. result.b = this.b - otherColor.b;
  1665. return this;
  1666. };
  1667. /**
  1668. * Copy the current object
  1669. * @returns a new Color3 copied the current one
  1670. */
  1671. Color3.prototype.clone = function () {
  1672. return new Color3(this.r, this.g, this.b);
  1673. };
  1674. /**
  1675. * Copies the rgb values from the source in the current Color3
  1676. * @param source defines the source Color3 object
  1677. * @returns the updated Color3 object
  1678. */
  1679. Color3.prototype.copyFrom = function (source) {
  1680. this.r = source.r;
  1681. this.g = source.g;
  1682. this.b = source.b;
  1683. return this;
  1684. };
  1685. /**
  1686. * Updates the Color3 rgb values from the given floats
  1687. * @param r defines the red component to read from
  1688. * @param g defines the green component to read from
  1689. * @param b defines the blue component to read from
  1690. * @returns the current Color3 object
  1691. */
  1692. Color3.prototype.copyFromFloats = function (r, g, b) {
  1693. this.r = r;
  1694. this.g = g;
  1695. this.b = b;
  1696. return this;
  1697. };
  1698. /**
  1699. * Updates the Color3 rgb values from the given floats
  1700. * @param r defines the red component to read from
  1701. * @param g defines the green component to read from
  1702. * @param b defines the blue component to read from
  1703. * @returns the current Color3 object
  1704. */
  1705. Color3.prototype.set = function (r, g, b) {
  1706. return this.copyFromFloats(r, g, b);
  1707. };
  1708. /**
  1709. * Compute the Color3 hexadecimal code as a string
  1710. * @returns a string containing the hexadecimal representation of the Color3 object
  1711. */
  1712. Color3.prototype.toHexString = function () {
  1713. var intR = (this.r * 255) | 0;
  1714. var intG = (this.g * 255) | 0;
  1715. var intB = (this.b * 255) | 0;
  1716. return "#" + BABYLON.Scalar.ToHex(intR) + BABYLON.Scalar.ToHex(intG) + BABYLON.Scalar.ToHex(intB);
  1717. };
  1718. /**
  1719. * Computes a new Color3 converted from the current one to linear space
  1720. * @returns a new Color3 object
  1721. */
  1722. Color3.prototype.toLinearSpace = function () {
  1723. var convertedColor = new Color3();
  1724. this.toLinearSpaceToRef(convertedColor);
  1725. return convertedColor;
  1726. };
  1727. /**
  1728. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  1729. * @param convertedColor defines the Color3 object where to store the linear space version
  1730. * @returns the unmodified Color3
  1731. */
  1732. Color3.prototype.toLinearSpaceToRef = function (convertedColor) {
  1733. convertedColor.r = Math.pow(this.r, BABYLON.ToLinearSpace);
  1734. convertedColor.g = Math.pow(this.g, BABYLON.ToLinearSpace);
  1735. convertedColor.b = Math.pow(this.b, BABYLON.ToLinearSpace);
  1736. return this;
  1737. };
  1738. /**
  1739. * Computes a new Color3 converted from the current one to gamma space
  1740. * @returns a new Color3 object
  1741. */
  1742. Color3.prototype.toGammaSpace = function () {
  1743. var convertedColor = new Color3();
  1744. this.toGammaSpaceToRef(convertedColor);
  1745. return convertedColor;
  1746. };
  1747. /**
  1748. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  1749. * @param convertedColor defines the Color3 object where to store the gamma space version
  1750. * @returns the unmodified Color3
  1751. */
  1752. Color3.prototype.toGammaSpaceToRef = function (convertedColor) {
  1753. convertedColor.r = Math.pow(this.r, BABYLON.ToGammaSpace);
  1754. convertedColor.g = Math.pow(this.g, BABYLON.ToGammaSpace);
  1755. convertedColor.b = Math.pow(this.b, BABYLON.ToGammaSpace);
  1756. return this;
  1757. };
  1758. // Statics
  1759. /**
  1760. * Creates a new Color3 from the string containing valid hexadecimal values
  1761. * @param hex defines a string containing valid hexadecimal values
  1762. * @returns a new Color3 object
  1763. */
  1764. Color3.FromHexString = function (hex) {
  1765. if (hex.substring(0, 1) !== "#" || hex.length !== 7) {
  1766. return new Color3(0, 0, 0);
  1767. }
  1768. var r = parseInt(hex.substring(1, 3), 16);
  1769. var g = parseInt(hex.substring(3, 5), 16);
  1770. var b = parseInt(hex.substring(5, 7), 16);
  1771. return Color3.FromInts(r, g, b);
  1772. };
  1773. /**
  1774. * Creates a new Vector3 from the starting index of the given array
  1775. * @param array defines the source array
  1776. * @param offset defines an offset in the source array
  1777. * @returns a new Color3 object
  1778. */
  1779. Color3.FromArray = function (array, offset) {
  1780. if (offset === void 0) { offset = 0; }
  1781. return new Color3(array[offset], array[offset + 1], array[offset + 2]);
  1782. };
  1783. /**
  1784. * Creates a new Color3 from integer values (< 256)
  1785. * @param r defines the red component to read from (value between 0 and 255)
  1786. * @param g defines the green component to read from (value between 0 and 255)
  1787. * @param b defines the blue component to read from (value between 0 and 255)
  1788. * @returns a new Color3 object
  1789. */
  1790. Color3.FromInts = function (r, g, b) {
  1791. return new Color3(r / 255.0, g / 255.0, b / 255.0);
  1792. };
  1793. /**
  1794. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  1795. * @param start defines the start Color3 value
  1796. * @param end defines the end Color3 value
  1797. * @param amount defines the gradient value between start and end
  1798. * @returns a new Color3 object
  1799. */
  1800. Color3.Lerp = function (start, end, amount) {
  1801. var result = new Color3(0.0, 0.0, 0.0);
  1802. Color3.LerpToRef(start, end, amount, result);
  1803. return result;
  1804. };
  1805. /**
  1806. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  1807. * @param left defines the start value
  1808. * @param right defines the end value
  1809. * @param amount defines the gradient factor
  1810. * @param result defines the Color3 object where to store the result
  1811. */
  1812. Color3.LerpToRef = function (left, right, amount, result) {
  1813. result.r = left.r + ((right.r - left.r) * amount);
  1814. result.g = left.g + ((right.g - left.g) * amount);
  1815. result.b = left.b + ((right.b - left.b) * amount);
  1816. };
  1817. /**
  1818. * Returns a Color3 value containing a red color
  1819. * @returns a new Color3 object
  1820. */
  1821. Color3.Red = function () { return new Color3(1, 0, 0); };
  1822. /**
  1823. * Returns a Color3 value containing a green color
  1824. * @returns a new Color3 object
  1825. */
  1826. Color3.Green = function () { return new Color3(0, 1, 0); };
  1827. /**
  1828. * Returns a Color3 value containing a blue color
  1829. * @returns a new Color3 object
  1830. */
  1831. Color3.Blue = function () { return new Color3(0, 0, 1); };
  1832. /**
  1833. * Returns a Color3 value containing a black color
  1834. * @returns a new Color3 object
  1835. */
  1836. Color3.Black = function () { return new Color3(0, 0, 0); };
  1837. /**
  1838. * Returns a Color3 value containing a white color
  1839. * @returns a new Color3 object
  1840. */
  1841. Color3.White = function () { return new Color3(1, 1, 1); };
  1842. /**
  1843. * Returns a Color3 value containing a purple color
  1844. * @returns a new Color3 object
  1845. */
  1846. Color3.Purple = function () { return new Color3(0.5, 0, 0.5); };
  1847. /**
  1848. * Returns a Color3 value containing a magenta color
  1849. * @returns a new Color3 object
  1850. */
  1851. Color3.Magenta = function () { return new Color3(1, 0, 1); };
  1852. /**
  1853. * Returns a Color3 value containing a yellow color
  1854. * @returns a new Color3 object
  1855. */
  1856. Color3.Yellow = function () { return new Color3(1, 1, 0); };
  1857. /**
  1858. * Returns a Color3 value containing a gray color
  1859. * @returns a new Color3 object
  1860. */
  1861. Color3.Gray = function () { return new Color3(0.5, 0.5, 0.5); };
  1862. /**
  1863. * Returns a Color3 value containing a teal color
  1864. * @returns a new Color3 object
  1865. */
  1866. Color3.Teal = function () { return new Color3(0, 1.0, 1.0); };
  1867. /**
  1868. * Returns a Color3 value containing a random color
  1869. * @returns a new Color3 object
  1870. */
  1871. Color3.Random = function () { return new Color3(Math.random(), Math.random(), Math.random()); };
  1872. return Color3;
  1873. }());
  1874. BABYLON.Color3 = Color3;
  1875. /**
  1876. * Class used to hold a RBGA color
  1877. */
  1878. var Color4 = /** @class */ (function () {
  1879. /**
  1880. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  1881. * @param r defines the red component (between 0 and 1, default is 0)
  1882. * @param g defines the green component (between 0 and 1, default is 0)
  1883. * @param b defines the blue component (between 0 and 1, default is 0)
  1884. * @param a defines the alpha component (between 0 and 1, default is 1)
  1885. */
  1886. function Color4(
  1887. /**
  1888. * Defines the red component (between 0 and 1, default is 0)
  1889. */
  1890. r,
  1891. /**
  1892. * Defines the green component (between 0 and 1, default is 0)
  1893. */
  1894. g,
  1895. /**
  1896. * Defines the blue component (between 0 and 1, default is 0)
  1897. */
  1898. b,
  1899. /**
  1900. * Defines the alpha component (between 0 and 1, default is 1)
  1901. */
  1902. a) {
  1903. if (r === void 0) { r = 0; }
  1904. if (g === void 0) { g = 0; }
  1905. if (b === void 0) { b = 0; }
  1906. if (a === void 0) { a = 1; }
  1907. this.r = r;
  1908. this.g = g;
  1909. this.b = b;
  1910. this.a = a;
  1911. }
  1912. // Operators
  1913. /**
  1914. * Adds in place the given Color4 values to the current Color4 object
  1915. * @param right defines the second operand
  1916. * @returns the current updated Color4 object
  1917. */
  1918. Color4.prototype.addInPlace = function (right) {
  1919. this.r += right.r;
  1920. this.g += right.g;
  1921. this.b += right.b;
  1922. this.a += right.a;
  1923. return this;
  1924. };
  1925. /**
  1926. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  1927. * @returns the new array
  1928. */
  1929. Color4.prototype.asArray = function () {
  1930. var result = new Array();
  1931. this.toArray(result, 0);
  1932. return result;
  1933. };
  1934. /**
  1935. * Stores from the starting index in the given array the Color4 successive values
  1936. * @param array defines the array where to store the r,g,b components
  1937. * @param index defines an optional index in the target array to define where to start storing values
  1938. * @returns the current Color4 object
  1939. */
  1940. Color4.prototype.toArray = function (array, index) {
  1941. if (index === undefined) {
  1942. index = 0;
  1943. }
  1944. array[index] = this.r;
  1945. array[index + 1] = this.g;
  1946. array[index + 2] = this.b;
  1947. array[index + 3] = this.a;
  1948. return this;
  1949. };
  1950. /**
  1951. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  1952. * @param right defines the second operand
  1953. * @returns a new Color4 object
  1954. */
  1955. Color4.prototype.add = function (right) {
  1956. return new Color4(this.r + right.r, this.g + right.g, this.b + right.b, this.a + right.a);
  1957. };
  1958. /**
  1959. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  1960. * @param right defines the second operand
  1961. * @returns a new Color4 object
  1962. */
  1963. Color4.prototype.subtract = function (right) {
  1964. return new Color4(this.r - right.r, this.g - right.g, this.b - right.b, this.a - right.a);
  1965. };
  1966. /**
  1967. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  1968. * @param right defines the second operand
  1969. * @param result defines the Color4 object where to store the result
  1970. * @returns the current Color4 object
  1971. */
  1972. Color4.prototype.subtractToRef = function (right, result) {
  1973. result.r = this.r - right.r;
  1974. result.g = this.g - right.g;
  1975. result.b = this.b - right.b;
  1976. result.a = this.a - right.a;
  1977. return this;
  1978. };
  1979. /**
  1980. * Creates a new Color4 with the current Color4 values multiplied by scale
  1981. * @param scale defines the scaling factor to apply
  1982. * @returns a new Color4 object
  1983. */
  1984. Color4.prototype.scale = function (scale) {
  1985. return new Color4(this.r * scale, this.g * scale, this.b * scale, this.a * scale);
  1986. };
  1987. /**
  1988. * Multiplies the current Color4 values by scale and stores the result in "result"
  1989. * @param scale defines the scaling factor to apply
  1990. * @param result defines the Color4 object where to store the result
  1991. * @returns the current unmodified Color4
  1992. */
  1993. Color4.prototype.scaleToRef = function (scale, result) {
  1994. result.r = this.r * scale;
  1995. result.g = this.g * scale;
  1996. result.b = this.b * scale;
  1997. result.a = this.a * scale;
  1998. return this;
  1999. };
  2000. /**
  2001. * Scale the current Color4 values by a factor and add the result to a given Color4
  2002. * @param scale defines the scale factor
  2003. * @param result defines the Color4 object where to store the result
  2004. * @returns the unmodified current Color4
  2005. */
  2006. Color4.prototype.scaleAndAddToRef = function (scale, result) {
  2007. result.r += this.r * scale;
  2008. result.g += this.g * scale;
  2009. result.b += this.b * scale;
  2010. result.a += this.a * scale;
  2011. return this;
  2012. };
  2013. /**
  2014. * Clamps the rgb values by the min and max values and stores the result into "result"
  2015. * @param min defines minimum clamping value (default is 0)
  2016. * @param max defines maximum clamping value (default is 1)
  2017. * @param result defines color to store the result into.
  2018. * @returns the cuurent Color4
  2019. */
  2020. Color4.prototype.clampToRef = function (min, max, result) {
  2021. if (min === void 0) { min = 0; }
  2022. if (max === void 0) { max = 1; }
  2023. result.r = BABYLON.Scalar.Clamp(this.r, min, max);
  2024. result.g = BABYLON.Scalar.Clamp(this.g, min, max);
  2025. result.b = BABYLON.Scalar.Clamp(this.b, min, max);
  2026. result.a = BABYLON.Scalar.Clamp(this.a, min, max);
  2027. return this;
  2028. };
  2029. /**
  2030. * Multipy an Color4 value by another and return a new Color4 object
  2031. * @param color defines the Color4 value to multiply by
  2032. * @returns a new Color4 object
  2033. */
  2034. Color4.prototype.multiply = function (color) {
  2035. return new Color4(this.r * color.r, this.g * color.g, this.b * color.b, this.a * color.a);
  2036. };
  2037. /**
  2038. * Multipy a Color4 value by another and push the result in a reference value
  2039. * @param color defines the Color4 value to multiply by
  2040. * @param result defines the Color4 to fill the result in
  2041. * @returns the result Color4
  2042. */
  2043. Color4.prototype.multiplyToRef = function (color, result) {
  2044. result.r = this.r * color.r;
  2045. result.g = this.g * color.g;
  2046. result.b = this.b * color.b;
  2047. result.a = this.a * color.a;
  2048. return result;
  2049. };
  2050. /**
  2051. * Creates a string with the Color4 current values
  2052. * @returns the string representation of the Color4 object
  2053. */
  2054. Color4.prototype.toString = function () {
  2055. return "{R: " + this.r + " G:" + this.g + " B:" + this.b + " A:" + this.a + "}";
  2056. };
  2057. /**
  2058. * Returns the string "Color4"
  2059. * @returns "Color4"
  2060. */
  2061. Color4.prototype.getClassName = function () {
  2062. return "Color4";
  2063. };
  2064. /**
  2065. * Compute the Color4 hash code
  2066. * @returns an unique number that can be used to hash Color4 objects
  2067. */
  2068. Color4.prototype.getHashCode = function () {
  2069. var hash = this.r || 0;
  2070. hash = (hash * 397) ^ (this.g || 0);
  2071. hash = (hash * 397) ^ (this.b || 0);
  2072. hash = (hash * 397) ^ (this.a || 0);
  2073. return hash;
  2074. };
  2075. /**
  2076. * Creates a new Color4 copied from the current one
  2077. * @returns a new Color4 object
  2078. */
  2079. Color4.prototype.clone = function () {
  2080. return new Color4(this.r, this.g, this.b, this.a);
  2081. };
  2082. /**
  2083. * Copies the given Color4 values into the current one
  2084. * @param source defines the source Color4 object
  2085. * @returns the current updated Color4 object
  2086. */
  2087. Color4.prototype.copyFrom = function (source) {
  2088. this.r = source.r;
  2089. this.g = source.g;
  2090. this.b = source.b;
  2091. this.a = source.a;
  2092. return this;
  2093. };
  2094. /**
  2095. * Copies the given float values into the current one
  2096. * @param r defines the red component to read from
  2097. * @param g defines the green component to read from
  2098. * @param b defines the blue component to read from
  2099. * @param a defines the alpha component to read from
  2100. * @returns the current updated Color4 object
  2101. */
  2102. Color4.prototype.copyFromFloats = function (r, g, b, a) {
  2103. this.r = r;
  2104. this.g = g;
  2105. this.b = b;
  2106. this.a = a;
  2107. return this;
  2108. };
  2109. /**
  2110. * Copies the given float values into the current one
  2111. * @param r defines the red component to read from
  2112. * @param g defines the green component to read from
  2113. * @param b defines the blue component to read from
  2114. * @param a defines the alpha component to read from
  2115. * @returns the current updated Color4 object
  2116. */
  2117. Color4.prototype.set = function (r, g, b, a) {
  2118. return this.copyFromFloats(r, g, b, a);
  2119. };
  2120. /**
  2121. * Compute the Color4 hexadecimal code as a string
  2122. * @returns a string containing the hexadecimal representation of the Color4 object
  2123. */
  2124. Color4.prototype.toHexString = function () {
  2125. var intR = (this.r * 255) | 0;
  2126. var intG = (this.g * 255) | 0;
  2127. var intB = (this.b * 255) | 0;
  2128. var intA = (this.a * 255) | 0;
  2129. return "#" + BABYLON.Scalar.ToHex(intR) + BABYLON.Scalar.ToHex(intG) + BABYLON.Scalar.ToHex(intB) + BABYLON.Scalar.ToHex(intA);
  2130. };
  2131. /**
  2132. * Computes a new Color4 converted from the current one to linear space
  2133. * @returns a new Color4 object
  2134. */
  2135. Color4.prototype.toLinearSpace = function () {
  2136. var convertedColor = new Color4();
  2137. this.toLinearSpaceToRef(convertedColor);
  2138. return convertedColor;
  2139. };
  2140. /**
  2141. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  2142. * @param convertedColor defines the Color4 object where to store the linear space version
  2143. * @returns the unmodified Color4
  2144. */
  2145. Color4.prototype.toLinearSpaceToRef = function (convertedColor) {
  2146. convertedColor.r = Math.pow(this.r, BABYLON.ToLinearSpace);
  2147. convertedColor.g = Math.pow(this.g, BABYLON.ToLinearSpace);
  2148. convertedColor.b = Math.pow(this.b, BABYLON.ToLinearSpace);
  2149. convertedColor.a = this.a;
  2150. return this;
  2151. };
  2152. /**
  2153. * Computes a new Color4 converted from the current one to gamma space
  2154. * @returns a new Color4 object
  2155. */
  2156. Color4.prototype.toGammaSpace = function () {
  2157. var convertedColor = new Color4();
  2158. this.toGammaSpaceToRef(convertedColor);
  2159. return convertedColor;
  2160. };
  2161. /**
  2162. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  2163. * @param convertedColor defines the Color4 object where to store the gamma space version
  2164. * @returns the unmodified Color4
  2165. */
  2166. Color4.prototype.toGammaSpaceToRef = function (convertedColor) {
  2167. convertedColor.r = Math.pow(this.r, BABYLON.ToGammaSpace);
  2168. convertedColor.g = Math.pow(this.g, BABYLON.ToGammaSpace);
  2169. convertedColor.b = Math.pow(this.b, BABYLON.ToGammaSpace);
  2170. convertedColor.a = this.a;
  2171. return this;
  2172. };
  2173. // Statics
  2174. /**
  2175. * Creates a new Color4 from the string containing valid hexadecimal values
  2176. * @param hex defines a string containing valid hexadecimal values
  2177. * @returns a new Color4 object
  2178. */
  2179. Color4.FromHexString = function (hex) {
  2180. if (hex.substring(0, 1) !== "#" || hex.length !== 9) {
  2181. return new Color4(0.0, 0.0, 0.0, 0.0);
  2182. }
  2183. var r = parseInt(hex.substring(1, 3), 16);
  2184. var g = parseInt(hex.substring(3, 5), 16);
  2185. var b = parseInt(hex.substring(5, 7), 16);
  2186. var a = parseInt(hex.substring(7, 9), 16);
  2187. return Color4.FromInts(r, g, b, a);
  2188. };
  2189. /**
  2190. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  2191. * @param left defines the start value
  2192. * @param right defines the end value
  2193. * @param amount defines the gradient factor
  2194. * @returns a new Color4 object
  2195. */
  2196. Color4.Lerp = function (left, right, amount) {
  2197. var result = new Color4(0.0, 0.0, 0.0, 0.0);
  2198. Color4.LerpToRef(left, right, amount, result);
  2199. return result;
  2200. };
  2201. /**
  2202. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  2203. * @param left defines the start value
  2204. * @param right defines the end value
  2205. * @param amount defines the gradient factor
  2206. * @param result defines the Color4 object where to store data
  2207. */
  2208. Color4.LerpToRef = function (left, right, amount, result) {
  2209. result.r = left.r + (right.r - left.r) * amount;
  2210. result.g = left.g + (right.g - left.g) * amount;
  2211. result.b = left.b + (right.b - left.b) * amount;
  2212. result.a = left.a + (right.a - left.a) * amount;
  2213. };
  2214. /**
  2215. * Creates a new Color4 from a Color3 and an alpha value
  2216. * @param color3 defines the source Color3 to read from
  2217. * @param alpha defines the alpha component (1.0 by default)
  2218. * @returns a new Color4 object
  2219. */
  2220. Color4.FromColor3 = function (color3, alpha) {
  2221. if (alpha === void 0) { alpha = 1.0; }
  2222. return new Color4(color3.r, color3.g, color3.b, alpha);
  2223. };
  2224. /**
  2225. * Creates a new Color4 from the starting index element of the given array
  2226. * @param array defines the source array to read from
  2227. * @param offset defines the offset in the source array
  2228. * @returns a new Color4 object
  2229. */
  2230. Color4.FromArray = function (array, offset) {
  2231. if (offset === void 0) { offset = 0; }
  2232. return new Color4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  2233. };
  2234. /**
  2235. * Creates a new Color3 from integer values (< 256)
  2236. * @param r defines the red component to read from (value between 0 and 255)
  2237. * @param g defines the green component to read from (value between 0 and 255)
  2238. * @param b defines the blue component to read from (value between 0 and 255)
  2239. * @param a defines the alpha component to read from (value between 0 and 255)
  2240. * @returns a new Color3 object
  2241. */
  2242. Color4.FromInts = function (r, g, b, a) {
  2243. return new Color4(r / 255.0, g / 255.0, b / 255.0, a / 255.0);
  2244. };
  2245. /**
  2246. * Check the content of a given array and convert it to an array containing RGBA data
  2247. * If the original array was already containing count * 4 values then it is returned directly
  2248. * @param colors defines the array to check
  2249. * @param count defines the number of RGBA data to expect
  2250. * @returns an array containing count * 4 values (RGBA)
  2251. */
  2252. Color4.CheckColors4 = function (colors, count) {
  2253. // Check if color3 was used
  2254. if (colors.length === count * 3) {
  2255. var colors4 = [];
  2256. for (var index = 0; index < colors.length; index += 3) {
  2257. var newIndex = (index / 3) * 4;
  2258. colors4[newIndex] = colors[index];
  2259. colors4[newIndex + 1] = colors[index + 1];
  2260. colors4[newIndex + 2] = colors[index + 2];
  2261. colors4[newIndex + 3] = 1.0;
  2262. }
  2263. return colors4;
  2264. }
  2265. return colors;
  2266. };
  2267. return Color4;
  2268. }());
  2269. BABYLON.Color4 = Color4;
  2270. /**
  2271. * Class representing a vector containing 2 coordinates
  2272. */
  2273. var Vector2 = /** @class */ (function () {
  2274. /**
  2275. * Creates a new Vector2 from the given x and y coordinates
  2276. * @param x defines the first coordinate
  2277. * @param y defines the second coordinate
  2278. */
  2279. function Vector2(
  2280. /** defines the first coordinate */
  2281. x,
  2282. /** defines the second coordinate */
  2283. y) {
  2284. if (x === void 0) { x = 0; }
  2285. if (y === void 0) { y = 0; }
  2286. this.x = x;
  2287. this.y = y;
  2288. }
  2289. /**
  2290. * Gets a string with the Vector2 coordinates
  2291. * @returns a string with the Vector2 coordinates
  2292. */
  2293. Vector2.prototype.toString = function () {
  2294. return "{X: " + this.x + " Y:" + this.y + "}";
  2295. };
  2296. /**
  2297. * Gets class name
  2298. * @returns the string "Vector2"
  2299. */
  2300. Vector2.prototype.getClassName = function () {
  2301. return "Vector2";
  2302. };
  2303. /**
  2304. * Gets current vector hash code
  2305. * @returns the Vector2 hash code as a number
  2306. */
  2307. Vector2.prototype.getHashCode = function () {
  2308. var hash = this.x || 0;
  2309. hash = (hash * 397) ^ (this.y || 0);
  2310. return hash;
  2311. };
  2312. // Operators
  2313. /**
  2314. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  2315. * @param array defines the source array
  2316. * @param index defines the offset in source array
  2317. * @returns the current Vector2
  2318. */
  2319. Vector2.prototype.toArray = function (array, index) {
  2320. if (index === void 0) { index = 0; }
  2321. array[index] = this.x;
  2322. array[index + 1] = this.y;
  2323. return this;
  2324. };
  2325. /**
  2326. * Copy the current vector to an array
  2327. * @returns a new array with 2 elements: the Vector2 coordinates.
  2328. */
  2329. Vector2.prototype.asArray = function () {
  2330. var result = new Array();
  2331. this.toArray(result, 0);
  2332. return result;
  2333. };
  2334. /**
  2335. * Sets the Vector2 coordinates with the given Vector2 coordinates
  2336. * @param source defines the source Vector2
  2337. * @returns the current updated Vector2
  2338. */
  2339. Vector2.prototype.copyFrom = function (source) {
  2340. this.x = source.x;
  2341. this.y = source.y;
  2342. return this;
  2343. };
  2344. /**
  2345. * Sets the Vector2 coordinates with the given floats
  2346. * @param x defines the first coordinate
  2347. * @param y defines the second coordinate
  2348. * @returns the current updated Vector2
  2349. */
  2350. Vector2.prototype.copyFromFloats = function (x, y) {
  2351. this.x = x;
  2352. this.y = y;
  2353. return this;
  2354. };
  2355. /**
  2356. * Sets the Vector2 coordinates with the given floats
  2357. * @param x defines the first coordinate
  2358. * @param y defines the second coordinate
  2359. * @returns the current updated Vector2
  2360. */
  2361. Vector2.prototype.set = function (x, y) {
  2362. return this.copyFromFloats(x, y);
  2363. };
  2364. /**
  2365. * Add another vector with the current one
  2366. * @param otherVector defines the other vector
  2367. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  2368. */
  2369. Vector2.prototype.add = function (otherVector) {
  2370. return new Vector2(this.x + otherVector.x, this.y + otherVector.y);
  2371. };
  2372. /**
  2373. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  2374. * @param otherVector defines the other vector
  2375. * @param result defines the target vector
  2376. * @returns the unmodified current Vector2
  2377. */
  2378. Vector2.prototype.addToRef = function (otherVector, result) {
  2379. result.x = this.x + otherVector.x;
  2380. result.y = this.y + otherVector.y;
  2381. return this;
  2382. };
  2383. /**
  2384. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  2385. * @param otherVector defines the other vector
  2386. * @returns the current updated Vector2
  2387. */
  2388. Vector2.prototype.addInPlace = function (otherVector) {
  2389. this.x += otherVector.x;
  2390. this.y += otherVector.y;
  2391. return this;
  2392. };
  2393. /**
  2394. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  2395. * @param otherVector defines the other vector
  2396. * @returns a new Vector2
  2397. */
  2398. Vector2.prototype.addVector3 = function (otherVector) {
  2399. return new Vector2(this.x + otherVector.x, this.y + otherVector.y);
  2400. };
  2401. /**
  2402. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  2403. * @param otherVector defines the other vector
  2404. * @returns a new Vector2
  2405. */
  2406. Vector2.prototype.subtract = function (otherVector) {
  2407. return new Vector2(this.x - otherVector.x, this.y - otherVector.y);
  2408. };
  2409. /**
  2410. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  2411. * @param otherVector defines the other vector
  2412. * @param result defines the target vector
  2413. * @returns the unmodified current Vector2
  2414. */
  2415. Vector2.prototype.subtractToRef = function (otherVector, result) {
  2416. result.x = this.x - otherVector.x;
  2417. result.y = this.y - otherVector.y;
  2418. return this;
  2419. };
  2420. /**
  2421. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  2422. * @param otherVector defines the other vector
  2423. * @returns the current updated Vector2
  2424. */
  2425. Vector2.prototype.subtractInPlace = function (otherVector) {
  2426. this.x -= otherVector.x;
  2427. this.y -= otherVector.y;
  2428. return this;
  2429. };
  2430. /**
  2431. * Multiplies in place the current Vector2 coordinates by the given ones
  2432. * @param otherVector defines the other vector
  2433. * @returns the current updated Vector2
  2434. */
  2435. Vector2.prototype.multiplyInPlace = function (otherVector) {
  2436. this.x *= otherVector.x;
  2437. this.y *= otherVector.y;
  2438. return this;
  2439. };
  2440. /**
  2441. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  2442. * @param otherVector defines the other vector
  2443. * @returns a new Vector2
  2444. */
  2445. Vector2.prototype.multiply = function (otherVector) {
  2446. return new Vector2(this.x * otherVector.x, this.y * otherVector.y);
  2447. };
  2448. /**
  2449. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  2450. * @param otherVector defines the other vector
  2451. * @param result defines the target vector
  2452. * @returns the unmodified current Vector2
  2453. */
  2454. Vector2.prototype.multiplyToRef = function (otherVector, result) {
  2455. result.x = this.x * otherVector.x;
  2456. result.y = this.y * otherVector.y;
  2457. return this;
  2458. };
  2459. /**
  2460. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  2461. * @param x defines the first coordinate
  2462. * @param y defines the second coordinate
  2463. * @returns a new Vector2
  2464. */
  2465. Vector2.prototype.multiplyByFloats = function (x, y) {
  2466. return new Vector2(this.x * x, this.y * y);
  2467. };
  2468. /**
  2469. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  2470. * @param otherVector defines the other vector
  2471. * @returns a new Vector2
  2472. */
  2473. Vector2.prototype.divide = function (otherVector) {
  2474. return new Vector2(this.x / otherVector.x, this.y / otherVector.y);
  2475. };
  2476. /**
  2477. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  2478. * @param otherVector defines the other vector
  2479. * @param result defines the target vector
  2480. * @returns the unmodified current Vector2
  2481. */
  2482. Vector2.prototype.divideToRef = function (otherVector, result) {
  2483. result.x = this.x / otherVector.x;
  2484. result.y = this.y / otherVector.y;
  2485. return this;
  2486. };
  2487. /**
  2488. * Divides the current Vector2 coordinates by the given ones
  2489. * @param otherVector defines the other vector
  2490. * @returns the current updated Vector2
  2491. */
  2492. Vector2.prototype.divideInPlace = function (otherVector) {
  2493. return this.divideToRef(otherVector, this);
  2494. };
  2495. /**
  2496. * Gets a new Vector2 with current Vector2 negated coordinates
  2497. * @returns a new Vector2
  2498. */
  2499. Vector2.prototype.negate = function () {
  2500. return new Vector2(-this.x, -this.y);
  2501. };
  2502. /**
  2503. * Multiply the Vector2 coordinates by scale
  2504. * @param scale defines the scaling factor
  2505. * @returns the current updated Vector2
  2506. */
  2507. Vector2.prototype.scaleInPlace = function (scale) {
  2508. this.x *= scale;
  2509. this.y *= scale;
  2510. return this;
  2511. };
  2512. /**
  2513. * Returns a new Vector2 scaled by "scale" from the current Vector2
  2514. * @param scale defines the scaling factor
  2515. * @returns a new Vector2
  2516. */
  2517. Vector2.prototype.scale = function (scale) {
  2518. var result = new Vector2(0, 0);
  2519. this.scaleToRef(scale, result);
  2520. return result;
  2521. };
  2522. /**
  2523. * Scale the current Vector2 values by a factor to a given Vector2
  2524. * @param scale defines the scale factor
  2525. * @param result defines the Vector2 object where to store the result
  2526. * @returns the unmodified current Vector2
  2527. */
  2528. Vector2.prototype.scaleToRef = function (scale, result) {
  2529. result.x = this.x * scale;
  2530. result.y = this.y * scale;
  2531. return this;
  2532. };
  2533. /**
  2534. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  2535. * @param scale defines the scale factor
  2536. * @param result defines the Vector2 object where to store the result
  2537. * @returns the unmodified current Vector2
  2538. */
  2539. Vector2.prototype.scaleAndAddToRef = function (scale, result) {
  2540. result.x += this.x * scale;
  2541. result.y += this.y * scale;
  2542. return this;
  2543. };
  2544. /**
  2545. * Gets a boolean if two vectors are equals
  2546. * @param otherVector defines the other vector
  2547. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  2548. */
  2549. Vector2.prototype.equals = function (otherVector) {
  2550. return otherVector && this.x === otherVector.x && this.y === otherVector.y;
  2551. };
  2552. /**
  2553. * Gets a boolean if two vectors are equals (using an epsilon value)
  2554. * @param otherVector defines the other vector
  2555. * @param epsilon defines the minimal distance to consider equality
  2556. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  2557. */
  2558. Vector2.prototype.equalsWithEpsilon = function (otherVector, epsilon) {
  2559. if (epsilon === void 0) { epsilon = BABYLON.Epsilon; }
  2560. return otherVector && BABYLON.Scalar.WithinEpsilon(this.x, otherVector.x, epsilon) && BABYLON.Scalar.WithinEpsilon(this.y, otherVector.y, epsilon);
  2561. };
  2562. /**
  2563. * Gets a new Vector2 from current Vector2 floored values
  2564. * @returns a new Vector2
  2565. */
  2566. Vector2.prototype.floor = function () {
  2567. return new Vector2(Math.floor(this.x), Math.floor(this.y));
  2568. };
  2569. /**
  2570. * Gets a new Vector2 from current Vector2 floored values
  2571. * @returns a new Vector2
  2572. */
  2573. Vector2.prototype.fract = function () {
  2574. return new Vector2(this.x - Math.floor(this.x), this.y - Math.floor(this.y));
  2575. };
  2576. // Properties
  2577. /**
  2578. * Gets the length of the vector
  2579. * @returns the vector length (float)
  2580. */
  2581. Vector2.prototype.length = function () {
  2582. return Math.sqrt(this.x * this.x + this.y * this.y);
  2583. };
  2584. /**
  2585. * Gets the vector squared length
  2586. * @returns the vector squared length (float)
  2587. */
  2588. Vector2.prototype.lengthSquared = function () {
  2589. return (this.x * this.x + this.y * this.y);
  2590. };
  2591. // Methods
  2592. /**
  2593. * Normalize the vector
  2594. * @returns the current updated Vector2
  2595. */
  2596. Vector2.prototype.normalize = function () {
  2597. var len = this.length();
  2598. if (len === 0)
  2599. return this;
  2600. var num = 1.0 / len;
  2601. this.x *= num;
  2602. this.y *= num;
  2603. return this;
  2604. };
  2605. /**
  2606. * Gets a new Vector2 copied from the Vector2
  2607. * @returns a new Vector2
  2608. */
  2609. Vector2.prototype.clone = function () {
  2610. return new Vector2(this.x, this.y);
  2611. };
  2612. // Statics
  2613. /**
  2614. * Gets a new Vector2(0, 0)
  2615. * @returns a new Vector2
  2616. */
  2617. Vector2.Zero = function () {
  2618. return new Vector2(0, 0);
  2619. };
  2620. /**
  2621. * Gets a new Vector2(1, 1)
  2622. * @returns a new Vector2
  2623. */
  2624. Vector2.One = function () {
  2625. return new Vector2(1, 1);
  2626. };
  2627. /**
  2628. * Gets a new Vector2 set from the given index element of the given array
  2629. * @param array defines the data source
  2630. * @param offset defines the offset in the data source
  2631. * @returns a new Vector2
  2632. */
  2633. Vector2.FromArray = function (array, offset) {
  2634. if (offset === void 0) { offset = 0; }
  2635. return new Vector2(array[offset], array[offset + 1]);
  2636. };
  2637. /**
  2638. * Sets "result" from the given index element of the given array
  2639. * @param array defines the data source
  2640. * @param offset defines the offset in the data source
  2641. * @param result defines the target vector
  2642. */
  2643. Vector2.FromArrayToRef = function (array, offset, result) {
  2644. result.x = array[offset];
  2645. result.y = array[offset + 1];
  2646. };
  2647. /**
  2648. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  2649. * @param value1 defines 1st point of control
  2650. * @param value2 defines 2nd point of control
  2651. * @param value3 defines 3rd point of control
  2652. * @param value4 defines 4th point of control
  2653. * @param amount defines the interpolation factor
  2654. * @returns a new Vector2
  2655. */
  2656. Vector2.CatmullRom = function (value1, value2, value3, value4, amount) {
  2657. var squared = amount * amount;
  2658. var cubed = amount * squared;
  2659. var x = 0.5 * ((((2.0 * value2.x) + ((-value1.x + value3.x) * amount)) +
  2660. (((((2.0 * value1.x) - (5.0 * value2.x)) + (4.0 * value3.x)) - value4.x) * squared)) +
  2661. ((((-value1.x + (3.0 * value2.x)) - (3.0 * value3.x)) + value4.x) * cubed));
  2662. var y = 0.5 * ((((2.0 * value2.y) + ((-value1.y + value3.y) * amount)) +
  2663. (((((2.0 * value1.y) - (5.0 * value2.y)) + (4.0 * value3.y)) - value4.y) * squared)) +
  2664. ((((-value1.y + (3.0 * value2.y)) - (3.0 * value3.y)) + value4.y) * cubed));
  2665. return new Vector2(x, y);
  2666. };
  2667. /**
  2668. * 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".
  2669. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  2670. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  2671. * @param value defines the value to clamp
  2672. * @param min defines the lower limit
  2673. * @param max defines the upper limit
  2674. * @returns a new Vector2
  2675. */
  2676. Vector2.Clamp = function (value, min, max) {
  2677. var x = value.x;
  2678. x = (x > max.x) ? max.x : x;
  2679. x = (x < min.x) ? min.x : x;
  2680. var y = value.y;
  2681. y = (y > max.y) ? max.y : y;
  2682. y = (y < min.y) ? min.y : y;
  2683. return new Vector2(x, y);
  2684. };
  2685. /**
  2686. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  2687. * @param value1 defines the 1st control point
  2688. * @param tangent1 defines the outgoing tangent
  2689. * @param value2 defines the 2nd control point
  2690. * @param tangent2 defines the incoming tangent
  2691. * @param amount defines the interpolation factor
  2692. * @returns a new Vector2
  2693. */
  2694. Vector2.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  2695. var squared = amount * amount;
  2696. var cubed = amount * squared;
  2697. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  2698. var part2 = (-2.0 * cubed) + (3.0 * squared);
  2699. var part3 = (cubed - (2.0 * squared)) + amount;
  2700. var part4 = cubed - squared;
  2701. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  2702. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  2703. return new Vector2(x, y);
  2704. };
  2705. /**
  2706. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  2707. * @param start defines the start vector
  2708. * @param end defines the end vector
  2709. * @param amount defines the interpolation factor
  2710. * @returns a new Vector2
  2711. */
  2712. Vector2.Lerp = function (start, end, amount) {
  2713. var x = start.x + ((end.x - start.x) * amount);
  2714. var y = start.y + ((end.y - start.y) * amount);
  2715. return new Vector2(x, y);
  2716. };
  2717. /**
  2718. * Gets the dot product of the vector "left" and the vector "right"
  2719. * @param left defines first vector
  2720. * @param right defines second vector
  2721. * @returns the dot product (float)
  2722. */
  2723. Vector2.Dot = function (left, right) {
  2724. return left.x * right.x + left.y * right.y;
  2725. };
  2726. /**
  2727. * Returns a new Vector2 equal to the normalized given vector
  2728. * @param vector defines the vector to normalize
  2729. * @returns a new Vector2
  2730. */
  2731. Vector2.Normalize = function (vector) {
  2732. var newVector = vector.clone();
  2733. newVector.normalize();
  2734. return newVector;
  2735. };
  2736. /**
  2737. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  2738. * @param left defines 1st vector
  2739. * @param right defines 2nd vector
  2740. * @returns a new Vector2
  2741. */
  2742. Vector2.Minimize = function (left, right) {
  2743. var x = (left.x < right.x) ? left.x : right.x;
  2744. var y = (left.y < right.y) ? left.y : right.y;
  2745. return new Vector2(x, y);
  2746. };
  2747. /**
  2748. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  2749. * @param left defines 1st vector
  2750. * @param right defines 2nd vector
  2751. * @returns a new Vector2
  2752. */
  2753. Vector2.Maximize = function (left, right) {
  2754. var x = (left.x > right.x) ? left.x : right.x;
  2755. var y = (left.y > right.y) ? left.y : right.y;
  2756. return new Vector2(x, y);
  2757. };
  2758. /**
  2759. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  2760. * @param vector defines the vector to transform
  2761. * @param transformation defines the matrix to apply
  2762. * @returns a new Vector2
  2763. */
  2764. Vector2.Transform = function (vector, transformation) {
  2765. var r = Vector2.Zero();
  2766. Vector2.TransformToRef(vector, transformation, r);
  2767. return r;
  2768. };
  2769. /**
  2770. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  2771. * @param vector defines the vector to transform
  2772. * @param transformation defines the matrix to apply
  2773. * @param result defines the target vector
  2774. */
  2775. Vector2.TransformToRef = function (vector, transformation, result) {
  2776. var x = (vector.x * transformation.m[0]) + (vector.y * transformation.m[4]) + transformation.m[12];
  2777. var y = (vector.x * transformation.m[1]) + (vector.y * transformation.m[5]) + transformation.m[13];
  2778. result.x = x;
  2779. result.y = y;
  2780. };
  2781. /**
  2782. * Determines if a given vector is included in a triangle
  2783. * @param p defines the vector to test
  2784. * @param p0 defines 1st triangle point
  2785. * @param p1 defines 2nd triangle point
  2786. * @param p2 defines 3rd triangle point
  2787. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  2788. */
  2789. Vector2.PointInTriangle = function (p, p0, p1, p2) {
  2790. var a = 1 / 2 * (-p1.y * p2.x + p0.y * (-p1.x + p2.x) + p0.x * (p1.y - p2.y) + p1.x * p2.y);
  2791. var sign = a < 0 ? -1 : 1;
  2792. var s = (p0.y * p2.x - p0.x * p2.y + (p2.y - p0.y) * p.x + (p0.x - p2.x) * p.y) * sign;
  2793. var t = (p0.x * p1.y - p0.y * p1.x + (p0.y - p1.y) * p.x + (p1.x - p0.x) * p.y) * sign;
  2794. return s > 0 && t > 0 && (s + t) < 2 * a * sign;
  2795. };
  2796. /**
  2797. * Gets the distance between the vectors "value1" and "value2"
  2798. * @param value1 defines first vector
  2799. * @param value2 defines second vector
  2800. * @returns the distance between vectors
  2801. */
  2802. Vector2.Distance = function (value1, value2) {
  2803. return Math.sqrt(Vector2.DistanceSquared(value1, value2));
  2804. };
  2805. /**
  2806. * Returns the squared distance between the vectors "value1" and "value2"
  2807. * @param value1 defines first vector
  2808. * @param value2 defines second vector
  2809. * @returns the squared distance between vectors
  2810. */
  2811. Vector2.DistanceSquared = function (value1, value2) {
  2812. var x = value1.x - value2.x;
  2813. var y = value1.y - value2.y;
  2814. return (x * x) + (y * y);
  2815. };
  2816. /**
  2817. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  2818. * @param value1 defines first vector
  2819. * @param value2 defines second vector
  2820. * @returns a new Vector2
  2821. */
  2822. Vector2.Center = function (value1, value2) {
  2823. var center = value1.add(value2);
  2824. center.scaleInPlace(0.5);
  2825. return center;
  2826. };
  2827. /**
  2828. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  2829. * @param p defines the middle point
  2830. * @param segA defines one point of the segment
  2831. * @param segB defines the other point of the segment
  2832. * @returns the shortest distance
  2833. */
  2834. Vector2.DistanceOfPointFromSegment = function (p, segA, segB) {
  2835. var l2 = Vector2.DistanceSquared(segA, segB);
  2836. if (l2 === 0.0) {
  2837. return Vector2.Distance(p, segA);
  2838. }
  2839. var v = segB.subtract(segA);
  2840. var t = Math.max(0, Math.min(1, Vector2.Dot(p.subtract(segA), v) / l2));
  2841. var proj = segA.add(v.multiplyByFloats(t, t));
  2842. return Vector2.Distance(p, proj);
  2843. };
  2844. return Vector2;
  2845. }());
  2846. BABYLON.Vector2 = Vector2;
  2847. /**
  2848. * Classed used to store (x,y,z) vector representation
  2849. * A Vector3 is the main object used in 3D geometry
  2850. * It can represent etiher the coordinates of a point the space, either a direction
  2851. * Reminder: Babylon.js uses a left handed forward facing system
  2852. */
  2853. var Vector3 = /** @class */ (function () {
  2854. /**
  2855. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  2856. * @param x defines the first coordinates (on X axis)
  2857. * @param y defines the second coordinates (on Y axis)
  2858. * @param z defines the third coordinates (on Z axis)
  2859. */
  2860. function Vector3(
  2861. /**
  2862. * Defines the first coordinates (on X axis)
  2863. */
  2864. x,
  2865. /**
  2866. * Defines the second coordinates (on Y axis)
  2867. */
  2868. y,
  2869. /**
  2870. * Defines the third coordinates (on Z axis)
  2871. */
  2872. z) {
  2873. if (x === void 0) { x = 0; }
  2874. if (y === void 0) { y = 0; }
  2875. if (z === void 0) { z = 0; }
  2876. this.x = x;
  2877. this.y = y;
  2878. this.z = z;
  2879. }
  2880. /**
  2881. * Creates a string representation of the Vector3
  2882. * @returns a string with the Vector3 coordinates.
  2883. */
  2884. Vector3.prototype.toString = function () {
  2885. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + "}";
  2886. };
  2887. /**
  2888. * Gets the class name
  2889. * @returns the string "Vector3"
  2890. */
  2891. Vector3.prototype.getClassName = function () {
  2892. return "Vector3";
  2893. };
  2894. /**
  2895. * Creates the Vector3 hash code
  2896. * @returns a number which tends to be unique between Vector3 instances
  2897. */
  2898. Vector3.prototype.getHashCode = function () {
  2899. var hash = this.x || 0;
  2900. hash = (hash * 397) ^ (this.y || 0);
  2901. hash = (hash * 397) ^ (this.z || 0);
  2902. return hash;
  2903. };
  2904. // Operators
  2905. /**
  2906. * Creates an array containing three elements : the coordinates of the Vector3
  2907. * @returns a new array of numbers
  2908. */
  2909. Vector3.prototype.asArray = function () {
  2910. var result = [];
  2911. this.toArray(result, 0);
  2912. return result;
  2913. };
  2914. /**
  2915. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  2916. * @param array defines the destination array
  2917. * @param index defines the offset in the destination array
  2918. * @returns the current Vector3
  2919. */
  2920. Vector3.prototype.toArray = function (array, index) {
  2921. if (index === void 0) { index = 0; }
  2922. array[index] = this.x;
  2923. array[index + 1] = this.y;
  2924. array[index + 2] = this.z;
  2925. return this;
  2926. };
  2927. /**
  2928. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  2929. * @returns a new Quaternion object, computed from the Vector3 coordinates
  2930. */
  2931. Vector3.prototype.toQuaternion = function () {
  2932. return BABYLON.Quaternion.RotationYawPitchRoll(this.x, this.y, this.z);
  2933. };
  2934. /**
  2935. * Adds the given vector to the current Vector3
  2936. * @param otherVector defines the second operand
  2937. * @returns the current updated Vector3
  2938. */
  2939. Vector3.prototype.addInPlace = function (otherVector) {
  2940. this.x += otherVector.x;
  2941. this.y += otherVector.y;
  2942. this.z += otherVector.z;
  2943. return this;
  2944. };
  2945. /**
  2946. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  2947. * @param otherVector defines the second operand
  2948. * @returns the resulting Vector3
  2949. */
  2950. Vector3.prototype.add = function (otherVector) {
  2951. return new Vector3(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z);
  2952. };
  2953. /**
  2954. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  2955. * @param otherVector defines the second operand
  2956. * @param result defines the Vector3 object where to store the result
  2957. * @returns the current Vector3
  2958. */
  2959. Vector3.prototype.addToRef = function (otherVector, result) {
  2960. result.x = this.x + otherVector.x;
  2961. result.y = this.y + otherVector.y;
  2962. result.z = this.z + otherVector.z;
  2963. return this;
  2964. };
  2965. /**
  2966. * Subtract the given vector from the current Vector3
  2967. * @param otherVector defines the second operand
  2968. * @returns the current updated Vector3
  2969. */
  2970. Vector3.prototype.subtractInPlace = function (otherVector) {
  2971. this.x -= otherVector.x;
  2972. this.y -= otherVector.y;
  2973. this.z -= otherVector.z;
  2974. return this;
  2975. };
  2976. /**
  2977. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  2978. * @param otherVector defines the second operand
  2979. * @returns the resulting Vector3
  2980. */
  2981. Vector3.prototype.subtract = function (otherVector) {
  2982. return new Vector3(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z);
  2983. };
  2984. /**
  2985. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  2986. * @param otherVector defines the second operand
  2987. * @param result defines the Vector3 object where to store the result
  2988. * @returns the current Vector3
  2989. */
  2990. Vector3.prototype.subtractToRef = function (otherVector, result) {
  2991. result.x = this.x - otherVector.x;
  2992. result.y = this.y - otherVector.y;
  2993. result.z = this.z - otherVector.z;
  2994. return this;
  2995. };
  2996. /**
  2997. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  2998. * @param x defines the x coordinate of the operand
  2999. * @param y defines the y coordinate of the operand
  3000. * @param z defines the z coordinate of the operand
  3001. * @returns the resulting Vector3
  3002. */
  3003. Vector3.prototype.subtractFromFloats = function (x, y, z) {
  3004. return new Vector3(this.x - x, this.y - y, this.z - z);
  3005. };
  3006. /**
  3007. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  3008. * @param x defines the x coordinate of the operand
  3009. * @param y defines the y coordinate of the operand
  3010. * @param z defines the z coordinate of the operand
  3011. * @param result defines the Vector3 object where to store the result
  3012. * @returns the current Vector3
  3013. */
  3014. Vector3.prototype.subtractFromFloatsToRef = function (x, y, z, result) {
  3015. result.x = this.x - x;
  3016. result.y = this.y - y;
  3017. result.z = this.z - z;
  3018. return this;
  3019. };
  3020. /**
  3021. * Gets a new Vector3 set with the current Vector3 negated coordinates
  3022. * @returns a new Vector3
  3023. */
  3024. Vector3.prototype.negate = function () {
  3025. return new Vector3(-this.x, -this.y, -this.z);
  3026. };
  3027. /**
  3028. * Multiplies the Vector3 coordinates by the float "scale"
  3029. * @param scale defines the multiplier factor
  3030. * @returns the current updated Vector3
  3031. */
  3032. Vector3.prototype.scaleInPlace = function (scale) {
  3033. this.x *= scale;
  3034. this.y *= scale;
  3035. this.z *= scale;
  3036. return this;
  3037. };
  3038. /**
  3039. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  3040. * @param scale defines the multiplier factor
  3041. * @returns a new Vector3
  3042. */
  3043. Vector3.prototype.scale = function (scale) {
  3044. return new Vector3(this.x * scale, this.y * scale, this.z * scale);
  3045. };
  3046. /**
  3047. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  3048. * @param scale defines the multiplier factor
  3049. * @param result defines the Vector3 object where to store the result
  3050. * @returns the current Vector3
  3051. */
  3052. Vector3.prototype.scaleToRef = function (scale, result) {
  3053. result.x = this.x * scale;
  3054. result.y = this.y * scale;
  3055. result.z = this.z * scale;
  3056. return this;
  3057. };
  3058. /**
  3059. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  3060. * @param scale defines the scale factor
  3061. * @param result defines the Vector3 object where to store the result
  3062. * @returns the unmodified current Vector3
  3063. */
  3064. Vector3.prototype.scaleAndAddToRef = function (scale, result) {
  3065. result.x += this.x * scale;
  3066. result.y += this.y * scale;
  3067. result.z += this.z * scale;
  3068. return this;
  3069. };
  3070. /**
  3071. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  3072. * @param otherVector defines the second operand
  3073. * @returns true if both vectors are equals
  3074. */
  3075. Vector3.prototype.equals = function (otherVector) {
  3076. return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z;
  3077. };
  3078. /**
  3079. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  3080. * @param otherVector defines the second operand
  3081. * @param epsilon defines the minimal distance to define values as equals
  3082. * @returns true if both vectors are distant less than epsilon
  3083. */
  3084. Vector3.prototype.equalsWithEpsilon = function (otherVector, epsilon) {
  3085. if (epsilon === void 0) { epsilon = BABYLON.Epsilon; }
  3086. 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);
  3087. };
  3088. /**
  3089. * Returns true if the current Vector3 coordinates equals the given floats
  3090. * @param x defines the x coordinate of the operand
  3091. * @param y defines the y coordinate of the operand
  3092. * @param z defines the z coordinate of the operand
  3093. * @returns true if both vectors are equals
  3094. */
  3095. Vector3.prototype.equalsToFloats = function (x, y, z) {
  3096. return this.x === x && this.y === y && this.z === z;
  3097. };
  3098. /**
  3099. * Multiplies the current Vector3 coordinates by the given ones
  3100. * @param otherVector defines the second operand
  3101. * @returns the current updated Vector3
  3102. */
  3103. Vector3.prototype.multiplyInPlace = function (otherVector) {
  3104. this.x *= otherVector.x;
  3105. this.y *= otherVector.y;
  3106. this.z *= otherVector.z;
  3107. return this;
  3108. };
  3109. /**
  3110. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  3111. * @param otherVector defines the second operand
  3112. * @returns the new Vector3
  3113. */
  3114. Vector3.prototype.multiply = function (otherVector) {
  3115. return new Vector3(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z);
  3116. };
  3117. /**
  3118. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  3119. * @param otherVector defines the second operand
  3120. * @param result defines the Vector3 object where to store the result
  3121. * @returns the current Vector3
  3122. */
  3123. Vector3.prototype.multiplyToRef = function (otherVector, result) {
  3124. result.x = this.x * otherVector.x;
  3125. result.y = this.y * otherVector.y;
  3126. result.z = this.z * otherVector.z;
  3127. return this;
  3128. };
  3129. /**
  3130. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  3131. * @param x defines the x coordinate of the operand
  3132. * @param y defines the y coordinate of the operand
  3133. * @param z defines the z coordinate of the operand
  3134. * @returns the new Vector3
  3135. */
  3136. Vector3.prototype.multiplyByFloats = function (x, y, z) {
  3137. return new Vector3(this.x * x, this.y * y, this.z * z);
  3138. };
  3139. /**
  3140. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  3141. * @param otherVector defines the second operand
  3142. * @returns the new Vector3
  3143. */
  3144. Vector3.prototype.divide = function (otherVector) {
  3145. return new Vector3(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z);
  3146. };
  3147. /**
  3148. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  3149. * @param otherVector defines the second operand
  3150. * @param result defines the Vector3 object where to store the result
  3151. * @returns the current Vector3
  3152. */
  3153. Vector3.prototype.divideToRef = function (otherVector, result) {
  3154. result.x = this.x / otherVector.x;
  3155. result.y = this.y / otherVector.y;
  3156. result.z = this.z / otherVector.z;
  3157. return this;
  3158. };
  3159. /**
  3160. * Divides the current Vector3 coordinates by the given ones.
  3161. * @param otherVector defines the second operand
  3162. * @returns the current updated Vector3
  3163. */
  3164. Vector3.prototype.divideInPlace = function (otherVector) {
  3165. return this.divideToRef(otherVector, this);
  3166. };
  3167. /**
  3168. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  3169. * @param other defines the second operand
  3170. * @returns the current updated Vector3
  3171. */
  3172. Vector3.prototype.minimizeInPlace = function (other) {
  3173. if (other.x < this.x)
  3174. this.x = other.x;
  3175. if (other.y < this.y)
  3176. this.y = other.y;
  3177. if (other.z < this.z)
  3178. this.z = other.z;
  3179. return this;
  3180. };
  3181. /**
  3182. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  3183. * @param other defines the second operand
  3184. * @returns the current updated Vector3
  3185. */
  3186. Vector3.prototype.maximizeInPlace = function (other) {
  3187. if (other.x > this.x)
  3188. this.x = other.x;
  3189. if (other.y > this.y)
  3190. this.y = other.y;
  3191. if (other.z > this.z)
  3192. this.z = other.z;
  3193. return this;
  3194. };
  3195. Object.defineProperty(Vector3.prototype, "isNonUniform", {
  3196. /**
  3197. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  3198. */
  3199. get: function () {
  3200. var absX = Math.abs(this.x);
  3201. var absY = Math.abs(this.y);
  3202. if (absX !== absY) {
  3203. return true;
  3204. }
  3205. var absZ = Math.abs(this.z);
  3206. if (absX !== absZ) {
  3207. return true;
  3208. }
  3209. if (absY !== absZ) {
  3210. return true;
  3211. }
  3212. return false;
  3213. },
  3214. enumerable: true,
  3215. configurable: true
  3216. });
  3217. /**
  3218. * Gets a new Vector3 from current Vector3 floored values
  3219. * @returns a new Vector3
  3220. */
  3221. Vector3.prototype.floor = function () {
  3222. return new Vector3(Math.floor(this.x), Math.floor(this.y), Math.floor(this.z));
  3223. };
  3224. /**
  3225. * Gets a new Vector3 from current Vector3 floored values
  3226. * @returns a new Vector3
  3227. */
  3228. Vector3.prototype.fract = function () {
  3229. return new Vector3(this.x - Math.floor(this.x), this.y - Math.floor(this.y), this.z - Math.floor(this.z));
  3230. };
  3231. // Properties
  3232. /**
  3233. * Gets the length of the Vector3
  3234. * @returns the length of the Vecto3
  3235. */
  3236. Vector3.prototype.length = function () {
  3237. return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);
  3238. };
  3239. /**
  3240. * Gets the squared length of the Vector3
  3241. * @returns squared length of the Vector3
  3242. */
  3243. Vector3.prototype.lengthSquared = function () {
  3244. return (this.x * this.x + this.y * this.y + this.z * this.z);
  3245. };
  3246. /**
  3247. * Normalize the current Vector3.
  3248. * Please note that this is an in place operation.
  3249. * @returns the current updated Vector3
  3250. */
  3251. Vector3.prototype.normalize = function () {
  3252. var len = this.length();
  3253. if (len === 0 || len === 1.0)
  3254. return this;
  3255. var num = 1.0 / len;
  3256. this.x *= num;
  3257. this.y *= num;
  3258. this.z *= num;
  3259. return this;
  3260. };
  3261. /**
  3262. * Normalize the current Vector3 to a new vector
  3263. * @returns the new Vector3
  3264. */
  3265. Vector3.prototype.normalizeToNew = function () {
  3266. var normalized = new Vector3(0, 0, 0);
  3267. this.normalizeToRef(normalized);
  3268. return normalized;
  3269. };
  3270. /**
  3271. * Normalize the current Vector3 to the reference
  3272. * @param reference define the Vector3 to update
  3273. * @returns the updated Vector3
  3274. */
  3275. Vector3.prototype.normalizeToRef = function (reference) {
  3276. var len = this.length();
  3277. if (len === 0 || len === 1.0) {
  3278. reference.set(this.x, this.y, this.z);
  3279. return reference;
  3280. }
  3281. var scale = 1.0 / len;
  3282. this.scaleToRef(scale, reference);
  3283. return reference;
  3284. };
  3285. /**
  3286. * Creates a new Vector3 copied from the current Vector3
  3287. * @returns the new Vector3
  3288. */
  3289. Vector3.prototype.clone = function () {
  3290. return new Vector3(this.x, this.y, this.z);
  3291. };
  3292. /**
  3293. * Copies the given vector coordinates to the current Vector3 ones
  3294. * @param source defines the source Vector3
  3295. * @returns the current updated Vector3
  3296. */
  3297. Vector3.prototype.copyFrom = function (source) {
  3298. this.x = source.x;
  3299. this.y = source.y;
  3300. this.z = source.z;
  3301. return this;
  3302. };
  3303. /**
  3304. * Copies the given floats to the current Vector3 coordinates
  3305. * @param x defines the x coordinate of the operand
  3306. * @param y defines the y coordinate of the operand
  3307. * @param z defines the z coordinate of the operand
  3308. * @returns the current updated Vector3
  3309. */
  3310. Vector3.prototype.copyFromFloats = function (x, y, z) {
  3311. this.x = x;
  3312. this.y = y;
  3313. this.z = z;
  3314. return this;
  3315. };
  3316. /**
  3317. * Copies the given floats to the current Vector3 coordinates
  3318. * @param x defines the x coordinate of the operand
  3319. * @param y defines the y coordinate of the operand
  3320. * @param z defines the z coordinate of the operand
  3321. * @returns the current updated Vector3
  3322. */
  3323. Vector3.prototype.set = function (x, y, z) {
  3324. return this.copyFromFloats(x, y, z);
  3325. };
  3326. // Statics
  3327. /**
  3328. * Get the clip factor between two vectors
  3329. * @param vector0 defines the first operand
  3330. * @param vector1 defines the second operand
  3331. * @param axis defines the axis to use
  3332. * @param size defines the size along the axis
  3333. * @returns the clip factor
  3334. */
  3335. Vector3.GetClipFactor = function (vector0, vector1, axis, size) {
  3336. var d0 = Vector3.Dot(vector0, axis) - size;
  3337. var d1 = Vector3.Dot(vector1, axis) - size;
  3338. var s = d0 / (d0 - d1);
  3339. return s;
  3340. };
  3341. /**
  3342. * Get angle between two vectors
  3343. * @param vector0 angle between vector0 and vector1
  3344. * @param vector1 angle between vector0 and vector1
  3345. * @param normal direction of the normal
  3346. * @return the angle between vector0 and vector1
  3347. */
  3348. Vector3.GetAngleBetweenVectors = function (vector0, vector1, normal) {
  3349. var v0 = vector0.clone().normalize();
  3350. var v1 = vector1.clone().normalize();
  3351. var dot = Vector3.Dot(v0, v1);
  3352. var n = Vector3.Cross(v0, v1);
  3353. if (Vector3.Dot(n, normal) > 0) {
  3354. return Math.acos(dot);
  3355. }
  3356. return -Math.acos(dot);
  3357. };
  3358. /**
  3359. * Returns a new Vector3 set from the index "offset" of the given array
  3360. * @param array defines the source array
  3361. * @param offset defines the offset in the source array
  3362. * @returns the new Vector3
  3363. */
  3364. Vector3.FromArray = function (array, offset) {
  3365. if (!offset) {
  3366. offset = 0;
  3367. }
  3368. return new Vector3(array[offset], array[offset + 1], array[offset + 2]);
  3369. };
  3370. /**
  3371. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  3372. * This function is deprecated. Use FromArray instead
  3373. * @param array defines the source array
  3374. * @param offset defines the offset in the source array
  3375. * @returns the new Vector3
  3376. */
  3377. Vector3.FromFloatArray = function (array, offset) {
  3378. return Vector3.FromArray(array, offset);
  3379. };
  3380. /**
  3381. * Sets the given vector "result" with the element values from the index "offset" of the given array
  3382. * @param array defines the source array
  3383. * @param offset defines the offset in the source array
  3384. * @param result defines the Vector3 where to store the result
  3385. */
  3386. Vector3.FromArrayToRef = function (array, offset, result) {
  3387. result.x = array[offset];
  3388. result.y = array[offset + 1];
  3389. result.z = array[offset + 2];
  3390. };
  3391. /**
  3392. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  3393. * This function is deprecated. Use FromArrayToRef instead.
  3394. * @param array defines the source array
  3395. * @param offset defines the offset in the source array
  3396. * @param result defines the Vector3 where to store the result
  3397. */
  3398. Vector3.FromFloatArrayToRef = function (array, offset, result) {
  3399. return Vector3.FromArrayToRef(array, offset, result);
  3400. };
  3401. /**
  3402. * Sets the given vector "result" with the given floats.
  3403. * @param x defines the x coordinate of the source
  3404. * @param y defines the y coordinate of the source
  3405. * @param z defines the z coordinate of the source
  3406. * @param result defines the Vector3 where to store the result
  3407. */
  3408. Vector3.FromFloatsToRef = function (x, y, z, result) {
  3409. result.x = x;
  3410. result.y = y;
  3411. result.z = z;
  3412. };
  3413. /**
  3414. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  3415. * @returns a new empty Vector3
  3416. */
  3417. Vector3.Zero = function () {
  3418. return new Vector3(0.0, 0.0, 0.0);
  3419. };
  3420. /**
  3421. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  3422. * @returns a new unit Vector3
  3423. */
  3424. Vector3.One = function () {
  3425. return new Vector3(1.0, 1.0, 1.0);
  3426. };
  3427. /**
  3428. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  3429. * @returns a new up Vector3
  3430. */
  3431. Vector3.Up = function () {
  3432. return new Vector3(0.0, 1.0, 0.0);
  3433. };
  3434. /**
  3435. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  3436. * @returns a new down Vector3
  3437. */
  3438. Vector3.Down = function () {
  3439. return new Vector3(0.0, -1.0, 0.0);
  3440. };
  3441. /**
  3442. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  3443. * @returns a new forward Vector3
  3444. */
  3445. Vector3.Forward = function () {
  3446. return new Vector3(0.0, 0.0, 1.0);
  3447. };
  3448. /**
  3449. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  3450. * @returns a new forward Vector3
  3451. */
  3452. Vector3.Backward = function () {
  3453. return new Vector3(0.0, 0.0, -1.0);
  3454. };
  3455. /**
  3456. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  3457. * @returns a new right Vector3
  3458. */
  3459. Vector3.Right = function () {
  3460. return new Vector3(1.0, 0.0, 0.0);
  3461. };
  3462. /**
  3463. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  3464. * @returns a new left Vector3
  3465. */
  3466. Vector3.Left = function () {
  3467. return new Vector3(-1.0, 0.0, 0.0);
  3468. };
  3469. /**
  3470. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  3471. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  3472. * @param vector defines the Vector3 to transform
  3473. * @param transformation defines the transformation matrix
  3474. * @returns the transformed Vector3
  3475. */
  3476. Vector3.TransformCoordinates = function (vector, transformation) {
  3477. var result = Vector3.Zero();
  3478. Vector3.TransformCoordinatesToRef(vector, transformation, result);
  3479. return result;
  3480. };
  3481. /**
  3482. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  3483. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  3484. * @param vector defines the Vector3 to transform
  3485. * @param transformation defines the transformation matrix
  3486. * @param result defines the Vector3 where to store the result
  3487. */
  3488. Vector3.TransformCoordinatesToRef = function (vector, transformation, result) {
  3489. var x = (vector.x * transformation.m[0]) + (vector.y * transformation.m[4]) + (vector.z * transformation.m[8]) + transformation.m[12];
  3490. var y = (vector.x * transformation.m[1]) + (vector.y * transformation.m[5]) + (vector.z * transformation.m[9]) + transformation.m[13];
  3491. var z = (vector.x * transformation.m[2]) + (vector.y * transformation.m[6]) + (vector.z * transformation.m[10]) + transformation.m[14];
  3492. var w = (vector.x * transformation.m[3]) + (vector.y * transformation.m[7]) + (vector.z * transformation.m[11]) + transformation.m[15];
  3493. result.x = x / w;
  3494. result.y = y / w;
  3495. result.z = z / w;
  3496. };
  3497. /**
  3498. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  3499. * This method computes tranformed coordinates only, not transformed direction vectors
  3500. * @param x define the x coordinate of the source vector
  3501. * @param y define the y coordinate of the source vector
  3502. * @param z define the z coordinate of the source vector
  3503. * @param transformation defines the transformation matrix
  3504. * @param result defines the Vector3 where to store the result
  3505. */
  3506. Vector3.TransformCoordinatesFromFloatsToRef = function (x, y, z, transformation, result) {
  3507. var rx = (x * transformation.m[0]) + (y * transformation.m[4]) + (z * transformation.m[8]) + transformation.m[12];
  3508. var ry = (x * transformation.m[1]) + (y * transformation.m[5]) + (z * transformation.m[9]) + transformation.m[13];
  3509. var rz = (x * transformation.m[2]) + (y * transformation.m[6]) + (z * transformation.m[10]) + transformation.m[14];
  3510. var rw = (x * transformation.m[3]) + (y * transformation.m[7]) + (z * transformation.m[11]) + transformation.m[15];
  3511. result.x = rx / rw;
  3512. result.y = ry / rw;
  3513. result.z = rz / rw;
  3514. };
  3515. /**
  3516. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  3517. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  3518. * @param vector defines the Vector3 to transform
  3519. * @param transformation defines the transformation matrix
  3520. * @returns the new Vector3
  3521. */
  3522. Vector3.TransformNormal = function (vector, transformation) {
  3523. var result = Vector3.Zero();
  3524. Vector3.TransformNormalToRef(vector, transformation, result);
  3525. return result;
  3526. };
  3527. /**
  3528. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  3529. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  3530. * @param vector defines the Vector3 to transform
  3531. * @param transformation defines the transformation matrix
  3532. * @param result defines the Vector3 where to store the result
  3533. */
  3534. Vector3.TransformNormalToRef = function (vector, transformation, result) {
  3535. var x = (vector.x * transformation.m[0]) + (vector.y * transformation.m[4]) + (vector.z * transformation.m[8]);
  3536. var y = (vector.x * transformation.m[1]) + (vector.y * transformation.m[5]) + (vector.z * transformation.m[9]);
  3537. var z = (vector.x * transformation.m[2]) + (vector.y * transformation.m[6]) + (vector.z * transformation.m[10]);
  3538. result.x = x;
  3539. result.y = y;
  3540. result.z = z;
  3541. };
  3542. /**
  3543. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  3544. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  3545. * @param x define the x coordinate of the source vector
  3546. * @param y define the y coordinate of the source vector
  3547. * @param z define the z coordinate of the source vector
  3548. * @param transformation defines the transformation matrix
  3549. * @param result defines the Vector3 where to store the result
  3550. */
  3551. Vector3.TransformNormalFromFloatsToRef = function (x, y, z, transformation, result) {
  3552. result.x = (x * transformation.m[0]) + (y * transformation.m[4]) + (z * transformation.m[8]);
  3553. result.y = (x * transformation.m[1]) + (y * transformation.m[5]) + (z * transformation.m[9]);
  3554. result.z = (x * transformation.m[2]) + (y * transformation.m[6]) + (z * transformation.m[10]);
  3555. };
  3556. /**
  3557. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  3558. * @param value1 defines the first control point
  3559. * @param value2 defines the second control point
  3560. * @param value3 defines the third control point
  3561. * @param value4 defines the fourth control point
  3562. * @param amount defines the amount on the spline to use
  3563. * @returns the new Vector3
  3564. */
  3565. Vector3.CatmullRom = function (value1, value2, value3, value4, amount) {
  3566. var squared = amount * amount;
  3567. var cubed = amount * squared;
  3568. var x = 0.5 * ((((2.0 * value2.x) + ((-value1.x + value3.x) * amount)) +
  3569. (((((2.0 * value1.x) - (5.0 * value2.x)) + (4.0 * value3.x)) - value4.x) * squared)) +
  3570. ((((-value1.x + (3.0 * value2.x)) - (3.0 * value3.x)) + value4.x) * cubed));
  3571. var y = 0.5 * ((((2.0 * value2.y) + ((-value1.y + value3.y) * amount)) +
  3572. (((((2.0 * value1.y) - (5.0 * value2.y)) + (4.0 * value3.y)) - value4.y) * squared)) +
  3573. ((((-value1.y + (3.0 * value2.y)) - (3.0 * value3.y)) + value4.y) * cubed));
  3574. var z = 0.5 * ((((2.0 * value2.z) + ((-value1.z + value3.z) * amount)) +
  3575. (((((2.0 * value1.z) - (5.0 * value2.z)) + (4.0 * value3.z)) - value4.z) * squared)) +
  3576. ((((-value1.z + (3.0 * value2.z)) - (3.0 * value3.z)) + value4.z) * cubed));
  3577. return new Vector3(x, y, z);
  3578. };
  3579. /**
  3580. * 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"
  3581. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  3582. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  3583. * @param value defines the current value
  3584. * @param min defines the lower range value
  3585. * @param max defines the upper range value
  3586. * @returns the new Vector3
  3587. */
  3588. Vector3.Clamp = function (value, min, max) {
  3589. var x = value.x;
  3590. x = (x > max.x) ? max.x : x;
  3591. x = (x < min.x) ? min.x : x;
  3592. var y = value.y;
  3593. y = (y > max.y) ? max.y : y;
  3594. y = (y < min.y) ? min.y : y;
  3595. var z = value.z;
  3596. z = (z > max.z) ? max.z : z;
  3597. z = (z < min.z) ? min.z : z;
  3598. return new Vector3(x, y, z);
  3599. };
  3600. /**
  3601. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  3602. * @param value1 defines the first control point
  3603. * @param tangent1 defines the first tangent vector
  3604. * @param value2 defines the second control point
  3605. * @param tangent2 defines the second tangent vector
  3606. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  3607. * @returns the new Vector3
  3608. */
  3609. Vector3.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  3610. var squared = amount * amount;
  3611. var cubed = amount * squared;
  3612. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  3613. var part2 = (-2.0 * cubed) + (3.0 * squared);
  3614. var part3 = (cubed - (2.0 * squared)) + amount;
  3615. var part4 = cubed - squared;
  3616. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  3617. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  3618. var z = (((value1.z * part1) + (value2.z * part2)) + (tangent1.z * part3)) + (tangent2.z * part4);
  3619. return new Vector3(x, y, z);
  3620. };
  3621. /**
  3622. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  3623. * @param start defines the start value
  3624. * @param end defines the end value
  3625. * @param amount max defines amount between both (between 0 and 1)
  3626. * @returns the new Vector3
  3627. */
  3628. Vector3.Lerp = function (start, end, amount) {
  3629. var result = new Vector3(0, 0, 0);
  3630. Vector3.LerpToRef(start, end, amount, result);
  3631. return result;
  3632. };
  3633. /**
  3634. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  3635. * @param start defines the start value
  3636. * @param end defines the end value
  3637. * @param amount max defines amount between both (between 0 and 1)
  3638. * @param result defines the Vector3 where to store the result
  3639. */
  3640. Vector3.LerpToRef = function (start, end, amount, result) {
  3641. result.x = start.x + ((end.x - start.x) * amount);
  3642. result.y = start.y + ((end.y - start.y) * amount);
  3643. result.z = start.z + ((end.z - start.z) * amount);
  3644. };
  3645. /**
  3646. * Returns the dot product (float) between the vectors "left" and "right"
  3647. * @param left defines the left operand
  3648. * @param right defines the right operand
  3649. * @returns the dot product
  3650. */
  3651. Vector3.Dot = function (left, right) {
  3652. return (left.x * right.x + left.y * right.y + left.z * right.z);
  3653. };
  3654. /**
  3655. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  3656. * The cross product is then orthogonal to both "left" and "right"
  3657. * @param left defines the left operand
  3658. * @param right defines the right operand
  3659. * @returns the cross product
  3660. */
  3661. Vector3.Cross = function (left, right) {
  3662. var result = Vector3.Zero();
  3663. Vector3.CrossToRef(left, right, result);
  3664. return result;
  3665. };
  3666. /**
  3667. * Sets the given vector "result" with the cross product of "left" and "right"
  3668. * The cross product is then orthogonal to both "left" and "right"
  3669. * @param left defines the left operand
  3670. * @param right defines the right operand
  3671. * @param result defines the Vector3 where to store the result
  3672. */
  3673. Vector3.CrossToRef = function (left, right, result) {
  3674. MathTmp.Vector3[0].x = left.y * right.z - left.z * right.y;
  3675. MathTmp.Vector3[0].y = left.z * right.x - left.x * right.z;
  3676. MathTmp.Vector3[0].z = left.x * right.y - left.y * right.x;
  3677. result.copyFrom(MathTmp.Vector3[0]);
  3678. };
  3679. /**
  3680. * Returns a new Vector3 as the normalization of the given vector
  3681. * @param vector defines the Vector3 to normalize
  3682. * @returns the new Vector3
  3683. */
  3684. Vector3.Normalize = function (vector) {
  3685. var result = Vector3.Zero();
  3686. Vector3.NormalizeToRef(vector, result);
  3687. return result;
  3688. };
  3689. /**
  3690. * Sets the given vector "result" with the normalization of the given first vector
  3691. * @param vector defines the Vector3 to normalize
  3692. * @param result defines the Vector3 where to store the result
  3693. */
  3694. Vector3.NormalizeToRef = function (vector, result) {
  3695. result.copyFrom(vector);
  3696. result.normalize();
  3697. };
  3698. /**
  3699. * Project a Vector3 onto screen space
  3700. * @param vector defines the Vector3 to project
  3701. * @param world defines the world matrix to use
  3702. * @param transform defines the transform (view x projection) matrix to use
  3703. * @param viewport defines the screen viewport to use
  3704. * @returns the new Vector3
  3705. */
  3706. Vector3.Project = function (vector, world, transform, viewport) {
  3707. var cw = viewport.width;
  3708. var ch = viewport.height;
  3709. var cx = viewport.x;
  3710. var cy = viewport.y;
  3711. var viewportMatrix = Vector3._viewportMatrixCache ? Vector3._viewportMatrixCache : (Vector3._viewportMatrixCache = new Matrix());
  3712. 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);
  3713. var matrix = MathTmp.Matrix[0];
  3714. world.multiplyToRef(transform, matrix);
  3715. matrix.multiplyToRef(viewportMatrix, matrix);
  3716. return Vector3.TransformCoordinates(vector, matrix);
  3717. };
  3718. /**
  3719. * Unproject from screen space to object space
  3720. * @param source defines the screen space Vector3 to use
  3721. * @param viewportWidth defines the current width of the viewport
  3722. * @param viewportHeight defines the current height of the viewport
  3723. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  3724. * @param transform defines the transform (view x projection) matrix to use
  3725. * @returns the new Vector3
  3726. */
  3727. Vector3.UnprojectFromTransform = function (source, viewportWidth, viewportHeight, world, transform) {
  3728. var matrix = MathTmp.Matrix[0];
  3729. world.multiplyToRef(transform, matrix);
  3730. matrix.invert();
  3731. source.x = source.x / viewportWidth * 2 - 1;
  3732. source.y = -(source.y / viewportHeight * 2 - 1);
  3733. var vector = Vector3.TransformCoordinates(source, matrix);
  3734. var num = source.x * matrix.m[3] + source.y * matrix.m[7] + source.z * matrix.m[11] + matrix.m[15];
  3735. if (BABYLON.Scalar.WithinEpsilon(num, 1.0)) {
  3736. vector = vector.scale(1.0 / num);
  3737. }
  3738. return vector;
  3739. };
  3740. /**
  3741. * Unproject from screen space to object space
  3742. * @param source defines the screen space Vector3 to use
  3743. * @param viewportWidth defines the current width of the viewport
  3744. * @param viewportHeight defines the current height of the viewport
  3745. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  3746. * @param view defines the view matrix to use
  3747. * @param projection defines the projection matrix to use
  3748. * @returns the new Vector3
  3749. */
  3750. Vector3.Unproject = function (source, viewportWidth, viewportHeight, world, view, projection) {
  3751. var result = Vector3.Zero();
  3752. Vector3.UnprojectToRef(source, viewportWidth, viewportHeight, world, view, projection, result);
  3753. return result;
  3754. };
  3755. /**
  3756. * Unproject from screen space to object space
  3757. * @param source defines the screen space Vector3 to use
  3758. * @param viewportWidth defines the current width of the viewport
  3759. * @param viewportHeight defines the current height of the viewport
  3760. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  3761. * @param view defines the view matrix to use
  3762. * @param projection defines the projection matrix to use
  3763. * @param result defines the Vector3 where to store the result
  3764. */
  3765. Vector3.UnprojectToRef = function (source, viewportWidth, viewportHeight, world, view, projection, result) {
  3766. Vector3.UnprojectFloatsToRef(source.x, source.y, source.z, viewportWidth, viewportHeight, world, view, projection, result);
  3767. };
  3768. /**
  3769. * Unproject from screen space to object space
  3770. * @param sourceX defines the screen space x coordinate to use
  3771. * @param sourceY defines the screen space y coordinate to use
  3772. * @param sourceZ defines the screen space z coordinate to use
  3773. * @param viewportWidth defines the current width of the viewport
  3774. * @param viewportHeight defines the current height of the viewport
  3775. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  3776. * @param view defines the view matrix to use
  3777. * @param projection defines the projection matrix to use
  3778. * @param result defines the Vector3 where to store the result
  3779. */
  3780. Vector3.UnprojectFloatsToRef = function (sourceX, sourceY, sourceZ, viewportWidth, viewportHeight, world, view, projection, result) {
  3781. var matrix = MathTmp.Matrix[0];
  3782. world.multiplyToRef(view, matrix);
  3783. matrix.multiplyToRef(projection, matrix);
  3784. matrix.invert();
  3785. var screenSource = MathTmp.Vector3[0];
  3786. screenSource.x = sourceX / viewportWidth * 2 - 1;
  3787. screenSource.y = -(sourceY / viewportHeight * 2 - 1);
  3788. screenSource.z = 2 * sourceZ - 1.0;
  3789. Vector3.TransformCoordinatesToRef(screenSource, matrix, result);
  3790. var num = screenSource.x * matrix.m[3] + screenSource.y * matrix.m[7] + screenSource.z * matrix.m[11] + matrix.m[15];
  3791. if (BABYLON.Scalar.WithinEpsilon(num, 1.0)) {
  3792. result.scaleInPlace(1.0 / num);
  3793. }
  3794. };
  3795. /**
  3796. * Gets the minimal coordinate values between two Vector3
  3797. * @param left defines the first operand
  3798. * @param right defines the second operand
  3799. * @returns the new Vector3
  3800. */
  3801. Vector3.Minimize = function (left, right) {
  3802. var min = left.clone();
  3803. min.minimizeInPlace(right);
  3804. return min;
  3805. };
  3806. /**
  3807. * Gets the maximal coordinate values between two Vector3
  3808. * @param left defines the first operand
  3809. * @param right defines the second operand
  3810. * @returns the new Vector3
  3811. */
  3812. Vector3.Maximize = function (left, right) {
  3813. var max = left.clone();
  3814. max.maximizeInPlace(right);
  3815. return max;
  3816. };
  3817. /**
  3818. * Returns the distance between the vectors "value1" and "value2"
  3819. * @param value1 defines the first operand
  3820. * @param value2 defines the second operand
  3821. * @returns the distance
  3822. */
  3823. Vector3.Distance = function (value1, value2) {
  3824. return Math.sqrt(Vector3.DistanceSquared(value1, value2));
  3825. };
  3826. /**
  3827. * Returns the squared distance between the vectors "value1" and "value2"
  3828. * @param value1 defines the first operand
  3829. * @param value2 defines the second operand
  3830. * @returns the squared distance
  3831. */
  3832. Vector3.DistanceSquared = function (value1, value2) {
  3833. var x = value1.x - value2.x;
  3834. var y = value1.y - value2.y;
  3835. var z = value1.z - value2.z;
  3836. return (x * x) + (y * y) + (z * z);
  3837. };
  3838. /**
  3839. * Returns a new Vector3 located at the center between "value1" and "value2"
  3840. * @param value1 defines the first operand
  3841. * @param value2 defines the second operand
  3842. * @returns the new Vector3
  3843. */
  3844. Vector3.Center = function (value1, value2) {
  3845. var center = value1.add(value2);
  3846. center.scaleInPlace(0.5);
  3847. return center;
  3848. };
  3849. /**
  3850. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  3851. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  3852. * to something in order to rotate it from its local system to the given target system
  3853. * Note: axis1, axis2 and axis3 are normalized during this operation
  3854. * @param axis1 defines the first axis
  3855. * @param axis2 defines the second axis
  3856. * @param axis3 defines the third axis
  3857. * @returns a new Vector3
  3858. */
  3859. Vector3.RotationFromAxis = function (axis1, axis2, axis3) {
  3860. var rotation = Vector3.Zero();
  3861. Vector3.RotationFromAxisToRef(axis1, axis2, axis3, rotation);
  3862. return rotation;
  3863. };
  3864. /**
  3865. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  3866. * @param axis1 defines the first axis
  3867. * @param axis2 defines the second axis
  3868. * @param axis3 defines the third axis
  3869. * @param ref defines the Vector3 where to store the result
  3870. */
  3871. Vector3.RotationFromAxisToRef = function (axis1, axis2, axis3, ref) {
  3872. var quat = MathTmp.Quaternion[0];
  3873. Quaternion.RotationQuaternionFromAxisToRef(axis1, axis2, axis3, quat);
  3874. quat.toEulerAnglesToRef(ref);
  3875. };
  3876. return Vector3;
  3877. }());
  3878. BABYLON.Vector3 = Vector3;
  3879. //Vector4 class created for EulerAngle class conversion to Quaternion
  3880. var Vector4 = /** @class */ (function () {
  3881. /**
  3882. * Creates a Vector4 object from the given floats.
  3883. */
  3884. function Vector4(x, y, z, w) {
  3885. this.x = x;
  3886. this.y = y;
  3887. this.z = z;
  3888. this.w = w;
  3889. }
  3890. /**
  3891. * Returns the string with the Vector4 coordinates.
  3892. */
  3893. Vector4.prototype.toString = function () {
  3894. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + " W:" + this.w + "}";
  3895. };
  3896. /**
  3897. * Returns the string "Vector4".
  3898. */
  3899. Vector4.prototype.getClassName = function () {
  3900. return "Vector4";
  3901. };
  3902. /**
  3903. * Returns the Vector4 hash code.
  3904. */
  3905. Vector4.prototype.getHashCode = function () {
  3906. var hash = this.x || 0;
  3907. hash = (hash * 397) ^ (this.y || 0);
  3908. hash = (hash * 397) ^ (this.z || 0);
  3909. hash = (hash * 397) ^ (this.w || 0);
  3910. return hash;
  3911. };
  3912. // Operators
  3913. /**
  3914. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  3915. */
  3916. Vector4.prototype.asArray = function () {
  3917. var result = new Array();
  3918. this.toArray(result, 0);
  3919. return result;
  3920. };
  3921. /**
  3922. * Populates the given array from the given index with the Vector4 coordinates.
  3923. * Returns the Vector4.
  3924. */
  3925. Vector4.prototype.toArray = function (array, index) {
  3926. if (index === undefined) {
  3927. index = 0;
  3928. }
  3929. array[index] = this.x;
  3930. array[index + 1] = this.y;
  3931. array[index + 2] = this.z;
  3932. array[index + 3] = this.w;
  3933. return this;
  3934. };
  3935. /**
  3936. * Adds the given vector to the current Vector4.
  3937. * Returns the updated Vector4.
  3938. */
  3939. Vector4.prototype.addInPlace = function (otherVector) {
  3940. this.x += otherVector.x;
  3941. this.y += otherVector.y;
  3942. this.z += otherVector.z;
  3943. this.w += otherVector.w;
  3944. return this;
  3945. };
  3946. /**
  3947. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  3948. */
  3949. Vector4.prototype.add = function (otherVector) {
  3950. return new Vector4(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z, this.w + otherVector.w);
  3951. };
  3952. /**
  3953. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  3954. * Returns the current Vector4.
  3955. */
  3956. Vector4.prototype.addToRef = function (otherVector, result) {
  3957. result.x = this.x + otherVector.x;
  3958. result.y = this.y + otherVector.y;
  3959. result.z = this.z + otherVector.z;
  3960. result.w = this.w + otherVector.w;
  3961. return this;
  3962. };
  3963. /**
  3964. * Subtract in place the given vector from the current Vector4.
  3965. * Returns the updated Vector4.
  3966. */
  3967. Vector4.prototype.subtractInPlace = function (otherVector) {
  3968. this.x -= otherVector.x;
  3969. this.y -= otherVector.y;
  3970. this.z -= otherVector.z;
  3971. this.w -= otherVector.w;
  3972. return this;
  3973. };
  3974. /**
  3975. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  3976. */
  3977. Vector4.prototype.subtract = function (otherVector) {
  3978. return new Vector4(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z, this.w - otherVector.w);
  3979. };
  3980. /**
  3981. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  3982. * Returns the current Vector4.
  3983. */
  3984. Vector4.prototype.subtractToRef = function (otherVector, result) {
  3985. result.x = this.x - otherVector.x;
  3986. result.y = this.y - otherVector.y;
  3987. result.z = this.z - otherVector.z;
  3988. result.w = this.w - otherVector.w;
  3989. return this;
  3990. };
  3991. /**
  3992. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  3993. */
  3994. Vector4.prototype.subtractFromFloats = function (x, y, z, w) {
  3995. return new Vector4(this.x - x, this.y - y, this.z - z, this.w - w);
  3996. };
  3997. /**
  3998. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  3999. * Returns the current Vector4.
  4000. */
  4001. Vector4.prototype.subtractFromFloatsToRef = function (x, y, z, w, result) {
  4002. result.x = this.x - x;
  4003. result.y = this.y - y;
  4004. result.z = this.z - z;
  4005. result.w = this.w - w;
  4006. return this;
  4007. };
  4008. /**
  4009. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  4010. */
  4011. Vector4.prototype.negate = function () {
  4012. return new Vector4(-this.x, -this.y, -this.z, -this.w);
  4013. };
  4014. /**
  4015. * Multiplies the current Vector4 coordinates by scale (float).
  4016. * Returns the updated Vector4.
  4017. */
  4018. Vector4.prototype.scaleInPlace = function (scale) {
  4019. this.x *= scale;
  4020. this.y *= scale;
  4021. this.z *= scale;
  4022. this.w *= scale;
  4023. return this;
  4024. };
  4025. /**
  4026. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  4027. */
  4028. Vector4.prototype.scale = function (scale) {
  4029. return new Vector4(this.x * scale, this.y * scale, this.z * scale, this.w * scale);
  4030. };
  4031. /**
  4032. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  4033. * Returns the current Vector4.
  4034. */
  4035. Vector4.prototype.scaleToRef = function (scale, result) {
  4036. result.x = this.x * scale;
  4037. result.y = this.y * scale;
  4038. result.z = this.z * scale;
  4039. result.w = this.w * scale;
  4040. return this;
  4041. };
  4042. /**
  4043. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  4044. * @param scale defines the scale factor
  4045. * @param result defines the Vector4 object where to store the result
  4046. * @returns the unmodified current Vector4
  4047. */
  4048. Vector4.prototype.scaleAndAddToRef = function (scale, result) {
  4049. result.x += this.x * scale;
  4050. result.y += this.y * scale;
  4051. result.z += this.z * scale;
  4052. result.w += this.w * scale;
  4053. return this;
  4054. };
  4055. /**
  4056. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  4057. */
  4058. Vector4.prototype.equals = function (otherVector) {
  4059. return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z && this.w === otherVector.w;
  4060. };
  4061. /**
  4062. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  4063. */
  4064. Vector4.prototype.equalsWithEpsilon = function (otherVector, epsilon) {
  4065. if (epsilon === void 0) { epsilon = BABYLON.Epsilon; }
  4066. return otherVector
  4067. && BABYLON.Scalar.WithinEpsilon(this.x, otherVector.x, epsilon)
  4068. && BABYLON.Scalar.WithinEpsilon(this.y, otherVector.y, epsilon)
  4069. && BABYLON.Scalar.WithinEpsilon(this.z, otherVector.z, epsilon)
  4070. && BABYLON.Scalar.WithinEpsilon(this.w, otherVector.w, epsilon);
  4071. };
  4072. /**
  4073. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  4074. */
  4075. Vector4.prototype.equalsToFloats = function (x, y, z, w) {
  4076. return this.x === x && this.y === y && this.z === z && this.w === w;
  4077. };
  4078. /**
  4079. * Multiplies in place the current Vector4 by the given one.
  4080. * Returns the updated Vector4.
  4081. */
  4082. Vector4.prototype.multiplyInPlace = function (otherVector) {
  4083. this.x *= otherVector.x;
  4084. this.y *= otherVector.y;
  4085. this.z *= otherVector.z;
  4086. this.w *= otherVector.w;
  4087. return this;
  4088. };
  4089. /**
  4090. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  4091. */
  4092. Vector4.prototype.multiply = function (otherVector) {
  4093. return new Vector4(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z, this.w * otherVector.w);
  4094. };
  4095. /**
  4096. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  4097. * Returns the current Vector4.
  4098. */
  4099. Vector4.prototype.multiplyToRef = function (otherVector, result) {
  4100. result.x = this.x * otherVector.x;
  4101. result.y = this.y * otherVector.y;
  4102. result.z = this.z * otherVector.z;
  4103. result.w = this.w * otherVector.w;
  4104. return this;
  4105. };
  4106. /**
  4107. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  4108. */
  4109. Vector4.prototype.multiplyByFloats = function (x, y, z, w) {
  4110. return new Vector4(this.x * x, this.y * y, this.z * z, this.w * w);
  4111. };
  4112. /**
  4113. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  4114. */
  4115. Vector4.prototype.divide = function (otherVector) {
  4116. return new Vector4(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z, this.w / otherVector.w);
  4117. };
  4118. /**
  4119. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  4120. * Returns the current Vector4.
  4121. */
  4122. Vector4.prototype.divideToRef = function (otherVector, result) {
  4123. result.x = this.x / otherVector.x;
  4124. result.y = this.y / otherVector.y;
  4125. result.z = this.z / otherVector.z;
  4126. result.w = this.w / otherVector.w;
  4127. return this;
  4128. };
  4129. /**
  4130. * Divides the current Vector3 coordinates by the given ones.
  4131. * @returns the updated Vector3.
  4132. */
  4133. Vector4.prototype.divideInPlace = function (otherVector) {
  4134. return this.divideToRef(otherVector, this);
  4135. };
  4136. /**
  4137. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  4138. * @param other defines the second operand
  4139. * @returns the current updated Vector4
  4140. */
  4141. Vector4.prototype.minimizeInPlace = function (other) {
  4142. if (other.x < this.x)
  4143. this.x = other.x;
  4144. if (other.y < this.y)
  4145. this.y = other.y;
  4146. if (other.z < this.z)
  4147. this.z = other.z;
  4148. if (other.w < this.w)
  4149. this.w = other.w;
  4150. return this;
  4151. };
  4152. /**
  4153. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  4154. * @param other defines the second operand
  4155. * @returns the current updated Vector4
  4156. */
  4157. Vector4.prototype.maximizeInPlace = function (other) {
  4158. if (other.x > this.x)
  4159. this.x = other.x;
  4160. if (other.y > this.y)
  4161. this.y = other.y;
  4162. if (other.z > this.z)
  4163. this.z = other.z;
  4164. if (other.w > this.w)
  4165. this.w = other.w;
  4166. return this;
  4167. };
  4168. /**
  4169. * Gets a new Vector4 from current Vector4 floored values
  4170. * @returns a new Vector4
  4171. */
  4172. Vector4.prototype.floor = function () {
  4173. return new Vector4(Math.floor(this.x), Math.floor(this.y), Math.floor(this.z), Math.floor(this.w));
  4174. };
  4175. /**
  4176. * Gets a new Vector4 from current Vector3 floored values
  4177. * @returns a new Vector4
  4178. */
  4179. Vector4.prototype.fract = function () {
  4180. 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));
  4181. };
  4182. // Properties
  4183. /**
  4184. * Returns the Vector4 length (float).
  4185. */
  4186. Vector4.prototype.length = function () {
  4187. return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
  4188. };
  4189. /**
  4190. * Returns the Vector4 squared length (float).
  4191. */
  4192. Vector4.prototype.lengthSquared = function () {
  4193. return (this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
  4194. };
  4195. // Methods
  4196. /**
  4197. * Normalizes in place the Vector4.
  4198. * Returns the updated Vector4.
  4199. */
  4200. Vector4.prototype.normalize = function () {
  4201. var len = this.length();
  4202. if (len === 0)
  4203. return this;
  4204. var num = 1.0 / len;
  4205. this.x *= num;
  4206. this.y *= num;
  4207. this.z *= num;
  4208. this.w *= num;
  4209. return this;
  4210. };
  4211. /**
  4212. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  4213. */
  4214. Vector4.prototype.toVector3 = function () {
  4215. return new Vector3(this.x, this.y, this.z);
  4216. };
  4217. /**
  4218. * Returns a new Vector4 copied from the current one.
  4219. */
  4220. Vector4.prototype.clone = function () {
  4221. return new Vector4(this.x, this.y, this.z, this.w);
  4222. };
  4223. /**
  4224. * Updates the current Vector4 with the given one coordinates.
  4225. * Returns the updated Vector4.
  4226. */
  4227. Vector4.prototype.copyFrom = function (source) {
  4228. this.x = source.x;
  4229. this.y = source.y;
  4230. this.z = source.z;
  4231. this.w = source.w;
  4232. return this;
  4233. };
  4234. /**
  4235. * Updates the current Vector4 coordinates with the given floats.
  4236. * Returns the updated Vector4.
  4237. */
  4238. Vector4.prototype.copyFromFloats = function (x, y, z, w) {
  4239. this.x = x;
  4240. this.y = y;
  4241. this.z = z;
  4242. this.w = w;
  4243. return this;
  4244. };
  4245. /**
  4246. * Updates the current Vector4 coordinates with the given floats.
  4247. * Returns the updated Vector4.
  4248. */
  4249. Vector4.prototype.set = function (x, y, z, w) {
  4250. return this.copyFromFloats(x, y, z, w);
  4251. };
  4252. // Statics
  4253. /**
  4254. * Returns a new Vector4 set from the starting index of the given array.
  4255. */
  4256. Vector4.FromArray = function (array, offset) {
  4257. if (!offset) {
  4258. offset = 0;
  4259. }
  4260. return new Vector4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  4261. };
  4262. /**
  4263. * Updates the given vector "result" from the starting index of the given array.
  4264. */
  4265. Vector4.FromArrayToRef = function (array, offset, result) {
  4266. result.x = array[offset];
  4267. result.y = array[offset + 1];
  4268. result.z = array[offset + 2];
  4269. result.w = array[offset + 3];
  4270. };
  4271. /**
  4272. * Updates the given vector "result" from the starting index of the given Float32Array.
  4273. */
  4274. Vector4.FromFloatArrayToRef = function (array, offset, result) {
  4275. Vector4.FromArrayToRef(array, offset, result);
  4276. };
  4277. /**
  4278. * Updates the given vector "result" coordinates from the given floats.
  4279. */
  4280. Vector4.FromFloatsToRef = function (x, y, z, w, result) {
  4281. result.x = x;
  4282. result.y = y;
  4283. result.z = z;
  4284. result.w = w;
  4285. };
  4286. /**
  4287. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  4288. */
  4289. Vector4.Zero = function () {
  4290. return new Vector4(0.0, 0.0, 0.0, 0.0);
  4291. };
  4292. /**
  4293. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  4294. */
  4295. Vector4.One = function () {
  4296. return new Vector4(1.0, 1.0, 1.0, 1.0);
  4297. };
  4298. /**
  4299. * Returns a new normalized Vector4 from the given one.
  4300. */
  4301. Vector4.Normalize = function (vector) {
  4302. var result = Vector4.Zero();
  4303. Vector4.NormalizeToRef(vector, result);
  4304. return result;
  4305. };
  4306. /**
  4307. * Updates the given vector "result" from the normalization of the given one.
  4308. */
  4309. Vector4.NormalizeToRef = function (vector, result) {
  4310. result.copyFrom(vector);
  4311. result.normalize();
  4312. };
  4313. Vector4.Minimize = function (left, right) {
  4314. var min = left.clone();
  4315. min.minimizeInPlace(right);
  4316. return min;
  4317. };
  4318. Vector4.Maximize = function (left, right) {
  4319. var max = left.clone();
  4320. max.maximizeInPlace(right);
  4321. return max;
  4322. };
  4323. /**
  4324. * Returns the distance (float) between the vectors "value1" and "value2".
  4325. */
  4326. Vector4.Distance = function (value1, value2) {
  4327. return Math.sqrt(Vector4.DistanceSquared(value1, value2));
  4328. };
  4329. /**
  4330. * Returns the squared distance (float) between the vectors "value1" and "value2".
  4331. */
  4332. Vector4.DistanceSquared = function (value1, value2) {
  4333. var x = value1.x - value2.x;
  4334. var y = value1.y - value2.y;
  4335. var z = value1.z - value2.z;
  4336. var w = value1.w - value2.w;
  4337. return (x * x) + (y * y) + (z * z) + (w * w);
  4338. };
  4339. /**
  4340. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  4341. */
  4342. Vector4.Center = function (value1, value2) {
  4343. var center = value1.add(value2);
  4344. center.scaleInPlace(0.5);
  4345. return center;
  4346. };
  4347. /**
  4348. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  4349. * This methods computes transformed normalized direction vectors only.
  4350. */
  4351. Vector4.TransformNormal = function (vector, transformation) {
  4352. var result = Vector4.Zero();
  4353. Vector4.TransformNormalToRef(vector, transformation, result);
  4354. return result;
  4355. };
  4356. /**
  4357. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  4358. * This methods computes transformed normalized direction vectors only.
  4359. */
  4360. Vector4.TransformNormalToRef = function (vector, transformation, result) {
  4361. var x = (vector.x * transformation.m[0]) + (vector.y * transformation.m[4]) + (vector.z * transformation.m[8]);
  4362. var y = (vector.x * transformation.m[1]) + (vector.y * transformation.m[5]) + (vector.z * transformation.m[9]);
  4363. var z = (vector.x * transformation.m[2]) + (vector.y * transformation.m[6]) + (vector.z * transformation.m[10]);
  4364. result.x = x;
  4365. result.y = y;
  4366. result.z = z;
  4367. result.w = vector.w;
  4368. };
  4369. /**
  4370. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  4371. * This methods computes transformed normalized direction vectors only.
  4372. */
  4373. Vector4.TransformNormalFromFloatsToRef = function (x, y, z, w, transformation, result) {
  4374. result.x = (x * transformation.m[0]) + (y * transformation.m[4]) + (z * transformation.m[8]);
  4375. result.y = (x * transformation.m[1]) + (y * transformation.m[5]) + (z * transformation.m[9]);
  4376. result.z = (x * transformation.m[2]) + (y * transformation.m[6]) + (z * transformation.m[10]);
  4377. result.w = w;
  4378. };
  4379. return Vector4;
  4380. }());
  4381. BABYLON.Vector4 = Vector4;
  4382. var Size = /** @class */ (function () {
  4383. /**
  4384. * Creates a Size object from the given width and height (floats).
  4385. */
  4386. function Size(width, height) {
  4387. this.width = width;
  4388. this.height = height;
  4389. }
  4390. // Returns a string with the Size width and height.
  4391. Size.prototype.toString = function () {
  4392. return "{W: " + this.width + ", H: " + this.height + "}";
  4393. };
  4394. /**
  4395. * Returns the string "Size"
  4396. */
  4397. Size.prototype.getClassName = function () {
  4398. return "Size";
  4399. };
  4400. /**
  4401. * Returns the Size hash code.
  4402. */
  4403. Size.prototype.getHashCode = function () {
  4404. var hash = this.width || 0;
  4405. hash = (hash * 397) ^ (this.height || 0);
  4406. return hash;
  4407. };
  4408. /**
  4409. * Updates the current size from the given one.
  4410. * Returns the updated Size.
  4411. */
  4412. Size.prototype.copyFrom = function (src) {
  4413. this.width = src.width;
  4414. this.height = src.height;
  4415. };
  4416. /**
  4417. * Updates in place the current Size from the given floats.
  4418. * Returns the updated Size.
  4419. */
  4420. Size.prototype.copyFromFloats = function (width, height) {
  4421. this.width = width;
  4422. this.height = height;
  4423. return this;
  4424. };
  4425. /**
  4426. * Updates in place the current Size from the given floats.
  4427. * Returns the updated Size.
  4428. */
  4429. Size.prototype.set = function (width, height) {
  4430. return this.copyFromFloats(width, height);
  4431. };
  4432. /**
  4433. * Returns a new Size set with the multiplication result of the current Size and the given floats.
  4434. */
  4435. Size.prototype.multiplyByFloats = function (w, h) {
  4436. return new Size(this.width * w, this.height * h);
  4437. };
  4438. /**
  4439. * Returns a new Size copied from the given one.
  4440. */
  4441. Size.prototype.clone = function () {
  4442. return new Size(this.width, this.height);
  4443. };
  4444. /**
  4445. * Boolean : True if the current Size and the given one width and height are strictly equal.
  4446. */
  4447. Size.prototype.equals = function (other) {
  4448. if (!other) {
  4449. return false;
  4450. }
  4451. return (this.width === other.width) && (this.height === other.height);
  4452. };
  4453. Object.defineProperty(Size.prototype, "surface", {
  4454. /**
  4455. * Returns the surface of the Size : width * height (float).
  4456. */
  4457. get: function () {
  4458. return this.width * this.height;
  4459. },
  4460. enumerable: true,
  4461. configurable: true
  4462. });
  4463. /**
  4464. * Returns a new Size set to (0.0, 0.0)
  4465. */
  4466. Size.Zero = function () {
  4467. return new Size(0.0, 0.0);
  4468. };
  4469. /**
  4470. * Returns a new Size set as the addition result of the current Size and the given one.
  4471. */
  4472. Size.prototype.add = function (otherSize) {
  4473. var r = new Size(this.width + otherSize.width, this.height + otherSize.height);
  4474. return r;
  4475. };
  4476. /**
  4477. * Returns a new Size set as the subtraction result of the given one from the current Size.
  4478. */
  4479. Size.prototype.subtract = function (otherSize) {
  4480. var r = new Size(this.width - otherSize.width, this.height - otherSize.height);
  4481. return r;
  4482. };
  4483. /**
  4484. * Returns a new Size set at the linear interpolation "amount" between "start" and "end".
  4485. */
  4486. Size.Lerp = function (start, end, amount) {
  4487. var w = start.width + ((end.width - start.width) * amount);
  4488. var h = start.height + ((end.height - start.height) * amount);
  4489. return new Size(w, h);
  4490. };
  4491. return Size;
  4492. }());
  4493. BABYLON.Size = Size;
  4494. /**
  4495. * Class used to store quaternion data
  4496. * @see https://en.wikipedia.org/wiki/Quaternion
  4497. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  4498. */
  4499. var Quaternion = /** @class */ (function () {
  4500. /**
  4501. * Creates a new Quaternion from the given floats
  4502. * @param x defines the first component (0 by default)
  4503. * @param y defines the second component (0 by default)
  4504. * @param z defines the third component (0 by default)
  4505. * @param w defines the fourth component (1.0 by default)
  4506. */
  4507. function Quaternion(
  4508. /** defines the first component (0 by default) */
  4509. x,
  4510. /** defines the second component (0 by default) */
  4511. y,
  4512. /** defines the third component (0 by default) */
  4513. z,
  4514. /** defines the fourth component (1.0 by default) */
  4515. w) {
  4516. if (x === void 0) { x = 0.0; }
  4517. if (y === void 0) { y = 0.0; }
  4518. if (z === void 0) { z = 0.0; }
  4519. if (w === void 0) { w = 1.0; }
  4520. this.x = x;
  4521. this.y = y;
  4522. this.z = z;
  4523. this.w = w;
  4524. }
  4525. /**
  4526. * Gets a string representation for the current quaternion
  4527. * @returns a string with the Quaternion coordinates
  4528. */
  4529. Quaternion.prototype.toString = function () {
  4530. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + " W:" + this.w + "}";
  4531. };
  4532. /**
  4533. * Gets the class name of the quaternion
  4534. * @returns the string "Quaternion"
  4535. */
  4536. Quaternion.prototype.getClassName = function () {
  4537. return "Quaternion";
  4538. };
  4539. /**
  4540. * Gets a hash code for this quaternion
  4541. * @returns the quaternion hash code
  4542. */
  4543. Quaternion.prototype.getHashCode = function () {
  4544. var hash = this.x || 0;
  4545. hash = (hash * 397) ^ (this.y || 0);
  4546. hash = (hash * 397) ^ (this.z || 0);
  4547. hash = (hash * 397) ^ (this.w || 0);
  4548. return hash;
  4549. };
  4550. /**
  4551. * Copy the quaternion to an array
  4552. * @returns a new array populated with 4 elements from the quaternion coordinates
  4553. */
  4554. Quaternion.prototype.asArray = function () {
  4555. return [this.x, this.y, this.z, this.w];
  4556. };
  4557. /**
  4558. * Check if two quaternions are equals
  4559. * @param otherQuaternion defines the second operand
  4560. * @return true if the current quaternion and the given one coordinates are strictly equals
  4561. */
  4562. Quaternion.prototype.equals = function (otherQuaternion) {
  4563. return otherQuaternion && this.x === otherQuaternion.x && this.y === otherQuaternion.y && this.z === otherQuaternion.z && this.w === otherQuaternion.w;
  4564. };
  4565. /**
  4566. * Clone the current quaternion
  4567. * @returns a new quaternion copied from the current one
  4568. */
  4569. Quaternion.prototype.clone = function () {
  4570. return new Quaternion(this.x, this.y, this.z, this.w);
  4571. };
  4572. /**
  4573. * Copy a quaternion to the current one
  4574. * @param other defines the other quaternion
  4575. * @returns the updated current quaternion
  4576. */
  4577. Quaternion.prototype.copyFrom = function (other) {
  4578. this.x = other.x;
  4579. this.y = other.y;
  4580. this.z = other.z;
  4581. this.w = other.w;
  4582. return this;
  4583. };
  4584. /**
  4585. * Updates the current quaternion with the given float coordinates
  4586. * @param x defines the x coordinate
  4587. * @param y defines the y coordinate
  4588. * @param z defines the z coordinate
  4589. * @param w defines the w coordinate
  4590. * @returns the updated current quaternion
  4591. */
  4592. Quaternion.prototype.copyFromFloats = function (x, y, z, w) {
  4593. this.x = x;
  4594. this.y = y;
  4595. this.z = z;
  4596. this.w = w;
  4597. return this;
  4598. };
  4599. /**
  4600. * Updates the current quaternion from the given float coordinates
  4601. * @param x defines the x coordinate
  4602. * @param y defines the y coordinate
  4603. * @param z defines the z coordinate
  4604. * @param w defines the w coordinate
  4605. * @returns the updated current quaternion
  4606. */
  4607. Quaternion.prototype.set = function (x, y, z, w) {
  4608. return this.copyFromFloats(x, y, z, w);
  4609. };
  4610. /**
  4611. * Adds two quaternions
  4612. * @param other defines the second operand
  4613. * @returns a new quaternion as the addition result of the given one and the current quaternion
  4614. */
  4615. Quaternion.prototype.add = function (other) {
  4616. return new Quaternion(this.x + other.x, this.y + other.y, this.z + other.z, this.w + other.w);
  4617. };
  4618. /**
  4619. * Add a quaternion to the current one
  4620. * @param other defines the quaternion to add
  4621. * @returns the current quaternion
  4622. */
  4623. Quaternion.prototype.addInPlace = function (other) {
  4624. this.x += other.x;
  4625. this.y += other.y;
  4626. this.z += other.z;
  4627. this.w += other.w;
  4628. return this;
  4629. };
  4630. /**
  4631. * Subtract two quaternions
  4632. * @param other defines the second operand
  4633. * @returns a new quaternion as the subtraction result of the given one from the current one
  4634. */
  4635. Quaternion.prototype.subtract = function (other) {
  4636. return new Quaternion(this.x - other.x, this.y - other.y, this.z - other.z, this.w - other.w);
  4637. };
  4638. /**
  4639. * Multiplies the current quaternion by a scale factor
  4640. * @param value defines the scale factor
  4641. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  4642. */
  4643. Quaternion.prototype.scale = function (value) {
  4644. return new Quaternion(this.x * value, this.y * value, this.z * value, this.w * value);
  4645. };
  4646. /**
  4647. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  4648. * @param scale defines the scale factor
  4649. * @param result defines the Quaternion object where to store the result
  4650. * @returns the unmodified current quaternion
  4651. */
  4652. Quaternion.prototype.scaleToRef = function (scale, result) {
  4653. result.x = this.x * scale;
  4654. result.y = this.y * scale;
  4655. result.z = this.z * scale;
  4656. result.w = this.w * scale;
  4657. return this;
  4658. };
  4659. /**
  4660. * Multiplies in place the current quaternion by a scale factor
  4661. * @param value defines the scale factor
  4662. * @returns the current modified quaternion
  4663. */
  4664. Quaternion.prototype.scaleInPlace = function (value) {
  4665. this.x *= value;
  4666. this.y *= value;
  4667. this.z *= value;
  4668. this.w *= value;
  4669. return this;
  4670. };
  4671. /**
  4672. * Scale the current quaternion values by a factor and add the result to a given quaternion
  4673. * @param scale defines the scale factor
  4674. * @param result defines the Quaternion object where to store the result
  4675. * @returns the unmodified current quaternion
  4676. */
  4677. Quaternion.prototype.scaleAndAddToRef = function (scale, result) {
  4678. result.x += this.x * scale;
  4679. result.y += this.y * scale;
  4680. result.z += this.z * scale;
  4681. result.w += this.w * scale;
  4682. return this;
  4683. };
  4684. /**
  4685. * Multiplies two quaternions
  4686. * @param q1 defines the second operand
  4687. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  4688. */
  4689. Quaternion.prototype.multiply = function (q1) {
  4690. var result = new Quaternion(0, 0, 0, 1.0);
  4691. this.multiplyToRef(q1, result);
  4692. return result;
  4693. };
  4694. /**
  4695. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  4696. * @param q1 defines the second operand
  4697. * @param result defines the target quaternion
  4698. * @returns the current quaternion
  4699. */
  4700. Quaternion.prototype.multiplyToRef = function (q1, result) {
  4701. var x = this.x * q1.w + this.y * q1.z - this.z * q1.y + this.w * q1.x;
  4702. var y = -this.x * q1.z + this.y * q1.w + this.z * q1.x + this.w * q1.y;
  4703. var z = this.x * q1.y - this.y * q1.x + this.z * q1.w + this.w * q1.z;
  4704. var w = -this.x * q1.x - this.y * q1.y - this.z * q1.z + this.w * q1.w;
  4705. result.copyFromFloats(x, y, z, w);
  4706. return this;
  4707. };
  4708. /**
  4709. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  4710. * @param q1 defines the second operand
  4711. * @returns the currentupdated quaternion
  4712. */
  4713. Quaternion.prototype.multiplyInPlace = function (q1) {
  4714. this.multiplyToRef(q1, this);
  4715. return this;
  4716. };
  4717. /**
  4718. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  4719. * @param ref defines the target quaternion
  4720. * @returns the current quaternion
  4721. */
  4722. Quaternion.prototype.conjugateToRef = function (ref) {
  4723. ref.copyFromFloats(-this.x, -this.y, -this.z, this.w);
  4724. return this;
  4725. };
  4726. /**
  4727. * Conjugates in place (1-q) the current quaternion
  4728. * @returns the current updated quaternion
  4729. */
  4730. Quaternion.prototype.conjugateInPlace = function () {
  4731. this.x *= -1;
  4732. this.y *= -1;
  4733. this.z *= -1;
  4734. return this;
  4735. };
  4736. /**
  4737. * Conjugates in place (1-q) the current quaternion
  4738. * @returns a new quaternion
  4739. */
  4740. Quaternion.prototype.conjugate = function () {
  4741. var result = new Quaternion(-this.x, -this.y, -this.z, this.w);
  4742. return result;
  4743. };
  4744. /**
  4745. * Gets length of current quaternion
  4746. * @returns the quaternion length (float)
  4747. */
  4748. Quaternion.prototype.length = function () {
  4749. return Math.sqrt((this.x * this.x) + (this.y * this.y) + (this.z * this.z) + (this.w * this.w));
  4750. };
  4751. /**
  4752. * Normalize in place the current quaternion
  4753. * @returns the current updated quaternion
  4754. */
  4755. Quaternion.prototype.normalize = function () {
  4756. var length = 1.0 / this.length();
  4757. this.x *= length;
  4758. this.y *= length;
  4759. this.z *= length;
  4760. this.w *= length;
  4761. return this;
  4762. };
  4763. /**
  4764. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  4765. * @param order is a reserved parameter and is ignore for now
  4766. * @returns a new Vector3 containing the Euler angles
  4767. */
  4768. Quaternion.prototype.toEulerAngles = function (order) {
  4769. if (order === void 0) { order = "YZX"; }
  4770. var result = Vector3.Zero();
  4771. this.toEulerAnglesToRef(result, order);
  4772. return result;
  4773. };
  4774. /**
  4775. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  4776. * @param result defines the vector which will be filled with the Euler angles
  4777. * @param order is a reserved parameter and is ignore for now
  4778. * @returns the current unchanged quaternion
  4779. */
  4780. Quaternion.prototype.toEulerAnglesToRef = function (result, order) {
  4781. if (order === void 0) { order = "YZX"; }
  4782. var qz = this.z;
  4783. var qx = this.x;
  4784. var qy = this.y;
  4785. var qw = this.w;
  4786. var sqw = qw * qw;
  4787. var sqz = qz * qz;
  4788. var sqx = qx * qx;
  4789. var sqy = qy * qy;
  4790. var zAxisY = qy * qz - qx * qw;
  4791. var limit = .4999999;
  4792. if (zAxisY < -limit) {
  4793. result.y = 2 * Math.atan2(qy, qw);
  4794. result.x = Math.PI / 2;
  4795. result.z = 0;
  4796. }
  4797. else if (zAxisY > limit) {
  4798. result.y = 2 * Math.atan2(qy, qw);
  4799. result.x = -Math.PI / 2;
  4800. result.z = 0;
  4801. }
  4802. else {
  4803. result.z = Math.atan2(2.0 * (qx * qy + qz * qw), (-sqz - sqx + sqy + sqw));
  4804. result.x = Math.asin(-2.0 * (qz * qy - qx * qw));
  4805. result.y = Math.atan2(2.0 * (qz * qx + qy * qw), (sqz - sqx - sqy + sqw));
  4806. }
  4807. return this;
  4808. };
  4809. /**
  4810. * Updates the given rotation matrix with the current quaternion values
  4811. * @param result defines the target matrix
  4812. * @returns the current unchanged quaternion
  4813. */
  4814. Quaternion.prototype.toRotationMatrix = function (result) {
  4815. var xx = this.x * this.x;
  4816. var yy = this.y * this.y;
  4817. var zz = this.z * this.z;
  4818. var xy = this.x * this.y;
  4819. var zw = this.z * this.w;
  4820. var zx = this.z * this.x;
  4821. var yw = this.y * this.w;
  4822. var yz = this.y * this.z;
  4823. var xw = this.x * this.w;
  4824. result.m[0] = 1.0 - (2.0 * (yy + zz));
  4825. result.m[1] = 2.0 * (xy + zw);
  4826. result.m[2] = 2.0 * (zx - yw);
  4827. result.m[3] = 0;
  4828. result.m[4] = 2.0 * (xy - zw);
  4829. result.m[5] = 1.0 - (2.0 * (zz + xx));
  4830. result.m[6] = 2.0 * (yz + xw);
  4831. result.m[7] = 0;
  4832. result.m[8] = 2.0 * (zx + yw);
  4833. result.m[9] = 2.0 * (yz - xw);
  4834. result.m[10] = 1.0 - (2.0 * (yy + xx));
  4835. result.m[11] = 0;
  4836. result.m[12] = 0;
  4837. result.m[13] = 0;
  4838. result.m[14] = 0;
  4839. result.m[15] = 1.0;
  4840. result._markAsUpdated();
  4841. return this;
  4842. };
  4843. /**
  4844. * Updates the current quaternion from the given rotation matrix values
  4845. * @param matrix defines the source matrix
  4846. * @returns the current updated quaternion
  4847. */
  4848. Quaternion.prototype.fromRotationMatrix = function (matrix) {
  4849. Quaternion.FromRotationMatrixToRef(matrix, this);
  4850. return this;
  4851. };
  4852. // Statics
  4853. /**
  4854. * Creates a new quaternion from a rotation matrix
  4855. * @param matrix defines the source matrix
  4856. * @returns a new quaternion created from the given rotation matrix values
  4857. */
  4858. Quaternion.FromRotationMatrix = function (matrix) {
  4859. var result = new Quaternion();
  4860. Quaternion.FromRotationMatrixToRef(matrix, result);
  4861. return result;
  4862. };
  4863. /**
  4864. * Updates the given quaternion with the given rotation matrix values
  4865. * @param matrix defines the source matrix
  4866. * @param result defines the target quaternion
  4867. */
  4868. Quaternion.FromRotationMatrixToRef = function (matrix, result) {
  4869. var data = matrix.m;
  4870. var m11 = data[0], m12 = data[4], m13 = data[8];
  4871. var m21 = data[1], m22 = data[5], m23 = data[9];
  4872. var m31 = data[2], m32 = data[6], m33 = data[10];
  4873. var trace = m11 + m22 + m33;
  4874. var s;
  4875. if (trace > 0) {
  4876. s = 0.5 / Math.sqrt(trace + 1.0);
  4877. result.w = 0.25 / s;
  4878. result.x = (m32 - m23) * s;
  4879. result.y = (m13 - m31) * s;
  4880. result.z = (m21 - m12) * s;
  4881. }
  4882. else if (m11 > m22 && m11 > m33) {
  4883. s = 2.0 * Math.sqrt(1.0 + m11 - m22 - m33);
  4884. result.w = (m32 - m23) / s;
  4885. result.x = 0.25 * s;
  4886. result.y = (m12 + m21) / s;
  4887. result.z = (m13 + m31) / s;
  4888. }
  4889. else if (m22 > m33) {
  4890. s = 2.0 * Math.sqrt(1.0 + m22 - m11 - m33);
  4891. result.w = (m13 - m31) / s;
  4892. result.x = (m12 + m21) / s;
  4893. result.y = 0.25 * s;
  4894. result.z = (m23 + m32) / s;
  4895. }
  4896. else {
  4897. s = 2.0 * Math.sqrt(1.0 + m33 - m11 - m22);
  4898. result.w = (m21 - m12) / s;
  4899. result.x = (m13 + m31) / s;
  4900. result.y = (m23 + m32) / s;
  4901. result.z = 0.25 * s;
  4902. }
  4903. };
  4904. /**
  4905. * Returns the dot product (float) between the quaternions "left" and "right"
  4906. * @param left defines the left operand
  4907. * @param right defines the right operand
  4908. * @returns the dot product
  4909. */
  4910. Quaternion.Dot = function (left, right) {
  4911. return (left.x * right.x + left.y * right.y + left.z * right.z + left.w * right.w);
  4912. };
  4913. /**
  4914. * Checks if the two quaternions are close to each other
  4915. * @param quat0 defines the first quaternion to check
  4916. * @param quat1 defines the second quaternion to check
  4917. * @returns true if the two quaternions are close to each other
  4918. */
  4919. Quaternion.AreClose = function (quat0, quat1) {
  4920. var dot = Quaternion.Dot(quat0, quat1);
  4921. return dot >= 0;
  4922. };
  4923. /**
  4924. * Creates an empty quaternion
  4925. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  4926. */
  4927. Quaternion.Zero = function () {
  4928. return new Quaternion(0.0, 0.0, 0.0, 0.0);
  4929. };
  4930. /**
  4931. * Inverse a given quaternion
  4932. * @param q defines the source quaternion
  4933. * @returns a new quaternion as the inverted current quaternion
  4934. */
  4935. Quaternion.Inverse = function (q) {
  4936. return new Quaternion(-q.x, -q.y, -q.z, q.w);
  4937. };
  4938. /**
  4939. * Creates an identity quaternion
  4940. * @returns the identity quaternion
  4941. */
  4942. Quaternion.Identity = function () {
  4943. return new Quaternion(0.0, 0.0, 0.0, 1.0);
  4944. };
  4945. /**
  4946. * Gets a boolean indicating if the given quaternion is identity
  4947. * @param quaternion defines the quaternion to check
  4948. * @returns true if the quaternion is identity
  4949. */
  4950. Quaternion.IsIdentity = function (quaternion) {
  4951. return quaternion && quaternion.x === 0 && quaternion.y === 0 && quaternion.z === 0 && quaternion.w === 1;
  4952. };
  4953. /**
  4954. * Creates a quaternion from a rotation around an axis
  4955. * @param axis defines the axis to use
  4956. * @param angle defines the angle to use
  4957. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  4958. */
  4959. Quaternion.RotationAxis = function (axis, angle) {
  4960. return Quaternion.RotationAxisToRef(axis, angle, new Quaternion());
  4961. };
  4962. /**
  4963. * Creates a rotation around an axis and stores it into the given quaternion
  4964. * @param axis defines the axis to use
  4965. * @param angle defines the angle to use
  4966. * @param result defines the target quaternion
  4967. * @returns the target quaternion
  4968. */
  4969. Quaternion.RotationAxisToRef = function (axis, angle, result) {
  4970. var sin = Math.sin(angle / 2);
  4971. axis.normalize();
  4972. result.w = Math.cos(angle / 2);
  4973. result.x = axis.x * sin;
  4974. result.y = axis.y * sin;
  4975. result.z = axis.z * sin;
  4976. return result;
  4977. };
  4978. /**
  4979. * Creates a new quaternion from data stored into an array
  4980. * @param array defines the data source
  4981. * @param offset defines the offset in the source array where the data starts
  4982. * @returns a new quaternion
  4983. */
  4984. Quaternion.FromArray = function (array, offset) {
  4985. if (!offset) {
  4986. offset = 0;
  4987. }
  4988. return new Quaternion(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  4989. };
  4990. /**
  4991. * Creates a new quaternion from the given Euler float angles (y, x, z)
  4992. * @param yaw defines the rotation around Y axis
  4993. * @param pitch defines the rotation around X axis
  4994. * @param roll defines the rotation around Z axis
  4995. * @returns the new quaternion
  4996. */
  4997. Quaternion.RotationYawPitchRoll = function (yaw, pitch, roll) {
  4998. var q = new Quaternion();
  4999. Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, q);
  5000. return q;
  5001. };
  5002. /**
  5003. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  5004. * @param yaw defines the rotation around Y axis
  5005. * @param pitch defines the rotation around X axis
  5006. * @param roll defines the rotation around Z axis
  5007. * @param result defines the target quaternion
  5008. */
  5009. Quaternion.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) {
  5010. // Produces a quaternion from Euler angles in the z-y-x orientation (Tait-Bryan angles)
  5011. var halfRoll = roll * 0.5;
  5012. var halfPitch = pitch * 0.5;
  5013. var halfYaw = yaw * 0.5;
  5014. var sinRoll = Math.sin(halfRoll);
  5015. var cosRoll = Math.cos(halfRoll);
  5016. var sinPitch = Math.sin(halfPitch);
  5017. var cosPitch = Math.cos(halfPitch);
  5018. var sinYaw = Math.sin(halfYaw);
  5019. var cosYaw = Math.cos(halfYaw);
  5020. result.x = (cosYaw * sinPitch * cosRoll) + (sinYaw * cosPitch * sinRoll);
  5021. result.y = (sinYaw * cosPitch * cosRoll) - (cosYaw * sinPitch * sinRoll);
  5022. result.z = (cosYaw * cosPitch * sinRoll) - (sinYaw * sinPitch * cosRoll);
  5023. result.w = (cosYaw * cosPitch * cosRoll) + (sinYaw * sinPitch * sinRoll);
  5024. };
  5025. /**
  5026. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  5027. * @param alpha defines the rotation around first axis
  5028. * @param beta defines the rotation around second axis
  5029. * @param gamma defines the rotation around third axis
  5030. * @returns the new quaternion
  5031. */
  5032. Quaternion.RotationAlphaBetaGamma = function (alpha, beta, gamma) {
  5033. var result = new Quaternion();
  5034. Quaternion.RotationAlphaBetaGammaToRef(alpha, beta, gamma, result);
  5035. return result;
  5036. };
  5037. /**
  5038. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  5039. * @param alpha defines the rotation around first axis
  5040. * @param beta defines the rotation around second axis
  5041. * @param gamma defines the rotation around third axis
  5042. * @param result defines the target quaternion
  5043. */
  5044. Quaternion.RotationAlphaBetaGammaToRef = function (alpha, beta, gamma, result) {
  5045. // Produces a quaternion from Euler angles in the z-x-z orientation
  5046. var halfGammaPlusAlpha = (gamma + alpha) * 0.5;
  5047. var halfGammaMinusAlpha = (gamma - alpha) * 0.5;
  5048. var halfBeta = beta * 0.5;
  5049. result.x = Math.cos(halfGammaMinusAlpha) * Math.sin(halfBeta);
  5050. result.y = Math.sin(halfGammaMinusAlpha) * Math.sin(halfBeta);
  5051. result.z = Math.sin(halfGammaPlusAlpha) * Math.cos(halfBeta);
  5052. result.w = Math.cos(halfGammaPlusAlpha) * Math.cos(halfBeta);
  5053. };
  5054. /**
  5055. * 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)
  5056. * @param axis1 defines the first axis
  5057. * @param axis2 defines the second axis
  5058. * @param axis3 defines the third axis
  5059. * @returns the new quaternion
  5060. */
  5061. Quaternion.RotationQuaternionFromAxis = function (axis1, axis2, axis3) {
  5062. var quat = new Quaternion(0.0, 0.0, 0.0, 0.0);
  5063. Quaternion.RotationQuaternionFromAxisToRef(axis1, axis2, axis3, quat);
  5064. return quat;
  5065. };
  5066. /**
  5067. * 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
  5068. * @param axis1 defines the first axis
  5069. * @param axis2 defines the second axis
  5070. * @param axis3 defines the third axis
  5071. * @param ref defines the target quaternion
  5072. */
  5073. Quaternion.RotationQuaternionFromAxisToRef = function (axis1, axis2, axis3, ref) {
  5074. var rotMat = MathTmp.Matrix[0];
  5075. Matrix.FromXYZAxesToRef(axis1.normalize(), axis2.normalize(), axis3.normalize(), rotMat);
  5076. Quaternion.FromRotationMatrixToRef(rotMat, ref);
  5077. };
  5078. /**
  5079. * Interpolates between two quaternions
  5080. * @param left defines first quaternion
  5081. * @param right defines second quaternion
  5082. * @param amount defines the gradient to use
  5083. * @returns the new interpolated quaternion
  5084. */
  5085. Quaternion.Slerp = function (left, right, amount) {
  5086. var result = Quaternion.Identity();
  5087. Quaternion.SlerpToRef(left, right, amount, result);
  5088. return result;
  5089. };
  5090. /**
  5091. * Interpolates between two quaternions and stores it into a target quaternion
  5092. * @param left defines first quaternion
  5093. * @param right defines second quaternion
  5094. * @param amount defines the gradient to use
  5095. * @param result defines the target quaternion
  5096. */
  5097. Quaternion.SlerpToRef = function (left, right, amount, result) {
  5098. var num2;
  5099. var num3;
  5100. var num4 = (((left.x * right.x) + (left.y * right.y)) + (left.z * right.z)) + (left.w * right.w);
  5101. var flag = false;
  5102. if (num4 < 0) {
  5103. flag = true;
  5104. num4 = -num4;
  5105. }
  5106. if (num4 > 0.999999) {
  5107. num3 = 1 - amount;
  5108. num2 = flag ? -amount : amount;
  5109. }
  5110. else {
  5111. var num5 = Math.acos(num4);
  5112. var num6 = (1.0 / Math.sin(num5));
  5113. num3 = (Math.sin((1.0 - amount) * num5)) * num6;
  5114. num2 = flag ? ((-Math.sin(amount * num5)) * num6) : ((Math.sin(amount * num5)) * num6);
  5115. }
  5116. result.x = (num3 * left.x) + (num2 * right.x);
  5117. result.y = (num3 * left.y) + (num2 * right.y);
  5118. result.z = (num3 * left.z) + (num2 * right.z);
  5119. result.w = (num3 * left.w) + (num2 * right.w);
  5120. };
  5121. /**
  5122. * Interpolate between two quaternions using Hermite interpolation
  5123. * @param value1 defines first quaternion
  5124. * @param tangent1 defines the incoming tangent
  5125. * @param value2 defines second quaternion
  5126. * @param tangent2 defines the outgoing tangent
  5127. * @param amount defines the target quaternion
  5128. * @returns the new interpolated quaternion
  5129. */
  5130. Quaternion.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  5131. var squared = amount * amount;
  5132. var cubed = amount * squared;
  5133. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  5134. var part2 = (-2.0 * cubed) + (3.0 * squared);
  5135. var part3 = (cubed - (2.0 * squared)) + amount;
  5136. var part4 = cubed - squared;
  5137. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  5138. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  5139. var z = (((value1.z * part1) + (value2.z * part2)) + (tangent1.z * part3)) + (tangent2.z * part4);
  5140. var w = (((value1.w * part1) + (value2.w * part2)) + (tangent1.w * part3)) + (tangent2.w * part4);
  5141. return new Quaternion(x, y, z, w);
  5142. };
  5143. return Quaternion;
  5144. }());
  5145. BABYLON.Quaternion = Quaternion;
  5146. /**
  5147. * Class used to store matrix data (4x4)
  5148. */
  5149. var Matrix = /** @class */ (function () {
  5150. /**
  5151. * Creates an empty matrix (filled with zeros)
  5152. */
  5153. function Matrix() {
  5154. this._isIdentity = false;
  5155. this._isIdentityDirty = true;
  5156. /**
  5157. * Gets or sets the internal data of the matrix
  5158. */
  5159. this.m = new Float32Array(16);
  5160. this._markAsUpdated();
  5161. }
  5162. /** @hidden */
  5163. Matrix.prototype._markAsUpdated = function () {
  5164. this.updateFlag = Matrix._updateFlagSeed++;
  5165. this._isIdentityDirty = true;
  5166. };
  5167. // Properties
  5168. /**
  5169. * Check if the current matrix is indentity
  5170. * @param considerAsTextureMatrix defines if the current matrix must be considered as a texture matrix (3x2)
  5171. * @returns true is the matrix is the identity matrix
  5172. */
  5173. Matrix.prototype.isIdentity = function (considerAsTextureMatrix) {
  5174. if (considerAsTextureMatrix === void 0) { considerAsTextureMatrix = false; }
  5175. if (this._isIdentityDirty) {
  5176. this._isIdentityDirty = false;
  5177. if (this.m[0] !== 1.0 || this.m[5] !== 1.0 || this.m[15] !== 1.0) {
  5178. this._isIdentity = false;
  5179. }
  5180. else if (this.m[1] !== 0.0 || this.m[2] !== 0.0 || this.m[3] !== 0.0 ||
  5181. this.m[4] !== 0.0 || this.m[6] !== 0.0 || this.m[7] !== 0.0 ||
  5182. this.m[8] !== 0.0 || this.m[9] !== 0.0 || this.m[11] !== 0.0 ||
  5183. this.m[12] !== 0.0 || this.m[13] !== 0.0 || this.m[14] !== 0.0) {
  5184. this._isIdentity = false;
  5185. }
  5186. else {
  5187. this._isIdentity = true;
  5188. }
  5189. if (!considerAsTextureMatrix && this.m[10] !== 1.0) {
  5190. this._isIdentity = false;
  5191. }
  5192. }
  5193. return this._isIdentity;
  5194. };
  5195. /**
  5196. * Gets the determinant of the matrix
  5197. * @returns the matrix determinant
  5198. */
  5199. Matrix.prototype.determinant = function () {
  5200. var temp1 = (this.m[10] * this.m[15]) - (this.m[11] * this.m[14]);
  5201. var temp2 = (this.m[9] * this.m[15]) - (this.m[11] * this.m[13]);
  5202. var temp3 = (this.m[9] * this.m[14]) - (this.m[10] * this.m[13]);
  5203. var temp4 = (this.m[8] * this.m[15]) - (this.m[11] * this.m[12]);
  5204. var temp5 = (this.m[8] * this.m[14]) - (this.m[10] * this.m[12]);
  5205. var temp6 = (this.m[8] * this.m[13]) - (this.m[9] * this.m[12]);
  5206. return ((((this.m[0] * (((this.m[5] * temp1) - (this.m[6] * temp2)) + (this.m[7] * temp3))) - (this.m[1] * (((this.m[4] * temp1) -
  5207. (this.m[6] * temp4)) + (this.m[7] * temp5)))) + (this.m[2] * (((this.m[4] * temp2) - (this.m[5] * temp4)) + (this.m[7] * temp6)))) -
  5208. (this.m[3] * (((this.m[4] * temp3) - (this.m[5] * temp5)) + (this.m[6] * temp6))));
  5209. };
  5210. // Methods
  5211. /**
  5212. * Returns the matrix as a Float32Array
  5213. * @returns the matrix underlying array
  5214. */
  5215. Matrix.prototype.toArray = function () {
  5216. return this.m;
  5217. };
  5218. /**
  5219. * Returns the matrix as a Float32Array
  5220. * @returns the matrix underlying array.
  5221. */
  5222. Matrix.prototype.asArray = function () {
  5223. return this.toArray();
  5224. };
  5225. /**
  5226. * Inverts the current matrix in place
  5227. * @returns the current inverted matrix
  5228. */
  5229. Matrix.prototype.invert = function () {
  5230. this.invertToRef(this);
  5231. return this;
  5232. };
  5233. /**
  5234. * Sets all the matrix elements to zero
  5235. * @returns the current matrix
  5236. */
  5237. Matrix.prototype.reset = function () {
  5238. for (var index = 0; index < 16; index++) {
  5239. this.m[index] = 0.0;
  5240. }
  5241. this._markAsUpdated();
  5242. return this;
  5243. };
  5244. /**
  5245. * Adds the current matrix with a second one
  5246. * @param other defines the matrix to add
  5247. * @returns a new matrix as the addition of the current matrix and the given one
  5248. */
  5249. Matrix.prototype.add = function (other) {
  5250. var result = new Matrix();
  5251. this.addToRef(other, result);
  5252. return result;
  5253. };
  5254. /**
  5255. * Sets the given matrix "result" to the addition of the current matrix and the given one
  5256. * @param other defines the matrix to add
  5257. * @param result defines the target matrix
  5258. * @returns the current matrix
  5259. */
  5260. Matrix.prototype.addToRef = function (other, result) {
  5261. for (var index = 0; index < 16; index++) {
  5262. result.m[index] = this.m[index] + other.m[index];
  5263. }
  5264. result._markAsUpdated();
  5265. return this;
  5266. };
  5267. /**
  5268. * Adds in place the given matrix to the current matrix
  5269. * @param other defines the second operand
  5270. * @returns the current updated matrix
  5271. */
  5272. Matrix.prototype.addToSelf = function (other) {
  5273. for (var index = 0; index < 16; index++) {
  5274. this.m[index] += other.m[index];
  5275. }
  5276. this._markAsUpdated();
  5277. return this;
  5278. };
  5279. /**
  5280. * Sets the given matrix to the current inverted Matrix
  5281. * @param other defines the target matrix
  5282. * @returns the unmodified current matrix
  5283. */
  5284. Matrix.prototype.invertToRef = function (other) {
  5285. var l1 = this.m[0];
  5286. var l2 = this.m[1];
  5287. var l3 = this.m[2];
  5288. var l4 = this.m[3];
  5289. var l5 = this.m[4];
  5290. var l6 = this.m[5];
  5291. var l7 = this.m[6];
  5292. var l8 = this.m[7];
  5293. var l9 = this.m[8];
  5294. var l10 = this.m[9];
  5295. var l11 = this.m[10];
  5296. var l12 = this.m[11];
  5297. var l13 = this.m[12];
  5298. var l14 = this.m[13];
  5299. var l15 = this.m[14];
  5300. var l16 = this.m[15];
  5301. var l17 = (l11 * l16) - (l12 * l15);
  5302. var l18 = (l10 * l16) - (l12 * l14);
  5303. var l19 = (l10 * l15) - (l11 * l14);
  5304. var l20 = (l9 * l16) - (l12 * l13);
  5305. var l21 = (l9 * l15) - (l11 * l13);
  5306. var l22 = (l9 * l14) - (l10 * l13);
  5307. var l23 = ((l6 * l17) - (l7 * l18)) + (l8 * l19);
  5308. var l24 = -(((l5 * l17) - (l7 * l20)) + (l8 * l21));
  5309. var l25 = ((l5 * l18) - (l6 * l20)) + (l8 * l22);
  5310. var l26 = -(((l5 * l19) - (l6 * l21)) + (l7 * l22));
  5311. var l27 = 1.0 / ((((l1 * l23) + (l2 * l24)) + (l3 * l25)) + (l4 * l26));
  5312. var l28 = (l7 * l16) - (l8 * l15);
  5313. var l29 = (l6 * l16) - (l8 * l14);
  5314. var l30 = (l6 * l15) - (l7 * l14);
  5315. var l31 = (l5 * l16) - (l8 * l13);
  5316. var l32 = (l5 * l15) - (l7 * l13);
  5317. var l33 = (l5 * l14) - (l6 * l13);
  5318. var l34 = (l7 * l12) - (l8 * l11);
  5319. var l35 = (l6 * l12) - (l8 * l10);
  5320. var l36 = (l6 * l11) - (l7 * l10);
  5321. var l37 = (l5 * l12) - (l8 * l9);
  5322. var l38 = (l5 * l11) - (l7 * l9);
  5323. var l39 = (l5 * l10) - (l6 * l9);
  5324. other.m[0] = l23 * l27;
  5325. other.m[4] = l24 * l27;
  5326. other.m[8] = l25 * l27;
  5327. other.m[12] = l26 * l27;
  5328. other.m[1] = -(((l2 * l17) - (l3 * l18)) + (l4 * l19)) * l27;
  5329. other.m[5] = (((l1 * l17) - (l3 * l20)) + (l4 * l21)) * l27;
  5330. other.m[9] = -(((l1 * l18) - (l2 * l20)) + (l4 * l22)) * l27;
  5331. other.m[13] = (((l1 * l19) - (l2 * l21)) + (l3 * l22)) * l27;
  5332. other.m[2] = (((l2 * l28) - (l3 * l29)) + (l4 * l30)) * l27;
  5333. other.m[6] = -(((l1 * l28) - (l3 * l31)) + (l4 * l32)) * l27;
  5334. other.m[10] = (((l1 * l29) - (l2 * l31)) + (l4 * l33)) * l27;
  5335. other.m[14] = -(((l1 * l30) - (l2 * l32)) + (l3 * l33)) * l27;
  5336. other.m[3] = -(((l2 * l34) - (l3 * l35)) + (l4 * l36)) * l27;
  5337. other.m[7] = (((l1 * l34) - (l3 * l37)) + (l4 * l38)) * l27;
  5338. other.m[11] = -(((l1 * l35) - (l2 * l37)) + (l4 * l39)) * l27;
  5339. other.m[15] = (((l1 * l36) - (l2 * l38)) + (l3 * l39)) * l27;
  5340. other._markAsUpdated();
  5341. return this;
  5342. };
  5343. /**
  5344. * Inserts the translation vector (using 3 floats) in the current matrix
  5345. * @param x defines the 1st component of the translation
  5346. * @param y defines the 2nd component of the translation
  5347. * @param z defines the 3rd component of the translation
  5348. * @returns the current updated matrix
  5349. */
  5350. Matrix.prototype.setTranslationFromFloats = function (x, y, z) {
  5351. this.m[12] = x;
  5352. this.m[13] = y;
  5353. this.m[14] = z;
  5354. this._markAsUpdated();
  5355. return this;
  5356. };
  5357. /**
  5358. * Inserts the translation vector in the current matrix
  5359. * @param vector3 defines the translation to insert
  5360. * @returns the current updated matrix
  5361. */
  5362. Matrix.prototype.setTranslation = function (vector3) {
  5363. this.m[12] = vector3.x;
  5364. this.m[13] = vector3.y;
  5365. this.m[14] = vector3.z;
  5366. this._markAsUpdated();
  5367. return this;
  5368. };
  5369. /**
  5370. * Gets the translation value of the current matrix
  5371. * @returns a new Vector3 as the extracted translation from the matrix
  5372. */
  5373. Matrix.prototype.getTranslation = function () {
  5374. return new Vector3(this.m[12], this.m[13], this.m[14]);
  5375. };
  5376. /**
  5377. * Fill a Vector3 with the extracted translation from the matrix
  5378. * @param result defines the Vector3 where to store the translation
  5379. * @returns the current matrix
  5380. */
  5381. Matrix.prototype.getTranslationToRef = function (result) {
  5382. result.x = this.m[12];
  5383. result.y = this.m[13];
  5384. result.z = this.m[14];
  5385. return this;
  5386. };
  5387. /**
  5388. * Remove rotation and scaling part from the matrix
  5389. * @returns the updated matrix
  5390. */
  5391. Matrix.prototype.removeRotationAndScaling = function () {
  5392. this.setRowFromFloats(0, 1, 0, 0, 0);
  5393. this.setRowFromFloats(1, 0, 1, 0, 0);
  5394. this.setRowFromFloats(2, 0, 0, 1, 0);
  5395. return this;
  5396. };
  5397. /**
  5398. * Multiply two matrices
  5399. * @param other defines the second operand
  5400. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  5401. */
  5402. Matrix.prototype.multiply = function (other) {
  5403. var result = new Matrix();
  5404. this.multiplyToRef(other, result);
  5405. return result;
  5406. };
  5407. /**
  5408. * Copy the current matrix from the given one
  5409. * @param other defines the source matrix
  5410. * @returns the current updated matrix
  5411. */
  5412. Matrix.prototype.copyFrom = function (other) {
  5413. for (var index = 0; index < 16; index++) {
  5414. this.m[index] = other.m[index];
  5415. }
  5416. this._markAsUpdated();
  5417. return this;
  5418. };
  5419. /**
  5420. * Populates the given array from the starting index with the current matrix values
  5421. * @param array defines the target array
  5422. * @param offset defines the offset in the target array where to start storing values
  5423. * @returns the current matrix
  5424. */
  5425. Matrix.prototype.copyToArray = function (array, offset) {
  5426. if (offset === void 0) { offset = 0; }
  5427. for (var index = 0; index < 16; index++) {
  5428. array[offset + index] = this.m[index];
  5429. }
  5430. return this;
  5431. };
  5432. /**
  5433. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  5434. * @param other defines the second operand
  5435. * @param result defines the matrix where to store the multiplication
  5436. * @returns the current matrix
  5437. */
  5438. Matrix.prototype.multiplyToRef = function (other, result) {
  5439. this.multiplyToArray(other, result.m, 0);
  5440. result._markAsUpdated();
  5441. return this;
  5442. };
  5443. /**
  5444. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  5445. * @param other defines the second operand
  5446. * @param result defines the array where to store the multiplication
  5447. * @param offset defines the offset in the target array where to start storing values
  5448. * @returns the current matrix
  5449. */
  5450. Matrix.prototype.multiplyToArray = function (other, result, offset) {
  5451. var tm0 = this.m[0];
  5452. var tm1 = this.m[1];
  5453. var tm2 = this.m[2];
  5454. var tm3 = this.m[3];
  5455. var tm4 = this.m[4];
  5456. var tm5 = this.m[5];
  5457. var tm6 = this.m[6];
  5458. var tm7 = this.m[7];
  5459. var tm8 = this.m[8];
  5460. var tm9 = this.m[9];
  5461. var tm10 = this.m[10];
  5462. var tm11 = this.m[11];
  5463. var tm12 = this.m[12];
  5464. var tm13 = this.m[13];
  5465. var tm14 = this.m[14];
  5466. var tm15 = this.m[15];
  5467. var om0 = other.m[0];
  5468. var om1 = other.m[1];
  5469. var om2 = other.m[2];
  5470. var om3 = other.m[3];
  5471. var om4 = other.m[4];
  5472. var om5 = other.m[5];
  5473. var om6 = other.m[6];
  5474. var om7 = other.m[7];
  5475. var om8 = other.m[8];
  5476. var om9 = other.m[9];
  5477. var om10 = other.m[10];
  5478. var om11 = other.m[11];
  5479. var om12 = other.m[12];
  5480. var om13 = other.m[13];
  5481. var om14 = other.m[14];
  5482. var om15 = other.m[15];
  5483. result[offset] = tm0 * om0 + tm1 * om4 + tm2 * om8 + tm3 * om12;
  5484. result[offset + 1] = tm0 * om1 + tm1 * om5 + tm2 * om9 + tm3 * om13;
  5485. result[offset + 2] = tm0 * om2 + tm1 * om6 + tm2 * om10 + tm3 * om14;
  5486. result[offset + 3] = tm0 * om3 + tm1 * om7 + tm2 * om11 + tm3 * om15;
  5487. result[offset + 4] = tm4 * om0 + tm5 * om4 + tm6 * om8 + tm7 * om12;
  5488. result[offset + 5] = tm4 * om1 + tm5 * om5 + tm6 * om9 + tm7 * om13;
  5489. result[offset + 6] = tm4 * om2 + tm5 * om6 + tm6 * om10 + tm7 * om14;
  5490. result[offset + 7] = tm4 * om3 + tm5 * om7 + tm6 * om11 + tm7 * om15;
  5491. result[offset + 8] = tm8 * om0 + tm9 * om4 + tm10 * om8 + tm11 * om12;
  5492. result[offset + 9] = tm8 * om1 + tm9 * om5 + tm10 * om9 + tm11 * om13;
  5493. result[offset + 10] = tm8 * om2 + tm9 * om6 + tm10 * om10 + tm11 * om14;
  5494. result[offset + 11] = tm8 * om3 + tm9 * om7 + tm10 * om11 + tm11 * om15;
  5495. result[offset + 12] = tm12 * om0 + tm13 * om4 + tm14 * om8 + tm15 * om12;
  5496. result[offset + 13] = tm12 * om1 + tm13 * om5 + tm14 * om9 + tm15 * om13;
  5497. result[offset + 14] = tm12 * om2 + tm13 * om6 + tm14 * om10 + tm15 * om14;
  5498. result[offset + 15] = tm12 * om3 + tm13 * om7 + tm14 * om11 + tm15 * om15;
  5499. return this;
  5500. };
  5501. /**
  5502. * Check equality between this matrix and a second one
  5503. * @param value defines the second matrix to compare
  5504. * @returns true is the current matrix and the given one values are strictly equal
  5505. */
  5506. Matrix.prototype.equals = function (value) {
  5507. return value &&
  5508. (this.m[0] === value.m[0] && this.m[1] === value.m[1] && this.m[2] === value.m[2] && this.m[3] === value.m[3] &&
  5509. this.m[4] === value.m[4] && this.m[5] === value.m[5] && this.m[6] === value.m[6] && this.m[7] === value.m[7] &&
  5510. this.m[8] === value.m[8] && this.m[9] === value.m[9] && this.m[10] === value.m[10] && this.m[11] === value.m[11] &&
  5511. this.m[12] === value.m[12] && this.m[13] === value.m[13] && this.m[14] === value.m[14] && this.m[15] === value.m[15]);
  5512. };
  5513. /**
  5514. * Clone the current matrix
  5515. * @returns a new matrix from the current matrix
  5516. */
  5517. Matrix.prototype.clone = function () {
  5518. return Matrix.FromValues(this.m[0], this.m[1], this.m[2], this.m[3], this.m[4], this.m[5], this.m[6], this.m[7], this.m[8], this.m[9], this.m[10], this.m[11], this.m[12], this.m[13], this.m[14], this.m[15]);
  5519. };
  5520. /**
  5521. * Returns the name of the current matrix class
  5522. * @returns the string "Matrix"
  5523. */
  5524. Matrix.prototype.getClassName = function () {
  5525. return "Matrix";
  5526. };
  5527. /**
  5528. * Gets the hash code of the current matrix
  5529. * @returns the hash code
  5530. */
  5531. Matrix.prototype.getHashCode = function () {
  5532. var hash = this.m[0] || 0;
  5533. for (var i = 1; i < 16; i++) {
  5534. hash = (hash * 397) ^ (this.m[i] || 0);
  5535. }
  5536. return hash;
  5537. };
  5538. /**
  5539. * Decomposes the current Matrix into a translation, rotation and scaling components
  5540. * @param scale defines the scale vector3 given as a reference to update
  5541. * @param rotation defines the rotation quaternion given as a reference to update
  5542. * @param translation defines the translation vector3 given as a reference to update
  5543. * @returns true if operation was successful
  5544. */
  5545. Matrix.prototype.decompose = function (scale, rotation, translation) {
  5546. if (translation) {
  5547. translation.x = this.m[12];
  5548. translation.y = this.m[13];
  5549. translation.z = this.m[14];
  5550. }
  5551. scale = scale || MathTmp.Vector3[0];
  5552. scale.x = Math.sqrt(this.m[0] * this.m[0] + this.m[1] * this.m[1] + this.m[2] * this.m[2]);
  5553. scale.y = Math.sqrt(this.m[4] * this.m[4] + this.m[5] * this.m[5] + this.m[6] * this.m[6]);
  5554. scale.z = Math.sqrt(this.m[8] * this.m[8] + this.m[9] * this.m[9] + this.m[10] * this.m[10]);
  5555. if (this.determinant() <= 0) {
  5556. scale.y *= -1;
  5557. }
  5558. if (scale.x === 0 || scale.y === 0 || scale.z === 0) {
  5559. if (rotation) {
  5560. rotation.x = 0;
  5561. rotation.y = 0;
  5562. rotation.z = 0;
  5563. rotation.w = 1;
  5564. }
  5565. return false;
  5566. }
  5567. if (rotation) {
  5568. Matrix.FromValuesToRef(this.m[0] / scale.x, this.m[1] / scale.x, this.m[2] / scale.x, 0, this.m[4] / scale.y, this.m[5] / scale.y, this.m[6] / scale.y, 0, this.m[8] / scale.z, this.m[9] / scale.z, this.m[10] / scale.z, 0, 0, 0, 0, 1, MathTmp.Matrix[0]);
  5569. Quaternion.FromRotationMatrixToRef(MathTmp.Matrix[0], rotation);
  5570. }
  5571. return true;
  5572. };
  5573. /**
  5574. * Gets specific row of the matrix
  5575. * @param index defines the number of the row to get
  5576. * @returns the index-th row of the current matrix as a new Vector4
  5577. */
  5578. Matrix.prototype.getRow = function (index) {
  5579. if (index < 0 || index > 3) {
  5580. return null;
  5581. }
  5582. var i = index * 4;
  5583. return new Vector4(this.m[i + 0], this.m[i + 1], this.m[i + 2], this.m[i + 3]);
  5584. };
  5585. /**
  5586. * Sets the index-th row of the current matrix to the vector4 values
  5587. * @param index defines the number of the row to set
  5588. * @param row defines the target vector4
  5589. * @returns the updated current matrix
  5590. */
  5591. Matrix.prototype.setRow = function (index, row) {
  5592. if (index < 0 || index > 3) {
  5593. return this;
  5594. }
  5595. var i = index * 4;
  5596. this.m[i + 0] = row.x;
  5597. this.m[i + 1] = row.y;
  5598. this.m[i + 2] = row.z;
  5599. this.m[i + 3] = row.w;
  5600. this._markAsUpdated();
  5601. return this;
  5602. };
  5603. /**
  5604. * Compute the transpose of the matrix
  5605. * @returns the new transposed matrix
  5606. */
  5607. Matrix.prototype.transpose = function () {
  5608. return Matrix.Transpose(this);
  5609. };
  5610. /**
  5611. * Compute the transpose of the matrix and store it in a given matrix
  5612. * @param result defines the target matrix
  5613. * @returns the current matrix
  5614. */
  5615. Matrix.prototype.transposeToRef = function (result) {
  5616. Matrix.TransposeToRef(this, result);
  5617. return this;
  5618. };
  5619. /**
  5620. * Sets the index-th row of the current matrix with the given 4 x float values
  5621. * @param index defines the row index
  5622. * @param x defines the x component to set
  5623. * @param y defines the y component to set
  5624. * @param z defines the z component to set
  5625. * @param w defines the w component to set
  5626. * @returns the updated current matrix
  5627. */
  5628. Matrix.prototype.setRowFromFloats = function (index, x, y, z, w) {
  5629. if (index < 0 || index > 3) {
  5630. return this;
  5631. }
  5632. var i = index * 4;
  5633. this.m[i + 0] = x;
  5634. this.m[i + 1] = y;
  5635. this.m[i + 2] = z;
  5636. this.m[i + 3] = w;
  5637. this._markAsUpdated();
  5638. return this;
  5639. };
  5640. /**
  5641. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  5642. * @param scale defines the scale factor
  5643. * @returns a new matrix
  5644. */
  5645. Matrix.prototype.scale = function (scale) {
  5646. var result = new Matrix();
  5647. this.scaleToRef(scale, result);
  5648. return result;
  5649. };
  5650. /**
  5651. * Scale the current matrix values by a factor to a given result matrix
  5652. * @param scale defines the scale factor
  5653. * @param result defines the matrix to store the result
  5654. * @returns the current matrix
  5655. */
  5656. Matrix.prototype.scaleToRef = function (scale, result) {
  5657. for (var index = 0; index < 16; index++) {
  5658. result.m[index] = this.m[index] * scale;
  5659. }
  5660. result._markAsUpdated();
  5661. return this;
  5662. };
  5663. /**
  5664. * Scale the current matrix values by a factor and add the result to a given matrix
  5665. * @param scale defines the scale factor
  5666. * @param result defines the Matrix to store the result
  5667. * @returns the current matrix
  5668. */
  5669. Matrix.prototype.scaleAndAddToRef = function (scale, result) {
  5670. for (var index = 0; index < 16; index++) {
  5671. result.m[index] += this.m[index] * scale;
  5672. }
  5673. result._markAsUpdated();
  5674. return this;
  5675. };
  5676. /**
  5677. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  5678. * @param ref matrix to store the result
  5679. */
  5680. Matrix.prototype.toNormalMatrix = function (ref) {
  5681. this.invertToRef(ref);
  5682. ref.transpose();
  5683. var m = ref.m;
  5684. Matrix.FromValuesToRef(m[0], m[1], m[2], 0, m[4], m[5], m[6], 0, m[8], m[9], m[10], 0, 0, 0, 0, 1, ref);
  5685. };
  5686. /**
  5687. * Gets only rotation part of the current matrix
  5688. * @returns a new matrix sets to the extracted rotation matrix from the current one
  5689. */
  5690. Matrix.prototype.getRotationMatrix = function () {
  5691. var result = Matrix.Identity();
  5692. this.getRotationMatrixToRef(result);
  5693. return result;
  5694. };
  5695. /**
  5696. * Extracts the rotation matrix from the current one and sets it as the given "result"
  5697. * @param result defines the target matrix to store data to
  5698. * @returns the current matrix
  5699. */
  5700. Matrix.prototype.getRotationMatrixToRef = function (result) {
  5701. var m = this.m;
  5702. var sx = Math.sqrt(m[0] * m[0] + m[1] * m[1] + m[2] * m[2]);
  5703. var sy = Math.sqrt(m[4] * m[4] + m[5] * m[5] + m[6] * m[6]);
  5704. var sz = Math.sqrt(m[8] * m[8] + m[9] * m[9] + m[10] * m[10]);
  5705. if (this.determinant() <= 0) {
  5706. sy *= -1;
  5707. }
  5708. if (sx === 0 || sy === 0 || sz === 0) {
  5709. Matrix.IdentityToRef(result);
  5710. }
  5711. else {
  5712. Matrix.FromValuesToRef(m[0] / sx, m[1] / sx, m[2] / sx, 0, m[4] / sy, m[5] / sy, m[6] / sy, 0, m[8] / sz, m[9] / sz, m[10] / sz, 0, 0, 0, 0, 1, result);
  5713. }
  5714. return this;
  5715. };
  5716. // Statics
  5717. /**
  5718. * Creates a matrix from an array
  5719. * @param array defines the source array
  5720. * @param offset defines an offset in the source array
  5721. * @returns a new Matrix set from the starting index of the given array
  5722. */
  5723. Matrix.FromArray = function (array, offset) {
  5724. var result = new Matrix();
  5725. if (!offset) {
  5726. offset = 0;
  5727. }
  5728. Matrix.FromArrayToRef(array, offset, result);
  5729. return result;
  5730. };
  5731. /**
  5732. * Copy the content of an array into a given matrix
  5733. * @param array defines the source array
  5734. * @param offset defines an offset in the source array
  5735. * @param result defines the target matrix
  5736. */
  5737. Matrix.FromArrayToRef = function (array, offset, result) {
  5738. for (var index = 0; index < 16; index++) {
  5739. result.m[index] = array[index + offset];
  5740. }
  5741. result._markAsUpdated();
  5742. };
  5743. /**
  5744. * Stores an array into a matrix after having multiplied each component by a given factor
  5745. * @param array defines the source array
  5746. * @param offset defines the offset in the source array
  5747. * @param scale defines the scaling factor
  5748. * @param result defines the target matrix
  5749. */
  5750. Matrix.FromFloat32ArrayToRefScaled = function (array, offset, scale, result) {
  5751. for (var index = 0; index < 16; index++) {
  5752. result.m[index] = array[index + offset] * scale;
  5753. }
  5754. result._markAsUpdated();
  5755. };
  5756. /**
  5757. * Stores a list of values (16) inside a given matrix
  5758. * @param initialM11 defines 1st value of 1st row
  5759. * @param initialM12 defines 2nd value of 1st row
  5760. * @param initialM13 defines 3rd value of 1st row
  5761. * @param initialM14 defines 4th value of 1st row
  5762. * @param initialM21 defines 1st value of 2nd row
  5763. * @param initialM22 defines 2nd value of 2nd row
  5764. * @param initialM23 defines 3rd value of 2nd row
  5765. * @param initialM24 defines 4th value of 2nd row
  5766. * @param initialM31 defines 1st value of 3rd row
  5767. * @param initialM32 defines 2nd value of 3rd row
  5768. * @param initialM33 defines 3rd value of 3rd row
  5769. * @param initialM34 defines 4th value of 3rd row
  5770. * @param initialM41 defines 1st value of 4th row
  5771. * @param initialM42 defines 2nd value of 4th row
  5772. * @param initialM43 defines 3rd value of 4th row
  5773. * @param initialM44 defines 4th value of 4th row
  5774. * @param result defines the target matrix
  5775. */
  5776. Matrix.FromValuesToRef = function (initialM11, initialM12, initialM13, initialM14, initialM21, initialM22, initialM23, initialM24, initialM31, initialM32, initialM33, initialM34, initialM41, initialM42, initialM43, initialM44, result) {
  5777. result.m[0] = initialM11;
  5778. result.m[1] = initialM12;
  5779. result.m[2] = initialM13;
  5780. result.m[3] = initialM14;
  5781. result.m[4] = initialM21;
  5782. result.m[5] = initialM22;
  5783. result.m[6] = initialM23;
  5784. result.m[7] = initialM24;
  5785. result.m[8] = initialM31;
  5786. result.m[9] = initialM32;
  5787. result.m[10] = initialM33;
  5788. result.m[11] = initialM34;
  5789. result.m[12] = initialM41;
  5790. result.m[13] = initialM42;
  5791. result.m[14] = initialM43;
  5792. result.m[15] = initialM44;
  5793. result._markAsUpdated();
  5794. };
  5795. Object.defineProperty(Matrix, "IdentityReadOnly", {
  5796. /**
  5797. * Gets an identity matrix that must not be updated
  5798. */
  5799. get: function () {
  5800. return Matrix._identityReadOnly;
  5801. },
  5802. enumerable: true,
  5803. configurable: true
  5804. });
  5805. /**
  5806. * Creates new matrix from a list of values (16)
  5807. * @param initialM11 defines 1st value of 1st row
  5808. * @param initialM12 defines 2nd value of 1st row
  5809. * @param initialM13 defines 3rd value of 1st row
  5810. * @param initialM14 defines 4th value of 1st row
  5811. * @param initialM21 defines 1st value of 2nd row
  5812. * @param initialM22 defines 2nd value of 2nd row
  5813. * @param initialM23 defines 3rd value of 2nd row
  5814. * @param initialM24 defines 4th value of 2nd row
  5815. * @param initialM31 defines 1st value of 3rd row
  5816. * @param initialM32 defines 2nd value of 3rd row
  5817. * @param initialM33 defines 3rd value of 3rd row
  5818. * @param initialM34 defines 4th value of 3rd row
  5819. * @param initialM41 defines 1st value of 4th row
  5820. * @param initialM42 defines 2nd value of 4th row
  5821. * @param initialM43 defines 3rd value of 4th row
  5822. * @param initialM44 defines 4th value of 4th row
  5823. * @returns the new matrix
  5824. */
  5825. Matrix.FromValues = function (initialM11, initialM12, initialM13, initialM14, initialM21, initialM22, initialM23, initialM24, initialM31, initialM32, initialM33, initialM34, initialM41, initialM42, initialM43, initialM44) {
  5826. var result = new Matrix();
  5827. result.m[0] = initialM11;
  5828. result.m[1] = initialM12;
  5829. result.m[2] = initialM13;
  5830. result.m[3] = initialM14;
  5831. result.m[4] = initialM21;
  5832. result.m[5] = initialM22;
  5833. result.m[6] = initialM23;
  5834. result.m[7] = initialM24;
  5835. result.m[8] = initialM31;
  5836. result.m[9] = initialM32;
  5837. result.m[10] = initialM33;
  5838. result.m[11] = initialM34;
  5839. result.m[12] = initialM41;
  5840. result.m[13] = initialM42;
  5841. result.m[14] = initialM43;
  5842. result.m[15] = initialM44;
  5843. return result;
  5844. };
  5845. /**
  5846. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  5847. * @param scale defines the scale vector3
  5848. * @param rotation defines the rotation quaternion
  5849. * @param translation defines the translation vector3
  5850. * @returns a new matrix
  5851. */
  5852. Matrix.Compose = function (scale, rotation, translation) {
  5853. var result = Matrix.Identity();
  5854. Matrix.ComposeToRef(scale, rotation, translation, result);
  5855. return result;
  5856. };
  5857. /**
  5858. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  5859. * @param scale defines the scale vector3
  5860. * @param rotation defines the rotation quaternion
  5861. * @param translation defines the translation vector3
  5862. * @param result defines the target matrix
  5863. */
  5864. Matrix.ComposeToRef = function (scale, rotation, translation, result) {
  5865. Matrix.FromValuesToRef(scale.x, 0, 0, 0, 0, scale.y, 0, 0, 0, 0, scale.z, 0, 0, 0, 0, 1, MathTmp.Matrix[1]);
  5866. rotation.toRotationMatrix(MathTmp.Matrix[0]);
  5867. MathTmp.Matrix[1].multiplyToRef(MathTmp.Matrix[0], result);
  5868. result.setTranslation(translation);
  5869. };
  5870. /**
  5871. * Creates a new identity matrix
  5872. * @returns a new identity matrix
  5873. */
  5874. Matrix.Identity = function () {
  5875. return Matrix.FromValues(1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0);
  5876. };
  5877. /**
  5878. * Creates a new identity matrix and stores the result in a given matrix
  5879. * @param result defines the target matrix
  5880. */
  5881. Matrix.IdentityToRef = function (result) {
  5882. 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);
  5883. };
  5884. /**
  5885. * Creates a new zero matrix
  5886. * @returns a new zero matrix
  5887. */
  5888. Matrix.Zero = function () {
  5889. return Matrix.FromValues(0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0);
  5890. };
  5891. /**
  5892. * Creates a new rotation matrix for "angle" radians around the X axis
  5893. * @param angle defines the angle (in radians) to use
  5894. * @return the new matrix
  5895. */
  5896. Matrix.RotationX = function (angle) {
  5897. var result = new Matrix();
  5898. Matrix.RotationXToRef(angle, result);
  5899. return result;
  5900. };
  5901. /**
  5902. * Creates a new matrix as the invert of a given matrix
  5903. * @param source defines the source matrix
  5904. * @returns the new matrix
  5905. */
  5906. Matrix.Invert = function (source) {
  5907. var result = new Matrix();
  5908. source.invertToRef(result);
  5909. return result;
  5910. };
  5911. /**
  5912. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  5913. * @param angle defines the angle (in radians) to use
  5914. * @param result defines the target matrix
  5915. */
  5916. Matrix.RotationXToRef = function (angle, result) {
  5917. var s = Math.sin(angle);
  5918. var c = Math.cos(angle);
  5919. result.m[0] = 1.0;
  5920. result.m[15] = 1.0;
  5921. result.m[5] = c;
  5922. result.m[10] = c;
  5923. result.m[9] = -s;
  5924. result.m[6] = s;
  5925. result.m[1] = 0.0;
  5926. result.m[2] = 0.0;
  5927. result.m[3] = 0.0;
  5928. result.m[4] = 0.0;
  5929. result.m[7] = 0.0;
  5930. result.m[8] = 0.0;
  5931. result.m[11] = 0.0;
  5932. result.m[12] = 0.0;
  5933. result.m[13] = 0.0;
  5934. result.m[14] = 0.0;
  5935. result._markAsUpdated();
  5936. };
  5937. /**
  5938. * Creates a new rotation matrix for "angle" radians around the Y axis
  5939. * @param angle defines the angle (in radians) to use
  5940. * @return the new matrix
  5941. */
  5942. Matrix.RotationY = function (angle) {
  5943. var result = new Matrix();
  5944. Matrix.RotationYToRef(angle, result);
  5945. return result;
  5946. };
  5947. /**
  5948. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  5949. * @param angle defines the angle (in radians) to use
  5950. * @param result defines the target matrix
  5951. */
  5952. Matrix.RotationYToRef = function (angle, result) {
  5953. var s = Math.sin(angle);
  5954. var c = Math.cos(angle);
  5955. result.m[5] = 1.0;
  5956. result.m[15] = 1.0;
  5957. result.m[0] = c;
  5958. result.m[2] = -s;
  5959. result.m[8] = s;
  5960. result.m[10] = c;
  5961. result.m[1] = 0.0;
  5962. result.m[3] = 0.0;
  5963. result.m[4] = 0.0;
  5964. result.m[6] = 0.0;
  5965. result.m[7] = 0.0;
  5966. result.m[9] = 0.0;
  5967. result.m[11] = 0.0;
  5968. result.m[12] = 0.0;
  5969. result.m[13] = 0.0;
  5970. result.m[14] = 0.0;
  5971. result._markAsUpdated();
  5972. };
  5973. /**
  5974. * Creates a new rotation matrix for "angle" radians around the Z axis
  5975. * @param angle defines the angle (in radians) to use
  5976. * @return the new matrix
  5977. */
  5978. Matrix.RotationZ = function (angle) {
  5979. var result = new Matrix();
  5980. Matrix.RotationZToRef(angle, result);
  5981. return result;
  5982. };
  5983. /**
  5984. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  5985. * @param angle defines the angle (in radians) to use
  5986. * @param result defines the target matrix
  5987. */
  5988. Matrix.RotationZToRef = function (angle, result) {
  5989. var s = Math.sin(angle);
  5990. var c = Math.cos(angle);
  5991. result.m[10] = 1.0;
  5992. result.m[15] = 1.0;
  5993. result.m[0] = c;
  5994. result.m[1] = s;
  5995. result.m[4] = -s;
  5996. result.m[5] = c;
  5997. result.m[2] = 0.0;
  5998. result.m[3] = 0.0;
  5999. result.m[6] = 0.0;
  6000. result.m[7] = 0.0;
  6001. result.m[8] = 0.0;
  6002. result.m[9] = 0.0;
  6003. result.m[11] = 0.0;
  6004. result.m[12] = 0.0;
  6005. result.m[13] = 0.0;
  6006. result.m[14] = 0.0;
  6007. result._markAsUpdated();
  6008. };
  6009. /**
  6010. * Creates a new rotation matrix for "angle" radians around the given axis
  6011. * @param axis defines the axis to use
  6012. * @param angle defines the angle (in radians) to use
  6013. * @return the new matrix
  6014. */
  6015. Matrix.RotationAxis = function (axis, angle) {
  6016. var result = Matrix.Zero();
  6017. Matrix.RotationAxisToRef(axis, angle, result);
  6018. return result;
  6019. };
  6020. /**
  6021. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  6022. * @param axis defines the axis to use
  6023. * @param angle defines the angle (in radians) to use
  6024. * @param result defines the target matrix
  6025. */
  6026. Matrix.RotationAxisToRef = function (axis, angle, result) {
  6027. var s = Math.sin(-angle);
  6028. var c = Math.cos(-angle);
  6029. var c1 = 1 - c;
  6030. axis.normalize();
  6031. result.m[0] = (axis.x * axis.x) * c1 + c;
  6032. result.m[1] = (axis.x * axis.y) * c1 - (axis.z * s);
  6033. result.m[2] = (axis.x * axis.z) * c1 + (axis.y * s);
  6034. result.m[3] = 0.0;
  6035. result.m[4] = (axis.y * axis.x) * c1 + (axis.z * s);
  6036. result.m[5] = (axis.y * axis.y) * c1 + c;
  6037. result.m[6] = (axis.y * axis.z) * c1 - (axis.x * s);
  6038. result.m[7] = 0.0;
  6039. result.m[8] = (axis.z * axis.x) * c1 - (axis.y * s);
  6040. result.m[9] = (axis.z * axis.y) * c1 + (axis.x * s);
  6041. result.m[10] = (axis.z * axis.z) * c1 + c;
  6042. result.m[11] = 0.0;
  6043. result.m[15] = 1.0;
  6044. result._markAsUpdated();
  6045. };
  6046. /**
  6047. * Creates a rotation matrix
  6048. * @param yaw defines the yaw angle in radians (Y axis)
  6049. * @param pitch defines the pitch angle in radians (X axis)
  6050. * @param roll defines the roll angle in radians (X axis)
  6051. * @returns the new rotation matrix
  6052. */
  6053. Matrix.RotationYawPitchRoll = function (yaw, pitch, roll) {
  6054. var result = new Matrix();
  6055. Matrix.RotationYawPitchRollToRef(yaw, pitch, roll, result);
  6056. return result;
  6057. };
  6058. /**
  6059. * Creates a rotation matrix and stores it in a given matrix
  6060. * @param yaw defines the yaw angle in radians (Y axis)
  6061. * @param pitch defines the pitch angle in radians (X axis)
  6062. * @param roll defines the roll angle in radians (X axis)
  6063. * @param result defines the target matrix
  6064. */
  6065. Matrix.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) {
  6066. Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, this._tempQuaternion);
  6067. this._tempQuaternion.toRotationMatrix(result);
  6068. };
  6069. /**
  6070. * Creates a scaling matrix
  6071. * @param x defines the scale factor on X axis
  6072. * @param y defines the scale factor on Y axis
  6073. * @param z defines the scale factor on Z axis
  6074. * @returns the new matrix
  6075. */
  6076. Matrix.Scaling = function (x, y, z) {
  6077. var result = Matrix.Zero();
  6078. Matrix.ScalingToRef(x, y, z, result);
  6079. return result;
  6080. };
  6081. /**
  6082. * Creates a scaling matrix and stores it in a given matrix
  6083. * @param x defines the scale factor on X axis
  6084. * @param y defines the scale factor on Y axis
  6085. * @param z defines the scale factor on Z axis
  6086. * @param result defines the target matrix
  6087. */
  6088. Matrix.ScalingToRef = function (x, y, z, result) {
  6089. result.m[0] = x;
  6090. result.m[1] = 0.0;
  6091. result.m[2] = 0.0;
  6092. result.m[3] = 0.0;
  6093. result.m[4] = 0.0;
  6094. result.m[5] = y;
  6095. result.m[6] = 0.0;
  6096. result.m[7] = 0.0;
  6097. result.m[8] = 0.0;
  6098. result.m[9] = 0.0;
  6099. result.m[10] = z;
  6100. result.m[11] = 0.0;
  6101. result.m[12] = 0.0;
  6102. result.m[13] = 0.0;
  6103. result.m[14] = 0.0;
  6104. result.m[15] = 1.0;
  6105. result._markAsUpdated();
  6106. };
  6107. /**
  6108. * Creates a translation matrix
  6109. * @param x defines the translation on X axis
  6110. * @param y defines the translation on Y axis
  6111. * @param z defines the translationon Z axis
  6112. * @returns the new matrix
  6113. */
  6114. Matrix.Translation = function (x, y, z) {
  6115. var result = Matrix.Identity();
  6116. Matrix.TranslationToRef(x, y, z, result);
  6117. return result;
  6118. };
  6119. /**
  6120. * Creates a translation matrix and stores it in a given matrix
  6121. * @param x defines the translation on X axis
  6122. * @param y defines the translation on Y axis
  6123. * @param z defines the translationon Z axis
  6124. * @param result defines the target matrix
  6125. */
  6126. Matrix.TranslationToRef = function (x, y, z, result) {
  6127. 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);
  6128. };
  6129. /**
  6130. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  6131. * @param startValue defines the start value
  6132. * @param endValue defines the end value
  6133. * @param gradient defines the gradient factor
  6134. * @returns the new matrix
  6135. */
  6136. Matrix.Lerp = function (startValue, endValue, gradient) {
  6137. var result = Matrix.Zero();
  6138. Matrix.LerpToRef(startValue, endValue, gradient, result);
  6139. return result;
  6140. };
  6141. /**
  6142. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  6143. * @param startValue defines the start value
  6144. * @param endValue defines the end value
  6145. * @param gradient defines the gradient factor
  6146. * @param result defines the Matrix object where to store data
  6147. */
  6148. Matrix.LerpToRef = function (startValue, endValue, gradient, result) {
  6149. for (var index = 0; index < 16; index++) {
  6150. result.m[index] = startValue.m[index] * (1.0 - gradient) + endValue.m[index] * gradient;
  6151. }
  6152. result._markAsUpdated();
  6153. };
  6154. /**
  6155. * Builds a new matrix whose values are computed by:
  6156. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  6157. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  6158. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  6159. * @param startValue defines the first matrix
  6160. * @param endValue defines the second matrix
  6161. * @param gradient defines the gradient between the two matrices
  6162. * @returns the new matrix
  6163. */
  6164. Matrix.DecomposeLerp = function (startValue, endValue, gradient) {
  6165. var result = Matrix.Zero();
  6166. Matrix.DecomposeLerpToRef(startValue, endValue, gradient, result);
  6167. return result;
  6168. };
  6169. /**
  6170. * Update a matrix to values which are computed by:
  6171. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  6172. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  6173. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  6174. * @param startValue defines the first matrix
  6175. * @param endValue defines the second matrix
  6176. * @param gradient defines the gradient between the two matrices
  6177. * @param result defines the target matrix
  6178. */
  6179. Matrix.DecomposeLerpToRef = function (startValue, endValue, gradient, result) {
  6180. var startScale = MathTmp.Vector3[0];
  6181. var startRotation = MathTmp.Quaternion[0];
  6182. var startTranslation = MathTmp.Vector3[1];
  6183. startValue.decompose(startScale, startRotation, startTranslation);
  6184. var endScale = MathTmp.Vector3[2];
  6185. var endRotation = MathTmp.Quaternion[1];
  6186. var endTranslation = MathTmp.Vector3[3];
  6187. endValue.decompose(endScale, endRotation, endTranslation);
  6188. var resultScale = MathTmp.Vector3[4];
  6189. Vector3.LerpToRef(startScale, endScale, gradient, resultScale);
  6190. var resultRotation = MathTmp.Quaternion[2];
  6191. Quaternion.SlerpToRef(startRotation, endRotation, gradient, resultRotation);
  6192. var resultTranslation = MathTmp.Vector3[5];
  6193. Vector3.LerpToRef(startTranslation, endTranslation, gradient, resultTranslation);
  6194. Matrix.ComposeToRef(resultScale, resultRotation, resultTranslation, result);
  6195. };
  6196. /**
  6197. * 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"
  6198. * This function works in left handed mode
  6199. * @param eye defines the final position of the entity
  6200. * @param target defines where the entity should look at
  6201. * @param up defines the up vector for the entity
  6202. * @returns the new matrix
  6203. */
  6204. Matrix.LookAtLH = function (eye, target, up) {
  6205. var result = Matrix.Zero();
  6206. Matrix.LookAtLHToRef(eye, target, up, result);
  6207. return result;
  6208. };
  6209. /**
  6210. * 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".
  6211. * This function works in left handed mode
  6212. * @param eye defines the final position of the entity
  6213. * @param target defines where the entity should look at
  6214. * @param up defines the up vector for the entity
  6215. * @param result defines the target matrix
  6216. */
  6217. Matrix.LookAtLHToRef = function (eye, target, up, result) {
  6218. // Z axis
  6219. target.subtractToRef(eye, this._zAxis);
  6220. this._zAxis.normalize();
  6221. // X axis
  6222. Vector3.CrossToRef(up, this._zAxis, this._xAxis);
  6223. if (this._xAxis.lengthSquared() === 0) {
  6224. this._xAxis.x = 1.0;
  6225. }
  6226. else {
  6227. this._xAxis.normalize();
  6228. }
  6229. // Y axis
  6230. Vector3.CrossToRef(this._zAxis, this._xAxis, this._yAxis);
  6231. this._yAxis.normalize();
  6232. // Eye angles
  6233. var ex = -Vector3.Dot(this._xAxis, eye);
  6234. var ey = -Vector3.Dot(this._yAxis, eye);
  6235. var ez = -Vector3.Dot(this._zAxis, eye);
  6236. return Matrix.FromValuesToRef(this._xAxis.x, this._yAxis.x, this._zAxis.x, 0, this._xAxis.y, this._yAxis.y, this._zAxis.y, 0, this._xAxis.z, this._yAxis.z, this._zAxis.z, 0, ex, ey, ez, 1, result);
  6237. };
  6238. /**
  6239. * 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"
  6240. * This function works in right handed mode
  6241. * @param eye defines the final position of the entity
  6242. * @param target defines where the entity should look at
  6243. * @param up defines the up vector for the entity
  6244. * @returns the new matrix
  6245. */
  6246. Matrix.LookAtRH = function (eye, target, up) {
  6247. var result = Matrix.Zero();
  6248. Matrix.LookAtRHToRef(eye, target, up, result);
  6249. return result;
  6250. };
  6251. /**
  6252. * 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".
  6253. * This function works in right handed mode
  6254. * @param eye defines the final position of the entity
  6255. * @param target defines where the entity should look at
  6256. * @param up defines the up vector for the entity
  6257. * @param result defines the target matrix
  6258. */
  6259. Matrix.LookAtRHToRef = function (eye, target, up, result) {
  6260. // Z axis
  6261. eye.subtractToRef(target, this._zAxis);
  6262. this._zAxis.normalize();
  6263. // X axis
  6264. Vector3.CrossToRef(up, this._zAxis, this._xAxis);
  6265. if (this._xAxis.lengthSquared() === 0) {
  6266. this._xAxis.x = 1.0;
  6267. }
  6268. else {
  6269. this._xAxis.normalize();
  6270. }
  6271. // Y axis
  6272. Vector3.CrossToRef(this._zAxis, this._xAxis, this._yAxis);
  6273. this._yAxis.normalize();
  6274. // Eye angles
  6275. var ex = -Vector3.Dot(this._xAxis, eye);
  6276. var ey = -Vector3.Dot(this._yAxis, eye);
  6277. var ez = -Vector3.Dot(this._zAxis, eye);
  6278. return Matrix.FromValuesToRef(this._xAxis.x, this._yAxis.x, this._zAxis.x, 0, this._xAxis.y, this._yAxis.y, this._zAxis.y, 0, this._xAxis.z, this._yAxis.z, this._zAxis.z, 0, ex, ey, ez, 1, result);
  6279. };
  6280. /**
  6281. * Create a left-handed orthographic projection matrix
  6282. * @param width defines the viewport width
  6283. * @param height defines the viewport height
  6284. * @param znear defines the near clip plane
  6285. * @param zfar defines the far clip plane
  6286. * @returns a new matrix as a left-handed orthographic projection matrix
  6287. */
  6288. Matrix.OrthoLH = function (width, height, znear, zfar) {
  6289. var matrix = Matrix.Zero();
  6290. Matrix.OrthoLHToRef(width, height, znear, zfar, matrix);
  6291. return matrix;
  6292. };
  6293. /**
  6294. * Store a left-handed orthographic projection to a given matrix
  6295. * @param width defines the viewport width
  6296. * @param height defines the viewport height
  6297. * @param znear defines the near clip plane
  6298. * @param zfar defines the far clip plane
  6299. * @param result defines the target matrix
  6300. */
  6301. Matrix.OrthoLHToRef = function (width, height, znear, zfar, result) {
  6302. var n = znear;
  6303. var f = zfar;
  6304. var a = 2.0 / width;
  6305. var b = 2.0 / height;
  6306. var c = 2.0 / (f - n);
  6307. var d = -(f + n) / (f - n);
  6308. 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);
  6309. };
  6310. /**
  6311. * Create a left-handed orthographic projection matrix
  6312. * @param left defines the viewport left coordinate
  6313. * @param right defines the viewport right coordinate
  6314. * @param bottom defines the viewport bottom coordinate
  6315. * @param top defines the viewport top coordinate
  6316. * @param znear defines the near clip plane
  6317. * @param zfar defines the far clip plane
  6318. * @returns a new matrix as a left-handed orthographic projection matrix
  6319. */
  6320. Matrix.OrthoOffCenterLH = function (left, right, bottom, top, znear, zfar) {
  6321. var matrix = Matrix.Zero();
  6322. Matrix.OrthoOffCenterLHToRef(left, right, bottom, top, znear, zfar, matrix);
  6323. return matrix;
  6324. };
  6325. /**
  6326. * Stores a left-handed orthographic projection into a given matrix
  6327. * @param left defines the viewport left coordinate
  6328. * @param right defines the viewport right coordinate
  6329. * @param bottom defines the viewport bottom coordinate
  6330. * @param top defines the viewport top coordinate
  6331. * @param znear defines the near clip plane
  6332. * @param zfar defines the far clip plane
  6333. * @param result defines the target matrix
  6334. */
  6335. Matrix.OrthoOffCenterLHToRef = function (left, right, bottom, top, znear, zfar, result) {
  6336. var n = znear;
  6337. var f = zfar;
  6338. var a = 2.0 / (right - left);
  6339. var b = 2.0 / (top - bottom);
  6340. var c = 2.0 / (f - n);
  6341. var d = -(f + n) / (f - n);
  6342. var i0 = (left + right) / (left - right);
  6343. var i1 = (top + bottom) / (bottom - top);
  6344. 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);
  6345. };
  6346. /**
  6347. * Creates a right-handed orthographic projection matrix
  6348. * @param left defines the viewport left coordinate
  6349. * @param right defines the viewport right coordinate
  6350. * @param bottom defines the viewport bottom coordinate
  6351. * @param top defines the viewport top coordinate
  6352. * @param znear defines the near clip plane
  6353. * @param zfar defines the far clip plane
  6354. * @returns a new matrix as a right-handed orthographic projection matrix
  6355. */
  6356. Matrix.OrthoOffCenterRH = function (left, right, bottom, top, znear, zfar) {
  6357. var matrix = Matrix.Zero();
  6358. Matrix.OrthoOffCenterRHToRef(left, right, bottom, top, znear, zfar, matrix);
  6359. return matrix;
  6360. };
  6361. /**
  6362. * Stores a right-handed orthographic projection into a given matrix
  6363. * @param left defines the viewport left coordinate
  6364. * @param right defines the viewport right coordinate
  6365. * @param bottom defines the viewport bottom coordinate
  6366. * @param top defines the viewport top coordinate
  6367. * @param znear defines the near clip plane
  6368. * @param zfar defines the far clip plane
  6369. * @param result defines the target matrix
  6370. */
  6371. Matrix.OrthoOffCenterRHToRef = function (left, right, bottom, top, znear, zfar, result) {
  6372. Matrix.OrthoOffCenterLHToRef(left, right, bottom, top, znear, zfar, result);
  6373. result.m[10] *= -1.0;
  6374. };
  6375. /**
  6376. * Creates a left-handed perspective projection matrix
  6377. * @param width defines the viewport width
  6378. * @param height defines the viewport height
  6379. * @param znear defines the near clip plane
  6380. * @param zfar defines the far clip plane
  6381. * @returns a new matrix as a left-handed perspective projection matrix
  6382. */
  6383. Matrix.PerspectiveLH = function (width, height, znear, zfar) {
  6384. var matrix = Matrix.Zero();
  6385. var n = znear;
  6386. var f = zfar;
  6387. var a = 2.0 * n / width;
  6388. var b = 2.0 * n / height;
  6389. var c = (f + n) / (f - n);
  6390. var d = -2.0 * f * n / (f - n);
  6391. 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);
  6392. return matrix;
  6393. };
  6394. /**
  6395. * Creates a left-handed perspective projection matrix
  6396. * @param fov defines the horizontal field of view
  6397. * @param aspect defines the aspect ratio
  6398. * @param znear defines the near clip plane
  6399. * @param zfar defines the far clip plane
  6400. * @returns a new matrix as a left-handed perspective projection matrix
  6401. */
  6402. Matrix.PerspectiveFovLH = function (fov, aspect, znear, zfar) {
  6403. var matrix = Matrix.Zero();
  6404. Matrix.PerspectiveFovLHToRef(fov, aspect, znear, zfar, matrix);
  6405. return matrix;
  6406. };
  6407. /**
  6408. * Stores a left-handed perspective projection into a given matrix
  6409. * @param fov defines the horizontal field of view
  6410. * @param aspect defines the aspect ratio
  6411. * @param znear defines the near clip plane
  6412. * @param zfar defines the far clip plane
  6413. * @param result defines the target matrix
  6414. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  6415. */
  6416. Matrix.PerspectiveFovLHToRef = function (fov, aspect, znear, zfar, result, isVerticalFovFixed) {
  6417. if (isVerticalFovFixed === void 0) { isVerticalFovFixed = true; }
  6418. var n = znear;
  6419. var f = zfar;
  6420. var t = 1.0 / (Math.tan(fov * 0.5));
  6421. var a = isVerticalFovFixed ? (t / aspect) : t;
  6422. var b = isVerticalFovFixed ? t : (t * aspect);
  6423. var c = (f + n) / (f - n);
  6424. var d = -2.0 * f * n / (f - n);
  6425. 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);
  6426. };
  6427. /**
  6428. * Creates a right-handed perspective projection matrix
  6429. * @param fov defines the horizontal field of view
  6430. * @param aspect defines the aspect ratio
  6431. * @param znear defines the near clip plane
  6432. * @param zfar defines the far clip plane
  6433. * @returns a new matrix as a right-handed perspective projection matrix
  6434. */
  6435. Matrix.PerspectiveFovRH = function (fov, aspect, znear, zfar) {
  6436. var matrix = Matrix.Zero();
  6437. Matrix.PerspectiveFovRHToRef(fov, aspect, znear, zfar, matrix);
  6438. return matrix;
  6439. };
  6440. /**
  6441. * Stores a right-handed perspective projection into a given matrix
  6442. * @param fov defines the horizontal field of view
  6443. * @param aspect defines the aspect ratio
  6444. * @param znear defines the near clip plane
  6445. * @param zfar defines the far clip plane
  6446. * @param result defines the target matrix
  6447. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  6448. */
  6449. Matrix.PerspectiveFovRHToRef = function (fov, aspect, znear, zfar, result, isVerticalFovFixed) {
  6450. //alternatively this could be expressed as:
  6451. // m = PerspectiveFovLHToRef
  6452. // m[10] *= -1.0;
  6453. // m[11] *= -1.0;
  6454. if (isVerticalFovFixed === void 0) { isVerticalFovFixed = true; }
  6455. var n = znear;
  6456. var f = zfar;
  6457. var t = 1.0 / (Math.tan(fov * 0.5));
  6458. var a = isVerticalFovFixed ? (t / aspect) : t;
  6459. var b = isVerticalFovFixed ? t : (t * aspect);
  6460. var c = -(f + n) / (f - n);
  6461. var d = -2 * f * n / (f - n);
  6462. 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);
  6463. };
  6464. /**
  6465. * Stores a perspective projection for WebVR info a given matrix
  6466. * @param fov defines the field of view
  6467. * @param znear defines the near clip plane
  6468. * @param zfar defines the far clip plane
  6469. * @param result defines the target matrix
  6470. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  6471. */
  6472. Matrix.PerspectiveFovWebVRToRef = function (fov, znear, zfar, result, rightHanded) {
  6473. if (rightHanded === void 0) { rightHanded = false; }
  6474. var rightHandedFactor = rightHanded ? -1 : 1;
  6475. var upTan = Math.tan(fov.upDegrees * Math.PI / 180.0);
  6476. var downTan = Math.tan(fov.downDegrees * Math.PI / 180.0);
  6477. var leftTan = Math.tan(fov.leftDegrees * Math.PI / 180.0);
  6478. var rightTan = Math.tan(fov.rightDegrees * Math.PI / 180.0);
  6479. var xScale = 2.0 / (leftTan + rightTan);
  6480. var yScale = 2.0 / (upTan + downTan);
  6481. result.m[0] = xScale;
  6482. result.m[1] = result.m[2] = result.m[3] = result.m[4] = 0.0;
  6483. result.m[5] = yScale;
  6484. result.m[6] = result.m[7] = 0.0;
  6485. result.m[8] = ((leftTan - rightTan) * xScale * 0.5);
  6486. result.m[9] = -((upTan - downTan) * yScale * 0.5);
  6487. result.m[10] = -zfar / (znear - zfar);
  6488. result.m[11] = 1.0 * rightHandedFactor;
  6489. result.m[12] = result.m[13] = result.m[15] = 0.0;
  6490. result.m[14] = -(2.0 * zfar * znear) / (zfar - znear);
  6491. result._markAsUpdated();
  6492. };
  6493. /**
  6494. * Computes a complete transformation matrix
  6495. * @param viewport defines the viewport to use
  6496. * @param world defines the world matrix
  6497. * @param view defines the view matrix
  6498. * @param projection defines the projection matrix
  6499. * @param zmin defines the near clip plane
  6500. * @param zmax defines the far clip plane
  6501. * @returns the transformation matrix
  6502. */
  6503. Matrix.GetFinalMatrix = function (viewport, world, view, projection, zmin, zmax) {
  6504. var cw = viewport.width;
  6505. var ch = viewport.height;
  6506. var cx = viewport.x;
  6507. var cy = viewport.y;
  6508. 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);
  6509. return world.multiply(view).multiply(projection).multiply(viewportMatrix);
  6510. };
  6511. /**
  6512. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  6513. * @param matrix defines the matrix to use
  6514. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  6515. */
  6516. Matrix.GetAsMatrix2x2 = function (matrix) {
  6517. return new Float32Array([
  6518. matrix.m[0], matrix.m[1],
  6519. matrix.m[4], matrix.m[5]
  6520. ]);
  6521. };
  6522. /**
  6523. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  6524. * @param matrix defines the matrix to use
  6525. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  6526. */
  6527. Matrix.GetAsMatrix3x3 = function (matrix) {
  6528. return new Float32Array([
  6529. matrix.m[0], matrix.m[1], matrix.m[2],
  6530. matrix.m[4], matrix.m[5], matrix.m[6],
  6531. matrix.m[8], matrix.m[9], matrix.m[10]
  6532. ]);
  6533. };
  6534. /**
  6535. * Compute the transpose of a given matrix
  6536. * @param matrix defines the matrix to transpose
  6537. * @returns the new matrix
  6538. */
  6539. Matrix.Transpose = function (matrix) {
  6540. var result = new Matrix();
  6541. Matrix.TransposeToRef(matrix, result);
  6542. return result;
  6543. };
  6544. /**
  6545. * Compute the transpose of a matrix and store it in a target matrix
  6546. * @param matrix defines the matrix to transpose
  6547. * @param result defines the target matrix
  6548. */
  6549. Matrix.TransposeToRef = function (matrix, result) {
  6550. result.m[0] = matrix.m[0];
  6551. result.m[1] = matrix.m[4];
  6552. result.m[2] = matrix.m[8];
  6553. result.m[3] = matrix.m[12];
  6554. result.m[4] = matrix.m[1];
  6555. result.m[5] = matrix.m[5];
  6556. result.m[6] = matrix.m[9];
  6557. result.m[7] = matrix.m[13];
  6558. result.m[8] = matrix.m[2];
  6559. result.m[9] = matrix.m[6];
  6560. result.m[10] = matrix.m[10];
  6561. result.m[11] = matrix.m[14];
  6562. result.m[12] = matrix.m[3];
  6563. result.m[13] = matrix.m[7];
  6564. result.m[14] = matrix.m[11];
  6565. result.m[15] = matrix.m[15];
  6566. };
  6567. /**
  6568. * Computes a reflection matrix from a plane
  6569. * @param plane defines the reflection plane
  6570. * @returns a new matrix
  6571. */
  6572. Matrix.Reflection = function (plane) {
  6573. var matrix = new Matrix();
  6574. Matrix.ReflectionToRef(plane, matrix);
  6575. return matrix;
  6576. };
  6577. /**
  6578. * Computes a reflection matrix from a plane
  6579. * @param plane defines the reflection plane
  6580. * @param result defines the target matrix
  6581. */
  6582. Matrix.ReflectionToRef = function (plane, result) {
  6583. plane.normalize();
  6584. var x = plane.normal.x;
  6585. var y = plane.normal.y;
  6586. var z = plane.normal.z;
  6587. var temp = -2 * x;
  6588. var temp2 = -2 * y;
  6589. var temp3 = -2 * z;
  6590. result.m[0] = (temp * x) + 1;
  6591. result.m[1] = temp2 * x;
  6592. result.m[2] = temp3 * x;
  6593. result.m[3] = 0.0;
  6594. result.m[4] = temp * y;
  6595. result.m[5] = (temp2 * y) + 1;
  6596. result.m[6] = temp3 * y;
  6597. result.m[7] = 0.0;
  6598. result.m[8] = temp * z;
  6599. result.m[9] = temp2 * z;
  6600. result.m[10] = (temp3 * z) + 1;
  6601. result.m[11] = 0.0;
  6602. result.m[12] = temp * plane.d;
  6603. result.m[13] = temp2 * plane.d;
  6604. result.m[14] = temp3 * plane.d;
  6605. result.m[15] = 1.0;
  6606. result._markAsUpdated();
  6607. };
  6608. /**
  6609. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  6610. * @param xaxis defines the value of the 1st axis
  6611. * @param yaxis defines the value of the 2nd axis
  6612. * @param zaxis defines the value of the 3rd axis
  6613. * @param result defines the target matrix
  6614. */
  6615. Matrix.FromXYZAxesToRef = function (xaxis, yaxis, zaxis, result) {
  6616. result.m[0] = xaxis.x;
  6617. result.m[1] = xaxis.y;
  6618. result.m[2] = xaxis.z;
  6619. result.m[3] = 0.0;
  6620. result.m[4] = yaxis.x;
  6621. result.m[5] = yaxis.y;
  6622. result.m[6] = yaxis.z;
  6623. result.m[7] = 0.0;
  6624. result.m[8] = zaxis.x;
  6625. result.m[9] = zaxis.y;
  6626. result.m[10] = zaxis.z;
  6627. result.m[11] = 0.0;
  6628. result.m[12] = 0.0;
  6629. result.m[13] = 0.0;
  6630. result.m[14] = 0.0;
  6631. result.m[15] = 1.0;
  6632. result._markAsUpdated();
  6633. };
  6634. /**
  6635. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  6636. * @param quat defines the quaternion to use
  6637. * @param result defines the target matrix
  6638. */
  6639. Matrix.FromQuaternionToRef = function (quat, result) {
  6640. var xx = quat.x * quat.x;
  6641. var yy = quat.y * quat.y;
  6642. var zz = quat.z * quat.z;
  6643. var xy = quat.x * quat.y;
  6644. var zw = quat.z * quat.w;
  6645. var zx = quat.z * quat.x;
  6646. var yw = quat.y * quat.w;
  6647. var yz = quat.y * quat.z;
  6648. var xw = quat.x * quat.w;
  6649. result.m[0] = 1.0 - (2.0 * (yy + zz));
  6650. result.m[1] = 2.0 * (xy + zw);
  6651. result.m[2] = 2.0 * (zx - yw);
  6652. result.m[3] = 0.0;
  6653. result.m[4] = 2.0 * (xy - zw);
  6654. result.m[5] = 1.0 - (2.0 * (zz + xx));
  6655. result.m[6] = 2.0 * (yz + xw);
  6656. result.m[7] = 0.0;
  6657. result.m[8] = 2.0 * (zx + yw);
  6658. result.m[9] = 2.0 * (yz - xw);
  6659. result.m[10] = 1.0 - (2.0 * (yy + xx));
  6660. result.m[11] = 0.0;
  6661. result.m[12] = 0.0;
  6662. result.m[13] = 0.0;
  6663. result.m[14] = 0.0;
  6664. result.m[15] = 1.0;
  6665. result._markAsUpdated();
  6666. };
  6667. Matrix._tempQuaternion = new Quaternion();
  6668. Matrix._xAxis = Vector3.Zero();
  6669. Matrix._yAxis = Vector3.Zero();
  6670. Matrix._zAxis = Vector3.Zero();
  6671. Matrix._updateFlagSeed = 0;
  6672. Matrix._identityReadOnly = Matrix.Identity();
  6673. return Matrix;
  6674. }());
  6675. BABYLON.Matrix = Matrix;
  6676. var Plane = /** @class */ (function () {
  6677. /**
  6678. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  6679. */
  6680. function Plane(a, b, c, d) {
  6681. this.normal = new Vector3(a, b, c);
  6682. this.d = d;
  6683. }
  6684. /**
  6685. * Returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  6686. */
  6687. Plane.prototype.asArray = function () {
  6688. return [this.normal.x, this.normal.y, this.normal.z, this.d];
  6689. };
  6690. // Methods
  6691. /**
  6692. * Returns a new plane copied from the current Plane.
  6693. */
  6694. Plane.prototype.clone = function () {
  6695. return new Plane(this.normal.x, this.normal.y, this.normal.z, this.d);
  6696. };
  6697. /**
  6698. * Returns the string "Plane".
  6699. */
  6700. Plane.prototype.getClassName = function () {
  6701. return "Plane";
  6702. };
  6703. /**
  6704. * Returns the Plane hash code.
  6705. */
  6706. Plane.prototype.getHashCode = function () {
  6707. var hash = this.normal.getHashCode();
  6708. hash = (hash * 397) ^ (this.d || 0);
  6709. return hash;
  6710. };
  6711. /**
  6712. * Normalize the current Plane in place.
  6713. * Returns the updated Plane.
  6714. */
  6715. Plane.prototype.normalize = function () {
  6716. var norm = (Math.sqrt((this.normal.x * this.normal.x) + (this.normal.y * this.normal.y) + (this.normal.z * this.normal.z)));
  6717. var magnitude = 0.0;
  6718. if (norm !== 0) {
  6719. magnitude = 1.0 / norm;
  6720. }
  6721. this.normal.x *= magnitude;
  6722. this.normal.y *= magnitude;
  6723. this.normal.z *= magnitude;
  6724. this.d *= magnitude;
  6725. return this;
  6726. };
  6727. /**
  6728. * Returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  6729. */
  6730. Plane.prototype.transform = function (transformation) {
  6731. var transposedMatrix = Matrix.Transpose(transformation);
  6732. var x = this.normal.x;
  6733. var y = this.normal.y;
  6734. var z = this.normal.z;
  6735. var d = this.d;
  6736. var normalX = (((x * transposedMatrix.m[0]) + (y * transposedMatrix.m[1])) + (z * transposedMatrix.m[2])) + (d * transposedMatrix.m[3]);
  6737. var normalY = (((x * transposedMatrix.m[4]) + (y * transposedMatrix.m[5])) + (z * transposedMatrix.m[6])) + (d * transposedMatrix.m[7]);
  6738. var normalZ = (((x * transposedMatrix.m[8]) + (y * transposedMatrix.m[9])) + (z * transposedMatrix.m[10])) + (d * transposedMatrix.m[11]);
  6739. var finalD = (((x * transposedMatrix.m[12]) + (y * transposedMatrix.m[13])) + (z * transposedMatrix.m[14])) + (d * transposedMatrix.m[15]);
  6740. return new Plane(normalX, normalY, normalZ, finalD);
  6741. };
  6742. /**
  6743. * Returns the dot product (float) of the point coordinates and the plane normal.
  6744. */
  6745. Plane.prototype.dotCoordinate = function (point) {
  6746. return ((((this.normal.x * point.x) + (this.normal.y * point.y)) + (this.normal.z * point.z)) + this.d);
  6747. };
  6748. /**
  6749. * Updates the current Plane from the plane defined by the three given points.
  6750. * Returns the updated Plane.
  6751. */
  6752. Plane.prototype.copyFromPoints = function (point1, point2, point3) {
  6753. var x1 = point2.x - point1.x;
  6754. var y1 = point2.y - point1.y;
  6755. var z1 = point2.z - point1.z;
  6756. var x2 = point3.x - point1.x;
  6757. var y2 = point3.y - point1.y;
  6758. var z2 = point3.z - point1.z;
  6759. var yz = (y1 * z2) - (z1 * y2);
  6760. var xz = (z1 * x2) - (x1 * z2);
  6761. var xy = (x1 * y2) - (y1 * x2);
  6762. var pyth = (Math.sqrt((yz * yz) + (xz * xz) + (xy * xy)));
  6763. var invPyth;
  6764. if (pyth !== 0) {
  6765. invPyth = 1.0 / pyth;
  6766. }
  6767. else {
  6768. invPyth = 0.0;
  6769. }
  6770. this.normal.x = yz * invPyth;
  6771. this.normal.y = xz * invPyth;
  6772. this.normal.z = xy * invPyth;
  6773. this.d = -((this.normal.x * point1.x) + (this.normal.y * point1.y) + (this.normal.z * point1.z));
  6774. return this;
  6775. };
  6776. /**
  6777. * Boolean : True is the vector "direction" is the same side than the plane normal.
  6778. */
  6779. Plane.prototype.isFrontFacingTo = function (direction, epsilon) {
  6780. var dot = Vector3.Dot(this.normal, direction);
  6781. return (dot <= epsilon);
  6782. };
  6783. /**
  6784. * Returns the signed distance (float) from the given point to the Plane.
  6785. */
  6786. Plane.prototype.signedDistanceTo = function (point) {
  6787. return Vector3.Dot(point, this.normal) + this.d;
  6788. };
  6789. // Statics
  6790. /**
  6791. * Returns a new Plane from the given array.
  6792. */
  6793. Plane.FromArray = function (array) {
  6794. return new Plane(array[0], array[1], array[2], array[3]);
  6795. };
  6796. /**
  6797. * Returns a new Plane defined by the three given points.
  6798. */
  6799. Plane.FromPoints = function (point1, point2, point3) {
  6800. var result = new Plane(0.0, 0.0, 0.0, 0.0);
  6801. result.copyFromPoints(point1, point2, point3);
  6802. return result;
  6803. };
  6804. /**
  6805. * Returns a new Plane the normal vector to this plane at the given origin point.
  6806. * Note : the vector "normal" is updated because normalized.
  6807. */
  6808. Plane.FromPositionAndNormal = function (origin, normal) {
  6809. var result = new Plane(0.0, 0.0, 0.0, 0.0);
  6810. normal.normalize();
  6811. result.normal = normal;
  6812. result.d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);
  6813. return result;
  6814. };
  6815. /**
  6816. * Returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  6817. */
  6818. Plane.SignedDistanceToPlaneFromPositionAndNormal = function (origin, normal, point) {
  6819. var d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);
  6820. return Vector3.Dot(point, normal) + d;
  6821. };
  6822. return Plane;
  6823. }());
  6824. BABYLON.Plane = Plane;
  6825. /**
  6826. * Class used to represent a viewport on screen
  6827. */
  6828. var Viewport = /** @class */ (function () {
  6829. /**
  6830. * Creates a Viewport object located at (x, y) and sized (width, height)
  6831. * @param x defines viewport left coordinate
  6832. * @param y defines viewport top coordinate
  6833. * @param width defines the viewport width
  6834. * @param height defines the viewport height
  6835. */
  6836. function Viewport(
  6837. /** viewport left coordinate */
  6838. x,
  6839. /** viewport top coordinate */
  6840. y,
  6841. /**viewport width */
  6842. width,
  6843. /** viewport height */
  6844. height) {
  6845. this.x = x;
  6846. this.y = y;
  6847. this.width = width;
  6848. this.height = height;
  6849. }
  6850. /**
  6851. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  6852. * @param renderWidthOrEngine defines either an engine or the rendering width
  6853. * @param renderHeight defines the rendering height
  6854. * @returns a new Viewport
  6855. */
  6856. Viewport.prototype.toGlobal = function (renderWidthOrEngine, renderHeight) {
  6857. if (renderWidthOrEngine.getRenderWidth) {
  6858. var engine = renderWidthOrEngine;
  6859. return this.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  6860. }
  6861. var renderWidth = renderWidthOrEngine;
  6862. return new Viewport(this.x * renderWidth, this.y * renderHeight, this.width * renderWidth, this.height * renderHeight);
  6863. };
  6864. /**
  6865. * Returns a new Viewport copied from the current one
  6866. * @returns a new Viewport
  6867. */
  6868. Viewport.prototype.clone = function () {
  6869. return new Viewport(this.x, this.y, this.width, this.height);
  6870. };
  6871. return Viewport;
  6872. }());
  6873. BABYLON.Viewport = Viewport;
  6874. var Frustum = /** @class */ (function () {
  6875. function Frustum() {
  6876. }
  6877. /**
  6878. * Returns a new array of 6 Frustum planes computed by the given transformation matrix.
  6879. */
  6880. Frustum.GetPlanes = function (transform) {
  6881. var frustumPlanes = [];
  6882. for (var index = 0; index < 6; index++) {
  6883. frustumPlanes.push(new Plane(0.0, 0.0, 0.0, 0.0));
  6884. }
  6885. Frustum.GetPlanesToRef(transform, frustumPlanes);
  6886. return frustumPlanes;
  6887. };
  6888. Frustum.GetNearPlaneToRef = function (transform, frustumPlane) {
  6889. frustumPlane.normal.x = transform.m[3] + transform.m[2];
  6890. frustumPlane.normal.y = transform.m[7] + transform.m[6];
  6891. frustumPlane.normal.z = transform.m[11] + transform.m[10];
  6892. frustumPlane.d = transform.m[15] + transform.m[14];
  6893. frustumPlane.normalize();
  6894. };
  6895. Frustum.GetFarPlaneToRef = function (transform, frustumPlane) {
  6896. frustumPlane.normal.x = transform.m[3] - transform.m[2];
  6897. frustumPlane.normal.y = transform.m[7] - transform.m[6];
  6898. frustumPlane.normal.z = transform.m[11] - transform.m[10];
  6899. frustumPlane.d = transform.m[15] - transform.m[14];
  6900. frustumPlane.normalize();
  6901. };
  6902. Frustum.GetLeftPlaneToRef = function (transform, frustumPlane) {
  6903. frustumPlane.normal.x = transform.m[3] + transform.m[0];
  6904. frustumPlane.normal.y = transform.m[7] + transform.m[4];
  6905. frustumPlane.normal.z = transform.m[11] + transform.m[8];
  6906. frustumPlane.d = transform.m[15] + transform.m[12];
  6907. frustumPlane.normalize();
  6908. };
  6909. Frustum.GetRightPlaneToRef = function (transform, frustumPlane) {
  6910. frustumPlane.normal.x = transform.m[3] - transform.m[0];
  6911. frustumPlane.normal.y = transform.m[7] - transform.m[4];
  6912. frustumPlane.normal.z = transform.m[11] - transform.m[8];
  6913. frustumPlane.d = transform.m[15] - transform.m[12];
  6914. frustumPlane.normalize();
  6915. };
  6916. Frustum.GetTopPlaneToRef = function (transform, frustumPlane) {
  6917. frustumPlane.normal.x = transform.m[3] - transform.m[1];
  6918. frustumPlane.normal.y = transform.m[7] - transform.m[5];
  6919. frustumPlane.normal.z = transform.m[11] - transform.m[9];
  6920. frustumPlane.d = transform.m[15] - transform.m[13];
  6921. frustumPlane.normalize();
  6922. };
  6923. Frustum.GetBottomPlaneToRef = function (transform, frustumPlane) {
  6924. frustumPlane.normal.x = transform.m[3] + transform.m[1];
  6925. frustumPlane.normal.y = transform.m[7] + transform.m[5];
  6926. frustumPlane.normal.z = transform.m[11] + transform.m[9];
  6927. frustumPlane.d = transform.m[15] + transform.m[13];
  6928. frustumPlane.normalize();
  6929. };
  6930. /**
  6931. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  6932. */
  6933. Frustum.GetPlanesToRef = function (transform, frustumPlanes) {
  6934. // Near
  6935. Frustum.GetNearPlaneToRef(transform, frustumPlanes[0]);
  6936. // Far
  6937. Frustum.GetFarPlaneToRef(transform, frustumPlanes[1]);
  6938. // Left
  6939. Frustum.GetLeftPlaneToRef(transform, frustumPlanes[2]);
  6940. // Right
  6941. Frustum.GetRightPlaneToRef(transform, frustumPlanes[3]);
  6942. // Top
  6943. Frustum.GetTopPlaneToRef(transform, frustumPlanes[4]);
  6944. // Bottom
  6945. Frustum.GetBottomPlaneToRef(transform, frustumPlanes[5]);
  6946. };
  6947. return Frustum;
  6948. }());
  6949. BABYLON.Frustum = Frustum;
  6950. /** Defines supported spaces */
  6951. var Space;
  6952. (function (Space) {
  6953. /** Local (object) space */
  6954. Space[Space["LOCAL"] = 0] = "LOCAL";
  6955. /** World space */
  6956. Space[Space["WORLD"] = 1] = "WORLD";
  6957. /** Bone space */
  6958. Space[Space["BONE"] = 2] = "BONE";
  6959. })(Space = BABYLON.Space || (BABYLON.Space = {}));
  6960. /** Defines the 3 main axes */
  6961. var Axis = /** @class */ (function () {
  6962. function Axis() {
  6963. }
  6964. /** X axis */
  6965. Axis.X = new Vector3(1.0, 0.0, 0.0);
  6966. /** Y axis */
  6967. Axis.Y = new Vector3(0.0, 1.0, 0.0);
  6968. /** Z axis */
  6969. Axis.Z = new Vector3(0.0, 0.0, 1.0);
  6970. return Axis;
  6971. }());
  6972. BABYLON.Axis = Axis;
  6973. ;
  6974. /** Class used to represent a Bezier curve */
  6975. var BezierCurve = /** @class */ (function () {
  6976. function BezierCurve() {
  6977. }
  6978. /**
  6979. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  6980. * @param t defines the time
  6981. * @param x1 defines the left coordinate on X axis
  6982. * @param y1 defines the left coordinate on Y axis
  6983. * @param x2 defines the right coordinate on X axis
  6984. * @param y2 defines the right coordinate on Y axis
  6985. * @returns the interpolated value
  6986. */
  6987. BezierCurve.Interpolate = function (t, x1, y1, x2, y2) {
  6988. // Extract X (which is equal to time here)
  6989. var f0 = 1 - 3 * x2 + 3 * x1;
  6990. var f1 = 3 * x2 - 6 * x1;
  6991. var f2 = 3 * x1;
  6992. var refinedT = t;
  6993. for (var i = 0; i < 5; i++) {
  6994. var refinedT2 = refinedT * refinedT;
  6995. var refinedT3 = refinedT2 * refinedT;
  6996. var x = f0 * refinedT3 + f1 * refinedT2 + f2 * refinedT;
  6997. var slope = 1.0 / (3.0 * f0 * refinedT2 + 2.0 * f1 * refinedT + f2);
  6998. refinedT -= (x - t) * slope;
  6999. refinedT = Math.min(1, Math.max(0, refinedT));
  7000. }
  7001. // Resolve cubic bezier for the given x
  7002. return 3 * Math.pow(1 - refinedT, 2) * refinedT * y1 +
  7003. 3 * (1 - refinedT) * Math.pow(refinedT, 2) * y2 +
  7004. Math.pow(refinedT, 3);
  7005. };
  7006. return BezierCurve;
  7007. }());
  7008. BABYLON.BezierCurve = BezierCurve;
  7009. /**
  7010. * Defines potential orientation for back face culling
  7011. */
  7012. var Orientation;
  7013. (function (Orientation) {
  7014. /**
  7015. * Clockwise
  7016. */
  7017. Orientation[Orientation["CW"] = 0] = "CW";
  7018. /** Counter clockwise */
  7019. Orientation[Orientation["CCW"] = 1] = "CCW";
  7020. })(Orientation = BABYLON.Orientation || (BABYLON.Orientation = {}));
  7021. /**
  7022. * Defines angle representation
  7023. */
  7024. var Angle = /** @class */ (function () {
  7025. /**
  7026. * Creates an Angle object of "radians" radians (float).
  7027. */
  7028. function Angle(radians) {
  7029. this._radians = radians;
  7030. if (this._radians < 0.0)
  7031. this._radians += (2.0 * Math.PI);
  7032. }
  7033. /**
  7034. * Get value in degrees
  7035. * @returns the Angle value in degrees (float)
  7036. */
  7037. Angle.prototype.degrees = function () {
  7038. return this._radians * 180.0 / Math.PI;
  7039. };
  7040. /**
  7041. * Get value in radians
  7042. * @returns the Angle value in radians (float)
  7043. */
  7044. Angle.prototype.radians = function () {
  7045. return this._radians;
  7046. };
  7047. /**
  7048. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  7049. * @param a defines first vector
  7050. * @param b defines second vector
  7051. * @returns a new Angle
  7052. */
  7053. Angle.BetweenTwoPoints = function (a, b) {
  7054. var delta = b.subtract(a);
  7055. var theta = Math.atan2(delta.y, delta.x);
  7056. return new Angle(theta);
  7057. };
  7058. /**
  7059. * Gets a new Angle object from the given float in radians
  7060. * @param radians defines the angle value in radians
  7061. * @returns a new Angle
  7062. */
  7063. Angle.FromRadians = function (radians) {
  7064. return new Angle(radians);
  7065. };
  7066. /**
  7067. * Gets a new Angle object from the given float in degrees
  7068. * @param degrees defines the angle value in degrees
  7069. * @returns a new Angle
  7070. */
  7071. Angle.FromDegrees = function (degrees) {
  7072. return new Angle(degrees * Math.PI / 180.0);
  7073. };
  7074. return Angle;
  7075. }());
  7076. BABYLON.Angle = Angle;
  7077. /**
  7078. * This represents an arc in a 2d space.
  7079. */
  7080. var Arc2 = /** @class */ (function () {
  7081. /**
  7082. * Creates an Arc object from the three given points : start, middle and end.
  7083. * @param startPoint Defines the start point of the arc
  7084. * @param midPoint Defines the midlle point of the arc
  7085. * @param endPoint Defines the end point of the arc
  7086. */
  7087. function Arc2(
  7088. /** Defines the start point of the arc */
  7089. startPoint,
  7090. /** Defines the mid point of the arc */
  7091. midPoint,
  7092. /** Defines the end point of the arc */
  7093. endPoint) {
  7094. this.startPoint = startPoint;
  7095. this.midPoint = midPoint;
  7096. this.endPoint = endPoint;
  7097. var temp = Math.pow(midPoint.x, 2) + Math.pow(midPoint.y, 2);
  7098. var startToMid = (Math.pow(startPoint.x, 2) + Math.pow(startPoint.y, 2) - temp) / 2.;
  7099. var midToEnd = (temp - Math.pow(endPoint.x, 2) - Math.pow(endPoint.y, 2)) / 2.;
  7100. var det = (startPoint.x - midPoint.x) * (midPoint.y - endPoint.y) - (midPoint.x - endPoint.x) * (startPoint.y - midPoint.y);
  7101. 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);
  7102. this.radius = this.centerPoint.subtract(this.startPoint).length();
  7103. this.startAngle = Angle.BetweenTwoPoints(this.centerPoint, this.startPoint);
  7104. var a1 = this.startAngle.degrees();
  7105. var a2 = Angle.BetweenTwoPoints(this.centerPoint, this.midPoint).degrees();
  7106. var a3 = Angle.BetweenTwoPoints(this.centerPoint, this.endPoint).degrees();
  7107. // angles correction
  7108. if (a2 - a1 > +180.0)
  7109. a2 -= 360.0;
  7110. if (a2 - a1 < -180.0)
  7111. a2 += 360.0;
  7112. if (a3 - a2 > +180.0)
  7113. a3 -= 360.0;
  7114. if (a3 - a2 < -180.0)
  7115. a3 += 360.0;
  7116. this.orientation = (a2 - a1) < 0 ? Orientation.CW : Orientation.CCW;
  7117. this.angle = Angle.FromDegrees(this.orientation === Orientation.CW ? a1 - a3 : a3 - a1);
  7118. }
  7119. return Arc2;
  7120. }());
  7121. BABYLON.Arc2 = Arc2;
  7122. var Path2 = /** @class */ (function () {
  7123. /**
  7124. * Creates a Path2 object from the starting 2D coordinates x and y.
  7125. */
  7126. function Path2(x, y) {
  7127. this._points = new Array();
  7128. this._length = 0.0;
  7129. this.closed = false;
  7130. this._points.push(new Vector2(x, y));
  7131. }
  7132. /**
  7133. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  7134. * Returns the updated Path2.
  7135. */
  7136. Path2.prototype.addLineTo = function (x, y) {
  7137. if (this.closed) {
  7138. return this;
  7139. }
  7140. var newPoint = new Vector2(x, y);
  7141. var previousPoint = this._points[this._points.length - 1];
  7142. this._points.push(newPoint);
  7143. this._length += newPoint.subtract(previousPoint).length();
  7144. return this;
  7145. };
  7146. /**
  7147. * 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.
  7148. * Returns the updated Path2.
  7149. */
  7150. Path2.prototype.addArcTo = function (midX, midY, endX, endY, numberOfSegments) {
  7151. if (numberOfSegments === void 0) { numberOfSegments = 36; }
  7152. if (this.closed) {
  7153. return this;
  7154. }
  7155. var startPoint = this._points[this._points.length - 1];
  7156. var midPoint = new Vector2(midX, midY);
  7157. var endPoint = new Vector2(endX, endY);
  7158. var arc = new Arc2(startPoint, midPoint, endPoint);
  7159. var increment = arc.angle.radians() / numberOfSegments;
  7160. if (arc.orientation === Orientation.CW)
  7161. increment *= -1;
  7162. var currentAngle = arc.startAngle.radians() + increment;
  7163. for (var i = 0; i < numberOfSegments; i++) {
  7164. var x = Math.cos(currentAngle) * arc.radius + arc.centerPoint.x;
  7165. var y = Math.sin(currentAngle) * arc.radius + arc.centerPoint.y;
  7166. this.addLineTo(x, y);
  7167. currentAngle += increment;
  7168. }
  7169. return this;
  7170. };
  7171. /**
  7172. * Closes the Path2.
  7173. * Returns the Path2.
  7174. */
  7175. Path2.prototype.close = function () {
  7176. this.closed = true;
  7177. return this;
  7178. };
  7179. /**
  7180. * Returns the Path2 total length (float).
  7181. */
  7182. Path2.prototype.length = function () {
  7183. var result = this._length;
  7184. if (!this.closed) {
  7185. var lastPoint = this._points[this._points.length - 1];
  7186. var firstPoint = this._points[0];
  7187. result += (firstPoint.subtract(lastPoint).length());
  7188. }
  7189. return result;
  7190. };
  7191. /**
  7192. * Returns the Path2 internal array of points.
  7193. */
  7194. Path2.prototype.getPoints = function () {
  7195. return this._points;
  7196. };
  7197. /**
  7198. * Returns a new Vector2 located at a percentage of the Path2 total length on this path.
  7199. */
  7200. Path2.prototype.getPointAtLengthPosition = function (normalizedLengthPosition) {
  7201. if (normalizedLengthPosition < 0 || normalizedLengthPosition > 1) {
  7202. return Vector2.Zero();
  7203. }
  7204. var lengthPosition = normalizedLengthPosition * this.length();
  7205. var previousOffset = 0;
  7206. for (var i = 0; i < this._points.length; i++) {
  7207. var j = (i + 1) % this._points.length;
  7208. var a = this._points[i];
  7209. var b = this._points[j];
  7210. var bToA = b.subtract(a);
  7211. var nextOffset = (bToA.length() + previousOffset);
  7212. if (lengthPosition >= previousOffset && lengthPosition <= nextOffset) {
  7213. var dir = bToA.normalize();
  7214. var localOffset = lengthPosition - previousOffset;
  7215. return new Vector2(a.x + (dir.x * localOffset), a.y + (dir.y * localOffset));
  7216. }
  7217. previousOffset = nextOffset;
  7218. }
  7219. return Vector2.Zero();
  7220. };
  7221. /**
  7222. * Returns a new Path2 starting at the coordinates (x, y).
  7223. */
  7224. Path2.StartingAt = function (x, y) {
  7225. return new Path2(x, y);
  7226. };
  7227. return Path2;
  7228. }());
  7229. BABYLON.Path2 = Path2;
  7230. var Path3D = /** @class */ (function () {
  7231. /**
  7232. * new Path3D(path, normal, raw)
  7233. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  7234. * please read the description in the tutorial : http://doc.babylonjs.com/tutorials/How_to_use_Path3D
  7235. * path : an array of Vector3, the curve axis of the Path3D
  7236. * normal (optional) : Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  7237. * raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  7238. */
  7239. function Path3D(path, firstNormal, raw) {
  7240. if (firstNormal === void 0) { firstNormal = null; }
  7241. this.path = path;
  7242. this._curve = new Array();
  7243. this._distances = new Array();
  7244. this._tangents = new Array();
  7245. this._normals = new Array();
  7246. this._binormals = new Array();
  7247. for (var p = 0; p < path.length; p++) {
  7248. this._curve[p] = path[p].clone(); // hard copy
  7249. }
  7250. this._raw = raw || false;
  7251. this._compute(firstNormal);
  7252. }
  7253. /**
  7254. * Returns the Path3D array of successive Vector3 designing its curve.
  7255. */
  7256. Path3D.prototype.getCurve = function () {
  7257. return this._curve;
  7258. };
  7259. /**
  7260. * Returns an array populated with tangent vectors on each Path3D curve point.
  7261. */
  7262. Path3D.prototype.getTangents = function () {
  7263. return this._tangents;
  7264. };
  7265. /**
  7266. * Returns an array populated with normal vectors on each Path3D curve point.
  7267. */
  7268. Path3D.prototype.getNormals = function () {
  7269. return this._normals;
  7270. };
  7271. /**
  7272. * Returns an array populated with binormal vectors on each Path3D curve point.
  7273. */
  7274. Path3D.prototype.getBinormals = function () {
  7275. return this._binormals;
  7276. };
  7277. /**
  7278. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  7279. */
  7280. Path3D.prototype.getDistances = function () {
  7281. return this._distances;
  7282. };
  7283. /**
  7284. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  7285. * Returns the same object updated.
  7286. */
  7287. Path3D.prototype.update = function (path, firstNormal) {
  7288. if (firstNormal === void 0) { firstNormal = null; }
  7289. for (var p = 0; p < path.length; p++) {
  7290. this._curve[p].x = path[p].x;
  7291. this._curve[p].y = path[p].y;
  7292. this._curve[p].z = path[p].z;
  7293. }
  7294. this._compute(firstNormal);
  7295. return this;
  7296. };
  7297. // private function compute() : computes tangents, normals and binormals
  7298. Path3D.prototype._compute = function (firstNormal) {
  7299. var l = this._curve.length;
  7300. // first and last tangents
  7301. this._tangents[0] = this._getFirstNonNullVector(0);
  7302. if (!this._raw) {
  7303. this._tangents[0].normalize();
  7304. }
  7305. this._tangents[l - 1] = this._curve[l - 1].subtract(this._curve[l - 2]);
  7306. if (!this._raw) {
  7307. this._tangents[l - 1].normalize();
  7308. }
  7309. // normals and binormals at first point : arbitrary vector with _normalVector()
  7310. var tg0 = this._tangents[0];
  7311. var pp0 = this._normalVector(this._curve[0], tg0, firstNormal);
  7312. this._normals[0] = pp0;
  7313. if (!this._raw) {
  7314. this._normals[0].normalize();
  7315. }
  7316. this._binormals[0] = Vector3.Cross(tg0, this._normals[0]);
  7317. if (!this._raw) {
  7318. this._binormals[0].normalize();
  7319. }
  7320. this._distances[0] = 0.0;
  7321. // normals and binormals : next points
  7322. var prev; // previous vector (segment)
  7323. var cur; // current vector (segment)
  7324. var curTang; // current tangent
  7325. // previous normal
  7326. var prevBinor; // previous binormal
  7327. for (var i = 1; i < l; i++) {
  7328. // tangents
  7329. prev = this._getLastNonNullVector(i);
  7330. if (i < l - 1) {
  7331. cur = this._getFirstNonNullVector(i);
  7332. this._tangents[i] = prev.add(cur);
  7333. this._tangents[i].normalize();
  7334. }
  7335. this._distances[i] = this._distances[i - 1] + prev.length();
  7336. // normals and binormals
  7337. // http://www.cs.cmu.edu/afs/andrew/scs/cs/15-462/web/old/asst2camera.html
  7338. curTang = this._tangents[i];
  7339. prevBinor = this._binormals[i - 1];
  7340. this._normals[i] = Vector3.Cross(prevBinor, curTang);
  7341. if (!this._raw) {
  7342. this._normals[i].normalize();
  7343. }
  7344. this._binormals[i] = Vector3.Cross(curTang, this._normals[i]);
  7345. if (!this._raw) {
  7346. this._binormals[i].normalize();
  7347. }
  7348. }
  7349. };
  7350. // private function getFirstNonNullVector(index)
  7351. // returns the first non null vector from index : curve[index + N].subtract(curve[index])
  7352. Path3D.prototype._getFirstNonNullVector = function (index) {
  7353. var i = 1;
  7354. var nNVector = this._curve[index + i].subtract(this._curve[index]);
  7355. while (nNVector.length() === 0 && index + i + 1 < this._curve.length) {
  7356. i++;
  7357. nNVector = this._curve[index + i].subtract(this._curve[index]);
  7358. }
  7359. return nNVector;
  7360. };
  7361. // private function getLastNonNullVector(index)
  7362. // returns the last non null vector from index : curve[index].subtract(curve[index - N])
  7363. Path3D.prototype._getLastNonNullVector = function (index) {
  7364. var i = 1;
  7365. var nLVector = this._curve[index].subtract(this._curve[index - i]);
  7366. while (nLVector.length() === 0 && index > i + 1) {
  7367. i++;
  7368. nLVector = this._curve[index].subtract(this._curve[index - i]);
  7369. }
  7370. return nLVector;
  7371. };
  7372. // private function normalVector(v0, vt, va) :
  7373. // returns an arbitrary point in the plane defined by the point v0 and the vector vt orthogonal to this plane
  7374. // if va is passed, it returns the va projection on the plane orthogonal to vt at the point v0
  7375. Path3D.prototype._normalVector = function (v0, vt, va) {
  7376. var normal0;
  7377. var tgl = vt.length();
  7378. if (tgl === 0.0) {
  7379. tgl = 1.0;
  7380. }
  7381. if (va === undefined || va === null) {
  7382. var point;
  7383. if (!BABYLON.Scalar.WithinEpsilon(Math.abs(vt.y) / tgl, 1.0, BABYLON.Epsilon)) { // search for a point in the plane
  7384. point = new Vector3(0.0, -1.0, 0.0);
  7385. }
  7386. else if (!BABYLON.Scalar.WithinEpsilon(Math.abs(vt.x) / tgl, 1.0, BABYLON.Epsilon)) {
  7387. point = new Vector3(1.0, 0.0, 0.0);
  7388. }
  7389. else if (!BABYLON.Scalar.WithinEpsilon(Math.abs(vt.z) / tgl, 1.0, BABYLON.Epsilon)) {
  7390. point = new Vector3(0.0, 0.0, 1.0);
  7391. }
  7392. else {
  7393. point = Vector3.Zero();
  7394. }
  7395. normal0 = Vector3.Cross(vt, point);
  7396. }
  7397. else {
  7398. normal0 = Vector3.Cross(vt, va);
  7399. Vector3.CrossToRef(normal0, vt, normal0);
  7400. }
  7401. normal0.normalize();
  7402. return normal0;
  7403. };
  7404. return Path3D;
  7405. }());
  7406. BABYLON.Path3D = Path3D;
  7407. var Curve3 = /** @class */ (function () {
  7408. /**
  7409. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  7410. * A Curve3 is designed from a series of successive Vector3.
  7411. * Tuto : http://doc.babylonjs.com/tutorials/How_to_use_Curve3#curve3-object
  7412. */
  7413. function Curve3(points) {
  7414. this._length = 0.0;
  7415. this._points = points;
  7416. this._length = this._computeLength(points);
  7417. }
  7418. /**
  7419. * Returns a Curve3 object along a Quadratic Bezier curve : http://doc.babylonjs.com/tutorials/How_to_use_Curve3#quadratic-bezier-curve
  7420. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  7421. * @param v1 (Vector3) the control point
  7422. * @param v2 (Vector3) the end point of the Quadratic Bezier
  7423. * @param nbPoints (integer) the wanted number of points in the curve
  7424. */
  7425. Curve3.CreateQuadraticBezier = function (v0, v1, v2, nbPoints) {
  7426. nbPoints = nbPoints > 2 ? nbPoints : 3;
  7427. var bez = new Array();
  7428. var equation = function (t, val0, val1, val2) {
  7429. var res = (1.0 - t) * (1.0 - t) * val0 + 2.0 * t * (1.0 - t) * val1 + t * t * val2;
  7430. return res;
  7431. };
  7432. for (var i = 0; i <= nbPoints; i++) {
  7433. 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)));
  7434. }
  7435. return new Curve3(bez);
  7436. };
  7437. /**
  7438. * Returns a Curve3 object along a Cubic Bezier curve : http://doc.babylonjs.com/tutorials/How_to_use_Curve3#cubic-bezier-curve
  7439. * @param v0 (Vector3) the origin point of the Cubic Bezier
  7440. * @param v1 (Vector3) the first control point
  7441. * @param v2 (Vector3) the second control point
  7442. * @param v3 (Vector3) the end point of the Cubic Bezier
  7443. * @param nbPoints (integer) the wanted number of points in the curve
  7444. */
  7445. Curve3.CreateCubicBezier = function (v0, v1, v2, v3, nbPoints) {
  7446. nbPoints = nbPoints > 3 ? nbPoints : 4;
  7447. var bez = new Array();
  7448. var equation = function (t, val0, val1, val2, val3) {
  7449. 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;
  7450. return res;
  7451. };
  7452. for (var i = 0; i <= nbPoints; i++) {
  7453. 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)));
  7454. }
  7455. return new Curve3(bez);
  7456. };
  7457. /**
  7458. * Returns a Curve3 object along a Hermite Spline curve : http://doc.babylonjs.com/tutorials/How_to_use_Curve3#hermite-spline
  7459. * @param p1 (Vector3) the origin point of the Hermite Spline
  7460. * @param t1 (Vector3) the tangent vector at the origin point
  7461. * @param p2 (Vector3) the end point of the Hermite Spline
  7462. * @param t2 (Vector3) the tangent vector at the end point
  7463. * @param nbPoints (integer) the wanted number of points in the curve
  7464. */
  7465. Curve3.CreateHermiteSpline = function (p1, t1, p2, t2, nbPoints) {
  7466. var hermite = new Array();
  7467. var step = 1.0 / nbPoints;
  7468. for (var i = 0; i <= nbPoints; i++) {
  7469. hermite.push(Vector3.Hermite(p1, t1, p2, t2, i * step));
  7470. }
  7471. return new Curve3(hermite);
  7472. };
  7473. /**
  7474. * Returns a Curve3 object along a CatmullRom Spline curve :
  7475. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  7476. * @param nbPoints (integer) the wanted number of points between each curve control points
  7477. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  7478. */
  7479. Curve3.CreateCatmullRomSpline = function (points, nbPoints, closed) {
  7480. var catmullRom = new Array();
  7481. var step = 1.0 / nbPoints;
  7482. var amount = 0.0;
  7483. if (closed) {
  7484. var pointsCount = points.length;
  7485. for (var i = 0; i < pointsCount; i++) {
  7486. amount = 0;
  7487. for (var c = 0; c < nbPoints; c++) {
  7488. catmullRom.push(Vector3.CatmullRom(points[i % pointsCount], points[(i + 1) % pointsCount], points[(i + 2) % pointsCount], points[(i + 3) % pointsCount], amount));
  7489. amount += step;
  7490. }
  7491. }
  7492. catmullRom.push(catmullRom[0]);
  7493. }
  7494. else {
  7495. var totalPoints = new Array();
  7496. totalPoints.push(points[0].clone());
  7497. Array.prototype.push.apply(totalPoints, points);
  7498. totalPoints.push(points[points.length - 1].clone());
  7499. for (var i = 0; i < totalPoints.length - 3; i++) {
  7500. amount = 0;
  7501. for (var c = 0; c < nbPoints; c++) {
  7502. catmullRom.push(Vector3.CatmullRom(totalPoints[i], totalPoints[i + 1], totalPoints[i + 2], totalPoints[i + 3], amount));
  7503. amount += step;
  7504. }
  7505. }
  7506. i--;
  7507. catmullRom.push(Vector3.CatmullRom(totalPoints[i], totalPoints[i + 1], totalPoints[i + 2], totalPoints[i + 3], amount));
  7508. }
  7509. return new Curve3(catmullRom);
  7510. };
  7511. /**
  7512. * Returns the Curve3 stored array of successive Vector3
  7513. */
  7514. Curve3.prototype.getPoints = function () {
  7515. return this._points;
  7516. };
  7517. /**
  7518. * Returns the computed length (float) of the curve.
  7519. */
  7520. Curve3.prototype.length = function () {
  7521. return this._length;
  7522. };
  7523. /**
  7524. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  7525. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  7526. * curveA and curveB keep unchanged.
  7527. */
  7528. Curve3.prototype.continue = function (curve) {
  7529. var lastPoint = this._points[this._points.length - 1];
  7530. var continuedPoints = this._points.slice();
  7531. var curvePoints = curve.getPoints();
  7532. for (var i = 1; i < curvePoints.length; i++) {
  7533. continuedPoints.push(curvePoints[i].subtract(curvePoints[0]).add(lastPoint));
  7534. }
  7535. var continuedCurve = new Curve3(continuedPoints);
  7536. return continuedCurve;
  7537. };
  7538. Curve3.prototype._computeLength = function (path) {
  7539. var l = 0;
  7540. for (var i = 1; i < path.length; i++) {
  7541. l += (path[i].subtract(path[i - 1])).length();
  7542. }
  7543. return l;
  7544. };
  7545. return Curve3;
  7546. }());
  7547. BABYLON.Curve3 = Curve3;
  7548. // Vertex formats
  7549. var PositionNormalVertex = /** @class */ (function () {
  7550. function PositionNormalVertex(position, normal) {
  7551. if (position === void 0) { position = Vector3.Zero(); }
  7552. if (normal === void 0) { normal = Vector3.Up(); }
  7553. this.position = position;
  7554. this.normal = normal;
  7555. }
  7556. PositionNormalVertex.prototype.clone = function () {
  7557. return new PositionNormalVertex(this.position.clone(), this.normal.clone());
  7558. };
  7559. return PositionNormalVertex;
  7560. }());
  7561. BABYLON.PositionNormalVertex = PositionNormalVertex;
  7562. var PositionNormalTextureVertex = /** @class */ (function () {
  7563. function PositionNormalTextureVertex(position, normal, uv) {
  7564. if (position === void 0) { position = Vector3.Zero(); }
  7565. if (normal === void 0) { normal = Vector3.Up(); }
  7566. if (uv === void 0) { uv = Vector2.Zero(); }
  7567. this.position = position;
  7568. this.normal = normal;
  7569. this.uv = uv;
  7570. }
  7571. PositionNormalTextureVertex.prototype.clone = function () {
  7572. return new PositionNormalTextureVertex(this.position.clone(), this.normal.clone(), this.uv.clone());
  7573. };
  7574. return PositionNormalTextureVertex;
  7575. }());
  7576. BABYLON.PositionNormalTextureVertex = PositionNormalTextureVertex;
  7577. // Temporary pre-allocated objects for engine internal use
  7578. // usage in any internal function :
  7579. // var tmp = Tmp.Vector3[0]; <= gets access to the first pre-created Vector3
  7580. // There's a Tmp array per object type : int, float, Vector2, Vector3, Vector4, Quaternion, Matrix
  7581. var Tmp = /** @class */ (function () {
  7582. function Tmp() {
  7583. }
  7584. Tmp.Color3 = [Color3.Black(), Color3.Black(), Color3.Black()];
  7585. Tmp.Color4 = [new Color4(0, 0, 0, 0), new Color4(0, 0, 0, 0)];
  7586. Tmp.Vector2 = [Vector2.Zero(), Vector2.Zero(), Vector2.Zero()]; // 3 temp Vector2 at once should be enough
  7587. Tmp.Vector3 = [Vector3.Zero(), Vector3.Zero(), Vector3.Zero(),
  7588. Vector3.Zero(), Vector3.Zero(), Vector3.Zero(), Vector3.Zero(), Vector3.Zero(), Vector3.Zero()]; // 9 temp Vector3 at once should be enough
  7589. Tmp.Vector4 = [Vector4.Zero(), Vector4.Zero(), Vector4.Zero()]; // 3 temp Vector4 at once should be enough
  7590. Tmp.Quaternion = [Quaternion.Zero(), Quaternion.Zero()]; // 2 temp Quaternion at once should be enough
  7591. Tmp.Matrix = [Matrix.Zero(), Matrix.Zero(),
  7592. Matrix.Zero(), Matrix.Zero(),
  7593. Matrix.Zero(), Matrix.Zero(),
  7594. Matrix.Zero(), Matrix.Zero()]; // 6 temp Matrices at once should be enough
  7595. return Tmp;
  7596. }());
  7597. BABYLON.Tmp = Tmp;
  7598. // Same as Tmp but not exported to keep it only for math functions to avoid conflicts
  7599. var MathTmp = /** @class */ (function () {
  7600. function MathTmp() {
  7601. }
  7602. MathTmp.Vector3 = [Vector3.Zero(), Vector3.Zero(), Vector3.Zero(), Vector3.Zero(), Vector3.Zero(), Vector3.Zero()];
  7603. MathTmp.Matrix = [Matrix.Zero(), Matrix.Zero()];
  7604. MathTmp.Quaternion = [Quaternion.Zero(), Quaternion.Zero(), Quaternion.Zero()];
  7605. return MathTmp;
  7606. }());
  7607. })(BABYLON || (BABYLON = {}));
  7608. //# sourceMappingURL=babylon.math.js.map
  7609. var BABYLON;
  7610. (function (BABYLON) {
  7611. var Scalar = /** @class */ (function () {
  7612. function Scalar() {
  7613. }
  7614. /**
  7615. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  7616. */
  7617. Scalar.WithinEpsilon = function (a, b, epsilon) {
  7618. if (epsilon === void 0) { epsilon = 1.401298E-45; }
  7619. var num = a - b;
  7620. return -epsilon <= num && num <= epsilon;
  7621. };
  7622. /**
  7623. * Returns a string : the upper case translation of the number i to hexadecimal.
  7624. */
  7625. Scalar.ToHex = function (i) {
  7626. var str = i.toString(16);
  7627. if (i <= 15) {
  7628. return ("0" + str).toUpperCase();
  7629. }
  7630. return str.toUpperCase();
  7631. };
  7632. /**
  7633. * Returns -1 if value is negative and +1 is value is positive.
  7634. * Returns the value itself if it's equal to zero.
  7635. */
  7636. Scalar.Sign = function (value) {
  7637. value = +value; // convert to a number
  7638. if (value === 0 || isNaN(value))
  7639. return value;
  7640. return value > 0 ? 1 : -1;
  7641. };
  7642. /**
  7643. * Returns the value itself if it's between min and max.
  7644. * Returns min if the value is lower than min.
  7645. * Returns max if the value is greater than max.
  7646. */
  7647. Scalar.Clamp = function (value, min, max) {
  7648. if (min === void 0) { min = 0; }
  7649. if (max === void 0) { max = 1; }
  7650. return Math.min(max, Math.max(min, value));
  7651. };
  7652. /**
  7653. * Returns the log2 of value.
  7654. */
  7655. Scalar.Log2 = function (value) {
  7656. return Math.log(value) * Math.LOG2E;
  7657. };
  7658. /**
  7659. * Loops the value, so that it is never larger than length and never smaller than 0.
  7660. *
  7661. * This is similar to the modulo operator but it works with floating point numbers.
  7662. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  7663. * With t = 5 and length = 2.5, the result would be 0.0.
  7664. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  7665. */
  7666. Scalar.Repeat = function (value, length) {
  7667. return value - Math.floor(value / length) * length;
  7668. };
  7669. /**
  7670. * Normalize the value between 0.0 and 1.0 using min and max values
  7671. */
  7672. Scalar.Normalize = function (value, min, max) {
  7673. return (value - min) / (max - min);
  7674. };
  7675. /**
  7676. * Denormalize the value from 0.0 and 1.0 using min and max values
  7677. */
  7678. Scalar.Denormalize = function (normalized, min, max) {
  7679. return (normalized * (max - min) + min);
  7680. };
  7681. /**
  7682. * Calculates the shortest difference between two given angles given in degrees.
  7683. */
  7684. Scalar.DeltaAngle = function (current, target) {
  7685. var num = Scalar.Repeat(target - current, 360.0);
  7686. if (num > 180.0) {
  7687. num -= 360.0;
  7688. }
  7689. return num;
  7690. };
  7691. /**
  7692. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  7693. *
  7694. * The returned value will move back and forth between 0 and length
  7695. */
  7696. Scalar.PingPong = function (tx, length) {
  7697. var t = Scalar.Repeat(tx, length * 2.0);
  7698. return length - Math.abs(t - length);
  7699. };
  7700. /**
  7701. * Interpolates between min and max with smoothing at the limits.
  7702. *
  7703. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  7704. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  7705. */
  7706. Scalar.SmoothStep = function (from, to, tx) {
  7707. var t = Scalar.Clamp(tx);
  7708. t = -2.0 * t * t * t + 3.0 * t * t;
  7709. return to * t + from * (1.0 - t);
  7710. };
  7711. /**
  7712. * Moves a value current towards target.
  7713. *
  7714. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  7715. * Negative values of maxDelta pushes the value away from target.
  7716. */
  7717. Scalar.MoveTowards = function (current, target, maxDelta) {
  7718. var result = 0;
  7719. if (Math.abs(target - current) <= maxDelta) {
  7720. result = target;
  7721. }
  7722. else {
  7723. result = current + Scalar.Sign(target - current) * maxDelta;
  7724. }
  7725. return result;
  7726. };
  7727. /**
  7728. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  7729. *
  7730. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  7731. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  7732. */
  7733. Scalar.MoveTowardsAngle = function (current, target, maxDelta) {
  7734. var num = Scalar.DeltaAngle(current, target);
  7735. var result = 0;
  7736. if (-maxDelta < num && num < maxDelta) {
  7737. result = target;
  7738. }
  7739. else {
  7740. target = current + num;
  7741. result = Scalar.MoveTowards(current, target, maxDelta);
  7742. }
  7743. return result;
  7744. };
  7745. /**
  7746. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  7747. */
  7748. Scalar.Lerp = function (start, end, amount) {
  7749. return start + ((end - start) * amount);
  7750. };
  7751. /**
  7752. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  7753. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  7754. */
  7755. Scalar.LerpAngle = function (start, end, amount) {
  7756. var num = Scalar.Repeat(end - start, 360.0);
  7757. if (num > 180.0) {
  7758. num -= 360.0;
  7759. }
  7760. return start + num * Scalar.Clamp(amount);
  7761. };
  7762. /**
  7763. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  7764. */
  7765. Scalar.InverseLerp = function (a, b, value) {
  7766. var result = 0;
  7767. if (a != b) {
  7768. result = Scalar.Clamp((value - a) / (b - a));
  7769. }
  7770. else {
  7771. result = 0.0;
  7772. }
  7773. return result;
  7774. };
  7775. /**
  7776. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  7777. */
  7778. Scalar.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  7779. var squared = amount * amount;
  7780. var cubed = amount * squared;
  7781. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  7782. var part2 = (-2.0 * cubed) + (3.0 * squared);
  7783. var part3 = (cubed - (2.0 * squared)) + amount;
  7784. var part4 = cubed - squared;
  7785. return (((value1 * part1) + (value2 * part2)) + (tangent1 * part3)) + (tangent2 * part4);
  7786. };
  7787. /**
  7788. * Returns a random float number between and min and max values
  7789. */
  7790. Scalar.RandomRange = function (min, max) {
  7791. if (min === max)
  7792. return min;
  7793. return ((Math.random() * (max - min)) + min);
  7794. };
  7795. /**
  7796. * This function returns percentage of a number in a given range.
  7797. *
  7798. * RangeToPercent(40,20,60) will return 0.5 (50%)
  7799. * RangeToPercent(34,0,100) will return 0.34 (34%)
  7800. */
  7801. Scalar.RangeToPercent = function (number, min, max) {
  7802. return ((number - min) / (max - min));
  7803. };
  7804. /**
  7805. * This function returns number that corresponds to the percentage in a given range.
  7806. *
  7807. * PercentToRange(0.34,0,100) will return 34.
  7808. */
  7809. Scalar.PercentToRange = function (percent, min, max) {
  7810. return ((max - min) * percent + min);
  7811. };
  7812. /**
  7813. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  7814. * @param angle The angle to normalize in radian.
  7815. * @return The converted angle.
  7816. */
  7817. Scalar.NormalizeRadians = function (angle) {
  7818. // More precise but slower version kept for reference.
  7819. // angle = angle % Tools.TwoPi;
  7820. // angle = (angle + Tools.TwoPi) % Tools.TwoPi;
  7821. //if (angle > Math.PI) {
  7822. // angle -= Tools.TwoPi;
  7823. //}
  7824. angle -= (Scalar.TwoPi * Math.floor((angle + Math.PI) / Scalar.TwoPi));
  7825. return angle;
  7826. };
  7827. /**
  7828. * Two pi constants convenient for computation.
  7829. */
  7830. Scalar.TwoPi = Math.PI * 2;
  7831. return Scalar;
  7832. }());
  7833. BABYLON.Scalar = Scalar;
  7834. })(BABYLON || (BABYLON = {}));
  7835. //# sourceMappingURL=babylon.math.scalar.js.map
  7836. //# sourceMappingURL=babylon.mixins.js.map
  7837. // Type definitions for WebGL 2, Editor's Draft Fri Feb 24 16:10:18 2017 -0800
  7838. // Project: https://www.khronos.org/registry/webgl/specs/latest/2.0/
  7839. // Definitions by: Nico Kemnitz <https://github.com/nkemnitz/>
  7840. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  7841. //# sourceMappingURL=babylon.webgl2.js.map
  7842. var BABYLON;
  7843. (function (BABYLON) {
  7844. var __decoratorInitialStore = {};
  7845. var __mergedStore = {};
  7846. var _copySource = function (creationFunction, source, instanciate) {
  7847. var destination = creationFunction();
  7848. // Tags
  7849. if (BABYLON.Tags) {
  7850. BABYLON.Tags.AddTagsTo(destination, source.tags);
  7851. }
  7852. var classStore = getMergedStore(destination);
  7853. // Properties
  7854. for (var property in classStore) {
  7855. var propertyDescriptor = classStore[property];
  7856. var sourceProperty = source[property];
  7857. var propertyType = propertyDescriptor.type;
  7858. if (sourceProperty !== undefined && sourceProperty !== null) {
  7859. switch (propertyType) {
  7860. case 0: // Value
  7861. case 6: // Mesh reference
  7862. case 11: // Camera reference
  7863. destination[property] = sourceProperty;
  7864. break;
  7865. case 1: // Texture
  7866. destination[property] = (instanciate || sourceProperty.isRenderTarget) ? sourceProperty : sourceProperty.clone();
  7867. break;
  7868. case 2: // Color3
  7869. case 3: // FresnelParameters
  7870. case 4: // Vector2
  7871. case 5: // Vector3
  7872. case 7: // Color Curves
  7873. case 10: // Quaternion
  7874. destination[property] = instanciate ? sourceProperty : sourceProperty.clone();
  7875. break;
  7876. }
  7877. }
  7878. }
  7879. return destination;
  7880. };
  7881. function getDirectStore(target) {
  7882. var classKey = target.getClassName();
  7883. if (!__decoratorInitialStore[classKey]) {
  7884. __decoratorInitialStore[classKey] = {};
  7885. }
  7886. return __decoratorInitialStore[classKey];
  7887. }
  7888. /**
  7889. * Return the list of properties flagged as serializable
  7890. * @param target: host object
  7891. */
  7892. function getMergedStore(target) {
  7893. var classKey = target.getClassName();
  7894. if (__mergedStore[classKey]) {
  7895. return __mergedStore[classKey];
  7896. }
  7897. __mergedStore[classKey] = {};
  7898. var store = __mergedStore[classKey];
  7899. var currentTarget = target;
  7900. var currentKey = classKey;
  7901. while (currentKey) {
  7902. var initialStore = __decoratorInitialStore[currentKey];
  7903. for (var property in initialStore) {
  7904. store[property] = initialStore[property];
  7905. }
  7906. var parent_1 = void 0;
  7907. var done = false;
  7908. do {
  7909. parent_1 = Object.getPrototypeOf(currentTarget);
  7910. if (!parent_1.getClassName) {
  7911. done = true;
  7912. break;
  7913. }
  7914. if (parent_1.getClassName() !== currentKey) {
  7915. break;
  7916. }
  7917. currentTarget = parent_1;
  7918. } while (parent_1);
  7919. if (done) {
  7920. break;
  7921. }
  7922. currentKey = parent_1.getClassName();
  7923. currentTarget = parent_1;
  7924. }
  7925. return store;
  7926. }
  7927. function generateSerializableMember(type, sourceName) {
  7928. return function (target, propertyKey) {
  7929. var classStore = getDirectStore(target);
  7930. if (!classStore[propertyKey]) {
  7931. classStore[propertyKey] = { type: type, sourceName: sourceName };
  7932. }
  7933. };
  7934. }
  7935. function generateExpandMember(setCallback, targetKey) {
  7936. if (targetKey === void 0) { targetKey = null; }
  7937. return function (target, propertyKey) {
  7938. var key = targetKey || ("_" + propertyKey);
  7939. Object.defineProperty(target, propertyKey, {
  7940. get: function () {
  7941. return this[key];
  7942. },
  7943. set: function (value) {
  7944. if (this[key] === value) {
  7945. return;
  7946. }
  7947. this[key] = value;
  7948. target[setCallback].apply(this);
  7949. },
  7950. enumerable: true,
  7951. configurable: true
  7952. });
  7953. };
  7954. }
  7955. function expandToProperty(callback, targetKey) {
  7956. if (targetKey === void 0) { targetKey = null; }
  7957. return generateExpandMember(callback, targetKey);
  7958. }
  7959. BABYLON.expandToProperty = expandToProperty;
  7960. function serialize(sourceName) {
  7961. return generateSerializableMember(0, sourceName); // value member
  7962. }
  7963. BABYLON.serialize = serialize;
  7964. function serializeAsTexture(sourceName) {
  7965. return generateSerializableMember(1, sourceName); // texture member
  7966. }
  7967. BABYLON.serializeAsTexture = serializeAsTexture;
  7968. function serializeAsColor3(sourceName) {
  7969. return generateSerializableMember(2, sourceName); // color3 member
  7970. }
  7971. BABYLON.serializeAsColor3 = serializeAsColor3;
  7972. function serializeAsFresnelParameters(sourceName) {
  7973. return generateSerializableMember(3, sourceName); // fresnel parameters member
  7974. }
  7975. BABYLON.serializeAsFresnelParameters = serializeAsFresnelParameters;
  7976. function serializeAsVector2(sourceName) {
  7977. return generateSerializableMember(4, sourceName); // vector2 member
  7978. }
  7979. BABYLON.serializeAsVector2 = serializeAsVector2;
  7980. function serializeAsVector3(sourceName) {
  7981. return generateSerializableMember(5, sourceName); // vector3 member
  7982. }
  7983. BABYLON.serializeAsVector3 = serializeAsVector3;
  7984. function serializeAsMeshReference(sourceName) {
  7985. return generateSerializableMember(6, sourceName); // mesh reference member
  7986. }
  7987. BABYLON.serializeAsMeshReference = serializeAsMeshReference;
  7988. function serializeAsColorCurves(sourceName) {
  7989. return generateSerializableMember(7, sourceName); // color curves
  7990. }
  7991. BABYLON.serializeAsColorCurves = serializeAsColorCurves;
  7992. function serializeAsColor4(sourceName) {
  7993. return generateSerializableMember(8, sourceName); // color 4
  7994. }
  7995. BABYLON.serializeAsColor4 = serializeAsColor4;
  7996. function serializeAsImageProcessingConfiguration(sourceName) {
  7997. return generateSerializableMember(9, sourceName); // image processing
  7998. }
  7999. BABYLON.serializeAsImageProcessingConfiguration = serializeAsImageProcessingConfiguration;
  8000. function serializeAsQuaternion(sourceName) {
  8001. return generateSerializableMember(10, sourceName); // quaternion member
  8002. }
  8003. BABYLON.serializeAsQuaternion = serializeAsQuaternion;
  8004. /**
  8005. * Decorator used to define property that can be serialized as reference to a camera
  8006. * @param sourceName defines the name of the property to decorate
  8007. */
  8008. function serializeAsCameraReference(sourceName) {
  8009. return generateSerializableMember(11, sourceName); // camera reference member
  8010. }
  8011. BABYLON.serializeAsCameraReference = serializeAsCameraReference;
  8012. var SerializationHelper = /** @class */ (function () {
  8013. function SerializationHelper() {
  8014. }
  8015. SerializationHelper.Serialize = function (entity, serializationObject) {
  8016. if (!serializationObject) {
  8017. serializationObject = {};
  8018. }
  8019. // Tags
  8020. if (BABYLON.Tags) {
  8021. serializationObject.tags = BABYLON.Tags.GetTags(entity);
  8022. }
  8023. var serializedProperties = getMergedStore(entity);
  8024. // Properties
  8025. for (var property in serializedProperties) {
  8026. var propertyDescriptor = serializedProperties[property];
  8027. var targetPropertyName = propertyDescriptor.sourceName || property;
  8028. var propertyType = propertyDescriptor.type;
  8029. var sourceProperty = entity[property];
  8030. if (sourceProperty !== undefined && sourceProperty !== null) {
  8031. switch (propertyType) {
  8032. case 0: // Value
  8033. serializationObject[targetPropertyName] = sourceProperty;
  8034. break;
  8035. case 1: // Texture
  8036. serializationObject[targetPropertyName] = sourceProperty.serialize();
  8037. break;
  8038. case 2: // Color3
  8039. serializationObject[targetPropertyName] = sourceProperty.asArray();
  8040. break;
  8041. case 3: // FresnelParameters
  8042. serializationObject[targetPropertyName] = sourceProperty.serialize();
  8043. break;
  8044. case 4: // Vector2
  8045. serializationObject[targetPropertyName] = sourceProperty.asArray();
  8046. break;
  8047. case 5: // Vector3
  8048. serializationObject[targetPropertyName] = sourceProperty.asArray();
  8049. break;
  8050. case 6: // Mesh reference
  8051. serializationObject[targetPropertyName] = sourceProperty.id;
  8052. break;
  8053. case 7: // Color Curves
  8054. serializationObject[targetPropertyName] = sourceProperty.serialize();
  8055. break;
  8056. case 8: // Color 4
  8057. serializationObject[targetPropertyName] = sourceProperty.asArray();
  8058. break;
  8059. case 9: // Image Processing
  8060. serializationObject[targetPropertyName] = sourceProperty.serialize();
  8061. break;
  8062. case 10: // Quaternion
  8063. serializationObject[targetPropertyName] = sourceProperty.asArray();
  8064. break;
  8065. case 11: // Camera reference
  8066. serializationObject[targetPropertyName] = sourceProperty.id;
  8067. break;
  8068. }
  8069. }
  8070. }
  8071. return serializationObject;
  8072. };
  8073. SerializationHelper.Parse = function (creationFunction, source, scene, rootUrl) {
  8074. if (rootUrl === void 0) { rootUrl = null; }
  8075. var destination = creationFunction();
  8076. if (!rootUrl) {
  8077. rootUrl = "";
  8078. }
  8079. // Tags
  8080. if (BABYLON.Tags) {
  8081. BABYLON.Tags.AddTagsTo(destination, source.tags);
  8082. }
  8083. var classStore = getMergedStore(destination);
  8084. // Properties
  8085. for (var property in classStore) {
  8086. var propertyDescriptor = classStore[property];
  8087. var sourceProperty = source[propertyDescriptor.sourceName || property];
  8088. var propertyType = propertyDescriptor.type;
  8089. if (sourceProperty !== undefined && sourceProperty !== null) {
  8090. var dest = destination;
  8091. switch (propertyType) {
  8092. case 0: // Value
  8093. dest[property] = sourceProperty;
  8094. break;
  8095. case 1: // Texture
  8096. if (scene) {
  8097. dest[property] = BABYLON.Texture.Parse(sourceProperty, scene, rootUrl);
  8098. }
  8099. break;
  8100. case 2: // Color3
  8101. dest[property] = BABYLON.Color3.FromArray(sourceProperty);
  8102. break;
  8103. case 3: // FresnelParameters
  8104. dest[property] = BABYLON.FresnelParameters.Parse(sourceProperty);
  8105. break;
  8106. case 4: // Vector2
  8107. dest[property] = BABYLON.Vector2.FromArray(sourceProperty);
  8108. break;
  8109. case 5: // Vector3
  8110. dest[property] = BABYLON.Vector3.FromArray(sourceProperty);
  8111. break;
  8112. case 6: // Mesh reference
  8113. if (scene) {
  8114. dest[property] = scene.getLastMeshByID(sourceProperty);
  8115. }
  8116. break;
  8117. case 7: // Color Curves
  8118. dest[property] = BABYLON.ColorCurves.Parse(sourceProperty);
  8119. break;
  8120. case 8: // Color 4
  8121. dest[property] = BABYLON.Color4.FromArray(sourceProperty);
  8122. break;
  8123. case 9: // Image Processing
  8124. dest[property] = BABYLON.ImageProcessingConfiguration.Parse(sourceProperty);
  8125. break;
  8126. case 10: // Quaternion
  8127. dest[property] = BABYLON.Quaternion.FromArray(sourceProperty);
  8128. break;
  8129. case 11: // Camera reference
  8130. if (scene) {
  8131. dest[property] = scene.getCameraByID(sourceProperty);
  8132. }
  8133. break;
  8134. }
  8135. }
  8136. }
  8137. return destination;
  8138. };
  8139. SerializationHelper.Clone = function (creationFunction, source) {
  8140. return _copySource(creationFunction, source, false);
  8141. };
  8142. SerializationHelper.Instanciate = function (creationFunction, source) {
  8143. return _copySource(creationFunction, source, true);
  8144. };
  8145. return SerializationHelper;
  8146. }());
  8147. BABYLON.SerializationHelper = SerializationHelper;
  8148. })(BABYLON || (BABYLON = {}));
  8149. //# sourceMappingURL=babylon.decorators.js.map
  8150. var BABYLON;
  8151. (function (BABYLON) {
  8152. /**
  8153. * Wrapper class for promise with external resolve and reject.
  8154. */
  8155. var Deferred = /** @class */ (function () {
  8156. /**
  8157. * Constructor for this deferred object.
  8158. */
  8159. function Deferred() {
  8160. var _this = this;
  8161. this.promise = new Promise(function (resolve, reject) {
  8162. _this._resolve = resolve;
  8163. _this._reject = reject;
  8164. });
  8165. }
  8166. Object.defineProperty(Deferred.prototype, "resolve", {
  8167. /**
  8168. * The resolve method of the promise associated with this deferred object.
  8169. */
  8170. get: function () {
  8171. return this._resolve;
  8172. },
  8173. enumerable: true,
  8174. configurable: true
  8175. });
  8176. Object.defineProperty(Deferred.prototype, "reject", {
  8177. /**
  8178. * The reject method of the promise associated with this deferred object.
  8179. */
  8180. get: function () {
  8181. return this._reject;
  8182. },
  8183. enumerable: true,
  8184. configurable: true
  8185. });
  8186. return Deferred;
  8187. }());
  8188. BABYLON.Deferred = Deferred;
  8189. })(BABYLON || (BABYLON = {}));
  8190. //# sourceMappingURL=babylon.deferred.js.map
  8191. var BABYLON;
  8192. (function (BABYLON) {
  8193. /**
  8194. * A class serves as a medium between the observable and its observers
  8195. */
  8196. var EventState = /** @class */ (function () {
  8197. /**
  8198. * Create a new EventState
  8199. * @param mask defines the mask associated with this state
  8200. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  8201. * @param target defines the original target of the state
  8202. * @param currentTarget defines the current target of the state
  8203. */
  8204. function EventState(mask, skipNextObservers, target, currentTarget) {
  8205. if (skipNextObservers === void 0) { skipNextObservers = false; }
  8206. this.initalize(mask, skipNextObservers, target, currentTarget);
  8207. }
  8208. /**
  8209. * Initialize the current event state
  8210. * @param mask defines the mask associated with this state
  8211. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  8212. * @param target defines the original target of the state
  8213. * @param currentTarget defines the current target of the state
  8214. * @returns the current event state
  8215. */
  8216. EventState.prototype.initalize = function (mask, skipNextObservers, target, currentTarget) {
  8217. if (skipNextObservers === void 0) { skipNextObservers = false; }
  8218. this.mask = mask;
  8219. this.skipNextObservers = skipNextObservers;
  8220. this.target = target;
  8221. this.currentTarget = currentTarget;
  8222. return this;
  8223. };
  8224. return EventState;
  8225. }());
  8226. BABYLON.EventState = EventState;
  8227. /**
  8228. * Represent an Observer registered to a given Observable object.
  8229. */
  8230. var Observer = /** @class */ (function () {
  8231. /**
  8232. * Creates a new observer
  8233. * @param callback defines the callback to call when the observer is notified
  8234. * @param mask defines the mask of the observer (used to filter notifications)
  8235. * @param scope defines the current scope used to restore the JS context
  8236. */
  8237. function Observer(
  8238. /**
  8239. * Defines the callback to call when the observer is notified
  8240. */
  8241. callback,
  8242. /**
  8243. * Defines the mask of the observer (used to filter notifications)
  8244. */
  8245. mask,
  8246. /**
  8247. * Defines the current scope used to restore the JS context
  8248. */
  8249. scope) {
  8250. if (scope === void 0) { scope = null; }
  8251. this.callback = callback;
  8252. this.mask = mask;
  8253. this.scope = scope;
  8254. /** @hidden */
  8255. this._willBeUnregistered = false;
  8256. /**
  8257. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  8258. */
  8259. this.unregisterOnNextCall = false;
  8260. }
  8261. return Observer;
  8262. }());
  8263. BABYLON.Observer = Observer;
  8264. /**
  8265. * Represent a list of observers registered to multiple Observables object.
  8266. */
  8267. var MultiObserver = /** @class */ (function () {
  8268. function MultiObserver() {
  8269. }
  8270. /**
  8271. * Release associated resources
  8272. */
  8273. MultiObserver.prototype.dispose = function () {
  8274. if (this._observers && this._observables) {
  8275. for (var index = 0; index < this._observers.length; index++) {
  8276. this._observables[index].remove(this._observers[index]);
  8277. }
  8278. }
  8279. this._observers = null;
  8280. this._observables = null;
  8281. };
  8282. /**
  8283. * Raise a callback when one of the observable will notify
  8284. * @param observables defines a list of observables to watch
  8285. * @param callback defines the callback to call on notification
  8286. * @param mask defines the mask used to filter notifications
  8287. * @param scope defines the current scope used to restore the JS context
  8288. * @returns the new MultiObserver
  8289. */
  8290. MultiObserver.Watch = function (observables, callback, mask, scope) {
  8291. if (mask === void 0) { mask = -1; }
  8292. if (scope === void 0) { scope = null; }
  8293. var result = new MultiObserver();
  8294. result._observers = new Array();
  8295. result._observables = observables;
  8296. for (var _i = 0, observables_1 = observables; _i < observables_1.length; _i++) {
  8297. var observable = observables_1[_i];
  8298. var observer = observable.add(callback, mask, false, scope);
  8299. if (observer) {
  8300. result._observers.push(observer);
  8301. }
  8302. }
  8303. return result;
  8304. };
  8305. return MultiObserver;
  8306. }());
  8307. BABYLON.MultiObserver = MultiObserver;
  8308. /**
  8309. * The Observable class is a simple implementation of the Observable pattern.
  8310. *
  8311. * 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.
  8312. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  8313. * 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).
  8314. * 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.
  8315. */
  8316. var Observable = /** @class */ (function () {
  8317. /**
  8318. * Creates a new observable
  8319. * @param onObserverAdded defines a callback to call when a new observer is added
  8320. */
  8321. function Observable(onObserverAdded) {
  8322. this._observers = new Array();
  8323. this._eventState = new EventState(0);
  8324. if (onObserverAdded) {
  8325. this._onObserverAdded = onObserverAdded;
  8326. }
  8327. }
  8328. /**
  8329. * Create a new Observer with the specified callback
  8330. * @param callback the callback that will be executed for that Observer
  8331. * @param mask the mask used to filter observers
  8332. * @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.
  8333. * @param scope optional scope for the callback to be called from
  8334. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  8335. * @returns the new observer created for the callback
  8336. */
  8337. Observable.prototype.add = function (callback, mask, insertFirst, scope, unregisterOnFirstCall) {
  8338. if (mask === void 0) { mask = -1; }
  8339. if (insertFirst === void 0) { insertFirst = false; }
  8340. if (scope === void 0) { scope = null; }
  8341. if (unregisterOnFirstCall === void 0) { unregisterOnFirstCall = false; }
  8342. if (!callback) {
  8343. return null;
  8344. }
  8345. var observer = new Observer(callback, mask, scope);
  8346. observer.unregisterOnNextCall = unregisterOnFirstCall;
  8347. if (insertFirst) {
  8348. this._observers.unshift(observer);
  8349. }
  8350. else {
  8351. this._observers.push(observer);
  8352. }
  8353. if (this._onObserverAdded) {
  8354. this._onObserverAdded(observer);
  8355. }
  8356. return observer;
  8357. };
  8358. /**
  8359. * Create a new Observer with the specified callback and unregisters after the next notification
  8360. * @param callback the callback that will be executed for that Observer
  8361. * @returns the new observer created for the callback
  8362. */
  8363. Observable.prototype.addOnce = function (callback) {
  8364. return this.add(callback, undefined, undefined, undefined, true);
  8365. };
  8366. /**
  8367. * Remove an Observer from the Observable object
  8368. * @param observer the instance of the Observer to remove
  8369. * @returns false if it doesn't belong to this Observable
  8370. */
  8371. Observable.prototype.remove = function (observer) {
  8372. if (!observer) {
  8373. return false;
  8374. }
  8375. var index = this._observers.indexOf(observer);
  8376. if (index !== -1) {
  8377. this._deferUnregister(observer);
  8378. return true;
  8379. }
  8380. return false;
  8381. };
  8382. /**
  8383. * Remove a callback from the Observable object
  8384. * @param callback the callback to remove
  8385. * @param scope optional scope. If used only the callbacks with this scope will be removed
  8386. * @returns false if it doesn't belong to this Observable
  8387. */
  8388. Observable.prototype.removeCallback = function (callback, scope) {
  8389. for (var index = 0; index < this._observers.length; index++) {
  8390. if (this._observers[index].callback === callback && (!scope || scope === this._observers[index].scope)) {
  8391. this._deferUnregister(this._observers[index]);
  8392. return true;
  8393. }
  8394. }
  8395. return false;
  8396. };
  8397. Observable.prototype._deferUnregister = function (observer) {
  8398. var _this = this;
  8399. observer.unregisterOnNextCall = false;
  8400. observer._willBeUnregistered = true;
  8401. BABYLON.Tools.SetImmediate(function () {
  8402. _this._remove(observer);
  8403. });
  8404. };
  8405. // This should only be called when not iterating over _observers to avoid callback skipping.
  8406. // Removes an observer from the _observer Array.
  8407. Observable.prototype._remove = function (observer) {
  8408. if (!observer) {
  8409. return false;
  8410. }
  8411. var index = this._observers.indexOf(observer);
  8412. if (index !== -1) {
  8413. this._observers.splice(index, 1);
  8414. return true;
  8415. }
  8416. return false;
  8417. };
  8418. /**
  8419. * Notify all Observers by calling their respective callback with the given data
  8420. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  8421. * @param eventData defines the data to send to all observers
  8422. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  8423. * @param target defines the original target of the state
  8424. * @param currentTarget defines the current target of the state
  8425. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  8426. */
  8427. Observable.prototype.notifyObservers = function (eventData, mask, target, currentTarget) {
  8428. if (mask === void 0) { mask = -1; }
  8429. if (!this._observers.length) {
  8430. return true;
  8431. }
  8432. var state = this._eventState;
  8433. state.mask = mask;
  8434. state.target = target;
  8435. state.currentTarget = currentTarget;
  8436. state.skipNextObservers = false;
  8437. state.lastReturnValue = eventData;
  8438. for (var _i = 0, _a = this._observers; _i < _a.length; _i++) {
  8439. var obs = _a[_i];
  8440. if (obs._willBeUnregistered) {
  8441. continue;
  8442. }
  8443. if (obs.mask & mask) {
  8444. if (obs.scope) {
  8445. state.lastReturnValue = obs.callback.apply(obs.scope, [eventData, state]);
  8446. }
  8447. else {
  8448. state.lastReturnValue = obs.callback(eventData, state);
  8449. }
  8450. if (obs.unregisterOnNextCall) {
  8451. this._deferUnregister(obs);
  8452. }
  8453. }
  8454. if (state.skipNextObservers) {
  8455. return false;
  8456. }
  8457. }
  8458. return true;
  8459. };
  8460. /**
  8461. * Calling this will execute each callback, expecting it to be a promise or return a value.
  8462. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  8463. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  8464. * and it is crucial that all callbacks will be executed.
  8465. * The order of the callbacks is kept, callbacks are not executed parallel.
  8466. *
  8467. * @param eventData The data to be sent to each callback
  8468. * @param mask is used to filter observers defaults to -1
  8469. * @param target defines the callback target (see EventState)
  8470. * @param currentTarget defines he current object in the bubbling phase
  8471. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  8472. */
  8473. Observable.prototype.notifyObserversWithPromise = function (eventData, mask, target, currentTarget) {
  8474. var _this = this;
  8475. if (mask === void 0) { mask = -1; }
  8476. // create an empty promise
  8477. var p = Promise.resolve(eventData);
  8478. // no observers? return this promise.
  8479. if (!this._observers.length) {
  8480. return p;
  8481. }
  8482. var state = this._eventState;
  8483. state.mask = mask;
  8484. state.target = target;
  8485. state.currentTarget = currentTarget;
  8486. state.skipNextObservers = false;
  8487. // execute one callback after another (not using Promise.all, the order is important)
  8488. this._observers.forEach(function (obs) {
  8489. if (state.skipNextObservers) {
  8490. return;
  8491. }
  8492. if (obs._willBeUnregistered) {
  8493. return;
  8494. }
  8495. if (obs.mask & mask) {
  8496. if (obs.scope) {
  8497. p = p.then(function (lastReturnedValue) {
  8498. state.lastReturnValue = lastReturnedValue;
  8499. return obs.callback.apply(obs.scope, [eventData, state]);
  8500. });
  8501. }
  8502. else {
  8503. p = p.then(function (lastReturnedValue) {
  8504. state.lastReturnValue = lastReturnedValue;
  8505. return obs.callback(eventData, state);
  8506. });
  8507. }
  8508. if (obs.unregisterOnNextCall) {
  8509. _this._deferUnregister(obs);
  8510. }
  8511. }
  8512. });
  8513. // return the eventData
  8514. return p.then(function () { return eventData; });
  8515. };
  8516. /**
  8517. * Notify a specific observer
  8518. * @param observer defines the observer to notify
  8519. * @param eventData defines the data to be sent to each callback
  8520. * @param mask is used to filter observers defaults to -1
  8521. */
  8522. Observable.prototype.notifyObserver = function (observer, eventData, mask) {
  8523. if (mask === void 0) { mask = -1; }
  8524. var state = this._eventState;
  8525. state.mask = mask;
  8526. state.skipNextObservers = false;
  8527. observer.callback(eventData, state);
  8528. };
  8529. /**
  8530. * Gets a boolean indicating if the observable has at least one observer
  8531. * @returns true is the Observable has at least one Observer registered
  8532. */
  8533. Observable.prototype.hasObservers = function () {
  8534. return this._observers.length > 0;
  8535. };
  8536. /**
  8537. * Clear the list of observers
  8538. */
  8539. Observable.prototype.clear = function () {
  8540. this._observers = new Array();
  8541. this._onObserverAdded = null;
  8542. };
  8543. /**
  8544. * Clone the current observable
  8545. * @returns a new observable
  8546. */
  8547. Observable.prototype.clone = function () {
  8548. var result = new Observable();
  8549. result._observers = this._observers.slice(0);
  8550. return result;
  8551. };
  8552. /**
  8553. * Does this observable handles observer registered with a given mask
  8554. * @param mask defines the mask to be tested
  8555. * @return whether or not one observer registered with the given mask is handeled
  8556. **/
  8557. Observable.prototype.hasSpecificMask = function (mask) {
  8558. if (mask === void 0) { mask = -1; }
  8559. for (var _i = 0, _a = this._observers; _i < _a.length; _i++) {
  8560. var obs = _a[_i];
  8561. if (obs.mask & mask || obs.mask === mask) {
  8562. return true;
  8563. }
  8564. }
  8565. return false;
  8566. };
  8567. return Observable;
  8568. }());
  8569. BABYLON.Observable = Observable;
  8570. })(BABYLON || (BABYLON = {}));
  8571. //# sourceMappingURL=babylon.observable.js.map
  8572. var BABYLON;
  8573. (function (BABYLON) {
  8574. /**
  8575. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  8576. */
  8577. var SmartArray = /** @class */ (function () {
  8578. /**
  8579. * Instantiates a Smart Array.
  8580. * @param capacity defines the default capacity of the array.
  8581. */
  8582. function SmartArray(capacity) {
  8583. /**
  8584. * The active length of the array.
  8585. */
  8586. this.length = 0;
  8587. this.data = new Array(capacity);
  8588. this._id = SmartArray._GlobalId++;
  8589. }
  8590. /**
  8591. * Pushes a value at the end of the active data.
  8592. * @param value defines the object to push in the array.
  8593. */
  8594. SmartArray.prototype.push = function (value) {
  8595. this.data[this.length++] = value;
  8596. if (this.length > this.data.length) {
  8597. this.data.length *= 2;
  8598. }
  8599. };
  8600. /**
  8601. * Iterates over the active data and apply the lambda to them.
  8602. * @param func defines the action to apply on each value.
  8603. */
  8604. SmartArray.prototype.forEach = function (func) {
  8605. for (var index = 0; index < this.length; index++) {
  8606. func(this.data[index]);
  8607. }
  8608. };
  8609. /**
  8610. * Sorts the full sets of data.
  8611. * @param compareFn defines the comparison function to apply.
  8612. */
  8613. SmartArray.prototype.sort = function (compareFn) {
  8614. this.data.sort(compareFn);
  8615. };
  8616. /**
  8617. * Resets the active data to an empty array.
  8618. */
  8619. SmartArray.prototype.reset = function () {
  8620. this.length = 0;
  8621. };
  8622. /**
  8623. * Releases all the data from the array as well as the array.
  8624. */
  8625. SmartArray.prototype.dispose = function () {
  8626. this.reset();
  8627. if (this.data) {
  8628. this.data.length = 0;
  8629. this.data = [];
  8630. }
  8631. };
  8632. /**
  8633. * Concats the active data with a given array.
  8634. * @param array defines the data to concatenate with.
  8635. */
  8636. SmartArray.prototype.concat = function (array) {
  8637. if (array.length === 0) {
  8638. return;
  8639. }
  8640. if (this.length + array.length > this.data.length) {
  8641. this.data.length = (this.length + array.length) * 2;
  8642. }
  8643. for (var index = 0; index < array.length; index++) {
  8644. this.data[this.length++] = (array.data || array)[index];
  8645. }
  8646. };
  8647. /**
  8648. * Returns the position of a value in the active data.
  8649. * @param value defines the value to find the index for
  8650. * @returns the index if found in the active data otherwise -1
  8651. */
  8652. SmartArray.prototype.indexOf = function (value) {
  8653. var position = this.data.indexOf(value);
  8654. if (position >= this.length) {
  8655. return -1;
  8656. }
  8657. return position;
  8658. };
  8659. /**
  8660. * Returns whether an element is part of the active data.
  8661. * @param value defines the value to look for
  8662. * @returns true if found in the active data otherwise false
  8663. */
  8664. SmartArray.prototype.contains = function (value) {
  8665. return this.indexOf(value) !== -1;
  8666. };
  8667. // Statics
  8668. SmartArray._GlobalId = 0;
  8669. return SmartArray;
  8670. }());
  8671. BABYLON.SmartArray = SmartArray;
  8672. /**
  8673. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  8674. * The data in this array can only be present once
  8675. */
  8676. var SmartArrayNoDuplicate = /** @class */ (function (_super) {
  8677. __extends(SmartArrayNoDuplicate, _super);
  8678. function SmartArrayNoDuplicate() {
  8679. var _this = _super !== null && _super.apply(this, arguments) || this;
  8680. _this._duplicateId = 0;
  8681. return _this;
  8682. }
  8683. /**
  8684. * Pushes a value at the end of the active data.
  8685. * THIS DOES NOT PREVENT DUPPLICATE DATA
  8686. * @param value defines the object to push in the array.
  8687. */
  8688. SmartArrayNoDuplicate.prototype.push = function (value) {
  8689. _super.prototype.push.call(this, value);
  8690. if (!value.__smartArrayFlags) {
  8691. value.__smartArrayFlags = {};
  8692. }
  8693. value.__smartArrayFlags[this._id] = this._duplicateId;
  8694. };
  8695. /**
  8696. * Pushes a value at the end of the active data.
  8697. * If the data is already present, it won t be added again
  8698. * @param value defines the object to push in the array.
  8699. * @returns true if added false if it was already present
  8700. */
  8701. SmartArrayNoDuplicate.prototype.pushNoDuplicate = function (value) {
  8702. if (value.__smartArrayFlags && value.__smartArrayFlags[this._id] === this._duplicateId) {
  8703. return false;
  8704. }
  8705. this.push(value);
  8706. return true;
  8707. };
  8708. /**
  8709. * Resets the active data to an empty array.
  8710. */
  8711. SmartArrayNoDuplicate.prototype.reset = function () {
  8712. _super.prototype.reset.call(this);
  8713. this._duplicateId++;
  8714. };
  8715. /**
  8716. * Concats the active data with a given array.
  8717. * This ensures no dupplicate will be present in the result.
  8718. * @param array defines the data to concatenate with.
  8719. */
  8720. SmartArrayNoDuplicate.prototype.concatWithNoDuplicate = function (array) {
  8721. if (array.length === 0) {
  8722. return;
  8723. }
  8724. if (this.length + array.length > this.data.length) {
  8725. this.data.length = (this.length + array.length) * 2;
  8726. }
  8727. for (var index = 0; index < array.length; index++) {
  8728. var item = (array.data || array)[index];
  8729. this.pushNoDuplicate(item);
  8730. }
  8731. };
  8732. return SmartArrayNoDuplicate;
  8733. }(SmartArray));
  8734. BABYLON.SmartArrayNoDuplicate = SmartArrayNoDuplicate;
  8735. })(BABYLON || (BABYLON = {}));
  8736. //# sourceMappingURL=babylon.smartArray.js.map
  8737. var BABYLON;
  8738. (function (BABYLON) {
  8739. /** Class used to store color4 gradient */
  8740. var ColorGradient = /** @class */ (function () {
  8741. function ColorGradient() {
  8742. }
  8743. /**
  8744. * Will get a color picked randomly between color1 and color2.
  8745. * If color2 is undefined then color1 will be used
  8746. * @param result defines the target Color4 to store the result in
  8747. */
  8748. ColorGradient.prototype.getColorToRef = function (result) {
  8749. if (!this.color2) {
  8750. result.copyFrom(this.color1);
  8751. return;
  8752. }
  8753. BABYLON.Color4.LerpToRef(this.color1, this.color2, Math.random(), result);
  8754. };
  8755. return ColorGradient;
  8756. }());
  8757. BABYLON.ColorGradient = ColorGradient;
  8758. /** Class used to store color 3 gradient */
  8759. var Color3Gradient = /** @class */ (function () {
  8760. function Color3Gradient() {
  8761. }
  8762. return Color3Gradient;
  8763. }());
  8764. BABYLON.Color3Gradient = Color3Gradient;
  8765. /** Class used to store factor gradient */
  8766. var FactorGradient = /** @class */ (function () {
  8767. function FactorGradient() {
  8768. }
  8769. /**
  8770. * Will get a number picked randomly between factor1 and factor2.
  8771. * If factor2 is undefined then factor1 will be used
  8772. * @returns the picked number
  8773. */
  8774. FactorGradient.prototype.getFactor = function () {
  8775. if (this.factor2 === undefined) {
  8776. return this.factor1;
  8777. }
  8778. return BABYLON.Scalar.Lerp(this.factor1, this.factor2, Math.random());
  8779. };
  8780. return FactorGradient;
  8781. }());
  8782. BABYLON.FactorGradient = FactorGradient;
  8783. // See https://stackoverflow.com/questions/12915412/how-do-i-extend-a-host-object-e-g-error-in-typescript
  8784. // and https://github.com/Microsoft/TypeScript/wiki/Breaking-Changes#extending-built-ins-like-error-array-and-map-may-no-longer-work
  8785. var LoadFileError = /** @class */ (function (_super) {
  8786. __extends(LoadFileError, _super);
  8787. function LoadFileError(message, request) {
  8788. var _this = _super.call(this, message) || this;
  8789. _this.request = request;
  8790. _this.name = "LoadFileError";
  8791. LoadFileError._setPrototypeOf(_this, LoadFileError.prototype);
  8792. return _this;
  8793. }
  8794. // Polyfill for Object.setPrototypeOf if necessary.
  8795. LoadFileError._setPrototypeOf = Object.setPrototypeOf || (function (o, proto) { o.__proto__ = proto; return o; });
  8796. return LoadFileError;
  8797. }(Error));
  8798. BABYLON.LoadFileError = LoadFileError;
  8799. var RetryStrategy = /** @class */ (function () {
  8800. function RetryStrategy() {
  8801. }
  8802. RetryStrategy.ExponentialBackoff = function (maxRetries, baseInterval) {
  8803. if (maxRetries === void 0) { maxRetries = 3; }
  8804. if (baseInterval === void 0) { baseInterval = 500; }
  8805. return function (url, request, retryIndex) {
  8806. if (request.status !== 0 || retryIndex >= maxRetries || url.indexOf("file:") !== -1) {
  8807. return -1;
  8808. }
  8809. return Math.pow(2, retryIndex) * baseInterval;
  8810. };
  8811. };
  8812. return RetryStrategy;
  8813. }());
  8814. BABYLON.RetryStrategy = RetryStrategy;
  8815. // Screenshots
  8816. var screenshotCanvas;
  8817. var cloneValue = function (source, destinationObject) {
  8818. if (!source)
  8819. return null;
  8820. if (source instanceof BABYLON.Mesh) {
  8821. return null;
  8822. }
  8823. if (source instanceof BABYLON.SubMesh) {
  8824. return source.clone(destinationObject);
  8825. }
  8826. else if (source.clone) {
  8827. return source.clone();
  8828. }
  8829. return null;
  8830. };
  8831. var Tools = /** @class */ (function () {
  8832. function Tools() {
  8833. }
  8834. /**
  8835. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  8836. * @param u defines the coordinate on X axis
  8837. * @param v defines the coordinate on Y axis
  8838. * @param width defines the width of the source data
  8839. * @param height defines the height of the source data
  8840. * @param pixels defines the source byte array
  8841. * @param color defines the output color
  8842. */
  8843. Tools.FetchToRef = function (u, v, width, height, pixels, color) {
  8844. var wrappedU = ((Math.abs(u) * width) % width) | 0;
  8845. var wrappedV = ((Math.abs(v) * height) % height) | 0;
  8846. var position = (wrappedU + wrappedV * width) * 4;
  8847. color.r = pixels[position] / 255;
  8848. color.g = pixels[position + 1] / 255;
  8849. color.b = pixels[position + 2] / 255;
  8850. color.a = pixels[position + 3] / 255;
  8851. };
  8852. /**
  8853. * Interpolates between a and b via alpha
  8854. * @param a The lower value (returned when alpha = 0)
  8855. * @param b The upper value (returned when alpha = 1)
  8856. * @param alpha The interpolation-factor
  8857. * @return The mixed value
  8858. */
  8859. Tools.Mix = function (a, b, alpha) {
  8860. return a * (1 - alpha) + b * alpha;
  8861. };
  8862. Tools.Instantiate = function (className) {
  8863. if (Tools.RegisteredExternalClasses && Tools.RegisteredExternalClasses[className]) {
  8864. return Tools.RegisteredExternalClasses[className];
  8865. }
  8866. var arr = className.split(".");
  8867. var fn = (window || this);
  8868. for (var i = 0, len = arr.length; i < len; i++) {
  8869. fn = fn[arr[i]];
  8870. }
  8871. if (typeof fn !== "function") {
  8872. return null;
  8873. }
  8874. return fn;
  8875. };
  8876. /**
  8877. * Provides a slice function that will work even on IE
  8878. * @param data defines the array to slice
  8879. * @param start defines the start of the data (optional)
  8880. * @param end defines the end of the data (optional)
  8881. * @returns the new sliced array
  8882. */
  8883. Tools.Slice = function (data, start, end) {
  8884. if (data.slice) {
  8885. return data.slice(start, end);
  8886. }
  8887. return Array.prototype.slice.call(data, start, end);
  8888. };
  8889. Tools.SetImmediate = function (action) {
  8890. if (Tools.IsWindowObjectExist() && window.setImmediate) {
  8891. window.setImmediate(action);
  8892. }
  8893. else {
  8894. setTimeout(action, 1);
  8895. }
  8896. };
  8897. Tools.IsExponentOfTwo = function (value) {
  8898. var count = 1;
  8899. do {
  8900. count *= 2;
  8901. } while (count < value);
  8902. return count === value;
  8903. };
  8904. /**
  8905. * Returns the nearest 32-bit single precision float representation of a Number
  8906. * @param value A Number. If the parameter is of a different type, it will get converted
  8907. * to a number or to NaN if it cannot be converted
  8908. * @returns number
  8909. */
  8910. Tools.FloatRound = function (value) {
  8911. if (Math.fround) {
  8912. return Math.fround(value);
  8913. }
  8914. return (Tools._tmpFloatArray[0] = value);
  8915. };
  8916. /**
  8917. * Find the next highest power of two.
  8918. * @param x Number to start search from.
  8919. * @return Next highest power of two.
  8920. */
  8921. Tools.CeilingPOT = function (x) {
  8922. x--;
  8923. x |= x >> 1;
  8924. x |= x >> 2;
  8925. x |= x >> 4;
  8926. x |= x >> 8;
  8927. x |= x >> 16;
  8928. x++;
  8929. return x;
  8930. };
  8931. /**
  8932. * Find the next lowest power of two.
  8933. * @param x Number to start search from.
  8934. * @return Next lowest power of two.
  8935. */
  8936. Tools.FloorPOT = function (x) {
  8937. x = x | (x >> 1);
  8938. x = x | (x >> 2);
  8939. x = x | (x >> 4);
  8940. x = x | (x >> 8);
  8941. x = x | (x >> 16);
  8942. return x - (x >> 1);
  8943. };
  8944. /**
  8945. * Find the nearest power of two.
  8946. * @param x Number to start search from.
  8947. * @return Next nearest power of two.
  8948. */
  8949. Tools.NearestPOT = function (x) {
  8950. var c = Tools.CeilingPOT(x);
  8951. var f = Tools.FloorPOT(x);
  8952. return (c - x) > (x - f) ? f : c;
  8953. };
  8954. Tools.GetExponentOfTwo = function (value, max, mode) {
  8955. if (mode === void 0) { mode = BABYLON.Engine.SCALEMODE_NEAREST; }
  8956. var pot;
  8957. switch (mode) {
  8958. case BABYLON.Engine.SCALEMODE_FLOOR:
  8959. pot = Tools.FloorPOT(value);
  8960. break;
  8961. case BABYLON.Engine.SCALEMODE_NEAREST:
  8962. pot = Tools.NearestPOT(value);
  8963. break;
  8964. case BABYLON.Engine.SCALEMODE_CEILING:
  8965. default:
  8966. pot = Tools.CeilingPOT(value);
  8967. break;
  8968. }
  8969. return Math.min(pot, max);
  8970. };
  8971. Tools.GetFilename = function (path) {
  8972. var index = path.lastIndexOf("/");
  8973. if (index < 0)
  8974. return path;
  8975. return path.substring(index + 1);
  8976. };
  8977. /**
  8978. * Extracts the "folder" part of a path (everything before the filename).
  8979. * @param uri The URI to extract the info from
  8980. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  8981. * @returns The "folder" part of the path
  8982. */
  8983. Tools.GetFolderPath = function (uri, returnUnchangedIfNoSlash) {
  8984. if (returnUnchangedIfNoSlash === void 0) { returnUnchangedIfNoSlash = false; }
  8985. var index = uri.lastIndexOf("/");
  8986. if (index < 0) {
  8987. if (returnUnchangedIfNoSlash) {
  8988. return uri;
  8989. }
  8990. return "";
  8991. }
  8992. return uri.substring(0, index + 1);
  8993. };
  8994. Tools.GetDOMTextContent = function (element) {
  8995. var result = "";
  8996. var child = element.firstChild;
  8997. while (child) {
  8998. if (child.nodeType === 3) {
  8999. result += child.textContent;
  9000. }
  9001. child = child.nextSibling;
  9002. }
  9003. return result;
  9004. };
  9005. Tools.ToDegrees = function (angle) {
  9006. return angle * 180 / Math.PI;
  9007. };
  9008. Tools.ToRadians = function (angle) {
  9009. return angle * Math.PI / 180;
  9010. };
  9011. Tools.EncodeArrayBufferTobase64 = function (buffer) {
  9012. var keyStr = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/=";
  9013. var output = "";
  9014. var chr1, chr2, chr3, enc1, enc2, enc3, enc4;
  9015. var i = 0;
  9016. var bytes = new Uint8Array(buffer);
  9017. while (i < bytes.length) {
  9018. chr1 = bytes[i++];
  9019. chr2 = i < bytes.length ? bytes[i++] : Number.NaN; // Not sure if the index
  9020. chr3 = i < bytes.length ? bytes[i++] : Number.NaN; // checks are needed here
  9021. enc1 = chr1 >> 2;
  9022. enc2 = ((chr1 & 3) << 4) | (chr2 >> 4);
  9023. enc3 = ((chr2 & 15) << 2) | (chr3 >> 6);
  9024. enc4 = chr3 & 63;
  9025. if (isNaN(chr2)) {
  9026. enc3 = enc4 = 64;
  9027. }
  9028. else if (isNaN(chr3)) {
  9029. enc4 = 64;
  9030. }
  9031. output += keyStr.charAt(enc1) + keyStr.charAt(enc2) +
  9032. keyStr.charAt(enc3) + keyStr.charAt(enc4);
  9033. }
  9034. return "data:image/png;base64," + output;
  9035. };
  9036. Tools.ExtractMinAndMaxIndexed = function (positions, indices, indexStart, indexCount, bias) {
  9037. if (bias === void 0) { bias = null; }
  9038. var minimum = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  9039. var maximum = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  9040. for (var index = indexStart; index < indexStart + indexCount; index++) {
  9041. var current = new BABYLON.Vector3(positions[indices[index] * 3], positions[indices[index] * 3 + 1], positions[indices[index] * 3 + 2]);
  9042. minimum = BABYLON.Vector3.Minimize(current, minimum);
  9043. maximum = BABYLON.Vector3.Maximize(current, maximum);
  9044. }
  9045. if (bias) {
  9046. minimum.x -= minimum.x * bias.x + bias.y;
  9047. minimum.y -= minimum.y * bias.x + bias.y;
  9048. minimum.z -= minimum.z * bias.x + bias.y;
  9049. maximum.x += maximum.x * bias.x + bias.y;
  9050. maximum.y += maximum.y * bias.x + bias.y;
  9051. maximum.z += maximum.z * bias.x + bias.y;
  9052. }
  9053. return {
  9054. minimum: minimum,
  9055. maximum: maximum
  9056. };
  9057. };
  9058. Tools.ExtractMinAndMax = function (positions, start, count, bias, stride) {
  9059. if (bias === void 0) { bias = null; }
  9060. var minimum = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  9061. var maximum = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  9062. if (!stride) {
  9063. stride = 3;
  9064. }
  9065. for (var index = start; index < start + count; index++) {
  9066. var current = new BABYLON.Vector3(positions[index * stride], positions[index * stride + 1], positions[index * stride + 2]);
  9067. minimum = BABYLON.Vector3.Minimize(current, minimum);
  9068. maximum = BABYLON.Vector3.Maximize(current, maximum);
  9069. }
  9070. if (bias) {
  9071. minimum.x -= minimum.x * bias.x + bias.y;
  9072. minimum.y -= minimum.y * bias.x + bias.y;
  9073. minimum.z -= minimum.z * bias.x + bias.y;
  9074. maximum.x += maximum.x * bias.x + bias.y;
  9075. maximum.y += maximum.y * bias.x + bias.y;
  9076. maximum.z += maximum.z * bias.x + bias.y;
  9077. }
  9078. return {
  9079. minimum: minimum,
  9080. maximum: maximum
  9081. };
  9082. };
  9083. Tools.Vector2ArrayFeeder = function (array) {
  9084. return function (index) {
  9085. var isFloatArray = (array.BYTES_PER_ELEMENT !== undefined);
  9086. var length = isFloatArray ? array.length / 2 : array.length;
  9087. if (index >= length) {
  9088. return null;
  9089. }
  9090. if (isFloatArray) {
  9091. var fa = array;
  9092. return new BABYLON.Vector2(fa[index * 2 + 0], fa[index * 2 + 1]);
  9093. }
  9094. var a = array;
  9095. return a[index];
  9096. };
  9097. };
  9098. Tools.ExtractMinAndMaxVector2 = function (feeder, bias) {
  9099. if (bias === void 0) { bias = null; }
  9100. var minimum = new BABYLON.Vector2(Number.MAX_VALUE, Number.MAX_VALUE);
  9101. var maximum = new BABYLON.Vector2(-Number.MAX_VALUE, -Number.MAX_VALUE);
  9102. var i = 0;
  9103. var cur = feeder(i++);
  9104. while (cur) {
  9105. minimum = BABYLON.Vector2.Minimize(cur, minimum);
  9106. maximum = BABYLON.Vector2.Maximize(cur, maximum);
  9107. cur = feeder(i++);
  9108. }
  9109. if (bias) {
  9110. minimum.x -= minimum.x * bias.x + bias.y;
  9111. minimum.y -= minimum.y * bias.x + bias.y;
  9112. maximum.x += maximum.x * bias.x + bias.y;
  9113. maximum.y += maximum.y * bias.x + bias.y;
  9114. }
  9115. return {
  9116. minimum: minimum,
  9117. maximum: maximum
  9118. };
  9119. };
  9120. Tools.MakeArray = function (obj, allowsNullUndefined) {
  9121. if (allowsNullUndefined !== true && (obj === undefined || obj == null))
  9122. return null;
  9123. return Array.isArray(obj) ? obj : [obj];
  9124. };
  9125. // Misc.
  9126. Tools.GetPointerPrefix = function () {
  9127. var eventPrefix = "pointer";
  9128. // Check if pointer events are supported
  9129. if (Tools.IsWindowObjectExist() && !window.PointerEvent && !navigator.pointerEnabled) {
  9130. eventPrefix = "mouse";
  9131. }
  9132. return eventPrefix;
  9133. };
  9134. /**
  9135. * @param func - the function to be called
  9136. * @param requester - the object that will request the next frame. Falls back to window.
  9137. */
  9138. Tools.QueueNewFrame = function (func, requester) {
  9139. if (!Tools.IsWindowObjectExist()) {
  9140. return setTimeout(func, 16);
  9141. }
  9142. if (!requester) {
  9143. requester = window;
  9144. }
  9145. if (requester.requestAnimationFrame) {
  9146. return requester.requestAnimationFrame(func);
  9147. }
  9148. else if (requester.msRequestAnimationFrame) {
  9149. return requester.msRequestAnimationFrame(func);
  9150. }
  9151. else if (requester.webkitRequestAnimationFrame) {
  9152. return requester.webkitRequestAnimationFrame(func);
  9153. }
  9154. else if (requester.mozRequestAnimationFrame) {
  9155. return requester.mozRequestAnimationFrame(func);
  9156. }
  9157. else if (requester.oRequestAnimationFrame) {
  9158. return requester.oRequestAnimationFrame(func);
  9159. }
  9160. else {
  9161. return window.setTimeout(func, 16);
  9162. }
  9163. };
  9164. Tools.RequestFullscreen = function (element) {
  9165. var requestFunction = element.requestFullscreen || element.msRequestFullscreen || element.webkitRequestFullscreen || element.mozRequestFullScreen;
  9166. if (!requestFunction)
  9167. return;
  9168. requestFunction.call(element);
  9169. };
  9170. Tools.ExitFullscreen = function () {
  9171. if (document.exitFullscreen) {
  9172. document.exitFullscreen();
  9173. }
  9174. else if (document.mozCancelFullScreen) {
  9175. document.mozCancelFullScreen();
  9176. }
  9177. else if (document.webkitCancelFullScreen) {
  9178. document.webkitCancelFullScreen();
  9179. }
  9180. else if (document.msCancelFullScreen) {
  9181. document.msCancelFullScreen();
  9182. }
  9183. };
  9184. /**
  9185. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  9186. * @param url define the url we are trying
  9187. * @param element define the dom element where to configure the cors policy
  9188. */
  9189. Tools.SetCorsBehavior = function (url, element) {
  9190. if (url && url.indexOf("data:") === 0) {
  9191. return;
  9192. }
  9193. if (Tools.CorsBehavior) {
  9194. if (typeof (Tools.CorsBehavior) === 'string' || Tools.CorsBehavior instanceof String) {
  9195. element.crossOrigin = Tools.CorsBehavior;
  9196. }
  9197. else {
  9198. var result = Tools.CorsBehavior(url);
  9199. if (result) {
  9200. element.crossOrigin = result;
  9201. }
  9202. }
  9203. }
  9204. };
  9205. // External files
  9206. Tools.CleanUrl = function (url) {
  9207. url = url.replace(/#/mg, "%23");
  9208. return url;
  9209. };
  9210. /**
  9211. * Loads an image as an HTMLImageElement.
  9212. * @param input url string, ArrayBuffer, or Blob to load
  9213. * @param onLoad callback called when the image successfully loads
  9214. * @param onError callback called when the image fails to load
  9215. * @param database database for caching
  9216. * @returns the HTMLImageElement of the loaded image
  9217. */
  9218. Tools.LoadImage = function (input, onLoad, onError, database) {
  9219. var url;
  9220. var usingObjectURL = false;
  9221. if (input instanceof ArrayBuffer) {
  9222. url = URL.createObjectURL(new Blob([input]));
  9223. usingObjectURL = true;
  9224. }
  9225. else if (input instanceof Blob) {
  9226. url = URL.createObjectURL(input);
  9227. usingObjectURL = true;
  9228. }
  9229. else {
  9230. url = Tools.CleanUrl(input);
  9231. url = Tools.PreprocessUrl(input);
  9232. }
  9233. var img = new Image();
  9234. Tools.SetCorsBehavior(url, img);
  9235. var loadHandler = function () {
  9236. if (usingObjectURL && img.src) {
  9237. URL.revokeObjectURL(img.src);
  9238. }
  9239. img.removeEventListener("load", loadHandler);
  9240. img.removeEventListener("error", errorHandler);
  9241. onLoad(img);
  9242. };
  9243. var errorHandler = function (err) {
  9244. if (usingObjectURL && img.src) {
  9245. URL.revokeObjectURL(img.src);
  9246. }
  9247. img.removeEventListener("load", loadHandler);
  9248. img.removeEventListener("error", errorHandler);
  9249. Tools.Error("Error while trying to load image: " + input);
  9250. if (onError) {
  9251. onError("Error while trying to load image: " + input, err);
  9252. }
  9253. };
  9254. img.addEventListener("load", loadHandler);
  9255. img.addEventListener("error", errorHandler);
  9256. var noIndexedDB = function () {
  9257. img.src = url;
  9258. };
  9259. var loadFromIndexedDB = function () {
  9260. if (database) {
  9261. database.loadImageFromDB(url, img);
  9262. }
  9263. };
  9264. //ANY database to do!
  9265. if (url.substr(0, 5) !== "data:" && database && database.enableTexturesOffline && BABYLON.Database.IsUASupportingBlobStorage) {
  9266. database.openAsync(loadFromIndexedDB, noIndexedDB);
  9267. }
  9268. else {
  9269. if (url.indexOf("file:") !== -1) {
  9270. var textureName = decodeURIComponent(url.substring(5).toLowerCase());
  9271. if (BABYLON.FilesInput.FilesToLoad[textureName]) {
  9272. try {
  9273. var blobURL;
  9274. try {
  9275. blobURL = URL.createObjectURL(BABYLON.FilesInput.FilesToLoad[textureName]);
  9276. }
  9277. catch (ex) {
  9278. // Chrome doesn't support oneTimeOnly parameter
  9279. blobURL = URL.createObjectURL(BABYLON.FilesInput.FilesToLoad[textureName]);
  9280. }
  9281. img.src = blobURL;
  9282. usingObjectURL = true;
  9283. }
  9284. catch (e) {
  9285. img.src = "";
  9286. }
  9287. return img;
  9288. }
  9289. }
  9290. noIndexedDB();
  9291. }
  9292. return img;
  9293. };
  9294. Tools.LoadFile = function (url, onSuccess, onProgress, database, useArrayBuffer, onError) {
  9295. url = Tools.CleanUrl(url);
  9296. url = Tools.PreprocessUrl(url);
  9297. // If file and file input are set
  9298. if (url.indexOf("file:") !== -1) {
  9299. var fileName = decodeURIComponent(url.substring(5).toLowerCase());
  9300. if (BABYLON.FilesInput.FilesToLoad[fileName]) {
  9301. return Tools.ReadFile(BABYLON.FilesInput.FilesToLoad[fileName], onSuccess, onProgress, useArrayBuffer);
  9302. }
  9303. }
  9304. var loadUrl = Tools.BaseUrl + url;
  9305. var aborted = false;
  9306. var fileRequest = {
  9307. onCompleteObservable: new BABYLON.Observable(),
  9308. abort: function () { return aborted = true; },
  9309. };
  9310. var requestFile = function () {
  9311. var request = new XMLHttpRequest();
  9312. var retryHandle = null;
  9313. fileRequest.abort = function () {
  9314. aborted = true;
  9315. if (request.readyState !== (XMLHttpRequest.DONE || 4)) {
  9316. request.abort();
  9317. }
  9318. if (retryHandle !== null) {
  9319. clearTimeout(retryHandle);
  9320. retryHandle = null;
  9321. }
  9322. };
  9323. var retryLoop = function (retryIndex) {
  9324. request.open('GET', loadUrl, true);
  9325. if (useArrayBuffer) {
  9326. request.responseType = "arraybuffer";
  9327. }
  9328. if (onProgress) {
  9329. request.addEventListener("progress", onProgress);
  9330. }
  9331. var onLoadEnd = function () {
  9332. request.removeEventListener("loadend", onLoadEnd);
  9333. fileRequest.onCompleteObservable.notifyObservers(fileRequest);
  9334. fileRequest.onCompleteObservable.clear();
  9335. };
  9336. request.addEventListener("loadend", onLoadEnd);
  9337. var onReadyStateChange = function () {
  9338. if (aborted) {
  9339. return;
  9340. }
  9341. // In case of undefined state in some browsers.
  9342. if (request.readyState === (XMLHttpRequest.DONE || 4)) {
  9343. // Some browsers have issues where onreadystatechange can be called multiple times with the same value.
  9344. request.removeEventListener("readystatechange", onReadyStateChange);
  9345. if ((request.status >= 200 && request.status < 300) || (request.status === 0 && (!Tools.IsWindowObjectExist() || Tools.IsFileURL()))) {
  9346. onSuccess(!useArrayBuffer ? request.responseText : request.response, request.responseURL);
  9347. return;
  9348. }
  9349. var retryStrategy = Tools.DefaultRetryStrategy;
  9350. if (retryStrategy) {
  9351. var waitTime = retryStrategy(loadUrl, request, retryIndex);
  9352. if (waitTime !== -1) {
  9353. // Prevent the request from completing for retry.
  9354. request.removeEventListener("loadend", onLoadEnd);
  9355. request = new XMLHttpRequest();
  9356. retryHandle = setTimeout(function () { return retryLoop(retryIndex + 1); }, waitTime);
  9357. return;
  9358. }
  9359. }
  9360. var e = new LoadFileError("Error status: " + request.status + " " + request.statusText + " - Unable to load " + loadUrl, request);
  9361. if (onError) {
  9362. onError(request, e);
  9363. }
  9364. else {
  9365. throw e;
  9366. }
  9367. }
  9368. };
  9369. request.addEventListener("readystatechange", onReadyStateChange);
  9370. request.send();
  9371. };
  9372. retryLoop(0);
  9373. };
  9374. // Caching all files
  9375. if (database && database.enableSceneOffline) {
  9376. var noIndexedDB_1 = function (request) {
  9377. if (request && request.status > 400) {
  9378. if (onError) {
  9379. onError(request);
  9380. }
  9381. }
  9382. else {
  9383. if (!aborted) {
  9384. requestFile();
  9385. }
  9386. }
  9387. };
  9388. var loadFromIndexedDB = function () {
  9389. // TODO: database needs to support aborting and should return a IFileRequest
  9390. if (aborted) {
  9391. return;
  9392. }
  9393. if (database) {
  9394. database.loadFileFromDB(url, function (data) {
  9395. if (!aborted) {
  9396. onSuccess(data);
  9397. }
  9398. fileRequest.onCompleteObservable.notifyObservers(fileRequest);
  9399. }, onProgress ? function (event) {
  9400. if (!aborted) {
  9401. onProgress(event);
  9402. }
  9403. } : undefined, noIndexedDB_1, useArrayBuffer);
  9404. }
  9405. };
  9406. database.openAsync(loadFromIndexedDB, noIndexedDB_1);
  9407. }
  9408. else {
  9409. requestFile();
  9410. }
  9411. return fileRequest;
  9412. };
  9413. /**
  9414. * Load a script (identified by an url). When the url returns, the
  9415. * content of this file is added into a new script element, attached to the DOM (body element)
  9416. */
  9417. Tools.LoadScript = function (scriptUrl, onSuccess, onError) {
  9418. if (!Tools.IsWindowObjectExist()) {
  9419. return;
  9420. }
  9421. var head = document.getElementsByTagName('head')[0];
  9422. var script = document.createElement('script');
  9423. script.type = 'text/javascript';
  9424. script.src = scriptUrl;
  9425. script.onload = function () {
  9426. if (onSuccess) {
  9427. onSuccess();
  9428. }
  9429. };
  9430. script.onerror = function (e) {
  9431. if (onError) {
  9432. onError("Unable to load script '" + scriptUrl + "'", e);
  9433. }
  9434. };
  9435. head.appendChild(script);
  9436. };
  9437. Tools.ReadFileAsDataURL = function (fileToLoad, callback, progressCallback) {
  9438. var reader = new FileReader();
  9439. var request = {
  9440. onCompleteObservable: new BABYLON.Observable(),
  9441. abort: function () { return reader.abort(); },
  9442. };
  9443. reader.onloadend = function (e) {
  9444. request.onCompleteObservable.notifyObservers(request);
  9445. };
  9446. reader.onload = function (e) {
  9447. //target doesn't have result from ts 1.3
  9448. callback(e.target['result']);
  9449. };
  9450. reader.onprogress = progressCallback;
  9451. reader.readAsDataURL(fileToLoad);
  9452. return request;
  9453. };
  9454. Tools.ReadFile = function (fileToLoad, callback, progressCallBack, useArrayBuffer) {
  9455. var reader = new FileReader();
  9456. var request = {
  9457. onCompleteObservable: new BABYLON.Observable(),
  9458. abort: function () { return reader.abort(); },
  9459. };
  9460. reader.onloadend = function (e) { return request.onCompleteObservable.notifyObservers(request); };
  9461. reader.onerror = function (e) {
  9462. Tools.Log("Error while reading file: " + fileToLoad.name);
  9463. callback(JSON.stringify({ autoClear: true, clearColor: [1, 0, 0], ambientColor: [0, 0, 0], gravity: [0, -9.807, 0], meshes: [], cameras: [], lights: [] }));
  9464. };
  9465. reader.onload = function (e) {
  9466. //target doesn't have result from ts 1.3
  9467. callback(e.target['result']);
  9468. };
  9469. if (progressCallBack) {
  9470. reader.onprogress = progressCallBack;
  9471. }
  9472. if (!useArrayBuffer) {
  9473. // Asynchronous read
  9474. reader.readAsText(fileToLoad);
  9475. }
  9476. else {
  9477. reader.readAsArrayBuffer(fileToLoad);
  9478. }
  9479. return request;
  9480. };
  9481. //returns a downloadable url to a file content.
  9482. Tools.FileAsURL = function (content) {
  9483. var fileBlob = new Blob([content]);
  9484. var url = window.URL || window.webkitURL;
  9485. var link = url.createObjectURL(fileBlob);
  9486. return link;
  9487. };
  9488. // Misc.
  9489. Tools.Format = function (value, decimals) {
  9490. if (decimals === void 0) { decimals = 2; }
  9491. return value.toFixed(decimals);
  9492. };
  9493. Tools.CheckExtends = function (v, min, max) {
  9494. if (v.x < min.x)
  9495. min.x = v.x;
  9496. if (v.y < min.y)
  9497. min.y = v.y;
  9498. if (v.z < min.z)
  9499. min.z = v.z;
  9500. if (v.x > max.x)
  9501. max.x = v.x;
  9502. if (v.y > max.y)
  9503. max.y = v.y;
  9504. if (v.z > max.z)
  9505. max.z = v.z;
  9506. };
  9507. Tools.DeepCopy = function (source, destination, doNotCopyList, mustCopyList) {
  9508. for (var prop in source) {
  9509. if (prop[0] === "_" && (!mustCopyList || mustCopyList.indexOf(prop) === -1)) {
  9510. continue;
  9511. }
  9512. if (doNotCopyList && doNotCopyList.indexOf(prop) !== -1) {
  9513. continue;
  9514. }
  9515. var sourceValue = source[prop];
  9516. var typeOfSourceValue = typeof sourceValue;
  9517. if (typeOfSourceValue === "function") {
  9518. continue;
  9519. }
  9520. try {
  9521. if (typeOfSourceValue === "object") {
  9522. if (sourceValue instanceof Array) {
  9523. destination[prop] = [];
  9524. if (sourceValue.length > 0) {
  9525. if (typeof sourceValue[0] == "object") {
  9526. for (var index = 0; index < sourceValue.length; index++) {
  9527. var clonedValue = cloneValue(sourceValue[index], destination);
  9528. if (destination[prop].indexOf(clonedValue) === -1) { // Test if auto inject was not done
  9529. destination[prop].push(clonedValue);
  9530. }
  9531. }
  9532. }
  9533. else {
  9534. destination[prop] = sourceValue.slice(0);
  9535. }
  9536. }
  9537. }
  9538. else {
  9539. destination[prop] = cloneValue(sourceValue, destination);
  9540. }
  9541. }
  9542. else {
  9543. destination[prop] = sourceValue;
  9544. }
  9545. }
  9546. catch (e) {
  9547. // Just ignore error (it could be because of a read-only property)
  9548. }
  9549. }
  9550. };
  9551. Tools.IsEmpty = function (obj) {
  9552. for (var i in obj) {
  9553. if (obj.hasOwnProperty(i)) {
  9554. return false;
  9555. }
  9556. }
  9557. return true;
  9558. };
  9559. Tools.RegisterTopRootEvents = function (events) {
  9560. for (var index = 0; index < events.length; index++) {
  9561. var event = events[index];
  9562. window.addEventListener(event.name, event.handler, false);
  9563. try {
  9564. if (window.parent) {
  9565. window.parent.addEventListener(event.name, event.handler, false);
  9566. }
  9567. }
  9568. catch (e) {
  9569. // Silently fails...
  9570. }
  9571. }
  9572. };
  9573. Tools.UnregisterTopRootEvents = function (events) {
  9574. for (var index = 0; index < events.length; index++) {
  9575. var event = events[index];
  9576. window.removeEventListener(event.name, event.handler);
  9577. try {
  9578. if (window.parent) {
  9579. window.parent.removeEventListener(event.name, event.handler);
  9580. }
  9581. }
  9582. catch (e) {
  9583. // Silently fails...
  9584. }
  9585. }
  9586. };
  9587. Tools.DumpFramebuffer = function (width, height, engine, successCallback, mimeType, fileName) {
  9588. if (mimeType === void 0) { mimeType = "image/png"; }
  9589. // Read the contents of the framebuffer
  9590. var numberOfChannelsByLine = width * 4;
  9591. var halfHeight = height / 2;
  9592. //Reading datas from WebGL
  9593. var data = engine.readPixels(0, 0, width, height);
  9594. //To flip image on Y axis.
  9595. for (var i = 0; i < halfHeight; i++) {
  9596. for (var j = 0; j < numberOfChannelsByLine; j++) {
  9597. var currentCell = j + i * numberOfChannelsByLine;
  9598. var targetLine = height - i - 1;
  9599. var targetCell = j + targetLine * numberOfChannelsByLine;
  9600. var temp = data[currentCell];
  9601. data[currentCell] = data[targetCell];
  9602. data[targetCell] = temp;
  9603. }
  9604. }
  9605. // Create a 2D canvas to store the result
  9606. if (!screenshotCanvas) {
  9607. screenshotCanvas = document.createElement('canvas');
  9608. }
  9609. screenshotCanvas.width = width;
  9610. screenshotCanvas.height = height;
  9611. var context = screenshotCanvas.getContext('2d');
  9612. if (context) {
  9613. // Copy the pixels to a 2D canvas
  9614. var imageData = context.createImageData(width, height);
  9615. var castData = (imageData.data);
  9616. castData.set(data);
  9617. context.putImageData(imageData, 0, 0);
  9618. Tools.EncodeScreenshotCanvasData(successCallback, mimeType, fileName);
  9619. }
  9620. };
  9621. /**
  9622. * Converts the canvas data to blob.
  9623. * This acts as a polyfill for browsers not supporting the to blob function.
  9624. * @param canvas Defines the canvas to extract the data from
  9625. * @param successCallback Defines the callback triggered once the data are available
  9626. * @param mimeType Defines the mime type of the result
  9627. */
  9628. Tools.ToBlob = function (canvas, successCallback, mimeType) {
  9629. if (mimeType === void 0) { mimeType = "image/png"; }
  9630. // We need HTMLCanvasElement.toBlob for HD screenshots
  9631. if (!canvas.toBlob) {
  9632. // low performance polyfill based on toDataURL (https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob)
  9633. canvas.toBlob = function (callback, type, quality) {
  9634. var _this = this;
  9635. setTimeout(function () {
  9636. var binStr = atob(_this.toDataURL(type, quality).split(',')[1]), len = binStr.length, arr = new Uint8Array(len);
  9637. for (var i = 0; i < len; i++) {
  9638. arr[i] = binStr.charCodeAt(i);
  9639. }
  9640. callback(new Blob([arr]));
  9641. });
  9642. };
  9643. }
  9644. canvas.toBlob(function (blob) {
  9645. successCallback(blob);
  9646. }, mimeType);
  9647. };
  9648. /**
  9649. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  9650. * @param successCallback Defines the callback triggered once the data are available
  9651. * @param mimeType Defines the mime type of the result
  9652. * @param fileName The filename to download. If present, the result will automatically be downloaded
  9653. */
  9654. Tools.EncodeScreenshotCanvasData = function (successCallback, mimeType, fileName) {
  9655. if (mimeType === void 0) { mimeType = "image/png"; }
  9656. if (successCallback) {
  9657. var base64Image = screenshotCanvas.toDataURL(mimeType);
  9658. successCallback(base64Image);
  9659. }
  9660. else {
  9661. this.ToBlob(screenshotCanvas, function (blob) {
  9662. //Creating a link if the browser have the download attribute on the a tag, to automatically start download generated image.
  9663. if (("download" in document.createElement("a"))) {
  9664. if (!fileName) {
  9665. var date = new Date();
  9666. var stringDate = (date.getFullYear() + "-" + (date.getMonth() + 1)).slice(2) + "-" + date.getDate() + "_" + date.getHours() + "-" + ('0' + date.getMinutes()).slice(-2);
  9667. fileName = "screenshot_" + stringDate + ".png";
  9668. }
  9669. Tools.Download(blob, fileName);
  9670. }
  9671. else {
  9672. var url = URL.createObjectURL(blob);
  9673. var newWindow = window.open("");
  9674. if (!newWindow)
  9675. return;
  9676. var img = newWindow.document.createElement("img");
  9677. img.onload = function () {
  9678. // no longer need to read the blob so it's revoked
  9679. URL.revokeObjectURL(url);
  9680. };
  9681. img.src = url;
  9682. newWindow.document.body.appendChild(img);
  9683. }
  9684. }, mimeType);
  9685. }
  9686. };
  9687. /**
  9688. * Downloads a blob in the browser
  9689. * @param blob defines the blob to download
  9690. * @param fileName defines the name of the downloaded file
  9691. */
  9692. Tools.Download = function (blob, fileName) {
  9693. if (navigator && navigator.msSaveBlob) {
  9694. navigator.msSaveBlob(blob, fileName);
  9695. return;
  9696. }
  9697. var url = window.URL.createObjectURL(blob);
  9698. var a = document.createElement("a");
  9699. document.body.appendChild(a);
  9700. a.style.display = "none";
  9701. a.href = url;
  9702. a.download = fileName;
  9703. a.addEventListener("click", function () {
  9704. if (a.parentElement) {
  9705. a.parentElement.removeChild(a);
  9706. }
  9707. });
  9708. a.click();
  9709. window.URL.revokeObjectURL(url);
  9710. };
  9711. Tools.CreateScreenshot = function (engine, camera, size, successCallback, mimeType) {
  9712. if (mimeType === void 0) { mimeType = "image/png"; }
  9713. var width;
  9714. var height;
  9715. // If a precision value is specified
  9716. if (size.precision) {
  9717. width = Math.round(engine.getRenderWidth() * size.precision);
  9718. height = Math.round(width / engine.getAspectRatio(camera));
  9719. }
  9720. else if (size.width && size.height) {
  9721. width = size.width;
  9722. height = size.height;
  9723. }
  9724. //If passing only width, computing height to keep display canvas ratio.
  9725. else if (size.width && !size.height) {
  9726. width = size.width;
  9727. height = Math.round(width / engine.getAspectRatio(camera));
  9728. }
  9729. //If passing only height, computing width to keep display canvas ratio.
  9730. else if (size.height && !size.width) {
  9731. height = size.height;
  9732. width = Math.round(height * engine.getAspectRatio(camera));
  9733. }
  9734. //Assuming here that "size" parameter is a number
  9735. else if (!isNaN(size)) {
  9736. height = size;
  9737. width = size;
  9738. }
  9739. else {
  9740. Tools.Error("Invalid 'size' parameter !");
  9741. return;
  9742. }
  9743. if (!screenshotCanvas) {
  9744. screenshotCanvas = document.createElement('canvas');
  9745. }
  9746. screenshotCanvas.width = width;
  9747. screenshotCanvas.height = height;
  9748. var renderContext = screenshotCanvas.getContext("2d");
  9749. var ratio = engine.getRenderWidth() / engine.getRenderHeight();
  9750. var newWidth = width;
  9751. var newHeight = newWidth / ratio;
  9752. if (newHeight > height) {
  9753. newHeight = height;
  9754. newWidth = newHeight * ratio;
  9755. }
  9756. var offsetX = Math.max(0, width - newWidth) / 2;
  9757. var offsetY = Math.max(0, height - newHeight) / 2;
  9758. var renderingCanvas = engine.getRenderingCanvas();
  9759. if (renderContext && renderingCanvas) {
  9760. renderContext.drawImage(renderingCanvas, offsetX, offsetY, newWidth, newHeight);
  9761. }
  9762. Tools.EncodeScreenshotCanvasData(successCallback, mimeType);
  9763. };
  9764. /**
  9765. * Generates an image screenshot from the specified camera.
  9766. *
  9767. * @param engine The engine to use for rendering
  9768. * @param camera The camera to use for rendering
  9769. * @param size This parameter can be set to a single number or to an object with the
  9770. * following (optional) properties: precision, width, height. If a single number is passed,
  9771. * it will be used for both width and height. If an object is passed, the screenshot size
  9772. * will be derived from the parameters. The precision property is a multiplier allowing
  9773. * rendering at a higher or lower resolution.
  9774. * @param successCallback The callback receives a single parameter which contains the
  9775. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  9776. * src parameter of an <img> to display it.
  9777. * @param mimeType The MIME type of the screenshot image (default: image/png).
  9778. * Check your browser for supported MIME types.
  9779. * @param samples Texture samples (default: 1)
  9780. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  9781. * @param fileName A name for for the downloaded file.
  9782. * @constructor
  9783. */
  9784. Tools.CreateScreenshotUsingRenderTarget = function (engine, camera, size, successCallback, mimeType, samples, antialiasing, fileName) {
  9785. if (mimeType === void 0) { mimeType = "image/png"; }
  9786. if (samples === void 0) { samples = 1; }
  9787. if (antialiasing === void 0) { antialiasing = false; }
  9788. var width;
  9789. var height;
  9790. //If a precision value is specified
  9791. if (size.precision) {
  9792. width = Math.round(engine.getRenderWidth() * size.precision);
  9793. height = Math.round(width / engine.getAspectRatio(camera));
  9794. size = { width: width, height: height };
  9795. }
  9796. else if (size.width && size.height) {
  9797. width = size.width;
  9798. height = size.height;
  9799. }
  9800. //If passing only width, computing height to keep display canvas ratio.
  9801. else if (size.width && !size.height) {
  9802. width = size.width;
  9803. height = Math.round(width / engine.getAspectRatio(camera));
  9804. size = { width: width, height: height };
  9805. }
  9806. //If passing only height, computing width to keep display canvas ratio.
  9807. else if (size.height && !size.width) {
  9808. height = size.height;
  9809. width = Math.round(height * engine.getAspectRatio(camera));
  9810. size = { width: width, height: height };
  9811. }
  9812. //Assuming here that "size" parameter is a number
  9813. else if (!isNaN(size)) {
  9814. height = size;
  9815. width = size;
  9816. }
  9817. else {
  9818. Tools.Error("Invalid 'size' parameter !");
  9819. return;
  9820. }
  9821. var scene = camera.getScene();
  9822. var previousCamera = null;
  9823. if (scene.activeCamera !== camera) {
  9824. previousCamera = scene.activeCamera;
  9825. scene.activeCamera = camera;
  9826. }
  9827. //At this point size can be a number, or an object (according to engine.prototype.createRenderTargetTexture method)
  9828. var texture = new BABYLON.RenderTargetTexture("screenShot", size, scene, false, false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  9829. texture.renderList = null;
  9830. texture.samples = samples;
  9831. if (antialiasing) {
  9832. texture.addPostProcess(new BABYLON.FxaaPostProcess('antialiasing', 1.0, scene.activeCamera));
  9833. }
  9834. texture.onAfterRenderObservable.add(function () {
  9835. Tools.DumpFramebuffer(width, height, engine, successCallback, mimeType, fileName);
  9836. });
  9837. scene.incrementRenderId();
  9838. scene.resetCachedMaterial();
  9839. texture.render(true);
  9840. texture.dispose();
  9841. if (previousCamera) {
  9842. scene.activeCamera = previousCamera;
  9843. }
  9844. camera.getProjectionMatrix(true); // Force cache refresh;
  9845. };
  9846. // XHR response validator for local file scenario
  9847. Tools.ValidateXHRData = function (xhr, dataType) {
  9848. // 1 for text (.babylon, manifest and shaders), 2 for TGA, 4 for DDS, 7 for all
  9849. if (dataType === void 0) { dataType = 7; }
  9850. try {
  9851. if (dataType & 1) {
  9852. if (xhr.responseText && xhr.responseText.length > 0) {
  9853. return true;
  9854. }
  9855. else if (dataType === 1) {
  9856. return false;
  9857. }
  9858. }
  9859. if (dataType & 2) {
  9860. // Check header width and height since there is no "TGA" magic number
  9861. var tgaHeader = BABYLON.TGATools.GetTGAHeader(xhr.response);
  9862. if (tgaHeader.width && tgaHeader.height && tgaHeader.width > 0 && tgaHeader.height > 0) {
  9863. return true;
  9864. }
  9865. else if (dataType === 2) {
  9866. return false;
  9867. }
  9868. }
  9869. if (dataType & 4) {
  9870. // Check for the "DDS" magic number
  9871. var ddsHeader = new Uint8Array(xhr.response, 0, 3);
  9872. if (ddsHeader[0] === 68 && ddsHeader[1] === 68 && ddsHeader[2] === 83) {
  9873. return true;
  9874. }
  9875. else {
  9876. return false;
  9877. }
  9878. }
  9879. }
  9880. catch (e) {
  9881. // Global protection
  9882. }
  9883. return false;
  9884. };
  9885. /**
  9886. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  9887. * Be aware Math.random() could cause collisions, but:
  9888. * "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"
  9889. */
  9890. Tools.RandomId = function () {
  9891. return 'xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx'.replace(/[xy]/g, function (c) {
  9892. var r = Math.random() * 16 | 0, v = c === 'x' ? r : (r & 0x3 | 0x8);
  9893. return v.toString(16);
  9894. });
  9895. };
  9896. /**
  9897. * Test if the given uri is a base64 string.
  9898. * @param uri The uri to test
  9899. * @return True if the uri is a base64 string or false otherwise.
  9900. */
  9901. Tools.IsBase64 = function (uri) {
  9902. return uri.length < 5 ? false : uri.substr(0, 5) === "data:";
  9903. };
  9904. /**
  9905. * Decode the given base64 uri.
  9906. * @param uri The uri to decode
  9907. * @return The decoded base64 data.
  9908. */
  9909. Tools.DecodeBase64 = function (uri) {
  9910. var decodedString = atob(uri.split(",")[1]);
  9911. var bufferLength = decodedString.length;
  9912. var bufferView = new Uint8Array(new ArrayBuffer(bufferLength));
  9913. for (var i = 0; i < bufferLength; i++) {
  9914. bufferView[i] = decodedString.charCodeAt(i);
  9915. }
  9916. return bufferView.buffer;
  9917. };
  9918. Object.defineProperty(Tools, "NoneLogLevel", {
  9919. get: function () {
  9920. return Tools._NoneLogLevel;
  9921. },
  9922. enumerable: true,
  9923. configurable: true
  9924. });
  9925. Object.defineProperty(Tools, "MessageLogLevel", {
  9926. get: function () {
  9927. return Tools._MessageLogLevel;
  9928. },
  9929. enumerable: true,
  9930. configurable: true
  9931. });
  9932. Object.defineProperty(Tools, "WarningLogLevel", {
  9933. get: function () {
  9934. return Tools._WarningLogLevel;
  9935. },
  9936. enumerable: true,
  9937. configurable: true
  9938. });
  9939. Object.defineProperty(Tools, "ErrorLogLevel", {
  9940. get: function () {
  9941. return Tools._ErrorLogLevel;
  9942. },
  9943. enumerable: true,
  9944. configurable: true
  9945. });
  9946. Object.defineProperty(Tools, "AllLogLevel", {
  9947. get: function () {
  9948. return Tools._MessageLogLevel | Tools._WarningLogLevel | Tools._ErrorLogLevel;
  9949. },
  9950. enumerable: true,
  9951. configurable: true
  9952. });
  9953. Tools._AddLogEntry = function (entry) {
  9954. Tools._LogCache = entry + Tools._LogCache;
  9955. if (Tools.OnNewCacheEntry) {
  9956. Tools.OnNewCacheEntry(entry);
  9957. }
  9958. };
  9959. Tools._FormatMessage = function (message) {
  9960. var padStr = function (i) { return (i < 10) ? "0" + i : "" + i; };
  9961. var date = new Date();
  9962. return "[" + padStr(date.getHours()) + ":" + padStr(date.getMinutes()) + ":" + padStr(date.getSeconds()) + "]: " + message;
  9963. };
  9964. Tools._LogDisabled = function (message) {
  9965. // nothing to do
  9966. };
  9967. Tools._LogEnabled = function (message) {
  9968. var formattedMessage = Tools._FormatMessage(message);
  9969. console.log("BJS - " + formattedMessage);
  9970. var entry = "<div style='color:white'>" + formattedMessage + "</div><br>";
  9971. Tools._AddLogEntry(entry);
  9972. };
  9973. Tools._WarnDisabled = function (message) {
  9974. // nothing to do
  9975. };
  9976. Tools._WarnEnabled = function (message) {
  9977. var formattedMessage = Tools._FormatMessage(message);
  9978. console.warn("BJS - " + formattedMessage);
  9979. var entry = "<div style='color:orange'>" + formattedMessage + "</div><br>";
  9980. Tools._AddLogEntry(entry);
  9981. };
  9982. Tools._ErrorDisabled = function (message) {
  9983. // nothing to do
  9984. };
  9985. Tools._ErrorEnabled = function (message) {
  9986. Tools.errorsCount++;
  9987. var formattedMessage = Tools._FormatMessage(message);
  9988. console.error("BJS - " + formattedMessage);
  9989. var entry = "<div style='color:red'>" + formattedMessage + "</div><br>";
  9990. Tools._AddLogEntry(entry);
  9991. };
  9992. Object.defineProperty(Tools, "LogCache", {
  9993. get: function () {
  9994. return Tools._LogCache;
  9995. },
  9996. enumerable: true,
  9997. configurable: true
  9998. });
  9999. Tools.ClearLogCache = function () {
  10000. Tools._LogCache = "";
  10001. Tools.errorsCount = 0;
  10002. };
  10003. Object.defineProperty(Tools, "LogLevels", {
  10004. set: function (level) {
  10005. if ((level & Tools.MessageLogLevel) === Tools.MessageLogLevel) {
  10006. Tools.Log = Tools._LogEnabled;
  10007. }
  10008. else {
  10009. Tools.Log = Tools._LogDisabled;
  10010. }
  10011. if ((level & Tools.WarningLogLevel) === Tools.WarningLogLevel) {
  10012. Tools.Warn = Tools._WarnEnabled;
  10013. }
  10014. else {
  10015. Tools.Warn = Tools._WarnDisabled;
  10016. }
  10017. if ((level & Tools.ErrorLogLevel) === Tools.ErrorLogLevel) {
  10018. Tools.Error = Tools._ErrorEnabled;
  10019. }
  10020. else {
  10021. Tools.Error = Tools._ErrorDisabled;
  10022. }
  10023. },
  10024. enumerable: true,
  10025. configurable: true
  10026. });
  10027. /**
  10028. * Check if the loaded document was accessed via `file:`-Protocol.
  10029. * @returns boolean
  10030. */
  10031. Tools.IsFileURL = function () {
  10032. return location.protocol === "file:";
  10033. };
  10034. Tools.IsWindowObjectExist = function () {
  10035. return (typeof window) !== "undefined";
  10036. };
  10037. Object.defineProperty(Tools, "PerformanceNoneLogLevel", {
  10038. get: function () {
  10039. return Tools._PerformanceNoneLogLevel;
  10040. },
  10041. enumerable: true,
  10042. configurable: true
  10043. });
  10044. Object.defineProperty(Tools, "PerformanceUserMarkLogLevel", {
  10045. get: function () {
  10046. return Tools._PerformanceUserMarkLogLevel;
  10047. },
  10048. enumerable: true,
  10049. configurable: true
  10050. });
  10051. Object.defineProperty(Tools, "PerformanceConsoleLogLevel", {
  10052. get: function () {
  10053. return Tools._PerformanceConsoleLogLevel;
  10054. },
  10055. enumerable: true,
  10056. configurable: true
  10057. });
  10058. Object.defineProperty(Tools, "PerformanceLogLevel", {
  10059. set: function (level) {
  10060. if ((level & Tools.PerformanceUserMarkLogLevel) === Tools.PerformanceUserMarkLogLevel) {
  10061. Tools.StartPerformanceCounter = Tools._StartUserMark;
  10062. Tools.EndPerformanceCounter = Tools._EndUserMark;
  10063. return;
  10064. }
  10065. if ((level & Tools.PerformanceConsoleLogLevel) === Tools.PerformanceConsoleLogLevel) {
  10066. Tools.StartPerformanceCounter = Tools._StartPerformanceConsole;
  10067. Tools.EndPerformanceCounter = Tools._EndPerformanceConsole;
  10068. return;
  10069. }
  10070. Tools.StartPerformanceCounter = Tools._StartPerformanceCounterDisabled;
  10071. Tools.EndPerformanceCounter = Tools._EndPerformanceCounterDisabled;
  10072. },
  10073. enumerable: true,
  10074. configurable: true
  10075. });
  10076. Tools._StartPerformanceCounterDisabled = function (counterName, condition) {
  10077. };
  10078. Tools._EndPerformanceCounterDisabled = function (counterName, condition) {
  10079. };
  10080. Tools._StartUserMark = function (counterName, condition) {
  10081. if (condition === void 0) { condition = true; }
  10082. if (!Tools._performance) {
  10083. if (!Tools.IsWindowObjectExist()) {
  10084. return;
  10085. }
  10086. Tools._performance = window.performance;
  10087. }
  10088. if (!condition || !Tools._performance.mark) {
  10089. return;
  10090. }
  10091. Tools._performance.mark(counterName + "-Begin");
  10092. };
  10093. Tools._EndUserMark = function (counterName, condition) {
  10094. if (condition === void 0) { condition = true; }
  10095. if (!condition || !Tools._performance.mark) {
  10096. return;
  10097. }
  10098. Tools._performance.mark(counterName + "-End");
  10099. Tools._performance.measure(counterName, counterName + "-Begin", counterName + "-End");
  10100. };
  10101. Tools._StartPerformanceConsole = function (counterName, condition) {
  10102. if (condition === void 0) { condition = true; }
  10103. if (!condition) {
  10104. return;
  10105. }
  10106. Tools._StartUserMark(counterName, condition);
  10107. if (console.time) {
  10108. console.time(counterName);
  10109. }
  10110. };
  10111. Tools._EndPerformanceConsole = function (counterName, condition) {
  10112. if (condition === void 0) { condition = true; }
  10113. if (!condition) {
  10114. return;
  10115. }
  10116. Tools._EndUserMark(counterName, condition);
  10117. if (console.time) {
  10118. console.timeEnd(counterName);
  10119. }
  10120. };
  10121. Object.defineProperty(Tools, "Now", {
  10122. get: function () {
  10123. if (Tools.IsWindowObjectExist() && window.performance && window.performance.now) {
  10124. return window.performance.now();
  10125. }
  10126. return Date.now();
  10127. },
  10128. enumerable: true,
  10129. configurable: true
  10130. });
  10131. /**
  10132. * This method will return the name of the class used to create the instance of the given object.
  10133. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  10134. * @param object the object to get the class name from
  10135. * @return the name of the class, will be "object" for a custom data type not using the @className decorator
  10136. */
  10137. Tools.GetClassName = function (object, isType) {
  10138. if (isType === void 0) { isType = false; }
  10139. var name = null;
  10140. if (!isType && object.getClassName) {
  10141. name = object.getClassName();
  10142. }
  10143. else {
  10144. if (object instanceof Object) {
  10145. var classObj = isType ? object : Object.getPrototypeOf(object);
  10146. name = classObj.constructor["__bjsclassName__"];
  10147. }
  10148. if (!name) {
  10149. name = typeof object;
  10150. }
  10151. }
  10152. return name;
  10153. };
  10154. Tools.First = function (array, predicate) {
  10155. for (var _i = 0, array_1 = array; _i < array_1.length; _i++) {
  10156. var el = array_1[_i];
  10157. if (predicate(el)) {
  10158. return el;
  10159. }
  10160. }
  10161. return null;
  10162. };
  10163. /**
  10164. * This method will return the name of the full name of the class, including its owning module (if any).
  10165. * 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).
  10166. * @param object the object to get the class name from
  10167. * @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.
  10168. */
  10169. Tools.getFullClassName = function (object, isType) {
  10170. if (isType === void 0) { isType = false; }
  10171. var className = null;
  10172. var moduleName = null;
  10173. if (!isType && object.getClassName) {
  10174. className = object.getClassName();
  10175. }
  10176. else {
  10177. if (object instanceof Object) {
  10178. var classObj = isType ? object : Object.getPrototypeOf(object);
  10179. className = classObj.constructor["__bjsclassName__"];
  10180. moduleName = classObj.constructor["__bjsmoduleName__"];
  10181. }
  10182. if (!className) {
  10183. className = typeof object;
  10184. }
  10185. }
  10186. if (!className) {
  10187. return null;
  10188. }
  10189. return ((moduleName != null) ? (moduleName + ".") : "") + className;
  10190. };
  10191. /**
  10192. * This method can be used with hashCodeFromStream when your input is an array of values that are either: number, string, boolean or custom type implementing the getHashCode():number method.
  10193. * @param array
  10194. */
  10195. Tools.arrayOrStringFeeder = function (array) {
  10196. return function (index) {
  10197. if (index >= array.length) {
  10198. return null;
  10199. }
  10200. var val = array.charCodeAt ? array.charCodeAt(index) : array[index];
  10201. if (val && val.getHashCode) {
  10202. val = val.getHashCode();
  10203. }
  10204. if (typeof val === "string") {
  10205. return Tools.hashCodeFromStream(Tools.arrayOrStringFeeder(val));
  10206. }
  10207. return val;
  10208. };
  10209. };
  10210. /**
  10211. * Compute the hashCode of a stream of number
  10212. * To compute the HashCode on a string or an Array of data types implementing the getHashCode() method, use the arrayOrStringFeeder method.
  10213. * @param feeder a callback that will be called until it returns null, each valid returned values will be used to compute the hash code.
  10214. * @return the hash code computed
  10215. */
  10216. Tools.hashCodeFromStream = function (feeder) {
  10217. // Based from here: http://stackoverflow.com/a/7616484/802124
  10218. var hash = 0;
  10219. var index = 0;
  10220. var chr = feeder(index++);
  10221. while (chr != null) {
  10222. hash = ((hash << 5) - hash) + chr;
  10223. hash |= 0; // Convert to 32bit integer
  10224. chr = feeder(index++);
  10225. }
  10226. return hash;
  10227. };
  10228. /**
  10229. * Returns a promise that resolves after the given amount of time.
  10230. * @param delay Number of milliseconds to delay
  10231. * @returns Promise that resolves after the given amount of time
  10232. */
  10233. Tools.DelayAsync = function (delay) {
  10234. return new Promise(function (resolve) {
  10235. setTimeout(function () {
  10236. resolve();
  10237. }, delay);
  10238. });
  10239. };
  10240. /**
  10241. * Gets the current gradient from an array of IValueGradient
  10242. * @param ratio defines the current ratio to get
  10243. * @param gradients defines the array of IValueGradient
  10244. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  10245. */
  10246. Tools.GetCurrentGradient = function (ratio, gradients, updateFunc) {
  10247. for (var gradientIndex = 0; gradientIndex < gradients.length - 1; gradientIndex++) {
  10248. var currentGradient = gradients[gradientIndex];
  10249. var nextGradient = gradients[gradientIndex + 1];
  10250. if (ratio >= currentGradient.gradient && ratio <= nextGradient.gradient) {
  10251. var scale = (ratio - currentGradient.gradient) / (nextGradient.gradient - currentGradient.gradient);
  10252. updateFunc(currentGradient, nextGradient, scale);
  10253. return;
  10254. }
  10255. }
  10256. // Use last index if over
  10257. var lastIndex = gradients.length - 1;
  10258. updateFunc(gradients[lastIndex], gradients[lastIndex], 1.0);
  10259. };
  10260. Tools.BaseUrl = "";
  10261. Tools.DefaultRetryStrategy = RetryStrategy.ExponentialBackoff();
  10262. /**
  10263. * Default behaviour for cors in the application.
  10264. * It can be a string if the expected behavior is identical in the entire app.
  10265. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  10266. */
  10267. Tools.CorsBehavior = "anonymous";
  10268. Tools.UseFallbackTexture = true;
  10269. /**
  10270. * Use this object to register external classes like custom textures or material
  10271. * to allow the laoders to instantiate them
  10272. */
  10273. Tools.RegisteredExternalClasses = {};
  10274. // Used in case of a texture loading problem
  10275. Tools.fallbackTexture = "data:image/jpg;base64,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";
  10276. Tools._tmpFloatArray = new Float32Array(1);
  10277. Tools.PreprocessUrl = function (url) {
  10278. return url;
  10279. };
  10280. // Logs
  10281. Tools._NoneLogLevel = 0;
  10282. Tools._MessageLogLevel = 1;
  10283. Tools._WarningLogLevel = 2;
  10284. Tools._ErrorLogLevel = 4;
  10285. Tools._LogCache = "";
  10286. Tools.errorsCount = 0;
  10287. Tools.Log = Tools._LogEnabled;
  10288. Tools.Warn = Tools._WarnEnabled;
  10289. Tools.Error = Tools._ErrorEnabled;
  10290. // Performances
  10291. Tools._PerformanceNoneLogLevel = 0;
  10292. Tools._PerformanceUserMarkLogLevel = 1;
  10293. Tools._PerformanceConsoleLogLevel = 2;
  10294. Tools.StartPerformanceCounter = Tools._StartPerformanceCounterDisabled;
  10295. Tools.EndPerformanceCounter = Tools._EndPerformanceCounterDisabled;
  10296. return Tools;
  10297. }());
  10298. BABYLON.Tools = Tools;
  10299. /**
  10300. * This class is used to track a performance counter which is number based.
  10301. * The user has access to many properties which give statistics of different nature
  10302. *
  10303. * The implementer can track two kinds of Performance Counter: time and count
  10304. * 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.
  10305. * 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.
  10306. */
  10307. var PerfCounter = /** @class */ (function () {
  10308. function PerfCounter() {
  10309. this._startMonitoringTime = 0;
  10310. this._min = 0;
  10311. this._max = 0;
  10312. this._average = 0;
  10313. this._lastSecAverage = 0;
  10314. this._current = 0;
  10315. this._totalValueCount = 0;
  10316. this._totalAccumulated = 0;
  10317. this._lastSecAccumulated = 0;
  10318. this._lastSecTime = 0;
  10319. this._lastSecValueCount = 0;
  10320. }
  10321. Object.defineProperty(PerfCounter.prototype, "min", {
  10322. /**
  10323. * Returns the smallest value ever
  10324. */
  10325. get: function () {
  10326. return this._min;
  10327. },
  10328. enumerable: true,
  10329. configurable: true
  10330. });
  10331. Object.defineProperty(PerfCounter.prototype, "max", {
  10332. /**
  10333. * Returns the biggest value ever
  10334. */
  10335. get: function () {
  10336. return this._max;
  10337. },
  10338. enumerable: true,
  10339. configurable: true
  10340. });
  10341. Object.defineProperty(PerfCounter.prototype, "average", {
  10342. /**
  10343. * Returns the average value since the performance counter is running
  10344. */
  10345. get: function () {
  10346. return this._average;
  10347. },
  10348. enumerable: true,
  10349. configurable: true
  10350. });
  10351. Object.defineProperty(PerfCounter.prototype, "lastSecAverage", {
  10352. /**
  10353. * Returns the average value of the last second the counter was monitored
  10354. */
  10355. get: function () {
  10356. return this._lastSecAverage;
  10357. },
  10358. enumerable: true,
  10359. configurable: true
  10360. });
  10361. Object.defineProperty(PerfCounter.prototype, "current", {
  10362. /**
  10363. * Returns the current value
  10364. */
  10365. get: function () {
  10366. return this._current;
  10367. },
  10368. enumerable: true,
  10369. configurable: true
  10370. });
  10371. Object.defineProperty(PerfCounter.prototype, "total", {
  10372. get: function () {
  10373. return this._totalAccumulated;
  10374. },
  10375. enumerable: true,
  10376. configurable: true
  10377. });
  10378. Object.defineProperty(PerfCounter.prototype, "count", {
  10379. get: function () {
  10380. return this._totalValueCount;
  10381. },
  10382. enumerable: true,
  10383. configurable: true
  10384. });
  10385. /**
  10386. * Call this method to start monitoring a new frame.
  10387. * 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.
  10388. */
  10389. PerfCounter.prototype.fetchNewFrame = function () {
  10390. this._totalValueCount++;
  10391. this._current = 0;
  10392. this._lastSecValueCount++;
  10393. };
  10394. /**
  10395. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  10396. * @param newCount the count value to add to the monitored count
  10397. * @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.
  10398. */
  10399. PerfCounter.prototype.addCount = function (newCount, fetchResult) {
  10400. if (!PerfCounter.Enabled) {
  10401. return;
  10402. }
  10403. this._current += newCount;
  10404. if (fetchResult) {
  10405. this._fetchResult();
  10406. }
  10407. };
  10408. /**
  10409. * Start monitoring this performance counter
  10410. */
  10411. PerfCounter.prototype.beginMonitoring = function () {
  10412. if (!PerfCounter.Enabled) {
  10413. return;
  10414. }
  10415. this._startMonitoringTime = Tools.Now;
  10416. };
  10417. /**
  10418. * Compute the time lapsed since the previous beginMonitoring() call.
  10419. * @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
  10420. */
  10421. PerfCounter.prototype.endMonitoring = function (newFrame) {
  10422. if (newFrame === void 0) { newFrame = true; }
  10423. if (!PerfCounter.Enabled) {
  10424. return;
  10425. }
  10426. if (newFrame) {
  10427. this.fetchNewFrame();
  10428. }
  10429. var currentTime = Tools.Now;
  10430. this._current = currentTime - this._startMonitoringTime;
  10431. if (newFrame) {
  10432. this._fetchResult();
  10433. }
  10434. };
  10435. PerfCounter.prototype._fetchResult = function () {
  10436. this._totalAccumulated += this._current;
  10437. this._lastSecAccumulated += this._current;
  10438. // Min/Max update
  10439. this._min = Math.min(this._min, this._current);
  10440. this._max = Math.max(this._max, this._current);
  10441. this._average = this._totalAccumulated / this._totalValueCount;
  10442. // Reset last sec?
  10443. var now = Tools.Now;
  10444. if ((now - this._lastSecTime) > 1000) {
  10445. this._lastSecAverage = this._lastSecAccumulated / this._lastSecValueCount;
  10446. this._lastSecTime = now;
  10447. this._lastSecAccumulated = 0;
  10448. this._lastSecValueCount = 0;
  10449. }
  10450. };
  10451. PerfCounter.Enabled = true;
  10452. return PerfCounter;
  10453. }());
  10454. BABYLON.PerfCounter = PerfCounter;
  10455. /**
  10456. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  10457. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  10458. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  10459. * @param name The name of the class, case should be preserved
  10460. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  10461. */
  10462. function className(name, module) {
  10463. return function (target) {
  10464. target["__bjsclassName__"] = name;
  10465. target["__bjsmoduleName__"] = (module != null) ? module : null;
  10466. };
  10467. }
  10468. BABYLON.className = className;
  10469. /**
  10470. * An implementation of a loop for asynchronous functions.
  10471. */
  10472. var AsyncLoop = /** @class */ (function () {
  10473. /**
  10474. * Constructor.
  10475. * @param iterations the number of iterations.
  10476. * @param func the function to run each iteration
  10477. * @param successCallback the callback that will be called upon succesful execution
  10478. * @param offset starting offset.
  10479. */
  10480. function AsyncLoop(
  10481. /**
  10482. * Defines the number of iterations for the loop
  10483. */
  10484. iterations, func, successCallback, offset) {
  10485. if (offset === void 0) { offset = 0; }
  10486. this.iterations = iterations;
  10487. this.index = offset - 1;
  10488. this._done = false;
  10489. this._fn = func;
  10490. this._successCallback = successCallback;
  10491. }
  10492. /**
  10493. * Execute the next iteration. Must be called after the last iteration was finished.
  10494. */
  10495. AsyncLoop.prototype.executeNext = function () {
  10496. if (!this._done) {
  10497. if (this.index + 1 < this.iterations) {
  10498. ++this.index;
  10499. this._fn(this);
  10500. }
  10501. else {
  10502. this.breakLoop();
  10503. }
  10504. }
  10505. };
  10506. /**
  10507. * Break the loop and run the success callback.
  10508. */
  10509. AsyncLoop.prototype.breakLoop = function () {
  10510. this._done = true;
  10511. this._successCallback();
  10512. };
  10513. /**
  10514. * Create and run an async loop.
  10515. * @param iterations the number of iterations.
  10516. * @param fn the function to run each iteration
  10517. * @param successCallback the callback that will be called upon succesful execution
  10518. * @param offset starting offset.
  10519. * @returns the created async loop object
  10520. */
  10521. AsyncLoop.Run = function (iterations, fn, successCallback, offset) {
  10522. if (offset === void 0) { offset = 0; }
  10523. var loop = new AsyncLoop(iterations, fn, successCallback, offset);
  10524. loop.executeNext();
  10525. return loop;
  10526. };
  10527. /**
  10528. * A for-loop that will run a given number of iterations synchronous and the rest async.
  10529. * @param iterations total number of iterations
  10530. * @param syncedIterations number of synchronous iterations in each async iteration.
  10531. * @param fn the function to call each iteration.
  10532. * @param callback a success call back that will be called when iterating stops.
  10533. * @param breakFunction a break condition (optional)
  10534. * @param timeout timeout settings for the setTimeout function. default - 0.
  10535. * @returns the created async loop object
  10536. */
  10537. AsyncLoop.SyncAsyncForLoop = function (iterations, syncedIterations, fn, callback, breakFunction, timeout) {
  10538. if (timeout === void 0) { timeout = 0; }
  10539. return AsyncLoop.Run(Math.ceil(iterations / syncedIterations), function (loop) {
  10540. if (breakFunction && breakFunction())
  10541. loop.breakLoop();
  10542. else {
  10543. setTimeout(function () {
  10544. for (var i = 0; i < syncedIterations; ++i) {
  10545. var iteration = (loop.index * syncedIterations) + i;
  10546. if (iteration >= iterations)
  10547. break;
  10548. fn(iteration);
  10549. if (breakFunction && breakFunction()) {
  10550. loop.breakLoop();
  10551. break;
  10552. }
  10553. }
  10554. loop.executeNext();
  10555. }, timeout);
  10556. }
  10557. }, callback);
  10558. };
  10559. return AsyncLoop;
  10560. }());
  10561. BABYLON.AsyncLoop = AsyncLoop;
  10562. })(BABYLON || (BABYLON = {}));
  10563. //# sourceMappingURL=babylon.tools.js.map
  10564. var BABYLON;
  10565. (function (BABYLON) {
  10566. var PromiseStates;
  10567. (function (PromiseStates) {
  10568. PromiseStates[PromiseStates["Pending"] = 0] = "Pending";
  10569. PromiseStates[PromiseStates["Fulfilled"] = 1] = "Fulfilled";
  10570. PromiseStates[PromiseStates["Rejected"] = 2] = "Rejected";
  10571. })(PromiseStates || (PromiseStates = {}));
  10572. var FulFillmentAgregator = /** @class */ (function () {
  10573. function FulFillmentAgregator() {
  10574. this.count = 0;
  10575. this.target = 0;
  10576. this.results = [];
  10577. }
  10578. return FulFillmentAgregator;
  10579. }());
  10580. var InternalPromise = /** @class */ (function () {
  10581. function InternalPromise(resolver) {
  10582. var _this = this;
  10583. this._state = PromiseStates.Pending;
  10584. this._children = new Array();
  10585. this._rejectWasConsumed = false;
  10586. if (!resolver) {
  10587. return;
  10588. }
  10589. try {
  10590. resolver(function (value) {
  10591. _this._resolve(value);
  10592. }, function (reason) {
  10593. _this._reject(reason);
  10594. });
  10595. }
  10596. catch (e) {
  10597. this._reject(e);
  10598. }
  10599. }
  10600. Object.defineProperty(InternalPromise.prototype, "_result", {
  10601. get: function () {
  10602. return this._resultValue;
  10603. },
  10604. set: function (value) {
  10605. this._resultValue = value;
  10606. if (this._parent && this._parent._result === undefined) {
  10607. this._parent._result = value;
  10608. }
  10609. },
  10610. enumerable: true,
  10611. configurable: true
  10612. });
  10613. InternalPromise.prototype.catch = function (onRejected) {
  10614. return this.then(undefined, onRejected);
  10615. };
  10616. InternalPromise.prototype.then = function (onFulfilled, onRejected) {
  10617. var _this = this;
  10618. var newPromise = new InternalPromise();
  10619. newPromise._onFulfilled = onFulfilled;
  10620. newPromise._onRejected = onRejected;
  10621. // Composition
  10622. this._children.push(newPromise);
  10623. newPromise._parent = this;
  10624. if (this._state !== PromiseStates.Pending) {
  10625. BABYLON.Tools.SetImmediate(function () {
  10626. if (_this._state === PromiseStates.Fulfilled || _this._rejectWasConsumed) {
  10627. var returnedValue = newPromise._resolve(_this._result);
  10628. if (returnedValue !== undefined && returnedValue !== null) {
  10629. if (returnedValue._state !== undefined) {
  10630. var returnedPromise = returnedValue;
  10631. newPromise._children.push(returnedPromise);
  10632. returnedPromise._parent = newPromise;
  10633. newPromise = returnedPromise;
  10634. }
  10635. else {
  10636. newPromise._result = returnedValue;
  10637. }
  10638. }
  10639. }
  10640. else {
  10641. newPromise._reject(_this._reason);
  10642. }
  10643. });
  10644. }
  10645. return newPromise;
  10646. };
  10647. InternalPromise.prototype._moveChildren = function (children) {
  10648. var _this = this;
  10649. var _a;
  10650. (_a = this._children).push.apply(_a, children.splice(0, children.length));
  10651. this._children.forEach(function (child) {
  10652. child._parent = _this;
  10653. });
  10654. if (this._state === PromiseStates.Fulfilled) {
  10655. for (var _i = 0, _b = this._children; _i < _b.length; _i++) {
  10656. var child = _b[_i];
  10657. child._resolve(this._result);
  10658. }
  10659. }
  10660. else if (this._state === PromiseStates.Rejected) {
  10661. for (var _c = 0, _d = this._children; _c < _d.length; _c++) {
  10662. var child = _d[_c];
  10663. child._reject(this._reason);
  10664. }
  10665. }
  10666. };
  10667. InternalPromise.prototype._resolve = function (value) {
  10668. try {
  10669. this._state = PromiseStates.Fulfilled;
  10670. var returnedValue = null;
  10671. if (this._onFulfilled) {
  10672. returnedValue = this._onFulfilled(value);
  10673. }
  10674. if (returnedValue !== undefined && returnedValue !== null) {
  10675. if (returnedValue._state !== undefined) {
  10676. // Transmit children
  10677. var returnedPromise = returnedValue;
  10678. returnedPromise._parent = this;
  10679. returnedPromise._moveChildren(this._children);
  10680. value = returnedPromise._result;
  10681. }
  10682. else {
  10683. value = returnedValue;
  10684. }
  10685. }
  10686. this._result = value;
  10687. for (var _i = 0, _a = this._children; _i < _a.length; _i++) {
  10688. var child = _a[_i];
  10689. child._resolve(value);
  10690. }
  10691. this._children.length = 0;
  10692. delete this._onFulfilled;
  10693. delete this._onRejected;
  10694. }
  10695. catch (e) {
  10696. this._reject(e, true);
  10697. }
  10698. };
  10699. InternalPromise.prototype._reject = function (reason, onLocalThrow) {
  10700. if (onLocalThrow === void 0) { onLocalThrow = false; }
  10701. this._state = PromiseStates.Rejected;
  10702. this._reason = reason;
  10703. if (this._onRejected && !onLocalThrow) {
  10704. try {
  10705. this._onRejected(reason);
  10706. this._rejectWasConsumed = true;
  10707. }
  10708. catch (e) {
  10709. reason = e;
  10710. }
  10711. }
  10712. for (var _i = 0, _a = this._children; _i < _a.length; _i++) {
  10713. var child = _a[_i];
  10714. if (this._rejectWasConsumed) {
  10715. child._resolve(null);
  10716. }
  10717. else {
  10718. child._reject(reason);
  10719. }
  10720. }
  10721. this._children.length = 0;
  10722. delete this._onFulfilled;
  10723. delete this._onRejected;
  10724. };
  10725. InternalPromise.resolve = function (value) {
  10726. var newPromise = new InternalPromise();
  10727. newPromise._resolve(value);
  10728. return newPromise;
  10729. };
  10730. InternalPromise._RegisterForFulfillment = function (promise, agregator, index) {
  10731. promise.then(function (value) {
  10732. agregator.results[index] = value;
  10733. agregator.count++;
  10734. if (agregator.count === agregator.target) {
  10735. agregator.rootPromise._resolve(agregator.results);
  10736. }
  10737. return null;
  10738. }, function (reason) {
  10739. if (agregator.rootPromise._state !== PromiseStates.Rejected) {
  10740. agregator.rootPromise._reject(reason);
  10741. }
  10742. });
  10743. };
  10744. InternalPromise.all = function (promises) {
  10745. var newPromise = new InternalPromise();
  10746. var agregator = new FulFillmentAgregator();
  10747. agregator.target = promises.length;
  10748. agregator.rootPromise = newPromise;
  10749. if (promises.length) {
  10750. for (var index = 0; index < promises.length; index++) {
  10751. InternalPromise._RegisterForFulfillment(promises[index], agregator, index);
  10752. }
  10753. }
  10754. else {
  10755. newPromise._resolve([]);
  10756. }
  10757. return newPromise;
  10758. };
  10759. InternalPromise.race = function (promises) {
  10760. var newPromise = new InternalPromise();
  10761. if (promises.length) {
  10762. for (var _i = 0, promises_1 = promises; _i < promises_1.length; _i++) {
  10763. var promise = promises_1[_i];
  10764. promise.then(function (value) {
  10765. if (newPromise) {
  10766. newPromise._resolve(value);
  10767. newPromise = null;
  10768. }
  10769. return null;
  10770. }, function (reason) {
  10771. if (newPromise) {
  10772. newPromise._reject(reason);
  10773. newPromise = null;
  10774. }
  10775. });
  10776. }
  10777. }
  10778. return newPromise;
  10779. };
  10780. return InternalPromise;
  10781. }());
  10782. /**
  10783. * Helper class that provides a small promise polyfill
  10784. */
  10785. var PromisePolyfill = /** @class */ (function () {
  10786. function PromisePolyfill() {
  10787. }
  10788. /**
  10789. * Static function used to check if the polyfill is required
  10790. * If this is the case then the function will inject the polyfill to window.Promise
  10791. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  10792. */
  10793. PromisePolyfill.Apply = function (force) {
  10794. if (force === void 0) { force = false; }
  10795. if (force || typeof Promise === 'undefined') {
  10796. var root = window;
  10797. root.Promise = InternalPromise;
  10798. }
  10799. };
  10800. return PromisePolyfill;
  10801. }());
  10802. BABYLON.PromisePolyfill = PromisePolyfill;
  10803. })(BABYLON || (BABYLON = {}));
  10804. //# sourceMappingURL=babylon.promise.js.map
  10805. /// <reference path="../../../dist/preview release/babylon.d.ts" />
  10806. var BABYLON;
  10807. (function (BABYLON) {
  10808. /**
  10809. * Helper class to push actions to a pool of workers.
  10810. */
  10811. var WorkerPool = /** @class */ (function () {
  10812. /**
  10813. * Constructor
  10814. * @param workers Array of workers to use for actions
  10815. */
  10816. function WorkerPool(workers) {
  10817. this._pendingActions = new Array();
  10818. this._workerInfos = workers.map(function (worker) { return ({
  10819. worker: worker,
  10820. active: false
  10821. }); });
  10822. }
  10823. /**
  10824. * Terminates all workers and clears any pending actions.
  10825. */
  10826. WorkerPool.prototype.dispose = function () {
  10827. for (var _i = 0, _a = this._workerInfos; _i < _a.length; _i++) {
  10828. var workerInfo = _a[_i];
  10829. workerInfo.worker.terminate();
  10830. }
  10831. delete this._workerInfos;
  10832. delete this._pendingActions;
  10833. };
  10834. /**
  10835. * Pushes an action to the worker pool. If all the workers are active, the action will be
  10836. * pended until a worker has completed its action.
  10837. * @param action The action to perform. Call onComplete when the action is complete.
  10838. */
  10839. WorkerPool.prototype.push = function (action) {
  10840. for (var _i = 0, _a = this._workerInfos; _i < _a.length; _i++) {
  10841. var workerInfo = _a[_i];
  10842. if (!workerInfo.active) {
  10843. this._execute(workerInfo, action);
  10844. return;
  10845. }
  10846. }
  10847. this._pendingActions.push(action);
  10848. };
  10849. WorkerPool.prototype._execute = function (workerInfo, action) {
  10850. var _this = this;
  10851. workerInfo.active = true;
  10852. action(workerInfo.worker, function () {
  10853. workerInfo.active = false;
  10854. var nextAction = _this._pendingActions.shift();
  10855. if (nextAction) {
  10856. _this._execute(workerInfo, nextAction);
  10857. }
  10858. });
  10859. };
  10860. return WorkerPool;
  10861. }());
  10862. BABYLON.WorkerPool = WorkerPool;
  10863. })(BABYLON || (BABYLON = {}));
  10864. //# sourceMappingURL=babylon.workerPool.js.map
  10865. var BABYLON;
  10866. (function (BABYLON) {
  10867. /**
  10868. * @hidden
  10869. **/
  10870. var _AlphaState = /** @class */ (function () {
  10871. /**
  10872. * Initializes the state.
  10873. */
  10874. function _AlphaState() {
  10875. this._isAlphaBlendDirty = false;
  10876. this._isBlendFunctionParametersDirty = false;
  10877. this._isBlendEquationParametersDirty = false;
  10878. this._isBlendConstantsDirty = false;
  10879. this._alphaBlend = false;
  10880. this._blendFunctionParameters = new Array(4);
  10881. this._blendEquationParameters = new Array(2);
  10882. this._blendConstants = new Array(4);
  10883. this.reset();
  10884. }
  10885. Object.defineProperty(_AlphaState.prototype, "isDirty", {
  10886. get: function () {
  10887. return this._isAlphaBlendDirty || this._isBlendFunctionParametersDirty;
  10888. },
  10889. enumerable: true,
  10890. configurable: true
  10891. });
  10892. Object.defineProperty(_AlphaState.prototype, "alphaBlend", {
  10893. get: function () {
  10894. return this._alphaBlend;
  10895. },
  10896. set: function (value) {
  10897. if (this._alphaBlend === value) {
  10898. return;
  10899. }
  10900. this._alphaBlend = value;
  10901. this._isAlphaBlendDirty = true;
  10902. },
  10903. enumerable: true,
  10904. configurable: true
  10905. });
  10906. _AlphaState.prototype.setAlphaBlendConstants = function (r, g, b, a) {
  10907. if (this._blendConstants[0] === r &&
  10908. this._blendConstants[1] === g &&
  10909. this._blendConstants[2] === b &&
  10910. this._blendConstants[3] === a) {
  10911. return;
  10912. }
  10913. this._blendConstants[0] = r;
  10914. this._blendConstants[1] = g;
  10915. this._blendConstants[2] = b;
  10916. this._blendConstants[3] = a;
  10917. this._isBlendConstantsDirty = true;
  10918. };
  10919. _AlphaState.prototype.setAlphaBlendFunctionParameters = function (value0, value1, value2, value3) {
  10920. if (this._blendFunctionParameters[0] === value0 &&
  10921. this._blendFunctionParameters[1] === value1 &&
  10922. this._blendFunctionParameters[2] === value2 &&
  10923. this._blendFunctionParameters[3] === value3) {
  10924. return;
  10925. }
  10926. this._blendFunctionParameters[0] = value0;
  10927. this._blendFunctionParameters[1] = value1;
  10928. this._blendFunctionParameters[2] = value2;
  10929. this._blendFunctionParameters[3] = value3;
  10930. this._isBlendFunctionParametersDirty = true;
  10931. };
  10932. _AlphaState.prototype.setAlphaEquationParameters = function (rgb, alpha) {
  10933. if (this._blendEquationParameters[0] === rgb &&
  10934. this._blendEquationParameters[1] === alpha) {
  10935. return;
  10936. }
  10937. this._blendEquationParameters[0] = rgb;
  10938. this._blendEquationParameters[1] = alpha;
  10939. this._isBlendEquationParametersDirty = true;
  10940. };
  10941. _AlphaState.prototype.reset = function () {
  10942. this._alphaBlend = false;
  10943. this._blendFunctionParameters[0] = null;
  10944. this._blendFunctionParameters[1] = null;
  10945. this._blendFunctionParameters[2] = null;
  10946. this._blendFunctionParameters[3] = null;
  10947. this._blendEquationParameters[0] = null;
  10948. this._blendEquationParameters[1] = null;
  10949. this._blendConstants[0] = null;
  10950. this._blendConstants[1] = null;
  10951. this._blendConstants[2] = null;
  10952. this._blendConstants[3] = null;
  10953. this._isAlphaBlendDirty = true;
  10954. this._isBlendFunctionParametersDirty = false;
  10955. this._isBlendEquationParametersDirty = false;
  10956. this._isBlendConstantsDirty = false;
  10957. };
  10958. _AlphaState.prototype.apply = function (gl) {
  10959. if (!this.isDirty) {
  10960. return;
  10961. }
  10962. // Alpha blend
  10963. if (this._isAlphaBlendDirty) {
  10964. if (this._alphaBlend) {
  10965. gl.enable(gl.BLEND);
  10966. }
  10967. else {
  10968. gl.disable(gl.BLEND);
  10969. }
  10970. this._isAlphaBlendDirty = false;
  10971. }
  10972. // Alpha function
  10973. if (this._isBlendFunctionParametersDirty) {
  10974. gl.blendFuncSeparate(this._blendFunctionParameters[0], this._blendFunctionParameters[1], this._blendFunctionParameters[2], this._blendFunctionParameters[3]);
  10975. this._isBlendFunctionParametersDirty = false;
  10976. }
  10977. // Alpha equation
  10978. if (this._isBlendEquationParametersDirty) {
  10979. gl.blendEquationSeparate(this._blendEquationParameters[0], this._blendEquationParameters[1]);
  10980. this._isBlendEquationParametersDirty = false;
  10981. }
  10982. // Constants
  10983. if (this._isBlendConstantsDirty) {
  10984. gl.blendColor(this._blendConstants[0], this._blendConstants[1], this._blendConstants[2], this._blendConstants[3]);
  10985. this._isBlendConstantsDirty = false;
  10986. }
  10987. };
  10988. return _AlphaState;
  10989. }());
  10990. BABYLON._AlphaState = _AlphaState;
  10991. })(BABYLON || (BABYLON = {}));
  10992. //# sourceMappingURL=babylon.alphaCullingState.js.map
  10993. var BABYLON;
  10994. (function (BABYLON) {
  10995. /**
  10996. * @hidden
  10997. **/
  10998. var _DepthCullingState = /** @class */ (function () {
  10999. /**
  11000. * Initializes the state.
  11001. */
  11002. function _DepthCullingState() {
  11003. this._isDepthTestDirty = false;
  11004. this._isDepthMaskDirty = false;
  11005. this._isDepthFuncDirty = false;
  11006. this._isCullFaceDirty = false;
  11007. this._isCullDirty = false;
  11008. this._isZOffsetDirty = false;
  11009. this._isFrontFaceDirty = false;
  11010. this.reset();
  11011. }
  11012. Object.defineProperty(_DepthCullingState.prototype, "isDirty", {
  11013. get: function () {
  11014. return this._isDepthFuncDirty || this._isDepthTestDirty || this._isDepthMaskDirty || this._isCullFaceDirty || this._isCullDirty || this._isZOffsetDirty || this._isFrontFaceDirty;
  11015. },
  11016. enumerable: true,
  11017. configurable: true
  11018. });
  11019. Object.defineProperty(_DepthCullingState.prototype, "zOffset", {
  11020. get: function () {
  11021. return this._zOffset;
  11022. },
  11023. set: function (value) {
  11024. if (this._zOffset === value) {
  11025. return;
  11026. }
  11027. this._zOffset = value;
  11028. this._isZOffsetDirty = true;
  11029. },
  11030. enumerable: true,
  11031. configurable: true
  11032. });
  11033. Object.defineProperty(_DepthCullingState.prototype, "cullFace", {
  11034. get: function () {
  11035. return this._cullFace;
  11036. },
  11037. set: function (value) {
  11038. if (this._cullFace === value) {
  11039. return;
  11040. }
  11041. this._cullFace = value;
  11042. this._isCullFaceDirty = true;
  11043. },
  11044. enumerable: true,
  11045. configurable: true
  11046. });
  11047. Object.defineProperty(_DepthCullingState.prototype, "cull", {
  11048. get: function () {
  11049. return this._cull;
  11050. },
  11051. set: function (value) {
  11052. if (this._cull === value) {
  11053. return;
  11054. }
  11055. this._cull = value;
  11056. this._isCullDirty = true;
  11057. },
  11058. enumerable: true,
  11059. configurable: true
  11060. });
  11061. Object.defineProperty(_DepthCullingState.prototype, "depthFunc", {
  11062. get: function () {
  11063. return this._depthFunc;
  11064. },
  11065. set: function (value) {
  11066. if (this._depthFunc === value) {
  11067. return;
  11068. }
  11069. this._depthFunc = value;
  11070. this._isDepthFuncDirty = true;
  11071. },
  11072. enumerable: true,
  11073. configurable: true
  11074. });
  11075. Object.defineProperty(_DepthCullingState.prototype, "depthMask", {
  11076. get: function () {
  11077. return this._depthMask;
  11078. },
  11079. set: function (value) {
  11080. if (this._depthMask === value) {
  11081. return;
  11082. }
  11083. this._depthMask = value;
  11084. this._isDepthMaskDirty = true;
  11085. },
  11086. enumerable: true,
  11087. configurable: true
  11088. });
  11089. Object.defineProperty(_DepthCullingState.prototype, "depthTest", {
  11090. get: function () {
  11091. return this._depthTest;
  11092. },
  11093. set: function (value) {
  11094. if (this._depthTest === value) {
  11095. return;
  11096. }
  11097. this._depthTest = value;
  11098. this._isDepthTestDirty = true;
  11099. },
  11100. enumerable: true,
  11101. configurable: true
  11102. });
  11103. Object.defineProperty(_DepthCullingState.prototype, "frontFace", {
  11104. get: function () {
  11105. return this._frontFace;
  11106. },
  11107. set: function (value) {
  11108. if (this._frontFace === value) {
  11109. return;
  11110. }
  11111. this._frontFace = value;
  11112. this._isFrontFaceDirty = true;
  11113. },
  11114. enumerable: true,
  11115. configurable: true
  11116. });
  11117. _DepthCullingState.prototype.reset = function () {
  11118. this._depthMask = true;
  11119. this._depthTest = true;
  11120. this._depthFunc = null;
  11121. this._cullFace = null;
  11122. this._cull = null;
  11123. this._zOffset = 0;
  11124. this._frontFace = null;
  11125. this._isDepthTestDirty = true;
  11126. this._isDepthMaskDirty = true;
  11127. this._isDepthFuncDirty = false;
  11128. this._isCullFaceDirty = false;
  11129. this._isCullDirty = false;
  11130. this._isZOffsetDirty = false;
  11131. this._isFrontFaceDirty = false;
  11132. };
  11133. _DepthCullingState.prototype.apply = function (gl) {
  11134. if (!this.isDirty) {
  11135. return;
  11136. }
  11137. // Cull
  11138. if (this._isCullDirty) {
  11139. if (this.cull) {
  11140. gl.enable(gl.CULL_FACE);
  11141. }
  11142. else {
  11143. gl.disable(gl.CULL_FACE);
  11144. }
  11145. this._isCullDirty = false;
  11146. }
  11147. // Cull face
  11148. if (this._isCullFaceDirty) {
  11149. gl.cullFace(this.cullFace);
  11150. this._isCullFaceDirty = false;
  11151. }
  11152. // Depth mask
  11153. if (this._isDepthMaskDirty) {
  11154. gl.depthMask(this.depthMask);
  11155. this._isDepthMaskDirty = false;
  11156. }
  11157. // Depth test
  11158. if (this._isDepthTestDirty) {
  11159. if (this.depthTest) {
  11160. gl.enable(gl.DEPTH_TEST);
  11161. }
  11162. else {
  11163. gl.disable(gl.DEPTH_TEST);
  11164. }
  11165. this._isDepthTestDirty = false;
  11166. }
  11167. // Depth func
  11168. if (this._isDepthFuncDirty) {
  11169. gl.depthFunc(this.depthFunc);
  11170. this._isDepthFuncDirty = false;
  11171. }
  11172. // zOffset
  11173. if (this._isZOffsetDirty) {
  11174. if (this.zOffset) {
  11175. gl.enable(gl.POLYGON_OFFSET_FILL);
  11176. gl.polygonOffset(this.zOffset, 0);
  11177. }
  11178. else {
  11179. gl.disable(gl.POLYGON_OFFSET_FILL);
  11180. }
  11181. this._isZOffsetDirty = false;
  11182. }
  11183. // Front face
  11184. if (this._isFrontFaceDirty) {
  11185. gl.frontFace(this.frontFace);
  11186. this._isFrontFaceDirty = false;
  11187. }
  11188. };
  11189. return _DepthCullingState;
  11190. }());
  11191. BABYLON._DepthCullingState = _DepthCullingState;
  11192. })(BABYLON || (BABYLON = {}));
  11193. //# sourceMappingURL=babylon.depthCullingState.js.map
  11194. var BABYLON;
  11195. (function (BABYLON) {
  11196. /**
  11197. * @hidden
  11198. **/
  11199. var _StencilState = /** @class */ (function () {
  11200. function _StencilState() {
  11201. this._isStencilTestDirty = false;
  11202. this._isStencilMaskDirty = false;
  11203. this._isStencilFuncDirty = false;
  11204. this._isStencilOpDirty = false;
  11205. this.reset();
  11206. }
  11207. Object.defineProperty(_StencilState.prototype, "isDirty", {
  11208. get: function () {
  11209. return this._isStencilTestDirty || this._isStencilMaskDirty || this._isStencilFuncDirty || this._isStencilOpDirty;
  11210. },
  11211. enumerable: true,
  11212. configurable: true
  11213. });
  11214. Object.defineProperty(_StencilState.prototype, "stencilFunc", {
  11215. get: function () {
  11216. return this._stencilFunc;
  11217. },
  11218. set: function (value) {
  11219. if (this._stencilFunc === value) {
  11220. return;
  11221. }
  11222. this._stencilFunc = value;
  11223. this._isStencilFuncDirty = true;
  11224. },
  11225. enumerable: true,
  11226. configurable: true
  11227. });
  11228. Object.defineProperty(_StencilState.prototype, "stencilFuncRef", {
  11229. get: function () {
  11230. return this._stencilFuncRef;
  11231. },
  11232. set: function (value) {
  11233. if (this._stencilFuncRef === value) {
  11234. return;
  11235. }
  11236. this._stencilFuncRef = value;
  11237. this._isStencilFuncDirty = true;
  11238. },
  11239. enumerable: true,
  11240. configurable: true
  11241. });
  11242. Object.defineProperty(_StencilState.prototype, "stencilFuncMask", {
  11243. get: function () {
  11244. return this._stencilFuncMask;
  11245. },
  11246. set: function (value) {
  11247. if (this._stencilFuncMask === value) {
  11248. return;
  11249. }
  11250. this._stencilFuncMask = value;
  11251. this._isStencilFuncDirty = true;
  11252. },
  11253. enumerable: true,
  11254. configurable: true
  11255. });
  11256. Object.defineProperty(_StencilState.prototype, "stencilOpStencilFail", {
  11257. get: function () {
  11258. return this._stencilOpStencilFail;
  11259. },
  11260. set: function (value) {
  11261. if (this._stencilOpStencilFail === value) {
  11262. return;
  11263. }
  11264. this._stencilOpStencilFail = value;
  11265. this._isStencilOpDirty = true;
  11266. },
  11267. enumerable: true,
  11268. configurable: true
  11269. });
  11270. Object.defineProperty(_StencilState.prototype, "stencilOpDepthFail", {
  11271. get: function () {
  11272. return this._stencilOpDepthFail;
  11273. },
  11274. set: function (value) {
  11275. if (this._stencilOpDepthFail === value) {
  11276. return;
  11277. }
  11278. this._stencilOpDepthFail = value;
  11279. this._isStencilOpDirty = true;
  11280. },
  11281. enumerable: true,
  11282. configurable: true
  11283. });
  11284. Object.defineProperty(_StencilState.prototype, "stencilOpStencilDepthPass", {
  11285. get: function () {
  11286. return this._stencilOpStencilDepthPass;
  11287. },
  11288. set: function (value) {
  11289. if (this._stencilOpStencilDepthPass === value) {
  11290. return;
  11291. }
  11292. this._stencilOpStencilDepthPass = value;
  11293. this._isStencilOpDirty = true;
  11294. },
  11295. enumerable: true,
  11296. configurable: true
  11297. });
  11298. Object.defineProperty(_StencilState.prototype, "stencilMask", {
  11299. get: function () {
  11300. return this._stencilMask;
  11301. },
  11302. set: function (value) {
  11303. if (this._stencilMask === value) {
  11304. return;
  11305. }
  11306. this._stencilMask = value;
  11307. this._isStencilMaskDirty = true;
  11308. },
  11309. enumerable: true,
  11310. configurable: true
  11311. });
  11312. Object.defineProperty(_StencilState.prototype, "stencilTest", {
  11313. get: function () {
  11314. return this._stencilTest;
  11315. },
  11316. set: function (value) {
  11317. if (this._stencilTest === value) {
  11318. return;
  11319. }
  11320. this._stencilTest = value;
  11321. this._isStencilTestDirty = true;
  11322. },
  11323. enumerable: true,
  11324. configurable: true
  11325. });
  11326. _StencilState.prototype.reset = function () {
  11327. this._stencilTest = false;
  11328. this._stencilMask = 0xFF;
  11329. this._stencilFunc = BABYLON.Engine.ALWAYS;
  11330. this._stencilFuncRef = 1;
  11331. this._stencilFuncMask = 0xFF;
  11332. this._stencilOpStencilFail = BABYLON.Engine.KEEP;
  11333. this._stencilOpDepthFail = BABYLON.Engine.KEEP;
  11334. this._stencilOpStencilDepthPass = BABYLON.Engine.REPLACE;
  11335. this._isStencilTestDirty = true;
  11336. this._isStencilMaskDirty = true;
  11337. this._isStencilFuncDirty = true;
  11338. this._isStencilOpDirty = true;
  11339. };
  11340. _StencilState.prototype.apply = function (gl) {
  11341. if (!this.isDirty) {
  11342. return;
  11343. }
  11344. // Stencil test
  11345. if (this._isStencilTestDirty) {
  11346. if (this.stencilTest) {
  11347. gl.enable(gl.STENCIL_TEST);
  11348. }
  11349. else {
  11350. gl.disable(gl.STENCIL_TEST);
  11351. }
  11352. this._isStencilTestDirty = false;
  11353. }
  11354. // Stencil mask
  11355. if (this._isStencilMaskDirty) {
  11356. gl.stencilMask(this.stencilMask);
  11357. this._isStencilMaskDirty = false;
  11358. }
  11359. // Stencil func
  11360. if (this._isStencilFuncDirty) {
  11361. gl.stencilFunc(this.stencilFunc, this.stencilFuncRef, this.stencilFuncMask);
  11362. this._isStencilFuncDirty = false;
  11363. }
  11364. // Stencil op
  11365. if (this._isStencilOpDirty) {
  11366. gl.stencilOp(this.stencilOpStencilFail, this.stencilOpDepthFail, this.stencilOpStencilDepthPass);
  11367. this._isStencilOpDirty = false;
  11368. }
  11369. };
  11370. return _StencilState;
  11371. }());
  11372. BABYLON._StencilState = _StencilState;
  11373. })(BABYLON || (BABYLON = {}));
  11374. //# sourceMappingURL=babylon.stencilState.js.map
  11375. var __assign = (this && this.__assign) || function () {
  11376. __assign = Object.assign || function(t) {
  11377. for (var s, i = 1, n = arguments.length; i < n; i++) {
  11378. s = arguments[i];
  11379. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  11380. t[p] = s[p];
  11381. }
  11382. return t;
  11383. };
  11384. return __assign.apply(this, arguments);
  11385. };
  11386. var BABYLON;
  11387. (function (BABYLON) {
  11388. /**
  11389. * Keeps track of all the buffer info used in engine.
  11390. */
  11391. var BufferPointer = /** @class */ (function () {
  11392. function BufferPointer() {
  11393. }
  11394. return BufferPointer;
  11395. }());
  11396. /**
  11397. * Interface for attribute information associated with buffer instanciation
  11398. */
  11399. var InstancingAttributeInfo = /** @class */ (function () {
  11400. function InstancingAttributeInfo() {
  11401. }
  11402. return InstancingAttributeInfo;
  11403. }());
  11404. BABYLON.InstancingAttributeInfo = InstancingAttributeInfo;
  11405. /**
  11406. * Define options used to create a render target texture
  11407. */
  11408. var RenderTargetCreationOptions = /** @class */ (function () {
  11409. function RenderTargetCreationOptions() {
  11410. }
  11411. return RenderTargetCreationOptions;
  11412. }());
  11413. BABYLON.RenderTargetCreationOptions = RenderTargetCreationOptions;
  11414. /**
  11415. * Define options used to create a depth texture
  11416. */
  11417. var DepthTextureCreationOptions = /** @class */ (function () {
  11418. function DepthTextureCreationOptions() {
  11419. }
  11420. return DepthTextureCreationOptions;
  11421. }());
  11422. BABYLON.DepthTextureCreationOptions = DepthTextureCreationOptions;
  11423. /**
  11424. * Class used to describe the capabilities of the engine relatively to the current browser
  11425. */
  11426. var EngineCapabilities = /** @class */ (function () {
  11427. function EngineCapabilities() {
  11428. }
  11429. return EngineCapabilities;
  11430. }());
  11431. BABYLON.EngineCapabilities = EngineCapabilities;
  11432. /**
  11433. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  11434. */
  11435. var Engine = /** @class */ (function () {
  11436. /**
  11437. * Creates a new engine
  11438. * @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
  11439. * @param antialias defines enable antialiasing (default: false)
  11440. * @param options defines further options to be sent to the getContext() function
  11441. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  11442. */
  11443. function Engine(canvasOrContext, antialias, options, adaptToDeviceRatio) {
  11444. if (adaptToDeviceRatio === void 0) { adaptToDeviceRatio = false; }
  11445. var _this = this;
  11446. // Public members
  11447. /**
  11448. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  11449. */
  11450. this.forcePOTTextures = false;
  11451. /**
  11452. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  11453. */
  11454. this.isFullscreen = false;
  11455. /**
  11456. * Gets a boolean indicating if the pointer is currently locked
  11457. */
  11458. this.isPointerLock = false;
  11459. /**
  11460. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  11461. */
  11462. this.cullBackFaces = true;
  11463. /**
  11464. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  11465. */
  11466. this.renderEvenInBackground = true;
  11467. /**
  11468. * Gets or sets a boolean indicating that cache can be kept between frames
  11469. */
  11470. this.preventCacheWipeBetweenFrames = false;
  11471. /**
  11472. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  11473. **/
  11474. this.enableOfflineSupport = false;
  11475. /**
  11476. * 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)
  11477. **/
  11478. this.disableManifestCheck = false;
  11479. /**
  11480. * Gets the list of created scenes
  11481. */
  11482. this.scenes = new Array();
  11483. /**
  11484. * Gets the list of created postprocesses
  11485. */
  11486. this.postProcesses = new Array();
  11487. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  11488. this.validateShaderPrograms = false;
  11489. // Observables
  11490. /**
  11491. * Observable event triggered each time the rendering canvas is resized
  11492. */
  11493. this.onResizeObservable = new BABYLON.Observable();
  11494. /**
  11495. * Observable event triggered each time the canvas loses focus
  11496. */
  11497. this.onCanvasBlurObservable = new BABYLON.Observable();
  11498. /**
  11499. * Observable event triggered each time the canvas gains focus
  11500. */
  11501. this.onCanvasFocusObservable = new BABYLON.Observable();
  11502. /**
  11503. * Observable event triggered each time the canvas receives pointerout event
  11504. */
  11505. this.onCanvasPointerOutObservable = new BABYLON.Observable();
  11506. /**
  11507. * Observable event triggered before each texture is initialized
  11508. */
  11509. this.onBeforeTextureInitObservable = new BABYLON.Observable();
  11510. //WebVR
  11511. this._vrDisplay = undefined;
  11512. this._vrSupported = false;
  11513. this._vrExclusivePointerMode = false;
  11514. // Uniform buffers list
  11515. /**
  11516. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  11517. */
  11518. this.disableUniformBuffers = false;
  11519. /** @hidden */
  11520. this._uniformBuffers = new Array();
  11521. // Observables
  11522. /**
  11523. * Observable raised when the engine begins a new frame
  11524. */
  11525. this.onBeginFrameObservable = new BABYLON.Observable();
  11526. /**
  11527. * Observable raised when the engine ends the current frame
  11528. */
  11529. this.onEndFrameObservable = new BABYLON.Observable();
  11530. /**
  11531. * Observable raised when the engine is about to compile a shader
  11532. */
  11533. this.onBeforeShaderCompilationObservable = new BABYLON.Observable();
  11534. /**
  11535. * Observable raised when the engine has jsut compiled a shader
  11536. */
  11537. this.onAfterShaderCompilationObservable = new BABYLON.Observable();
  11538. this._windowIsBackground = false;
  11539. this._webGLVersion = 1.0;
  11540. /** @hidden */
  11541. this._badOS = false;
  11542. /** @hidden */
  11543. this._badDesktopOS = false;
  11544. /**
  11545. * Gets or sets a value indicating if we want to disable texture binding optmization.
  11546. * This could be required on some buggy drivers which wants to have textures bound in a progressive order.
  11547. * By default Babylon.js will try to let textures bound where they are and only update the samplers to point where the texture is
  11548. */
  11549. this.disableTextureBindingOptimization = false;
  11550. /**
  11551. * Observable signaled when VR display mode changes
  11552. */
  11553. this.onVRDisplayChangedObservable = new BABYLON.Observable();
  11554. /**
  11555. * Observable signaled when VR request present is complete
  11556. */
  11557. this.onVRRequestPresentComplete = new BABYLON.Observable();
  11558. /**
  11559. * Observable signaled when VR request present starts
  11560. */
  11561. this.onVRRequestPresentStart = new BABYLON.Observable();
  11562. this._colorWrite = true;
  11563. /** @hidden */
  11564. this._drawCalls = new BABYLON.PerfCounter();
  11565. /** @hidden */
  11566. this._textureCollisions = new BABYLON.PerfCounter();
  11567. this._renderingQueueLaunched = false;
  11568. this._activeRenderLoops = new Array();
  11569. // Deterministic lockstepMaxSteps
  11570. this._deterministicLockstep = false;
  11571. this._lockstepMaxSteps = 4;
  11572. // Lost context
  11573. /**
  11574. * Observable signaled when a context lost event is raised
  11575. */
  11576. this.onContextLostObservable = new BABYLON.Observable();
  11577. /**
  11578. * Observable signaled when a context restored event is raised
  11579. */
  11580. this.onContextRestoredObservable = new BABYLON.Observable();
  11581. this._contextWasLost = false;
  11582. this._doNotHandleContextLost = false;
  11583. // FPS
  11584. this._performanceMonitor = new BABYLON.PerformanceMonitor();
  11585. this._fps = 60;
  11586. this._deltaTime = 0;
  11587. /**
  11588. * Turn this value on if you want to pause FPS computation when in background
  11589. */
  11590. this.disablePerformanceMonitorInBackground = false;
  11591. // States
  11592. /** @hidden */
  11593. this._depthCullingState = new BABYLON._DepthCullingState();
  11594. /** @hidden */
  11595. this._stencilState = new BABYLON._StencilState();
  11596. /** @hidden */
  11597. this._alphaState = new BABYLON._AlphaState();
  11598. /** @hidden */
  11599. this._alphaMode = Engine.ALPHA_DISABLE;
  11600. // Cache
  11601. this._internalTexturesCache = new Array();
  11602. /** @hidden */
  11603. this._activeChannel = 0;
  11604. this._currentTextureChannel = -1;
  11605. /** @hidden */
  11606. this._boundTexturesCache = {};
  11607. this._compiledEffects = {};
  11608. this._vertexAttribArraysEnabled = [];
  11609. this._uintIndicesCurrentlySet = false;
  11610. this._currentBoundBuffer = new Array();
  11611. /** @hidden */
  11612. this._currentFramebuffer = null;
  11613. this._currentBufferPointers = new Array();
  11614. this._currentInstanceLocations = new Array();
  11615. this._currentInstanceBuffers = new Array();
  11616. this._firstBoundInternalTextureTracker = new BABYLON.DummyInternalTextureTracker();
  11617. this._lastBoundInternalTextureTracker = new BABYLON.DummyInternalTextureTracker();
  11618. this._vaoRecordInProgress = false;
  11619. this._mustWipeVertexAttributes = false;
  11620. this._nextFreeTextureSlots = new Array();
  11621. this._maxSimultaneousTextures = 0;
  11622. this._activeRequests = new Array();
  11623. // Hardware supported Compressed Textures
  11624. this._texturesSupported = new Array();
  11625. /**
  11626. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  11627. */
  11628. this.premultipliedAlpha = true;
  11629. this._viewportCached = new BABYLON.Vector4(0, 0, 0, 0);
  11630. this._onVRFullScreenTriggered = function () {
  11631. if (_this._vrDisplay && _this._vrDisplay.isPresenting) {
  11632. //get the old size before we change
  11633. _this._oldSize = new BABYLON.Size(_this.getRenderWidth(), _this.getRenderHeight());
  11634. _this._oldHardwareScaleFactor = _this.getHardwareScalingLevel();
  11635. //get the width and height, change the render size
  11636. var leftEye = _this._vrDisplay.getEyeParameters('left');
  11637. _this.setHardwareScalingLevel(1);
  11638. _this.setSize(leftEye.renderWidth * 2, leftEye.renderHeight);
  11639. }
  11640. else {
  11641. _this.setHardwareScalingLevel(_this._oldHardwareScaleFactor);
  11642. _this.setSize(_this._oldSize.width, _this._oldSize.height);
  11643. }
  11644. };
  11645. this._unpackFlipYCached = null;
  11646. /**
  11647. * In case you are sharing the context with other applications, it might
  11648. * be interested to not cache the unpack flip y state to ensure a consistent
  11649. * value would be set.
  11650. */
  11651. this.enableUnpackFlipYCached = true;
  11652. this._boundUniforms = {};
  11653. // Register promises
  11654. BABYLON.PromisePolyfill.Apply();
  11655. var canvas = null;
  11656. Engine.Instances.push(this);
  11657. if (!canvasOrContext) {
  11658. return;
  11659. }
  11660. options = options || {};
  11661. if (canvasOrContext.getContext) {
  11662. canvas = canvasOrContext;
  11663. this._renderingCanvas = canvas;
  11664. if (antialias != null) {
  11665. options.antialias = antialias;
  11666. }
  11667. if (options.deterministicLockstep === undefined) {
  11668. options.deterministicLockstep = false;
  11669. }
  11670. if (options.lockstepMaxSteps === undefined) {
  11671. options.lockstepMaxSteps = 4;
  11672. }
  11673. if (options.preserveDrawingBuffer === undefined) {
  11674. options.preserveDrawingBuffer = false;
  11675. }
  11676. if (options.audioEngine === undefined) {
  11677. options.audioEngine = true;
  11678. }
  11679. if (options.stencil === undefined) {
  11680. options.stencil = true;
  11681. }
  11682. if (options.premultipliedAlpha === false) {
  11683. this.premultipliedAlpha = false;
  11684. }
  11685. this._deterministicLockstep = options.deterministicLockstep;
  11686. this._lockstepMaxSteps = options.lockstepMaxSteps;
  11687. this._doNotHandleContextLost = options.doNotHandleContextLost ? true : false;
  11688. // Exceptions
  11689. if (navigator && navigator.userAgent) {
  11690. var ua = navigator.userAgent;
  11691. for (var _i = 0, _a = Engine.ExceptionList; _i < _a.length; _i++) {
  11692. var exception = _a[_i];
  11693. var key = exception.key;
  11694. var targets = exception.targets;
  11695. if (ua.indexOf(key) > -1) {
  11696. if (exception.capture && exception.captureConstraint) {
  11697. var capture = exception.capture;
  11698. var constraint = exception.captureConstraint;
  11699. var regex = new RegExp(capture);
  11700. var matches = regex.exec(ua);
  11701. if (matches && matches.length > 0) {
  11702. var capturedValue = parseInt(matches[matches.length - 1]);
  11703. if (capturedValue >= constraint) {
  11704. continue;
  11705. }
  11706. }
  11707. }
  11708. for (var _b = 0, targets_1 = targets; _b < targets_1.length; _b++) {
  11709. var target = targets_1[_b];
  11710. switch (target) {
  11711. case "uniformBuffer":
  11712. this.disableUniformBuffers = true;
  11713. break;
  11714. case "textureBindingOptimization":
  11715. this.disableTextureBindingOptimization = true;
  11716. break;
  11717. }
  11718. }
  11719. }
  11720. }
  11721. }
  11722. // GL
  11723. if (!options.disableWebGL2Support) {
  11724. try {
  11725. this._gl = (canvas.getContext("webgl2", options) || canvas.getContext("experimental-webgl2", options));
  11726. if (this._gl) {
  11727. this._webGLVersion = 2.0;
  11728. }
  11729. }
  11730. catch (e) {
  11731. // Do nothing
  11732. }
  11733. }
  11734. if (!this._gl) {
  11735. if (!canvas) {
  11736. throw new Error("The provided canvas is null or undefined.");
  11737. }
  11738. try {
  11739. this._gl = (canvas.getContext("webgl", options) || canvas.getContext("experimental-webgl", options));
  11740. }
  11741. catch (e) {
  11742. throw new Error("WebGL not supported");
  11743. }
  11744. }
  11745. if (!this._gl) {
  11746. throw new Error("WebGL not supported");
  11747. }
  11748. this._onCanvasFocus = function () {
  11749. _this.onCanvasFocusObservable.notifyObservers(_this);
  11750. };
  11751. this._onCanvasBlur = function () {
  11752. _this.onCanvasBlurObservable.notifyObservers(_this);
  11753. };
  11754. canvas.addEventListener("focus", this._onCanvasFocus);
  11755. canvas.addEventListener("blur", this._onCanvasBlur);
  11756. this._onBlur = function () {
  11757. if (_this.disablePerformanceMonitorInBackground) {
  11758. _this._performanceMonitor.disable();
  11759. }
  11760. _this._windowIsBackground = true;
  11761. };
  11762. this._onFocus = function () {
  11763. if (_this.disablePerformanceMonitorInBackground) {
  11764. _this._performanceMonitor.enable();
  11765. }
  11766. _this._windowIsBackground = false;
  11767. };
  11768. this._onCanvasPointerOut = function (ev) {
  11769. _this.onCanvasPointerOutObservable.notifyObservers(ev);
  11770. };
  11771. window.addEventListener("blur", this._onBlur);
  11772. window.addEventListener("focus", this._onFocus);
  11773. canvas.addEventListener("pointerout", this._onCanvasPointerOut);
  11774. // Context lost
  11775. if (!this._doNotHandleContextLost) {
  11776. this._onContextLost = function (evt) {
  11777. evt.preventDefault();
  11778. _this._contextWasLost = true;
  11779. BABYLON.Tools.Warn("WebGL context lost.");
  11780. _this.onContextLostObservable.notifyObservers(_this);
  11781. };
  11782. this._onContextRestored = function (evt) {
  11783. // Adding a timeout to avoid race condition at browser level
  11784. setTimeout(function () {
  11785. // Rebuild gl context
  11786. _this._initGLContext();
  11787. // Rebuild effects
  11788. _this._rebuildEffects();
  11789. // Rebuild textures
  11790. _this._rebuildInternalTextures();
  11791. // Rebuild buffers
  11792. _this._rebuildBuffers();
  11793. // Cache
  11794. _this.wipeCaches(true);
  11795. BABYLON.Tools.Warn("WebGL context successfully restored.");
  11796. _this.onContextRestoredObservable.notifyObservers(_this);
  11797. _this._contextWasLost = false;
  11798. }, 0);
  11799. };
  11800. canvas.addEventListener("webglcontextlost", this._onContextLost, false);
  11801. canvas.addEventListener("webglcontextrestored", this._onContextRestored, false);
  11802. }
  11803. }
  11804. else {
  11805. this._gl = canvasOrContext;
  11806. this._renderingCanvas = this._gl.canvas;
  11807. if (this._gl.renderbufferStorageMultisample) {
  11808. this._webGLVersion = 2.0;
  11809. }
  11810. options.stencil = this._gl.getContextAttributes().stencil;
  11811. }
  11812. // Viewport
  11813. var limitDeviceRatio = options.limitDeviceRatio || window.devicePixelRatio || 1.0;
  11814. this._hardwareScalingLevel = adaptToDeviceRatio ? 1.0 / Math.min(limitDeviceRatio, window.devicePixelRatio || 1.0) : 1.0;
  11815. this.resize();
  11816. this._isStencilEnable = options.stencil ? true : false;
  11817. this._initGLContext();
  11818. if (canvas) {
  11819. // Fullscreen
  11820. this._onFullscreenChange = function () {
  11821. if (document.fullscreen !== undefined) {
  11822. _this.isFullscreen = document.fullscreen;
  11823. }
  11824. else if (document.mozFullScreen !== undefined) {
  11825. _this.isFullscreen = document.mozFullScreen;
  11826. }
  11827. else if (document.webkitIsFullScreen !== undefined) {
  11828. _this.isFullscreen = document.webkitIsFullScreen;
  11829. }
  11830. else if (document.msIsFullScreen !== undefined) {
  11831. _this.isFullscreen = document.msIsFullScreen;
  11832. }
  11833. // Pointer lock
  11834. if (_this.isFullscreen && _this._pointerLockRequested && canvas) {
  11835. canvas.requestPointerLock = canvas.requestPointerLock ||
  11836. canvas.msRequestPointerLock ||
  11837. canvas.mozRequestPointerLock ||
  11838. canvas.webkitRequestPointerLock;
  11839. if (canvas.requestPointerLock) {
  11840. canvas.requestPointerLock();
  11841. }
  11842. }
  11843. };
  11844. document.addEventListener("fullscreenchange", this._onFullscreenChange, false);
  11845. document.addEventListener("mozfullscreenchange", this._onFullscreenChange, false);
  11846. document.addEventListener("webkitfullscreenchange", this._onFullscreenChange, false);
  11847. document.addEventListener("msfullscreenchange", this._onFullscreenChange, false);
  11848. // Pointer lock
  11849. this._onPointerLockChange = function () {
  11850. _this.isPointerLock = (document.mozPointerLockElement === canvas ||
  11851. document.webkitPointerLockElement === canvas ||
  11852. document.msPointerLockElement === canvas ||
  11853. document.pointerLockElement === canvas);
  11854. };
  11855. document.addEventListener("pointerlockchange", this._onPointerLockChange, false);
  11856. document.addEventListener("mspointerlockchange", this._onPointerLockChange, false);
  11857. document.addEventListener("mozpointerlockchange", this._onPointerLockChange, false);
  11858. document.addEventListener("webkitpointerlockchange", this._onPointerLockChange, false);
  11859. this._onVRDisplayPointerRestricted = function () {
  11860. if (canvas) {
  11861. canvas.requestPointerLock();
  11862. }
  11863. };
  11864. this._onVRDisplayPointerUnrestricted = function () {
  11865. document.exitPointerLock();
  11866. };
  11867. window.addEventListener('vrdisplaypointerrestricted', this._onVRDisplayPointerRestricted, false);
  11868. window.addEventListener('vrdisplaypointerunrestricted', this._onVRDisplayPointerUnrestricted, false);
  11869. }
  11870. // Create Audio Engine if needed.
  11871. if (!Engine.audioEngine && options.audioEngine && Engine.AudioEngineFactory) {
  11872. Engine.audioEngine = Engine.AudioEngineFactory(this);
  11873. }
  11874. // Prepare buffer pointers
  11875. for (var i = 0; i < this._caps.maxVertexAttribs; i++) {
  11876. this._currentBufferPointers[i] = new BufferPointer();
  11877. }
  11878. this._linkTrackers(this._firstBoundInternalTextureTracker, this._lastBoundInternalTextureTracker);
  11879. // Load WebVR Devices
  11880. if (options.autoEnableWebVR) {
  11881. this.initWebVR();
  11882. }
  11883. // Detect if we are running on a faulty buggy OS.
  11884. this._badOS = /iPad/i.test(navigator.userAgent) || /iPhone/i.test(navigator.userAgent);
  11885. // Detect if we are running on a faulty buggy desktop OS.
  11886. this._badDesktopOS = /^((?!chrome|android).)*safari/i.test(navigator.userAgent);
  11887. console.log("Babylon.js engine (v" + Engine.Version + ") launched");
  11888. this.enableOfflineSupport = (BABYLON.Database !== undefined);
  11889. }
  11890. Object.defineProperty(Engine, "LastCreatedEngine", {
  11891. /**
  11892. * Gets the latest created engine
  11893. */
  11894. get: function () {
  11895. if (Engine.Instances.length === 0) {
  11896. return null;
  11897. }
  11898. return Engine.Instances[Engine.Instances.length - 1];
  11899. },
  11900. enumerable: true,
  11901. configurable: true
  11902. });
  11903. Object.defineProperty(Engine, "LastCreatedScene", {
  11904. /**
  11905. * Gets the latest created scene
  11906. */
  11907. get: function () {
  11908. var lastCreatedEngine = Engine.LastCreatedEngine;
  11909. if (!lastCreatedEngine) {
  11910. return null;
  11911. }
  11912. if (lastCreatedEngine.scenes.length === 0) {
  11913. return null;
  11914. }
  11915. return lastCreatedEngine.scenes[lastCreatedEngine.scenes.length - 1];
  11916. },
  11917. enumerable: true,
  11918. configurable: true
  11919. });
  11920. /**
  11921. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  11922. * @param flag defines which part of the materials must be marked as dirty
  11923. * @param predicate defines a predicate used to filter which materials should be affected
  11924. */
  11925. Engine.MarkAllMaterialsAsDirty = function (flag, predicate) {
  11926. for (var engineIndex = 0; engineIndex < Engine.Instances.length; engineIndex++) {
  11927. var engine = Engine.Instances[engineIndex];
  11928. for (var sceneIndex = 0; sceneIndex < engine.scenes.length; sceneIndex++) {
  11929. engine.scenes[sceneIndex].markAllMaterialsAsDirty(flag, predicate);
  11930. }
  11931. }
  11932. };
  11933. Object.defineProperty(Engine, "Version", {
  11934. /**
  11935. * Returns the current version of the framework
  11936. */
  11937. get: function () {
  11938. return "3.3.0-rc.1";
  11939. },
  11940. enumerable: true,
  11941. configurable: true
  11942. });
  11943. Object.defineProperty(Engine.prototype, "isInVRExclusivePointerMode", {
  11944. /**
  11945. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  11946. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  11947. */
  11948. get: function () {
  11949. return this._vrExclusivePointerMode;
  11950. },
  11951. enumerable: true,
  11952. configurable: true
  11953. });
  11954. Object.defineProperty(Engine.prototype, "supportsUniformBuffers", {
  11955. /**
  11956. * Gets a boolean indicating that the engine supports uniform buffers
  11957. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  11958. */
  11959. get: function () {
  11960. return this.webGLVersion > 1 && !this.disableUniformBuffers;
  11961. },
  11962. enumerable: true,
  11963. configurable: true
  11964. });
  11965. Object.defineProperty(Engine.prototype, "needPOTTextures", {
  11966. /**
  11967. * Gets a boolean indicating that only power of 2 textures are supported
  11968. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  11969. */
  11970. get: function () {
  11971. return this._webGLVersion < 2 || this.forcePOTTextures;
  11972. },
  11973. enumerable: true,
  11974. configurable: true
  11975. });
  11976. Object.defineProperty(Engine.prototype, "doNotHandleContextLost", {
  11977. /**
  11978. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  11979. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  11980. */
  11981. get: function () {
  11982. return this._doNotHandleContextLost;
  11983. },
  11984. set: function (value) {
  11985. this._doNotHandleContextLost = value;
  11986. },
  11987. enumerable: true,
  11988. configurable: true
  11989. });
  11990. Object.defineProperty(Engine.prototype, "performanceMonitor", {
  11991. /**
  11992. * Gets the performance monitor attached to this engine
  11993. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  11994. */
  11995. get: function () {
  11996. return this._performanceMonitor;
  11997. },
  11998. enumerable: true,
  11999. configurable: true
  12000. });
  12001. Object.defineProperty(Engine.prototype, "texturesSupported", {
  12002. /**
  12003. * Gets the list of texture formats supported
  12004. */
  12005. get: function () {
  12006. return this._texturesSupported;
  12007. },
  12008. enumerable: true,
  12009. configurable: true
  12010. });
  12011. Object.defineProperty(Engine.prototype, "textureFormatInUse", {
  12012. /**
  12013. * Gets the list of texture formats in use
  12014. */
  12015. get: function () {
  12016. return this._textureFormatInUse;
  12017. },
  12018. enumerable: true,
  12019. configurable: true
  12020. });
  12021. Object.defineProperty(Engine.prototype, "currentViewport", {
  12022. /**
  12023. * Gets the current viewport
  12024. */
  12025. get: function () {
  12026. return this._cachedViewport;
  12027. },
  12028. enumerable: true,
  12029. configurable: true
  12030. });
  12031. Object.defineProperty(Engine.prototype, "emptyTexture", {
  12032. /**
  12033. * Gets the default empty texture
  12034. */
  12035. get: function () {
  12036. if (!this._emptyTexture) {
  12037. this._emptyTexture = this.createRawTexture(new Uint8Array(4), 1, 1, Engine.TEXTUREFORMAT_RGBA, false, false, Engine.TEXTURE_NEAREST_SAMPLINGMODE);
  12038. }
  12039. return this._emptyTexture;
  12040. },
  12041. enumerable: true,
  12042. configurable: true
  12043. });
  12044. Object.defineProperty(Engine.prototype, "emptyTexture3D", {
  12045. /**
  12046. * Gets the default empty 3D texture
  12047. */
  12048. get: function () {
  12049. if (!this._emptyTexture3D) {
  12050. this._emptyTexture3D = this.createRawTexture3D(new Uint8Array(4), 1, 1, 1, Engine.TEXTUREFORMAT_RGBA, false, false, Engine.TEXTURE_NEAREST_SAMPLINGMODE);
  12051. }
  12052. return this._emptyTexture3D;
  12053. },
  12054. enumerable: true,
  12055. configurable: true
  12056. });
  12057. Object.defineProperty(Engine.prototype, "emptyCubeTexture", {
  12058. /**
  12059. * Gets the default empty cube texture
  12060. */
  12061. get: function () {
  12062. if (!this._emptyCubeTexture) {
  12063. var faceData = new Uint8Array(4);
  12064. var cubeData = [faceData, faceData, faceData, faceData, faceData, faceData];
  12065. this._emptyCubeTexture = this.createRawCubeTexture(cubeData, 1, Engine.TEXTUREFORMAT_RGBA, Engine.TEXTURETYPE_UNSIGNED_INT, false, false, Engine.TEXTURE_NEAREST_SAMPLINGMODE);
  12066. }
  12067. return this._emptyCubeTexture;
  12068. },
  12069. enumerable: true,
  12070. configurable: true
  12071. });
  12072. Engine.prototype._rebuildInternalTextures = function () {
  12073. var currentState = this._internalTexturesCache.slice(); // Do a copy because the rebuild will add proxies
  12074. for (var _i = 0, currentState_1 = currentState; _i < currentState_1.length; _i++) {
  12075. var internalTexture = currentState_1[_i];
  12076. internalTexture._rebuild();
  12077. }
  12078. };
  12079. Engine.prototype._rebuildEffects = function () {
  12080. for (var key in this._compiledEffects) {
  12081. var effect = this._compiledEffects[key];
  12082. effect._prepareEffect();
  12083. }
  12084. BABYLON.Effect.ResetCache();
  12085. };
  12086. Engine.prototype._rebuildBuffers = function () {
  12087. // Index / Vertex
  12088. for (var _i = 0, _a = this.scenes; _i < _a.length; _i++) {
  12089. var scene = _a[_i];
  12090. scene.resetCachedMaterial();
  12091. scene._rebuildGeometries();
  12092. scene._rebuildTextures();
  12093. }
  12094. // Uniforms
  12095. for (var _b = 0, _c = this._uniformBuffers; _b < _c.length; _b++) {
  12096. var uniformBuffer = _c[_b];
  12097. uniformBuffer._rebuild();
  12098. }
  12099. };
  12100. Engine.prototype._initGLContext = function () {
  12101. // Caps
  12102. this._caps = new EngineCapabilities();
  12103. this._caps.maxTexturesImageUnits = this._gl.getParameter(this._gl.MAX_TEXTURE_IMAGE_UNITS);
  12104. this._caps.maxCombinedTexturesImageUnits = this._gl.getParameter(this._gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS);
  12105. this._caps.maxVertexTextureImageUnits = this._gl.getParameter(this._gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS);
  12106. this._caps.maxTextureSize = this._gl.getParameter(this._gl.MAX_TEXTURE_SIZE);
  12107. this._caps.maxCubemapTextureSize = this._gl.getParameter(this._gl.MAX_CUBE_MAP_TEXTURE_SIZE);
  12108. this._caps.maxRenderTextureSize = this._gl.getParameter(this._gl.MAX_RENDERBUFFER_SIZE);
  12109. this._caps.maxVertexAttribs = this._gl.getParameter(this._gl.MAX_VERTEX_ATTRIBS);
  12110. this._caps.maxVaryingVectors = this._gl.getParameter(this._gl.MAX_VARYING_VECTORS);
  12111. this._caps.maxFragmentUniformVectors = this._gl.getParameter(this._gl.MAX_FRAGMENT_UNIFORM_VECTORS);
  12112. this._caps.maxVertexUniformVectors = this._gl.getParameter(this._gl.MAX_VERTEX_UNIFORM_VECTORS);
  12113. // Infos
  12114. this._glVersion = this._gl.getParameter(this._gl.VERSION);
  12115. var rendererInfo = this._gl.getExtension("WEBGL_debug_renderer_info");
  12116. if (rendererInfo != null) {
  12117. this._glRenderer = this._gl.getParameter(rendererInfo.UNMASKED_RENDERER_WEBGL);
  12118. this._glVendor = this._gl.getParameter(rendererInfo.UNMASKED_VENDOR_WEBGL);
  12119. }
  12120. if (!this._glVendor) {
  12121. this._glVendor = "Unknown vendor";
  12122. }
  12123. if (!this._glRenderer) {
  12124. this._glRenderer = "Unknown renderer";
  12125. }
  12126. // Constants
  12127. this._gl.HALF_FLOAT_OES = 0x8D61; // Half floating-point type (16-bit).
  12128. if (this._gl.RGBA16F !== 0x881A) {
  12129. this._gl.RGBA16F = 0x881A; // RGBA 16-bit floating-point color-renderable internal sized format.
  12130. }
  12131. if (this._gl.RGBA32F !== 0x8814) {
  12132. this._gl.RGBA32F = 0x8814; // RGBA 32-bit floating-point color-renderable internal sized format.
  12133. }
  12134. if (this._gl.DEPTH24_STENCIL8 !== 35056) {
  12135. this._gl.DEPTH24_STENCIL8 = 35056;
  12136. }
  12137. // Extensions
  12138. this._caps.standardDerivatives = this._webGLVersion > 1 || (this._gl.getExtension('OES_standard_derivatives') !== null);
  12139. this._caps.astc = this._gl.getExtension('WEBGL_compressed_texture_astc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_astc');
  12140. this._caps.s3tc = this._gl.getExtension('WEBGL_compressed_texture_s3tc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_s3tc');
  12141. this._caps.pvrtc = this._gl.getExtension('WEBGL_compressed_texture_pvrtc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc');
  12142. this._caps.etc1 = this._gl.getExtension('WEBGL_compressed_texture_etc1') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_etc1');
  12143. this._caps.etc2 = this._gl.getExtension('WEBGL_compressed_texture_etc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_etc') ||
  12144. this._gl.getExtension('WEBGL_compressed_texture_es3_0'); // also a requirement of OpenGL ES 3
  12145. 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');
  12146. this._caps.maxAnisotropy = this._caps.textureAnisotropicFilterExtension ? this._gl.getParameter(this._caps.textureAnisotropicFilterExtension.MAX_TEXTURE_MAX_ANISOTROPY_EXT) : 0;
  12147. this._caps.uintIndices = this._webGLVersion > 1 || this._gl.getExtension('OES_element_index_uint') !== null;
  12148. this._caps.fragmentDepthSupported = this._webGLVersion > 1 || this._gl.getExtension('EXT_frag_depth') !== null;
  12149. this._caps.highPrecisionShaderSupported = true;
  12150. this._caps.timerQuery = this._gl.getExtension('EXT_disjoint_timer_query_webgl2') || this._gl.getExtension("EXT_disjoint_timer_query");
  12151. if (this._caps.timerQuery) {
  12152. if (this._webGLVersion === 1) {
  12153. this._gl.getQuery = this._caps.timerQuery.getQueryEXT.bind(this._caps.timerQuery);
  12154. }
  12155. this._caps.canUseTimestampForTimerQuery = this._gl.getQuery(this._caps.timerQuery.TIMESTAMP_EXT, this._caps.timerQuery.QUERY_COUNTER_BITS_EXT) > 0;
  12156. }
  12157. // Checks if some of the format renders first to allow the use of webgl inspector.
  12158. this._caps.colorBufferFloat = this._webGLVersion > 1 && this._gl.getExtension('EXT_color_buffer_float');
  12159. this._caps.textureFloat = (this._webGLVersion > 1 || this._gl.getExtension('OES_texture_float')) ? true : false;
  12160. this._caps.textureFloatLinearFiltering = this._caps.textureFloat && this._gl.getExtension('OES_texture_float_linear') ? true : false;
  12161. this._caps.textureFloatRender = this._caps.textureFloat && this._canRenderToFloatFramebuffer() ? true : false;
  12162. this._caps.textureHalfFloat = (this._webGLVersion > 1 || this._gl.getExtension('OES_texture_half_float')) ? true : false;
  12163. this._caps.textureHalfFloatLinearFiltering = (this._webGLVersion > 1 || (this._caps.textureHalfFloat && this._gl.getExtension('OES_texture_half_float_linear'))) ? true : false;
  12164. if (this._webGLVersion > 1) {
  12165. this._gl.HALF_FLOAT_OES = 0x140B;
  12166. }
  12167. this._caps.textureHalfFloatRender = this._caps.textureHalfFloat && this._canRenderToHalfFloatFramebuffer();
  12168. this._caps.textureLOD = (this._webGLVersion > 1 || this._gl.getExtension('EXT_shader_texture_lod')) ? true : false;
  12169. // Draw buffers
  12170. if (this._webGLVersion > 1) {
  12171. this._caps.drawBuffersExtension = true;
  12172. }
  12173. else {
  12174. var drawBuffersExtension = this._gl.getExtension('WEBGL_draw_buffers');
  12175. if (drawBuffersExtension !== null) {
  12176. this._caps.drawBuffersExtension = true;
  12177. this._gl.drawBuffers = drawBuffersExtension.drawBuffersWEBGL.bind(drawBuffersExtension);
  12178. this._gl.DRAW_FRAMEBUFFER = this._gl.FRAMEBUFFER;
  12179. for (var i = 0; i < 16; i++) {
  12180. this._gl["COLOR_ATTACHMENT" + i + "_WEBGL"] = drawBuffersExtension["COLOR_ATTACHMENT" + i + "_WEBGL"];
  12181. }
  12182. }
  12183. else {
  12184. this._caps.drawBuffersExtension = false;
  12185. }
  12186. }
  12187. // Depth Texture
  12188. if (this._webGLVersion > 1) {
  12189. this._caps.depthTextureExtension = true;
  12190. }
  12191. else {
  12192. var depthTextureExtension = this._gl.getExtension('WEBGL_depth_texture');
  12193. if (depthTextureExtension != null) {
  12194. this._caps.depthTextureExtension = true;
  12195. this._gl.UNSIGNED_INT_24_8 = depthTextureExtension.UNSIGNED_INT_24_8_WEBGL;
  12196. }
  12197. }
  12198. // Vertex array object
  12199. if (this._webGLVersion > 1) {
  12200. this._caps.vertexArrayObject = true;
  12201. }
  12202. else {
  12203. var vertexArrayObjectExtension = this._gl.getExtension('OES_vertex_array_object');
  12204. if (vertexArrayObjectExtension != null) {
  12205. this._caps.vertexArrayObject = true;
  12206. this._gl.createVertexArray = vertexArrayObjectExtension.createVertexArrayOES.bind(vertexArrayObjectExtension);
  12207. this._gl.bindVertexArray = vertexArrayObjectExtension.bindVertexArrayOES.bind(vertexArrayObjectExtension);
  12208. this._gl.deleteVertexArray = vertexArrayObjectExtension.deleteVertexArrayOES.bind(vertexArrayObjectExtension);
  12209. }
  12210. else {
  12211. this._caps.vertexArrayObject = false;
  12212. }
  12213. }
  12214. // Instances count
  12215. if (this._webGLVersion > 1) {
  12216. this._caps.instancedArrays = true;
  12217. }
  12218. else {
  12219. var instanceExtension = this._gl.getExtension('ANGLE_instanced_arrays');
  12220. if (instanceExtension != null) {
  12221. this._caps.instancedArrays = true;
  12222. this._gl.drawArraysInstanced = instanceExtension.drawArraysInstancedANGLE.bind(instanceExtension);
  12223. this._gl.drawElementsInstanced = instanceExtension.drawElementsInstancedANGLE.bind(instanceExtension);
  12224. this._gl.vertexAttribDivisor = instanceExtension.vertexAttribDivisorANGLE.bind(instanceExtension);
  12225. }
  12226. else {
  12227. this._caps.instancedArrays = false;
  12228. }
  12229. }
  12230. // Intelligently add supported compressed formats in order to check for.
  12231. // Check for ASTC support first as it is most powerful and to be very cross platform.
  12232. // Next PVRTC & DXT, which are probably superior to ETC1/2.
  12233. // Likely no hardware which supports both PVR & DXT, so order matters little.
  12234. // ETC2 is newer and handles ETC1 (no alpha capability), so check for first.
  12235. if (this._caps.astc)
  12236. this.texturesSupported.push('-astc.ktx');
  12237. if (this._caps.s3tc)
  12238. this.texturesSupported.push('-dxt.ktx');
  12239. if (this._caps.pvrtc)
  12240. this.texturesSupported.push('-pvrtc.ktx');
  12241. if (this._caps.etc2)
  12242. this.texturesSupported.push('-etc2.ktx');
  12243. if (this._caps.etc1)
  12244. this.texturesSupported.push('-etc1.ktx');
  12245. if (this._gl.getShaderPrecisionFormat) {
  12246. var highp = this._gl.getShaderPrecisionFormat(this._gl.FRAGMENT_SHADER, this._gl.HIGH_FLOAT);
  12247. if (highp) {
  12248. this._caps.highPrecisionShaderSupported = highp.precision !== 0;
  12249. }
  12250. }
  12251. // Depth buffer
  12252. this.setDepthBuffer(true);
  12253. this.setDepthFunctionToLessOrEqual();
  12254. this.setDepthWrite(true);
  12255. // Texture maps
  12256. this._maxSimultaneousTextures = this._caps.maxCombinedTexturesImageUnits;
  12257. for (var slot = 0; slot < this._maxSimultaneousTextures; slot++) {
  12258. this._nextFreeTextureSlots.push(slot);
  12259. }
  12260. };
  12261. Object.defineProperty(Engine.prototype, "webGLVersion", {
  12262. /**
  12263. * Gets version of the current webGL context
  12264. */
  12265. get: function () {
  12266. return this._webGLVersion;
  12267. },
  12268. enumerable: true,
  12269. configurable: true
  12270. });
  12271. Object.defineProperty(Engine.prototype, "isStencilEnable", {
  12272. /**
  12273. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  12274. */
  12275. get: function () {
  12276. return this._isStencilEnable;
  12277. },
  12278. enumerable: true,
  12279. configurable: true
  12280. });
  12281. Engine.prototype._prepareWorkingCanvas = function () {
  12282. if (this._workingCanvas) {
  12283. return;
  12284. }
  12285. this._workingCanvas = document.createElement("canvas");
  12286. var context = this._workingCanvas.getContext("2d");
  12287. if (context) {
  12288. this._workingContext = context;
  12289. }
  12290. };
  12291. /**
  12292. * Reset the texture cache to empty state
  12293. */
  12294. Engine.prototype.resetTextureCache = function () {
  12295. for (var key in this._boundTexturesCache) {
  12296. if (!this._boundTexturesCache.hasOwnProperty(key)) {
  12297. continue;
  12298. }
  12299. var boundTexture = this._boundTexturesCache[key];
  12300. if (boundTexture) {
  12301. this._removeDesignatedSlot(boundTexture);
  12302. }
  12303. this._boundTexturesCache[key] = null;
  12304. }
  12305. if (!this.disableTextureBindingOptimization) {
  12306. this._nextFreeTextureSlots = [];
  12307. for (var slot = 0; slot < this._maxSimultaneousTextures; slot++) {
  12308. this._nextFreeTextureSlots.push(slot);
  12309. }
  12310. }
  12311. this._currentTextureChannel = -1;
  12312. };
  12313. /**
  12314. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  12315. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  12316. * @returns true if engine is in deterministic lock step mode
  12317. */
  12318. Engine.prototype.isDeterministicLockStep = function () {
  12319. return this._deterministicLockstep;
  12320. };
  12321. /**
  12322. * Gets the max steps when engine is running in deterministic lock step
  12323. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  12324. * @returns the max steps
  12325. */
  12326. Engine.prototype.getLockstepMaxSteps = function () {
  12327. return this._lockstepMaxSteps;
  12328. };
  12329. /**
  12330. * Gets an object containing information about the current webGL context
  12331. * @returns an object containing the vender, the renderer and the version of the current webGL context
  12332. */
  12333. Engine.prototype.getGlInfo = function () {
  12334. return {
  12335. vendor: this._glVendor,
  12336. renderer: this._glRenderer,
  12337. version: this._glVersion
  12338. };
  12339. };
  12340. /**
  12341. * Gets current aspect ratio
  12342. * @param camera defines the camera to use to get the aspect ratio
  12343. * @param useScreen defines if screen size must be used (or the current render target if any)
  12344. * @returns a number defining the aspect ratio
  12345. */
  12346. Engine.prototype.getAspectRatio = function (camera, useScreen) {
  12347. if (useScreen === void 0) { useScreen = false; }
  12348. var viewport = camera.viewport;
  12349. return (this.getRenderWidth(useScreen) * viewport.width) / (this.getRenderHeight(useScreen) * viewport.height);
  12350. };
  12351. /**
  12352. * Gets current screen aspect ratio
  12353. * @returns a number defining the aspect ratio
  12354. */
  12355. Engine.prototype.getScreenAspectRatio = function () {
  12356. return (this.getRenderWidth(true)) / (this.getRenderHeight(true));
  12357. };
  12358. /**
  12359. * Gets the current render width
  12360. * @param useScreen defines if screen size must be used (or the current render target if any)
  12361. * @returns a number defining the current render width
  12362. */
  12363. Engine.prototype.getRenderWidth = function (useScreen) {
  12364. if (useScreen === void 0) { useScreen = false; }
  12365. if (!useScreen && this._currentRenderTarget) {
  12366. return this._currentRenderTarget.width;
  12367. }
  12368. return this._gl.drawingBufferWidth;
  12369. };
  12370. /**
  12371. * Gets the current render height
  12372. * @param useScreen defines if screen size must be used (or the current render target if any)
  12373. * @returns a number defining the current render height
  12374. */
  12375. Engine.prototype.getRenderHeight = function (useScreen) {
  12376. if (useScreen === void 0) { useScreen = false; }
  12377. if (!useScreen && this._currentRenderTarget) {
  12378. return this._currentRenderTarget.height;
  12379. }
  12380. return this._gl.drawingBufferHeight;
  12381. };
  12382. /**
  12383. * Gets the HTML canvas attached with the current webGL context
  12384. * @returns a HTML canvas
  12385. */
  12386. Engine.prototype.getRenderingCanvas = function () {
  12387. return this._renderingCanvas;
  12388. };
  12389. /**
  12390. * Gets the client rect of the HTML canvas attached with the current webGL context
  12391. * @returns a client rectanglee
  12392. */
  12393. Engine.prototype.getRenderingCanvasClientRect = function () {
  12394. if (!this._renderingCanvas) {
  12395. return null;
  12396. }
  12397. return this._renderingCanvas.getBoundingClientRect();
  12398. };
  12399. /**
  12400. * Defines the hardware scaling level.
  12401. * By default the hardware scaling level is computed from the window device ratio.
  12402. * 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.
  12403. * @param level defines the level to use
  12404. */
  12405. Engine.prototype.setHardwareScalingLevel = function (level) {
  12406. this._hardwareScalingLevel = level;
  12407. this.resize();
  12408. };
  12409. /**
  12410. * Gets the current hardware scaling level.
  12411. * By default the hardware scaling level is computed from the window device ratio.
  12412. * 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.
  12413. * @returns a number indicating the current hardware scaling level
  12414. */
  12415. Engine.prototype.getHardwareScalingLevel = function () {
  12416. return this._hardwareScalingLevel;
  12417. };
  12418. /**
  12419. * Gets the list of loaded textures
  12420. * @returns an array containing all loaded textures
  12421. */
  12422. Engine.prototype.getLoadedTexturesCache = function () {
  12423. return this._internalTexturesCache;
  12424. };
  12425. /**
  12426. * Gets the object containing all engine capabilities
  12427. * @returns the EngineCapabilities object
  12428. */
  12429. Engine.prototype.getCaps = function () {
  12430. return this._caps;
  12431. };
  12432. Object.defineProperty(Engine.prototype, "drawCalls", {
  12433. /** @hidden */
  12434. get: function () {
  12435. BABYLON.Tools.Warn("drawCalls is deprecated. Please use SceneInstrumentation class");
  12436. return 0;
  12437. },
  12438. enumerable: true,
  12439. configurable: true
  12440. });
  12441. Object.defineProperty(Engine.prototype, "drawCallsPerfCounter", {
  12442. /** @hidden */
  12443. get: function () {
  12444. BABYLON.Tools.Warn("drawCallsPerfCounter is deprecated. Please use SceneInstrumentation class");
  12445. return null;
  12446. },
  12447. enumerable: true,
  12448. configurable: true
  12449. });
  12450. /**
  12451. * Gets the current depth function
  12452. * @returns a number defining the depth function
  12453. */
  12454. Engine.prototype.getDepthFunction = function () {
  12455. return this._depthCullingState.depthFunc;
  12456. };
  12457. /**
  12458. * Sets the current depth function
  12459. * @param depthFunc defines the function to use
  12460. */
  12461. Engine.prototype.setDepthFunction = function (depthFunc) {
  12462. this._depthCullingState.depthFunc = depthFunc;
  12463. };
  12464. /**
  12465. * Sets the current depth function to GREATER
  12466. */
  12467. Engine.prototype.setDepthFunctionToGreater = function () {
  12468. this._depthCullingState.depthFunc = this._gl.GREATER;
  12469. };
  12470. /**
  12471. * Sets the current depth function to GEQUAL
  12472. */
  12473. Engine.prototype.setDepthFunctionToGreaterOrEqual = function () {
  12474. this._depthCullingState.depthFunc = this._gl.GEQUAL;
  12475. };
  12476. /**
  12477. * Sets the current depth function to LESS
  12478. */
  12479. Engine.prototype.setDepthFunctionToLess = function () {
  12480. this._depthCullingState.depthFunc = this._gl.LESS;
  12481. };
  12482. /**
  12483. * Sets the current depth function to LEQUAL
  12484. */
  12485. Engine.prototype.setDepthFunctionToLessOrEqual = function () {
  12486. this._depthCullingState.depthFunc = this._gl.LEQUAL;
  12487. };
  12488. /**
  12489. * Gets a boolean indicating if stencil buffer is enabled
  12490. * @returns the current stencil buffer state
  12491. */
  12492. Engine.prototype.getStencilBuffer = function () {
  12493. return this._stencilState.stencilTest;
  12494. };
  12495. /**
  12496. * Enable or disable the stencil buffer
  12497. * @param enable defines if the stencil buffer must be enabled or disabled
  12498. */
  12499. Engine.prototype.setStencilBuffer = function (enable) {
  12500. this._stencilState.stencilTest = enable;
  12501. };
  12502. /**
  12503. * Gets the current stencil mask
  12504. * @returns a number defining the new stencil mask to use
  12505. */
  12506. Engine.prototype.getStencilMask = function () {
  12507. return this._stencilState.stencilMask;
  12508. };
  12509. /**
  12510. * Sets the current stencil mask
  12511. * @param mask defines the new stencil mask to use
  12512. */
  12513. Engine.prototype.setStencilMask = function (mask) {
  12514. this._stencilState.stencilMask = mask;
  12515. };
  12516. /**
  12517. * Gets the current stencil function
  12518. * @returns a number defining the stencil function to use
  12519. */
  12520. Engine.prototype.getStencilFunction = function () {
  12521. return this._stencilState.stencilFunc;
  12522. };
  12523. /**
  12524. * Gets the current stencil reference value
  12525. * @returns a number defining the stencil reference value to use
  12526. */
  12527. Engine.prototype.getStencilFunctionReference = function () {
  12528. return this._stencilState.stencilFuncRef;
  12529. };
  12530. /**
  12531. * Gets the current stencil mask
  12532. * @returns a number defining the stencil mask to use
  12533. */
  12534. Engine.prototype.getStencilFunctionMask = function () {
  12535. return this._stencilState.stencilFuncMask;
  12536. };
  12537. /**
  12538. * Sets the current stencil function
  12539. * @param stencilFunc defines the new stencil function to use
  12540. */
  12541. Engine.prototype.setStencilFunction = function (stencilFunc) {
  12542. this._stencilState.stencilFunc = stencilFunc;
  12543. };
  12544. /**
  12545. * Sets the current stencil reference
  12546. * @param reference defines the new stencil reference to use
  12547. */
  12548. Engine.prototype.setStencilFunctionReference = function (reference) {
  12549. this._stencilState.stencilFuncRef = reference;
  12550. };
  12551. /**
  12552. * Sets the current stencil mask
  12553. * @param mask defines the new stencil mask to use
  12554. */
  12555. Engine.prototype.setStencilFunctionMask = function (mask) {
  12556. this._stencilState.stencilFuncMask = mask;
  12557. };
  12558. /**
  12559. * Gets the current stencil operation when stencil fails
  12560. * @returns a number defining stencil operation to use when stencil fails
  12561. */
  12562. Engine.prototype.getStencilOperationFail = function () {
  12563. return this._stencilState.stencilOpStencilFail;
  12564. };
  12565. /**
  12566. * Gets the current stencil operation when depth fails
  12567. * @returns a number defining stencil operation to use when depth fails
  12568. */
  12569. Engine.prototype.getStencilOperationDepthFail = function () {
  12570. return this._stencilState.stencilOpDepthFail;
  12571. };
  12572. /**
  12573. * Gets the current stencil operation when stencil passes
  12574. * @returns a number defining stencil operation to use when stencil passes
  12575. */
  12576. Engine.prototype.getStencilOperationPass = function () {
  12577. return this._stencilState.stencilOpStencilDepthPass;
  12578. };
  12579. /**
  12580. * Sets the stencil operation to use when stencil fails
  12581. * @param operation defines the stencil operation to use when stencil fails
  12582. */
  12583. Engine.prototype.setStencilOperationFail = function (operation) {
  12584. this._stencilState.stencilOpStencilFail = operation;
  12585. };
  12586. /**
  12587. * Sets the stencil operation to use when depth fails
  12588. * @param operation defines the stencil operation to use when depth fails
  12589. */
  12590. Engine.prototype.setStencilOperationDepthFail = function (operation) {
  12591. this._stencilState.stencilOpDepthFail = operation;
  12592. };
  12593. /**
  12594. * Sets the stencil operation to use when stencil passes
  12595. * @param operation defines the stencil operation to use when stencil passes
  12596. */
  12597. Engine.prototype.setStencilOperationPass = function (operation) {
  12598. this._stencilState.stencilOpStencilDepthPass = operation;
  12599. };
  12600. /**
  12601. * Sets a boolean indicating if the dithering state is enabled or disabled
  12602. * @param value defines the dithering state
  12603. */
  12604. Engine.prototype.setDitheringState = function (value) {
  12605. if (value) {
  12606. this._gl.enable(this._gl.DITHER);
  12607. }
  12608. else {
  12609. this._gl.disable(this._gl.DITHER);
  12610. }
  12611. };
  12612. /**
  12613. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  12614. * @param value defines the rasterizer state
  12615. */
  12616. Engine.prototype.setRasterizerState = function (value) {
  12617. if (value) {
  12618. this._gl.disable(this._gl.RASTERIZER_DISCARD);
  12619. }
  12620. else {
  12621. this._gl.enable(this._gl.RASTERIZER_DISCARD);
  12622. }
  12623. };
  12624. /**
  12625. * stop executing a render loop function and remove it from the execution array
  12626. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  12627. */
  12628. Engine.prototype.stopRenderLoop = function (renderFunction) {
  12629. if (!renderFunction) {
  12630. this._activeRenderLoops = [];
  12631. return;
  12632. }
  12633. var index = this._activeRenderLoops.indexOf(renderFunction);
  12634. if (index >= 0) {
  12635. this._activeRenderLoops.splice(index, 1);
  12636. }
  12637. };
  12638. /** @hidden */
  12639. Engine.prototype._renderLoop = function () {
  12640. if (!this._contextWasLost) {
  12641. var shouldRender = true;
  12642. if (!this.renderEvenInBackground && this._windowIsBackground) {
  12643. shouldRender = false;
  12644. }
  12645. if (shouldRender) {
  12646. // Start new frame
  12647. this.beginFrame();
  12648. for (var index = 0; index < this._activeRenderLoops.length; index++) {
  12649. var renderFunction = this._activeRenderLoops[index];
  12650. renderFunction();
  12651. }
  12652. // Present
  12653. this.endFrame();
  12654. }
  12655. }
  12656. if (this._activeRenderLoops.length > 0) {
  12657. // Register new frame
  12658. var requester = null;
  12659. if (this._vrDisplay && this._vrDisplay.isPresenting)
  12660. requester = this._vrDisplay;
  12661. this._frameHandler = BABYLON.Tools.QueueNewFrame(this._bindedRenderFunction, requester);
  12662. }
  12663. else {
  12664. this._renderingQueueLaunched = false;
  12665. }
  12666. };
  12667. /**
  12668. * Register and execute a render loop. The engine can have more than one render function
  12669. * @param renderFunction defines the function to continuously execute
  12670. */
  12671. Engine.prototype.runRenderLoop = function (renderFunction) {
  12672. if (this._activeRenderLoops.indexOf(renderFunction) !== -1) {
  12673. return;
  12674. }
  12675. this._activeRenderLoops.push(renderFunction);
  12676. if (!this._renderingQueueLaunched) {
  12677. this._renderingQueueLaunched = true;
  12678. this._bindedRenderFunction = this._renderLoop.bind(this);
  12679. this._frameHandler = BABYLON.Tools.QueueNewFrame(this._bindedRenderFunction);
  12680. }
  12681. };
  12682. /**
  12683. * Toggle full screen mode
  12684. * @param requestPointerLock defines if a pointer lock should be requested from the user
  12685. */
  12686. Engine.prototype.switchFullscreen = function (requestPointerLock) {
  12687. if (this.isFullscreen) {
  12688. BABYLON.Tools.ExitFullscreen();
  12689. }
  12690. else {
  12691. this._pointerLockRequested = requestPointerLock;
  12692. if (this._renderingCanvas) {
  12693. BABYLON.Tools.RequestFullscreen(this._renderingCanvas);
  12694. }
  12695. }
  12696. };
  12697. /**
  12698. * Clear the current render buffer or the current render target (if any is set up)
  12699. * @param color defines the color to use
  12700. * @param backBuffer defines if the back buffer must be cleared
  12701. * @param depth defines if the depth buffer must be cleared
  12702. * @param stencil defines if the stencil buffer must be cleared
  12703. */
  12704. Engine.prototype.clear = function (color, backBuffer, depth, stencil) {
  12705. if (stencil === void 0) { stencil = false; }
  12706. this.applyStates();
  12707. var mode = 0;
  12708. if (backBuffer && color) {
  12709. this._gl.clearColor(color.r, color.g, color.b, color.a !== undefined ? color.a : 1.0);
  12710. mode |= this._gl.COLOR_BUFFER_BIT;
  12711. }
  12712. if (depth) {
  12713. this._gl.clearDepth(1.0);
  12714. mode |= this._gl.DEPTH_BUFFER_BIT;
  12715. }
  12716. if (stencil) {
  12717. this._gl.clearStencil(0);
  12718. mode |= this._gl.STENCIL_BUFFER_BIT;
  12719. }
  12720. this._gl.clear(mode);
  12721. };
  12722. /**
  12723. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  12724. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  12725. * @param y defines the y-coordinate of the corner of the clear rectangle
  12726. * @param width defines the width of the clear rectangle
  12727. * @param height defines the height of the clear rectangle
  12728. * @param clearColor defines the clear color
  12729. */
  12730. Engine.prototype.scissorClear = function (x, y, width, height, clearColor) {
  12731. var gl = this._gl;
  12732. // Save state
  12733. var curScissor = gl.getParameter(gl.SCISSOR_TEST);
  12734. var curScissorBox = gl.getParameter(gl.SCISSOR_BOX);
  12735. // Change state
  12736. gl.enable(gl.SCISSOR_TEST);
  12737. gl.scissor(x, y, width, height);
  12738. // Clear
  12739. this.clear(clearColor, true, true, true);
  12740. // Restore state
  12741. gl.scissor(curScissorBox[0], curScissorBox[1], curScissorBox[2], curScissorBox[3]);
  12742. if (curScissor === true) {
  12743. gl.enable(gl.SCISSOR_TEST);
  12744. }
  12745. else {
  12746. gl.disable(gl.SCISSOR_TEST);
  12747. }
  12748. };
  12749. /** @hidden */
  12750. Engine.prototype._viewport = function (x, y, width, height) {
  12751. if (x !== this._viewportCached.x ||
  12752. y !== this._viewportCached.y ||
  12753. width !== this._viewportCached.z ||
  12754. height !== this._viewportCached.w) {
  12755. this._viewportCached.x = x;
  12756. this._viewportCached.y = y;
  12757. this._viewportCached.z = width;
  12758. this._viewportCached.w = height;
  12759. this._gl.viewport(x, y, width, height);
  12760. }
  12761. };
  12762. /**
  12763. * Set the WebGL's viewport
  12764. * @param viewport defines the viewport element to be used
  12765. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  12766. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  12767. */
  12768. Engine.prototype.setViewport = function (viewport, requiredWidth, requiredHeight) {
  12769. var width = requiredWidth || this.getRenderWidth();
  12770. var height = requiredHeight || this.getRenderHeight();
  12771. var x = viewport.x || 0;
  12772. var y = viewport.y || 0;
  12773. this._cachedViewport = viewport;
  12774. this._viewport(x * width, y * height, width * viewport.width, height * viewport.height);
  12775. };
  12776. /**
  12777. * Directly set the WebGL Viewport
  12778. * @param x defines the x coordinate of the viewport (in screen space)
  12779. * @param y defines the y coordinate of the viewport (in screen space)
  12780. * @param width defines the width of the viewport (in screen space)
  12781. * @param height defines the height of the viewport (in screen space)
  12782. * @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
  12783. */
  12784. Engine.prototype.setDirectViewport = function (x, y, width, height) {
  12785. var currentViewport = this._cachedViewport;
  12786. this._cachedViewport = null;
  12787. this._viewport(x, y, width, height);
  12788. return currentViewport;
  12789. };
  12790. /**
  12791. * Begin a new frame
  12792. */
  12793. Engine.prototype.beginFrame = function () {
  12794. this.onBeginFrameObservable.notifyObservers(this);
  12795. this._measureFps();
  12796. };
  12797. /**
  12798. * Enf the current frame
  12799. */
  12800. Engine.prototype.endFrame = function () {
  12801. // Force a flush in case we are using a bad OS.
  12802. if (this._badOS) {
  12803. this.flushFramebuffer();
  12804. }
  12805. // Submit frame to the vr device, if enabled
  12806. if (this._vrDisplay && this._vrDisplay.isPresenting) {
  12807. // TODO: We should only submit the frame if we read frameData successfully.
  12808. this._vrDisplay.submitFrame();
  12809. }
  12810. this.onEndFrameObservable.notifyObservers(this);
  12811. };
  12812. /**
  12813. * Resize the view according to the canvas' size
  12814. */
  12815. Engine.prototype.resize = function () {
  12816. // We're not resizing the size of the canvas while in VR mode & presenting
  12817. if (!(this._vrDisplay && this._vrDisplay.isPresenting)) {
  12818. var width = this._renderingCanvas ? this._renderingCanvas.clientWidth : window.innerWidth;
  12819. var height = this._renderingCanvas ? this._renderingCanvas.clientHeight : window.innerHeight;
  12820. this.setSize(width / this._hardwareScalingLevel, height / this._hardwareScalingLevel);
  12821. }
  12822. };
  12823. /**
  12824. * Force a specific size of the canvas
  12825. * @param width defines the new canvas' width
  12826. * @param height defines the new canvas' height
  12827. */
  12828. Engine.prototype.setSize = function (width, height) {
  12829. if (!this._renderingCanvas) {
  12830. return;
  12831. }
  12832. if (this._renderingCanvas.width === width && this._renderingCanvas.height === height) {
  12833. return;
  12834. }
  12835. this._renderingCanvas.width = width;
  12836. this._renderingCanvas.height = height;
  12837. for (var index = 0; index < this.scenes.length; index++) {
  12838. var scene = this.scenes[index];
  12839. for (var camIndex = 0; camIndex < scene.cameras.length; camIndex++) {
  12840. var cam = scene.cameras[camIndex];
  12841. cam._currentRenderId = 0;
  12842. }
  12843. }
  12844. if (this.onResizeObservable.hasObservers) {
  12845. this.onResizeObservable.notifyObservers(this);
  12846. }
  12847. };
  12848. // WebVR functions
  12849. /**
  12850. * Gets a boolean indicating if a webVR device was detected
  12851. * @returns true if a webVR device was detected
  12852. */
  12853. Engine.prototype.isVRDevicePresent = function () {
  12854. return !!this._vrDisplay;
  12855. };
  12856. /**
  12857. * Gets the current webVR device
  12858. * @returns the current webVR device (or null)
  12859. */
  12860. Engine.prototype.getVRDevice = function () {
  12861. return this._vrDisplay;
  12862. };
  12863. /**
  12864. * Initializes a webVR display and starts listening to display change events
  12865. * The onVRDisplayChangedObservable will be notified upon these changes
  12866. * @returns The onVRDisplayChangedObservable
  12867. */
  12868. Engine.prototype.initWebVR = function () {
  12869. this.initWebVRAsync();
  12870. return this.onVRDisplayChangedObservable;
  12871. };
  12872. /**
  12873. * Initializes a webVR display and starts listening to display change events
  12874. * The onVRDisplayChangedObservable will be notified upon these changes
  12875. * @returns A promise containing a VRDisplay and if vr is supported
  12876. */
  12877. Engine.prototype.initWebVRAsync = function () {
  12878. var _this = this;
  12879. var notifyObservers = function () {
  12880. var eventArgs = {
  12881. vrDisplay: _this._vrDisplay,
  12882. vrSupported: _this._vrSupported
  12883. };
  12884. _this.onVRDisplayChangedObservable.notifyObservers(eventArgs);
  12885. _this._webVRInitPromise = new Promise(function (res) { res(eventArgs); });
  12886. };
  12887. if (!this._onVrDisplayConnect) {
  12888. this._onVrDisplayConnect = function (event) {
  12889. _this._vrDisplay = event.display;
  12890. notifyObservers();
  12891. };
  12892. this._onVrDisplayDisconnect = function () {
  12893. _this._vrDisplay.cancelAnimationFrame(_this._frameHandler);
  12894. _this._vrDisplay = undefined;
  12895. _this._frameHandler = BABYLON.Tools.QueueNewFrame(_this._bindedRenderFunction);
  12896. notifyObservers();
  12897. };
  12898. this._onVrDisplayPresentChange = function () {
  12899. _this._vrExclusivePointerMode = _this._vrDisplay && _this._vrDisplay.isPresenting;
  12900. };
  12901. window.addEventListener('vrdisplayconnect', this._onVrDisplayConnect);
  12902. window.addEventListener('vrdisplaydisconnect', this._onVrDisplayDisconnect);
  12903. window.addEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  12904. }
  12905. this._webVRInitPromise = this._webVRInitPromise || this._getVRDisplaysAsync();
  12906. this._webVRInitPromise.then(notifyObservers);
  12907. return this._webVRInitPromise;
  12908. };
  12909. /**
  12910. * Call this function to switch to webVR mode
  12911. * Will do nothing if webVR is not supported or if there is no webVR device
  12912. * @see http://doc.babylonjs.com/how_to/webvr_camera
  12913. */
  12914. Engine.prototype.enableVR = function () {
  12915. var _this = this;
  12916. if (this._vrDisplay && !this._vrDisplay.isPresenting) {
  12917. var onResolved = function () {
  12918. _this.onVRRequestPresentComplete.notifyObservers(true);
  12919. _this._onVRFullScreenTriggered();
  12920. };
  12921. var onRejected = function () {
  12922. _this.onVRRequestPresentComplete.notifyObservers(false);
  12923. };
  12924. this.onVRRequestPresentStart.notifyObservers(this);
  12925. this._vrDisplay.requestPresent([{ source: this.getRenderingCanvas() }]).then(onResolved).catch(onRejected);
  12926. }
  12927. };
  12928. /**
  12929. * Call this function to leave webVR mode
  12930. * Will do nothing if webVR is not supported or if there is no webVR device
  12931. * @see http://doc.babylonjs.com/how_to/webvr_camera
  12932. */
  12933. Engine.prototype.disableVR = function () {
  12934. if (this._vrDisplay && this._vrDisplay.isPresenting) {
  12935. this._vrDisplay.exitPresent().then(this._onVRFullScreenTriggered).catch(this._onVRFullScreenTriggered);
  12936. }
  12937. };
  12938. Engine.prototype._getVRDisplaysAsync = function () {
  12939. var _this = this;
  12940. return new Promise(function (res, rej) {
  12941. if (navigator.getVRDisplays) {
  12942. navigator.getVRDisplays().then(function (devices) {
  12943. _this._vrSupported = true;
  12944. // note that devices may actually be an empty array. This is fine;
  12945. // we expect this._vrDisplay to be undefined in this case.
  12946. _this._vrDisplay = devices[0];
  12947. res({
  12948. vrDisplay: _this._vrDisplay,
  12949. vrSupported: _this._vrSupported
  12950. });
  12951. });
  12952. }
  12953. else {
  12954. _this._vrDisplay = undefined;
  12955. _this._vrSupported = false;
  12956. res({
  12957. vrDisplay: _this._vrDisplay,
  12958. vrSupported: _this._vrSupported
  12959. });
  12960. }
  12961. });
  12962. };
  12963. /**
  12964. * Binds the frame buffer to the specified texture.
  12965. * @param texture The texture to render to or null for the default canvas
  12966. * @param faceIndex The face of the texture to render to in case of cube texture
  12967. * @param requiredWidth The width of the target to render to
  12968. * @param requiredHeight The height of the target to render to
  12969. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  12970. * @param depthStencilTexture The depth stencil texture to use to render
  12971. * @param lodLevel defines le lod level to bind to the frame buffer
  12972. */
  12973. Engine.prototype.bindFramebuffer = function (texture, faceIndex, requiredWidth, requiredHeight, forceFullscreenViewport, depthStencilTexture, lodLevel) {
  12974. if (lodLevel === void 0) { lodLevel = 0; }
  12975. if (this._currentRenderTarget) {
  12976. this.unBindFramebuffer(this._currentRenderTarget);
  12977. }
  12978. this._currentRenderTarget = texture;
  12979. this.bindUnboundFramebuffer(texture._MSAAFramebuffer ? texture._MSAAFramebuffer : texture._framebuffer);
  12980. var gl = this._gl;
  12981. if (texture.isCube) {
  12982. if (faceIndex === undefined) {
  12983. faceIndex = 0;
  12984. }
  12985. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, texture._webGLTexture, lodLevel);
  12986. if (depthStencilTexture) {
  12987. if (depthStencilTexture._generateStencilBuffer) {
  12988. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, depthStencilTexture._webGLTexture, lodLevel);
  12989. }
  12990. else {
  12991. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, depthStencilTexture._webGLTexture, lodLevel);
  12992. }
  12993. }
  12994. }
  12995. if (this._cachedViewport && !forceFullscreenViewport) {
  12996. this.setViewport(this._cachedViewport, requiredWidth, requiredHeight);
  12997. }
  12998. else {
  12999. if (!requiredWidth) {
  13000. requiredWidth = texture.width;
  13001. if (lodLevel) {
  13002. requiredWidth = requiredWidth / Math.pow(2, lodLevel);
  13003. }
  13004. }
  13005. if (!requiredHeight) {
  13006. requiredHeight = texture.height;
  13007. if (lodLevel) {
  13008. requiredHeight = requiredHeight / Math.pow(2, lodLevel);
  13009. }
  13010. }
  13011. this._viewport(0, 0, requiredWidth, requiredHeight);
  13012. }
  13013. this.wipeCaches();
  13014. };
  13015. Engine.prototype.bindUnboundFramebuffer = function (framebuffer) {
  13016. if (this._currentFramebuffer !== framebuffer) {
  13017. this._gl.bindFramebuffer(this._gl.FRAMEBUFFER, framebuffer);
  13018. this._currentFramebuffer = framebuffer;
  13019. }
  13020. };
  13021. /**
  13022. * Unbind the current render target texture from the webGL context
  13023. * @param texture defines the render target texture to unbind
  13024. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  13025. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  13026. */
  13027. Engine.prototype.unBindFramebuffer = function (texture, disableGenerateMipMaps, onBeforeUnbind) {
  13028. if (disableGenerateMipMaps === void 0) { disableGenerateMipMaps = false; }
  13029. this._currentRenderTarget = null;
  13030. // If MSAA, we need to bitblt back to main texture
  13031. var gl = this._gl;
  13032. if (texture._MSAAFramebuffer) {
  13033. gl.bindFramebuffer(gl.READ_FRAMEBUFFER, texture._MSAAFramebuffer);
  13034. gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, texture._framebuffer);
  13035. gl.blitFramebuffer(0, 0, texture.width, texture.height, 0, 0, texture.width, texture.height, gl.COLOR_BUFFER_BIT, gl.NEAREST);
  13036. }
  13037. if (texture.generateMipMaps && !disableGenerateMipMaps && !texture.isCube) {
  13038. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  13039. gl.generateMipmap(gl.TEXTURE_2D);
  13040. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  13041. }
  13042. if (onBeforeUnbind) {
  13043. if (texture._MSAAFramebuffer) {
  13044. // Bind the correct framebuffer
  13045. this.bindUnboundFramebuffer(texture._framebuffer);
  13046. }
  13047. onBeforeUnbind();
  13048. }
  13049. this.bindUnboundFramebuffer(null);
  13050. };
  13051. /**
  13052. * Unbind a list of render target textures from the webGL context
  13053. * This is used only when drawBuffer extension or webGL2 are active
  13054. * @param textures defines the render target textures to unbind
  13055. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  13056. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  13057. */
  13058. Engine.prototype.unBindMultiColorAttachmentFramebuffer = function (textures, disableGenerateMipMaps, onBeforeUnbind) {
  13059. if (disableGenerateMipMaps === void 0) { disableGenerateMipMaps = false; }
  13060. this._currentRenderTarget = null;
  13061. // If MSAA, we need to bitblt back to main texture
  13062. var gl = this._gl;
  13063. if (textures[0]._MSAAFramebuffer) {
  13064. gl.bindFramebuffer(gl.READ_FRAMEBUFFER, textures[0]._MSAAFramebuffer);
  13065. gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, textures[0]._framebuffer);
  13066. var attachments = textures[0]._attachments;
  13067. if (!attachments) {
  13068. attachments = new Array(textures.length);
  13069. textures[0]._attachments = attachments;
  13070. }
  13071. for (var i = 0; i < textures.length; i++) {
  13072. var texture = textures[i];
  13073. for (var j = 0; j < attachments.length; j++) {
  13074. attachments[j] = gl.NONE;
  13075. }
  13076. attachments[i] = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  13077. gl.readBuffer(attachments[i]);
  13078. gl.drawBuffers(attachments);
  13079. gl.blitFramebuffer(0, 0, texture.width, texture.height, 0, 0, texture.width, texture.height, gl.COLOR_BUFFER_BIT, gl.NEAREST);
  13080. }
  13081. for (var i = 0; i < attachments.length; i++) {
  13082. attachments[i] = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  13083. }
  13084. gl.drawBuffers(attachments);
  13085. }
  13086. for (var i = 0; i < textures.length; i++) {
  13087. var texture = textures[i];
  13088. if (texture.generateMipMaps && !disableGenerateMipMaps && !texture.isCube) {
  13089. this._bindTextureDirectly(gl.TEXTURE_2D, texture);
  13090. gl.generateMipmap(gl.TEXTURE_2D);
  13091. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  13092. }
  13093. }
  13094. if (onBeforeUnbind) {
  13095. if (textures[0]._MSAAFramebuffer) {
  13096. // Bind the correct framebuffer
  13097. this.bindUnboundFramebuffer(textures[0]._framebuffer);
  13098. }
  13099. onBeforeUnbind();
  13100. }
  13101. this.bindUnboundFramebuffer(null);
  13102. };
  13103. /**
  13104. * Force the mipmap generation for the given render target texture
  13105. * @param texture defines the render target texture to use
  13106. */
  13107. Engine.prototype.generateMipMapsForCubemap = function (texture) {
  13108. if (texture.generateMipMaps) {
  13109. var gl = this._gl;
  13110. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  13111. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  13112. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  13113. }
  13114. };
  13115. /**
  13116. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  13117. */
  13118. Engine.prototype.flushFramebuffer = function () {
  13119. this._gl.flush();
  13120. };
  13121. /**
  13122. * Unbind the current render target and bind the default framebuffer
  13123. */
  13124. Engine.prototype.restoreDefaultFramebuffer = function () {
  13125. if (this._currentRenderTarget) {
  13126. this.unBindFramebuffer(this._currentRenderTarget);
  13127. }
  13128. else {
  13129. this.bindUnboundFramebuffer(null);
  13130. }
  13131. if (this._cachedViewport) {
  13132. this.setViewport(this._cachedViewport);
  13133. }
  13134. this.wipeCaches();
  13135. };
  13136. // UBOs
  13137. /**
  13138. * Create an uniform buffer
  13139. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  13140. * @param elements defines the content of the uniform buffer
  13141. * @returns the webGL uniform buffer
  13142. */
  13143. Engine.prototype.createUniformBuffer = function (elements) {
  13144. var ubo = this._gl.createBuffer();
  13145. if (!ubo) {
  13146. throw new Error("Unable to create uniform buffer");
  13147. }
  13148. this.bindUniformBuffer(ubo);
  13149. if (elements instanceof Float32Array) {
  13150. this._gl.bufferData(this._gl.UNIFORM_BUFFER, elements, this._gl.STATIC_DRAW);
  13151. }
  13152. else {
  13153. this._gl.bufferData(this._gl.UNIFORM_BUFFER, new Float32Array(elements), this._gl.STATIC_DRAW);
  13154. }
  13155. this.bindUniformBuffer(null);
  13156. ubo.references = 1;
  13157. return ubo;
  13158. };
  13159. /**
  13160. * Create a dynamic uniform buffer
  13161. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  13162. * @param elements defines the content of the uniform buffer
  13163. * @returns the webGL uniform buffer
  13164. */
  13165. Engine.prototype.createDynamicUniformBuffer = function (elements) {
  13166. var ubo = this._gl.createBuffer();
  13167. if (!ubo) {
  13168. throw new Error("Unable to create dynamic uniform buffer");
  13169. }
  13170. this.bindUniformBuffer(ubo);
  13171. if (elements instanceof Float32Array) {
  13172. this._gl.bufferData(this._gl.UNIFORM_BUFFER, elements, this._gl.DYNAMIC_DRAW);
  13173. }
  13174. else {
  13175. this._gl.bufferData(this._gl.UNIFORM_BUFFER, new Float32Array(elements), this._gl.DYNAMIC_DRAW);
  13176. }
  13177. this.bindUniformBuffer(null);
  13178. ubo.references = 1;
  13179. return ubo;
  13180. };
  13181. /**
  13182. * Update an existing uniform buffer
  13183. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  13184. * @param uniformBuffer defines the target uniform buffer
  13185. * @param elements defines the content to update
  13186. * @param offset defines the offset in the uniform buffer where update should start
  13187. * @param count defines the size of the data to update
  13188. */
  13189. Engine.prototype.updateUniformBuffer = function (uniformBuffer, elements, offset, count) {
  13190. this.bindUniformBuffer(uniformBuffer);
  13191. if (offset === undefined) {
  13192. offset = 0;
  13193. }
  13194. if (count === undefined) {
  13195. if (elements instanceof Float32Array) {
  13196. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, offset, elements);
  13197. }
  13198. else {
  13199. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, offset, new Float32Array(elements));
  13200. }
  13201. }
  13202. else {
  13203. if (elements instanceof Float32Array) {
  13204. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, 0, elements.subarray(offset, offset + count));
  13205. }
  13206. else {
  13207. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, 0, new Float32Array(elements).subarray(offset, offset + count));
  13208. }
  13209. }
  13210. this.bindUniformBuffer(null);
  13211. };
  13212. // VBOs
  13213. Engine.prototype._resetVertexBufferBinding = function () {
  13214. this.bindArrayBuffer(null);
  13215. this._cachedVertexBuffers = null;
  13216. };
  13217. /**
  13218. * Creates a vertex buffer
  13219. * @param data the data for the vertex buffer
  13220. * @returns the new WebGL static buffer
  13221. */
  13222. Engine.prototype.createVertexBuffer = function (data) {
  13223. var vbo = this._gl.createBuffer();
  13224. if (!vbo) {
  13225. throw new Error("Unable to create vertex buffer");
  13226. }
  13227. this.bindArrayBuffer(vbo);
  13228. if (data instanceof Array) {
  13229. this._gl.bufferData(this._gl.ARRAY_BUFFER, new Float32Array(data), this._gl.STATIC_DRAW);
  13230. }
  13231. else {
  13232. this._gl.bufferData(this._gl.ARRAY_BUFFER, data, this._gl.STATIC_DRAW);
  13233. }
  13234. this._resetVertexBufferBinding();
  13235. vbo.references = 1;
  13236. return vbo;
  13237. };
  13238. /**
  13239. * Creates a dynamic vertex buffer
  13240. * @param data the data for the dynamic vertex buffer
  13241. * @returns the new WebGL dynamic buffer
  13242. */
  13243. Engine.prototype.createDynamicVertexBuffer = function (data) {
  13244. var vbo = this._gl.createBuffer();
  13245. if (!vbo) {
  13246. throw new Error("Unable to create dynamic vertex buffer");
  13247. }
  13248. this.bindArrayBuffer(vbo);
  13249. if (data instanceof Array) {
  13250. this._gl.bufferData(this._gl.ARRAY_BUFFER, new Float32Array(data), this._gl.DYNAMIC_DRAW);
  13251. }
  13252. else {
  13253. this._gl.bufferData(this._gl.ARRAY_BUFFER, data, this._gl.DYNAMIC_DRAW);
  13254. }
  13255. this._resetVertexBufferBinding();
  13256. vbo.references = 1;
  13257. return vbo;
  13258. };
  13259. /**
  13260. * Update a dynamic index buffer
  13261. * @param indexBuffer defines the target index buffer
  13262. * @param indices defines the data to update
  13263. * @param offset defines the offset in the target index buffer where update should start
  13264. */
  13265. Engine.prototype.updateDynamicIndexBuffer = function (indexBuffer, indices, offset) {
  13266. if (offset === void 0) { offset = 0; }
  13267. // Force cache update
  13268. this._currentBoundBuffer[this._gl.ELEMENT_ARRAY_BUFFER] = null;
  13269. this.bindIndexBuffer(indexBuffer);
  13270. var arrayBuffer;
  13271. if (indices instanceof Uint16Array || indices instanceof Uint32Array) {
  13272. arrayBuffer = indices;
  13273. }
  13274. else {
  13275. arrayBuffer = indexBuffer.is32Bits ? new Uint32Array(indices) : new Uint16Array(indices);
  13276. }
  13277. this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, arrayBuffer, this._gl.DYNAMIC_DRAW);
  13278. this._resetIndexBufferBinding();
  13279. };
  13280. /**
  13281. * Updates a dynamic vertex buffer.
  13282. * @param vertexBuffer the vertex buffer to update
  13283. * @param data the data used to update the vertex buffer
  13284. * @param byteOffset the byte offset of the data
  13285. * @param byteLength the byte length of the data
  13286. */
  13287. Engine.prototype.updateDynamicVertexBuffer = function (vertexBuffer, data, byteOffset, byteLength) {
  13288. this.bindArrayBuffer(vertexBuffer);
  13289. if (byteOffset === undefined) {
  13290. byteOffset = 0;
  13291. }
  13292. if (byteLength === undefined) {
  13293. if (data instanceof Array) {
  13294. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, byteOffset, new Float32Array(data));
  13295. }
  13296. else {
  13297. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, byteOffset, data);
  13298. }
  13299. }
  13300. else {
  13301. if (data instanceof Array) {
  13302. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, new Float32Array(data).subarray(byteOffset, byteOffset + byteLength));
  13303. }
  13304. else {
  13305. if (data instanceof ArrayBuffer) {
  13306. data = new Uint8Array(data, byteOffset, byteLength);
  13307. }
  13308. else {
  13309. data = new Uint8Array(data.buffer, data.byteOffset + byteOffset, byteLength);
  13310. }
  13311. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  13312. }
  13313. }
  13314. this._resetVertexBufferBinding();
  13315. };
  13316. Engine.prototype._resetIndexBufferBinding = function () {
  13317. this.bindIndexBuffer(null);
  13318. this._cachedIndexBuffer = null;
  13319. };
  13320. /**
  13321. * Creates a new index buffer
  13322. * @param indices defines the content of the index buffer
  13323. * @param updatable defines if the index buffer must be updatable
  13324. * @returns a new webGL buffer
  13325. */
  13326. Engine.prototype.createIndexBuffer = function (indices, updatable) {
  13327. var vbo = this._gl.createBuffer();
  13328. if (!vbo) {
  13329. throw new Error("Unable to create index buffer");
  13330. }
  13331. this.bindIndexBuffer(vbo);
  13332. // Check for 32 bits indices
  13333. var arrayBuffer;
  13334. var need32Bits = false;
  13335. if (indices instanceof Uint16Array) {
  13336. arrayBuffer = indices;
  13337. }
  13338. else {
  13339. //check 32 bit support
  13340. if (this._caps.uintIndices) {
  13341. if (indices instanceof Uint32Array) {
  13342. arrayBuffer = indices;
  13343. need32Bits = true;
  13344. }
  13345. else {
  13346. //number[] or Int32Array, check if 32 bit is necessary
  13347. for (var index = 0; index < indices.length; index++) {
  13348. if (indices[index] > 65535) {
  13349. need32Bits = true;
  13350. break;
  13351. }
  13352. }
  13353. arrayBuffer = need32Bits ? new Uint32Array(indices) : new Uint16Array(indices);
  13354. }
  13355. }
  13356. else {
  13357. //no 32 bit support, force conversion to 16 bit (values greater 16 bit are lost)
  13358. arrayBuffer = new Uint16Array(indices);
  13359. }
  13360. }
  13361. this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, arrayBuffer, updatable ? this._gl.DYNAMIC_DRAW : this._gl.STATIC_DRAW);
  13362. this._resetIndexBufferBinding();
  13363. vbo.references = 1;
  13364. vbo.is32Bits = need32Bits;
  13365. return vbo;
  13366. };
  13367. /**
  13368. * Bind a webGL buffer to the webGL context
  13369. * @param buffer defines the buffer to bind
  13370. */
  13371. Engine.prototype.bindArrayBuffer = function (buffer) {
  13372. if (!this._vaoRecordInProgress) {
  13373. this._unbindVertexArrayObject();
  13374. }
  13375. this.bindBuffer(buffer, this._gl.ARRAY_BUFFER);
  13376. };
  13377. /**
  13378. * Bind an uniform buffer to the current webGL context
  13379. * @param buffer defines the buffer to bind
  13380. */
  13381. Engine.prototype.bindUniformBuffer = function (buffer) {
  13382. this._gl.bindBuffer(this._gl.UNIFORM_BUFFER, buffer);
  13383. };
  13384. /**
  13385. * Bind a buffer to the current webGL context at a given location
  13386. * @param buffer defines the buffer to bind
  13387. * @param location defines the index where to bind the buffer
  13388. */
  13389. Engine.prototype.bindUniformBufferBase = function (buffer, location) {
  13390. this._gl.bindBufferBase(this._gl.UNIFORM_BUFFER, location, buffer);
  13391. };
  13392. /**
  13393. * Bind a specific block at a given index in a specific shader program
  13394. * @param shaderProgram defines the shader program
  13395. * @param blockName defines the block name
  13396. * @param index defines the index where to bind the block
  13397. */
  13398. Engine.prototype.bindUniformBlock = function (shaderProgram, blockName, index) {
  13399. var uniformLocation = this._gl.getUniformBlockIndex(shaderProgram, blockName);
  13400. this._gl.uniformBlockBinding(shaderProgram, uniformLocation, index);
  13401. };
  13402. ;
  13403. Engine.prototype.bindIndexBuffer = function (buffer) {
  13404. if (!this._vaoRecordInProgress) {
  13405. this._unbindVertexArrayObject();
  13406. }
  13407. this.bindBuffer(buffer, this._gl.ELEMENT_ARRAY_BUFFER);
  13408. };
  13409. Engine.prototype.bindBuffer = function (buffer, target) {
  13410. if (this._vaoRecordInProgress || this._currentBoundBuffer[target] !== buffer) {
  13411. this._gl.bindBuffer(target, buffer);
  13412. this._currentBoundBuffer[target] = buffer;
  13413. }
  13414. };
  13415. /**
  13416. * update the bound buffer with the given data
  13417. * @param data defines the data to update
  13418. */
  13419. Engine.prototype.updateArrayBuffer = function (data) {
  13420. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  13421. };
  13422. Engine.prototype._vertexAttribPointer = function (buffer, indx, size, type, normalized, stride, offset) {
  13423. var pointer = this._currentBufferPointers[indx];
  13424. var changed = false;
  13425. if (!pointer.active) {
  13426. changed = true;
  13427. pointer.active = true;
  13428. pointer.index = indx;
  13429. pointer.size = size;
  13430. pointer.type = type;
  13431. pointer.normalized = normalized;
  13432. pointer.stride = stride;
  13433. pointer.offset = offset;
  13434. pointer.buffer = buffer;
  13435. }
  13436. else {
  13437. if (pointer.buffer !== buffer) {
  13438. pointer.buffer = buffer;
  13439. changed = true;
  13440. }
  13441. if (pointer.size !== size) {
  13442. pointer.size = size;
  13443. changed = true;
  13444. }
  13445. if (pointer.type !== type) {
  13446. pointer.type = type;
  13447. changed = true;
  13448. }
  13449. if (pointer.normalized !== normalized) {
  13450. pointer.normalized = normalized;
  13451. changed = true;
  13452. }
  13453. if (pointer.stride !== stride) {
  13454. pointer.stride = stride;
  13455. changed = true;
  13456. }
  13457. if (pointer.offset !== offset) {
  13458. pointer.offset = offset;
  13459. changed = true;
  13460. }
  13461. }
  13462. if (changed || this._vaoRecordInProgress) {
  13463. this.bindArrayBuffer(buffer);
  13464. this._gl.vertexAttribPointer(indx, size, type, normalized, stride, offset);
  13465. }
  13466. };
  13467. Engine.prototype._bindIndexBufferWithCache = function (indexBuffer) {
  13468. if (indexBuffer == null) {
  13469. return;
  13470. }
  13471. if (this._cachedIndexBuffer !== indexBuffer) {
  13472. this._cachedIndexBuffer = indexBuffer;
  13473. this.bindIndexBuffer(indexBuffer);
  13474. this._uintIndicesCurrentlySet = indexBuffer.is32Bits;
  13475. }
  13476. };
  13477. Engine.prototype._bindVertexBuffersAttributes = function (vertexBuffers, effect) {
  13478. var attributes = effect.getAttributesNames();
  13479. if (!this._vaoRecordInProgress) {
  13480. this._unbindVertexArrayObject();
  13481. }
  13482. this.unbindAllAttributes();
  13483. for (var index = 0; index < attributes.length; index++) {
  13484. var order = effect.getAttributeLocation(index);
  13485. if (order >= 0) {
  13486. var vertexBuffer = vertexBuffers[attributes[index]];
  13487. if (!vertexBuffer) {
  13488. continue;
  13489. }
  13490. this._gl.enableVertexAttribArray(order);
  13491. if (!this._vaoRecordInProgress) {
  13492. this._vertexAttribArraysEnabled[order] = true;
  13493. }
  13494. var buffer = vertexBuffer.getBuffer();
  13495. if (buffer) {
  13496. this._vertexAttribPointer(buffer, order, vertexBuffer.getSize(), vertexBuffer.type, vertexBuffer.normalized, vertexBuffer.byteStride, vertexBuffer.byteOffset);
  13497. if (vertexBuffer.getIsInstanced()) {
  13498. this._gl.vertexAttribDivisor(order, vertexBuffer.getInstanceDivisor());
  13499. if (!this._vaoRecordInProgress) {
  13500. this._currentInstanceLocations.push(order);
  13501. this._currentInstanceBuffers.push(buffer);
  13502. }
  13503. }
  13504. }
  13505. }
  13506. }
  13507. };
  13508. /**
  13509. * Records a vertex array object
  13510. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  13511. * @param vertexBuffers defines the list of vertex buffers to store
  13512. * @param indexBuffer defines the index buffer to store
  13513. * @param effect defines the effect to store
  13514. * @returns the new vertex array object
  13515. */
  13516. Engine.prototype.recordVertexArrayObject = function (vertexBuffers, indexBuffer, effect) {
  13517. var vao = this._gl.createVertexArray();
  13518. this._vaoRecordInProgress = true;
  13519. this._gl.bindVertexArray(vao);
  13520. this._mustWipeVertexAttributes = true;
  13521. this._bindVertexBuffersAttributes(vertexBuffers, effect);
  13522. this.bindIndexBuffer(indexBuffer);
  13523. this._vaoRecordInProgress = false;
  13524. this._gl.bindVertexArray(null);
  13525. return vao;
  13526. };
  13527. /**
  13528. * Bind a specific vertex array object
  13529. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  13530. * @param vertexArrayObject defines the vertex array object to bind
  13531. * @param indexBuffer defines the index buffer to bind
  13532. */
  13533. Engine.prototype.bindVertexArrayObject = function (vertexArrayObject, indexBuffer) {
  13534. if (this._cachedVertexArrayObject !== vertexArrayObject) {
  13535. this._cachedVertexArrayObject = vertexArrayObject;
  13536. this._gl.bindVertexArray(vertexArrayObject);
  13537. this._cachedVertexBuffers = null;
  13538. this._cachedIndexBuffer = null;
  13539. this._uintIndicesCurrentlySet = indexBuffer != null && indexBuffer.is32Bits;
  13540. this._mustWipeVertexAttributes = true;
  13541. }
  13542. };
  13543. /**
  13544. * Bind webGl buffers directly to the webGL context
  13545. * @param vertexBuffer defines the vertex buffer to bind
  13546. * @param indexBuffer defines the index buffer to bind
  13547. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  13548. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  13549. * @param effect defines the effect associated with the vertex buffer
  13550. */
  13551. Engine.prototype.bindBuffersDirectly = function (vertexBuffer, indexBuffer, vertexDeclaration, vertexStrideSize, effect) {
  13552. if (this._cachedVertexBuffers !== vertexBuffer || this._cachedEffectForVertexBuffers !== effect) {
  13553. this._cachedVertexBuffers = vertexBuffer;
  13554. this._cachedEffectForVertexBuffers = effect;
  13555. var attributesCount = effect.getAttributesCount();
  13556. this._unbindVertexArrayObject();
  13557. this.unbindAllAttributes();
  13558. var offset = 0;
  13559. for (var index = 0; index < attributesCount; index++) {
  13560. if (index < vertexDeclaration.length) {
  13561. var order = effect.getAttributeLocation(index);
  13562. if (order >= 0) {
  13563. this._gl.enableVertexAttribArray(order);
  13564. this._vertexAttribArraysEnabled[order] = true;
  13565. this._vertexAttribPointer(vertexBuffer, order, vertexDeclaration[index], this._gl.FLOAT, false, vertexStrideSize, offset);
  13566. }
  13567. offset += vertexDeclaration[index] * 4;
  13568. }
  13569. }
  13570. }
  13571. this._bindIndexBufferWithCache(indexBuffer);
  13572. };
  13573. Engine.prototype._unbindVertexArrayObject = function () {
  13574. if (!this._cachedVertexArrayObject) {
  13575. return;
  13576. }
  13577. this._cachedVertexArrayObject = null;
  13578. this._gl.bindVertexArray(null);
  13579. };
  13580. /**
  13581. * Bind a list of vertex buffers to the webGL context
  13582. * @param vertexBuffers defines the list of vertex buffers to bind
  13583. * @param indexBuffer defines the index buffer to bind
  13584. * @param effect defines the effect associated with the vertex buffers
  13585. */
  13586. Engine.prototype.bindBuffers = function (vertexBuffers, indexBuffer, effect) {
  13587. if (this._cachedVertexBuffers !== vertexBuffers || this._cachedEffectForVertexBuffers !== effect) {
  13588. this._cachedVertexBuffers = vertexBuffers;
  13589. this._cachedEffectForVertexBuffers = effect;
  13590. this._bindVertexBuffersAttributes(vertexBuffers, effect);
  13591. }
  13592. this._bindIndexBufferWithCache(indexBuffer);
  13593. };
  13594. /**
  13595. * Unbind all instance attributes
  13596. */
  13597. Engine.prototype.unbindInstanceAttributes = function () {
  13598. var boundBuffer;
  13599. for (var i = 0, ul = this._currentInstanceLocations.length; i < ul; i++) {
  13600. var instancesBuffer = this._currentInstanceBuffers[i];
  13601. if (boundBuffer != instancesBuffer && instancesBuffer.references) {
  13602. boundBuffer = instancesBuffer;
  13603. this.bindArrayBuffer(instancesBuffer);
  13604. }
  13605. var offsetLocation = this._currentInstanceLocations[i];
  13606. this._gl.vertexAttribDivisor(offsetLocation, 0);
  13607. }
  13608. this._currentInstanceBuffers.length = 0;
  13609. this._currentInstanceLocations.length = 0;
  13610. };
  13611. /**
  13612. * Release and free the memory of a vertex array object
  13613. * @param vao defines the vertex array object to delete
  13614. */
  13615. Engine.prototype.releaseVertexArrayObject = function (vao) {
  13616. this._gl.deleteVertexArray(vao);
  13617. };
  13618. /** @hidden */
  13619. Engine.prototype._releaseBuffer = function (buffer) {
  13620. buffer.references--;
  13621. if (buffer.references === 0) {
  13622. this._gl.deleteBuffer(buffer);
  13623. return true;
  13624. }
  13625. return false;
  13626. };
  13627. /**
  13628. * Creates a webGL buffer to use with instanciation
  13629. * @param capacity defines the size of the buffer
  13630. * @returns the webGL buffer
  13631. */
  13632. Engine.prototype.createInstancesBuffer = function (capacity) {
  13633. var buffer = this._gl.createBuffer();
  13634. if (!buffer) {
  13635. throw new Error("Unable to create instance buffer");
  13636. }
  13637. buffer.capacity = capacity;
  13638. this.bindArrayBuffer(buffer);
  13639. this._gl.bufferData(this._gl.ARRAY_BUFFER, capacity, this._gl.DYNAMIC_DRAW);
  13640. return buffer;
  13641. };
  13642. /**
  13643. * Delete a webGL buffer used with instanciation
  13644. * @param buffer defines the webGL buffer to delete
  13645. */
  13646. Engine.prototype.deleteInstancesBuffer = function (buffer) {
  13647. this._gl.deleteBuffer(buffer);
  13648. };
  13649. /**
  13650. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  13651. * @param instancesBuffer defines the webGL buffer to update and bind
  13652. * @param data defines the data to store in the buffer
  13653. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  13654. */
  13655. Engine.prototype.updateAndBindInstancesBuffer = function (instancesBuffer, data, offsetLocations) {
  13656. this.bindArrayBuffer(instancesBuffer);
  13657. if (data) {
  13658. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  13659. }
  13660. if (offsetLocations[0].index !== undefined) {
  13661. var stride = 0;
  13662. for (var i = 0; i < offsetLocations.length; i++) {
  13663. var ai = offsetLocations[i];
  13664. stride += ai.attributeSize * 4;
  13665. }
  13666. for (var i = 0; i < offsetLocations.length; i++) {
  13667. var ai = offsetLocations[i];
  13668. if (!this._vertexAttribArraysEnabled[ai.index]) {
  13669. this._gl.enableVertexAttribArray(ai.index);
  13670. this._vertexAttribArraysEnabled[ai.index] = true;
  13671. }
  13672. this._vertexAttribPointer(instancesBuffer, ai.index, ai.attributeSize, ai.attribyteType || this._gl.FLOAT, ai.normalized || false, stride, ai.offset);
  13673. this._gl.vertexAttribDivisor(ai.index, 1);
  13674. this._currentInstanceLocations.push(ai.index);
  13675. this._currentInstanceBuffers.push(instancesBuffer);
  13676. }
  13677. }
  13678. else {
  13679. for (var index = 0; index < 4; index++) {
  13680. var offsetLocation = offsetLocations[index];
  13681. if (!this._vertexAttribArraysEnabled[offsetLocation]) {
  13682. this._gl.enableVertexAttribArray(offsetLocation);
  13683. this._vertexAttribArraysEnabled[offsetLocation] = true;
  13684. }
  13685. this._vertexAttribPointer(instancesBuffer, offsetLocation, 4, this._gl.FLOAT, false, 64, index * 16);
  13686. this._gl.vertexAttribDivisor(offsetLocation, 1);
  13687. this._currentInstanceLocations.push(offsetLocation);
  13688. this._currentInstanceBuffers.push(instancesBuffer);
  13689. }
  13690. }
  13691. };
  13692. /**
  13693. * Apply all cached states (depth, culling, stencil and alpha)
  13694. */
  13695. Engine.prototype.applyStates = function () {
  13696. this._depthCullingState.apply(this._gl);
  13697. this._stencilState.apply(this._gl);
  13698. this._alphaState.apply(this._gl);
  13699. };
  13700. /**
  13701. * Send a draw order
  13702. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  13703. * @param indexStart defines the starting index
  13704. * @param indexCount defines the number of index to draw
  13705. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  13706. */
  13707. Engine.prototype.draw = function (useTriangles, indexStart, indexCount, instancesCount) {
  13708. this.drawElementsType(useTriangles ? BABYLON.Material.TriangleFillMode : BABYLON.Material.WireFrameFillMode, indexStart, indexCount, instancesCount);
  13709. };
  13710. /**
  13711. * Draw a list of points
  13712. * @param verticesStart defines the index of first vertex to draw
  13713. * @param verticesCount defines the count of vertices to draw
  13714. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  13715. */
  13716. Engine.prototype.drawPointClouds = function (verticesStart, verticesCount, instancesCount) {
  13717. this.drawArraysType(BABYLON.Material.PointFillMode, verticesStart, verticesCount, instancesCount);
  13718. };
  13719. /**
  13720. * Draw a list of unindexed primitives
  13721. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  13722. * @param verticesStart defines the index of first vertex to draw
  13723. * @param verticesCount defines the count of vertices to draw
  13724. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  13725. */
  13726. Engine.prototype.drawUnIndexed = function (useTriangles, verticesStart, verticesCount, instancesCount) {
  13727. this.drawArraysType(useTriangles ? BABYLON.Material.TriangleFillMode : BABYLON.Material.WireFrameFillMode, verticesStart, verticesCount, instancesCount);
  13728. };
  13729. /**
  13730. * Draw a list of indexed primitives
  13731. * @param fillMode defines the primitive to use
  13732. * @param indexStart defines the starting index
  13733. * @param indexCount defines the number of index to draw
  13734. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  13735. */
  13736. Engine.prototype.drawElementsType = function (fillMode, indexStart, indexCount, instancesCount) {
  13737. // Apply states
  13738. this.applyStates();
  13739. this._drawCalls.addCount(1, false);
  13740. // Render
  13741. var drawMode = this._drawMode(fillMode);
  13742. var indexFormat = this._uintIndicesCurrentlySet ? this._gl.UNSIGNED_INT : this._gl.UNSIGNED_SHORT;
  13743. var mult = this._uintIndicesCurrentlySet ? 4 : 2;
  13744. if (instancesCount) {
  13745. this._gl.drawElementsInstanced(drawMode, indexCount, indexFormat, indexStart * mult, instancesCount);
  13746. }
  13747. else {
  13748. this._gl.drawElements(drawMode, indexCount, indexFormat, indexStart * mult);
  13749. }
  13750. };
  13751. /**
  13752. * Draw a list of unindexed primitives
  13753. * @param fillMode defines the primitive to use
  13754. * @param verticesStart defines the index of first vertex to draw
  13755. * @param verticesCount defines the count of vertices to draw
  13756. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  13757. */
  13758. Engine.prototype.drawArraysType = function (fillMode, verticesStart, verticesCount, instancesCount) {
  13759. // Apply states
  13760. this.applyStates();
  13761. this._drawCalls.addCount(1, false);
  13762. var drawMode = this._drawMode(fillMode);
  13763. if (instancesCount) {
  13764. this._gl.drawArraysInstanced(drawMode, verticesStart, verticesCount, instancesCount);
  13765. }
  13766. else {
  13767. this._gl.drawArrays(drawMode, verticesStart, verticesCount);
  13768. }
  13769. };
  13770. Engine.prototype._drawMode = function (fillMode) {
  13771. switch (fillMode) {
  13772. // Triangle views
  13773. case BABYLON.Material.TriangleFillMode:
  13774. return this._gl.TRIANGLES;
  13775. case BABYLON.Material.PointFillMode:
  13776. return this._gl.POINTS;
  13777. case BABYLON.Material.WireFrameFillMode:
  13778. return this._gl.LINES;
  13779. // Draw modes
  13780. case BABYLON.Material.PointListDrawMode:
  13781. return this._gl.POINTS;
  13782. case BABYLON.Material.LineListDrawMode:
  13783. return this._gl.LINES;
  13784. case BABYLON.Material.LineLoopDrawMode:
  13785. return this._gl.LINE_LOOP;
  13786. case BABYLON.Material.LineStripDrawMode:
  13787. return this._gl.LINE_STRIP;
  13788. case BABYLON.Material.TriangleStripDrawMode:
  13789. return this._gl.TRIANGLE_STRIP;
  13790. case BABYLON.Material.TriangleFanDrawMode:
  13791. return this._gl.TRIANGLE_FAN;
  13792. default:
  13793. return this._gl.TRIANGLES;
  13794. }
  13795. };
  13796. // Shaders
  13797. /** @hidden */
  13798. Engine.prototype._releaseEffect = function (effect) {
  13799. if (this._compiledEffects[effect._key]) {
  13800. delete this._compiledEffects[effect._key];
  13801. this._deleteProgram(effect.getProgram());
  13802. }
  13803. };
  13804. /** @hidden */
  13805. Engine.prototype._deleteProgram = function (program) {
  13806. if (program) {
  13807. program.__SPECTOR_rebuildProgram = null;
  13808. if (program.transformFeedback) {
  13809. this.deleteTransformFeedback(program.transformFeedback);
  13810. program.transformFeedback = null;
  13811. }
  13812. this._gl.deleteProgram(program);
  13813. }
  13814. };
  13815. /**
  13816. * Create a new effect (used to store vertex/fragment shaders)
  13817. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  13818. * @param attributesNamesOrOptions defines either a list of attribute names or an EffectCreationOptions object
  13819. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  13820. * @param samplers defines an array of string used to represent textures
  13821. * @param defines defines the string containing the defines to use to compile the shaders
  13822. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  13823. * @param onCompiled defines a function to call when the effect creation is successful
  13824. * @param onError defines a function to call when the effect creation has failed
  13825. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  13826. * @returns the new Effect
  13827. */
  13828. Engine.prototype.createEffect = function (baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, defines, fallbacks, onCompiled, onError, indexParameters) {
  13829. var vertex = baseName.vertexElement || baseName.vertex || baseName;
  13830. var fragment = baseName.fragmentElement || baseName.fragment || baseName;
  13831. var name = vertex + "+" + fragment + "@" + (defines ? defines : attributesNamesOrOptions.defines);
  13832. if (this._compiledEffects[name]) {
  13833. var compiledEffect = this._compiledEffects[name];
  13834. if (onCompiled && compiledEffect.isReady()) {
  13835. onCompiled(compiledEffect);
  13836. }
  13837. return compiledEffect;
  13838. }
  13839. var effect = new BABYLON.Effect(baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, this, defines, fallbacks, onCompiled, onError, indexParameters);
  13840. effect._key = name;
  13841. this._compiledEffects[name] = effect;
  13842. return effect;
  13843. };
  13844. Engine.prototype._compileShader = function (source, type, defines, shaderVersion) {
  13845. return this._compileRawShader(shaderVersion + (defines ? defines + "\n" : "") + source, type);
  13846. };
  13847. ;
  13848. Engine.prototype._compileRawShader = function (source, type) {
  13849. var gl = this._gl;
  13850. var shader = gl.createShader(type === "vertex" ? gl.VERTEX_SHADER : gl.FRAGMENT_SHADER);
  13851. gl.shaderSource(shader, source);
  13852. gl.compileShader(shader);
  13853. if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
  13854. var log = gl.getShaderInfoLog(shader);
  13855. if (log) {
  13856. throw new Error(log);
  13857. }
  13858. }
  13859. if (!shader) {
  13860. throw new Error("Something went wrong while compile the shader.");
  13861. }
  13862. return shader;
  13863. };
  13864. ;
  13865. /**
  13866. * Directly creates a webGL program
  13867. * @param vertexCode defines the vertex shader code to use
  13868. * @param fragmentCode defines the fragment shader code to use
  13869. * @param context defines the webGL context to use (if not set, the current one will be used)
  13870. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  13871. * @returns the new webGL program
  13872. */
  13873. Engine.prototype.createRawShaderProgram = function (vertexCode, fragmentCode, context, transformFeedbackVaryings) {
  13874. if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }
  13875. context = context || this._gl;
  13876. var vertexShader = this._compileRawShader(vertexCode, "vertex");
  13877. var fragmentShader = this._compileRawShader(fragmentCode, "fragment");
  13878. return this._createShaderProgram(vertexShader, fragmentShader, context, transformFeedbackVaryings);
  13879. };
  13880. /**
  13881. * Creates a webGL program
  13882. * @param vertexCode defines the vertex shader code to use
  13883. * @param fragmentCode defines the fragment shader code to use
  13884. * @param defines defines the string containing the defines to use to compile the shaders
  13885. * @param context defines the webGL context to use (if not set, the current one will be used)
  13886. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  13887. * @returns the new webGL program
  13888. */
  13889. Engine.prototype.createShaderProgram = function (vertexCode, fragmentCode, defines, context, transformFeedbackVaryings) {
  13890. if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }
  13891. context = context || this._gl;
  13892. this.onBeforeShaderCompilationObservable.notifyObservers(this);
  13893. var shaderVersion = (this._webGLVersion > 1) ? "#version 300 es\n#define WEBGL2 \n" : "";
  13894. var vertexShader = this._compileShader(vertexCode, "vertex", defines, shaderVersion);
  13895. var fragmentShader = this._compileShader(fragmentCode, "fragment", defines, shaderVersion);
  13896. var program = this._createShaderProgram(vertexShader, fragmentShader, context, transformFeedbackVaryings);
  13897. this.onAfterShaderCompilationObservable.notifyObservers(this);
  13898. return program;
  13899. };
  13900. Engine.prototype._createShaderProgram = function (vertexShader, fragmentShader, context, transformFeedbackVaryings) {
  13901. if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }
  13902. var shaderProgram = context.createProgram();
  13903. if (!shaderProgram) {
  13904. throw new Error("Unable to create program");
  13905. }
  13906. context.attachShader(shaderProgram, vertexShader);
  13907. context.attachShader(shaderProgram, fragmentShader);
  13908. if (this.webGLVersion > 1 && transformFeedbackVaryings) {
  13909. var transformFeedback = this.createTransformFeedback();
  13910. this.bindTransformFeedback(transformFeedback);
  13911. this.setTranformFeedbackVaryings(shaderProgram, transformFeedbackVaryings);
  13912. shaderProgram.transformFeedback = transformFeedback;
  13913. }
  13914. context.linkProgram(shaderProgram);
  13915. if (this.webGLVersion > 1 && transformFeedbackVaryings) {
  13916. this.bindTransformFeedback(null);
  13917. }
  13918. var linked = context.getProgramParameter(shaderProgram, context.LINK_STATUS);
  13919. if (!linked) {
  13920. var error = context.getProgramInfoLog(shaderProgram);
  13921. if (error) {
  13922. throw new Error(error);
  13923. }
  13924. }
  13925. if (this.validateShaderPrograms) {
  13926. context.validateProgram(shaderProgram);
  13927. var validated = context.getProgramParameter(shaderProgram, context.VALIDATE_STATUS);
  13928. if (!validated) {
  13929. var error = context.getProgramInfoLog(shaderProgram);
  13930. if (error) {
  13931. throw new Error(error);
  13932. }
  13933. }
  13934. }
  13935. context.deleteShader(vertexShader);
  13936. context.deleteShader(fragmentShader);
  13937. return shaderProgram;
  13938. };
  13939. /**
  13940. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  13941. * @param shaderProgram defines the webGL program to use
  13942. * @param uniformsNames defines the list of uniform names
  13943. * @returns an array of webGL uniform locations
  13944. */
  13945. Engine.prototype.getUniforms = function (shaderProgram, uniformsNames) {
  13946. var results = new Array();
  13947. for (var index = 0; index < uniformsNames.length; index++) {
  13948. results.push(this._gl.getUniformLocation(shaderProgram, uniformsNames[index]));
  13949. }
  13950. return results;
  13951. };
  13952. /**
  13953. * Gets the lsit of active attributes for a given webGL program
  13954. * @param shaderProgram defines the webGL program to use
  13955. * @param attributesNames defines the list of attribute names to get
  13956. * @returns an array of indices indicating the offset of each attribute
  13957. */
  13958. Engine.prototype.getAttributes = function (shaderProgram, attributesNames) {
  13959. var results = [];
  13960. for (var index = 0; index < attributesNames.length; index++) {
  13961. try {
  13962. results.push(this._gl.getAttribLocation(shaderProgram, attributesNames[index]));
  13963. }
  13964. catch (e) {
  13965. results.push(-1);
  13966. }
  13967. }
  13968. return results;
  13969. };
  13970. /**
  13971. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  13972. * @param effect defines the effect to activate
  13973. */
  13974. Engine.prototype.enableEffect = function (effect) {
  13975. if (!effect || effect === this._currentEffect) {
  13976. return;
  13977. }
  13978. // Use program
  13979. this.bindSamplers(effect);
  13980. this._currentEffect = effect;
  13981. if (effect.onBind) {
  13982. effect.onBind(effect);
  13983. }
  13984. if (effect._onBindObservable) {
  13985. effect._onBindObservable.notifyObservers(effect);
  13986. }
  13987. };
  13988. /**
  13989. * Set the value of an uniform to an array of int32
  13990. * @param uniform defines the webGL uniform location where to store the value
  13991. * @param array defines the array of int32 to store
  13992. */
  13993. Engine.prototype.setIntArray = function (uniform, array) {
  13994. if (!uniform)
  13995. return;
  13996. this._gl.uniform1iv(uniform, array);
  13997. };
  13998. /**
  13999. * Set the value of an uniform to an array of int32 (stored as vec2)
  14000. * @param uniform defines the webGL uniform location where to store the value
  14001. * @param array defines the array of int32 to store
  14002. */
  14003. Engine.prototype.setIntArray2 = function (uniform, array) {
  14004. if (!uniform || array.length % 2 !== 0)
  14005. return;
  14006. this._gl.uniform2iv(uniform, array);
  14007. };
  14008. /**
  14009. * Set the value of an uniform to an array of int32 (stored as vec3)
  14010. * @param uniform defines the webGL uniform location where to store the value
  14011. * @param array defines the array of int32 to store
  14012. */
  14013. Engine.prototype.setIntArray3 = function (uniform, array) {
  14014. if (!uniform || array.length % 3 !== 0)
  14015. return;
  14016. this._gl.uniform3iv(uniform, array);
  14017. };
  14018. /**
  14019. * Set the value of an uniform to an array of int32 (stored as vec4)
  14020. * @param uniform defines the webGL uniform location where to store the value
  14021. * @param array defines the array of int32 to store
  14022. */
  14023. Engine.prototype.setIntArray4 = function (uniform, array) {
  14024. if (!uniform || array.length % 4 !== 0)
  14025. return;
  14026. this._gl.uniform4iv(uniform, array);
  14027. };
  14028. /**
  14029. * Set the value of an uniform to an array of float32
  14030. * @param uniform defines the webGL uniform location where to store the value
  14031. * @param array defines the array of float32 to store
  14032. */
  14033. Engine.prototype.setFloatArray = function (uniform, array) {
  14034. if (!uniform)
  14035. return;
  14036. this._gl.uniform1fv(uniform, array);
  14037. };
  14038. /**
  14039. * Set the value of an uniform to an array of float32 (stored as vec2)
  14040. * @param uniform defines the webGL uniform location where to store the value
  14041. * @param array defines the array of float32 to store
  14042. */
  14043. Engine.prototype.setFloatArray2 = function (uniform, array) {
  14044. if (!uniform || array.length % 2 !== 0)
  14045. return;
  14046. this._gl.uniform2fv(uniform, array);
  14047. };
  14048. /**
  14049. * Set the value of an uniform to an array of float32 (stored as vec3)
  14050. * @param uniform defines the webGL uniform location where to store the value
  14051. * @param array defines the array of float32 to store
  14052. */
  14053. Engine.prototype.setFloatArray3 = function (uniform, array) {
  14054. if (!uniform || array.length % 3 !== 0)
  14055. return;
  14056. this._gl.uniform3fv(uniform, array);
  14057. };
  14058. /**
  14059. * Set the value of an uniform to an array of float32 (stored as vec4)
  14060. * @param uniform defines the webGL uniform location where to store the value
  14061. * @param array defines the array of float32 to store
  14062. */
  14063. Engine.prototype.setFloatArray4 = function (uniform, array) {
  14064. if (!uniform || array.length % 4 !== 0)
  14065. return;
  14066. this._gl.uniform4fv(uniform, array);
  14067. };
  14068. /**
  14069. * Set the value of an uniform to an array of number
  14070. * @param uniform defines the webGL uniform location where to store the value
  14071. * @param array defines the array of number to store
  14072. */
  14073. Engine.prototype.setArray = function (uniform, array) {
  14074. if (!uniform)
  14075. return;
  14076. this._gl.uniform1fv(uniform, array);
  14077. };
  14078. /**
  14079. * Set the value of an uniform to an array of number (stored as vec2)
  14080. * @param uniform defines the webGL uniform location where to store the value
  14081. * @param array defines the array of number to store
  14082. */
  14083. Engine.prototype.setArray2 = function (uniform, array) {
  14084. if (!uniform || array.length % 2 !== 0)
  14085. return;
  14086. this._gl.uniform2fv(uniform, array);
  14087. };
  14088. /**
  14089. * Set the value of an uniform to an array of number (stored as vec3)
  14090. * @param uniform defines the webGL uniform location where to store the value
  14091. * @param array defines the array of number to store
  14092. */
  14093. Engine.prototype.setArray3 = function (uniform, array) {
  14094. if (!uniform || array.length % 3 !== 0)
  14095. return;
  14096. this._gl.uniform3fv(uniform, array);
  14097. };
  14098. /**
  14099. * Set the value of an uniform to an array of number (stored as vec4)
  14100. * @param uniform defines the webGL uniform location where to store the value
  14101. * @param array defines the array of number to store
  14102. */
  14103. Engine.prototype.setArray4 = function (uniform, array) {
  14104. if (!uniform || array.length % 4 !== 0)
  14105. return;
  14106. this._gl.uniform4fv(uniform, array);
  14107. };
  14108. /**
  14109. * Set the value of an uniform to an array of float32 (stored as matrices)
  14110. * @param uniform defines the webGL uniform location where to store the value
  14111. * @param matrices defines the array of float32 to store
  14112. */
  14113. Engine.prototype.setMatrices = function (uniform, matrices) {
  14114. if (!uniform)
  14115. return;
  14116. this._gl.uniformMatrix4fv(uniform, false, matrices);
  14117. };
  14118. /**
  14119. * Set the value of an uniform to a matrix
  14120. * @param uniform defines the webGL uniform location where to store the value
  14121. * @param matrix defines the matrix to store
  14122. */
  14123. Engine.prototype.setMatrix = function (uniform, matrix) {
  14124. if (!uniform)
  14125. return;
  14126. this._gl.uniformMatrix4fv(uniform, false, matrix.toArray());
  14127. };
  14128. /**
  14129. * Set the value of an uniform to a matrix (3x3)
  14130. * @param uniform defines the webGL uniform location where to store the value
  14131. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  14132. */
  14133. Engine.prototype.setMatrix3x3 = function (uniform, matrix) {
  14134. if (!uniform)
  14135. return;
  14136. this._gl.uniformMatrix3fv(uniform, false, matrix);
  14137. };
  14138. /**
  14139. * Set the value of an uniform to a matrix (2x2)
  14140. * @param uniform defines the webGL uniform location where to store the value
  14141. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  14142. */
  14143. Engine.prototype.setMatrix2x2 = function (uniform, matrix) {
  14144. if (!uniform)
  14145. return;
  14146. this._gl.uniformMatrix2fv(uniform, false, matrix);
  14147. };
  14148. /**
  14149. * Set the value of an uniform to a number (int)
  14150. * @param uniform defines the webGL uniform location where to store the value
  14151. * @param value defines the int number to store
  14152. */
  14153. Engine.prototype.setInt = function (uniform, value) {
  14154. if (!uniform)
  14155. return;
  14156. this._gl.uniform1i(uniform, value);
  14157. };
  14158. /**
  14159. * Set the value of an uniform to a number (float)
  14160. * @param uniform defines the webGL uniform location where to store the value
  14161. * @param value defines the float number to store
  14162. */
  14163. Engine.prototype.setFloat = function (uniform, value) {
  14164. if (!uniform)
  14165. return;
  14166. this._gl.uniform1f(uniform, value);
  14167. };
  14168. /**
  14169. * Set the value of an uniform to a vec2
  14170. * @param uniform defines the webGL uniform location where to store the value
  14171. * @param x defines the 1st component of the value
  14172. * @param y defines the 2nd component of the value
  14173. */
  14174. Engine.prototype.setFloat2 = function (uniform, x, y) {
  14175. if (!uniform)
  14176. return;
  14177. this._gl.uniform2f(uniform, x, y);
  14178. };
  14179. /**
  14180. * Set the value of an uniform to a vec3
  14181. * @param uniform defines the webGL uniform location where to store the value
  14182. * @param x defines the 1st component of the value
  14183. * @param y defines the 2nd component of the value
  14184. * @param z defines the 3rd component of the value
  14185. */
  14186. Engine.prototype.setFloat3 = function (uniform, x, y, z) {
  14187. if (!uniform)
  14188. return;
  14189. this._gl.uniform3f(uniform, x, y, z);
  14190. };
  14191. /**
  14192. * Set the value of an uniform to a boolean
  14193. * @param uniform defines the webGL uniform location where to store the value
  14194. * @param bool defines the boolean to store
  14195. */
  14196. Engine.prototype.setBool = function (uniform, bool) {
  14197. if (!uniform)
  14198. return;
  14199. this._gl.uniform1i(uniform, bool);
  14200. };
  14201. /**
  14202. * Set the value of an uniform to a vec4
  14203. * @param uniform defines the webGL uniform location where to store the value
  14204. * @param x defines the 1st component of the value
  14205. * @param y defines the 2nd component of the value
  14206. * @param z defines the 3rd component of the value
  14207. * @param w defines the 4th component of the value
  14208. */
  14209. Engine.prototype.setFloat4 = function (uniform, x, y, z, w) {
  14210. if (!uniform)
  14211. return;
  14212. this._gl.uniform4f(uniform, x, y, z, w);
  14213. };
  14214. /**
  14215. * Set the value of an uniform to a Color3
  14216. * @param uniform defines the webGL uniform location where to store the value
  14217. * @param color3 defines the color to store
  14218. */
  14219. Engine.prototype.setColor3 = function (uniform, color3) {
  14220. if (!uniform)
  14221. return;
  14222. this._gl.uniform3f(uniform, color3.r, color3.g, color3.b);
  14223. };
  14224. /**
  14225. * Set the value of an uniform to a Color3 and an alpha value
  14226. * @param uniform defines the webGL uniform location where to store the value
  14227. * @param color3 defines the color to store
  14228. * @param alpha defines the alpha component to store
  14229. */
  14230. Engine.prototype.setColor4 = function (uniform, color3, alpha) {
  14231. if (!uniform)
  14232. return;
  14233. this._gl.uniform4f(uniform, color3.r, color3.g, color3.b, alpha);
  14234. };
  14235. /**
  14236. * Sets a Color4 on a uniform variable
  14237. * @param uniform defines the uniform location
  14238. * @param color4 defines the value to be set
  14239. */
  14240. Engine.prototype.setDirectColor4 = function (uniform, color4) {
  14241. if (!uniform)
  14242. return;
  14243. this._gl.uniform4f(uniform, color4.r, color4.g, color4.b, color4.a);
  14244. };
  14245. // States
  14246. /**
  14247. * Set various states to the webGL context
  14248. * @param culling defines backface culling state
  14249. * @param zOffset defines the value to apply to zOffset (0 by default)
  14250. * @param force defines if states must be applied even if cache is up to date
  14251. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  14252. */
  14253. Engine.prototype.setState = function (culling, zOffset, force, reverseSide) {
  14254. if (zOffset === void 0) { zOffset = 0; }
  14255. if (reverseSide === void 0) { reverseSide = false; }
  14256. // Culling
  14257. if (this._depthCullingState.cull !== culling || force) {
  14258. this._depthCullingState.cull = culling;
  14259. }
  14260. // Cull face
  14261. var cullFace = this.cullBackFaces ? this._gl.BACK : this._gl.FRONT;
  14262. if (this._depthCullingState.cullFace !== cullFace || force) {
  14263. this._depthCullingState.cullFace = cullFace;
  14264. }
  14265. // Z offset
  14266. this.setZOffset(zOffset);
  14267. // Front face
  14268. var frontFace = reverseSide ? this._gl.CW : this._gl.CCW;
  14269. if (this._depthCullingState.frontFace !== frontFace || force) {
  14270. this._depthCullingState.frontFace = frontFace;
  14271. }
  14272. };
  14273. /**
  14274. * Set the z offset to apply to current rendering
  14275. * @param value defines the offset to apply
  14276. */
  14277. Engine.prototype.setZOffset = function (value) {
  14278. this._depthCullingState.zOffset = value;
  14279. };
  14280. /**
  14281. * Gets the current value of the zOffset
  14282. * @returns the current zOffset state
  14283. */
  14284. Engine.prototype.getZOffset = function () {
  14285. return this._depthCullingState.zOffset;
  14286. };
  14287. /**
  14288. * Enable or disable depth buffering
  14289. * @param enable defines the state to set
  14290. */
  14291. Engine.prototype.setDepthBuffer = function (enable) {
  14292. this._depthCullingState.depthTest = enable;
  14293. };
  14294. /**
  14295. * Gets a boolean indicating if depth writing is enabled
  14296. * @returns the current depth writing state
  14297. */
  14298. Engine.prototype.getDepthWrite = function () {
  14299. return this._depthCullingState.depthMask;
  14300. };
  14301. /**
  14302. * Enable or disable depth writing
  14303. * @param enable defines the state to set
  14304. */
  14305. Engine.prototype.setDepthWrite = function (enable) {
  14306. this._depthCullingState.depthMask = enable;
  14307. };
  14308. /**
  14309. * Enable or disable color writing
  14310. * @param enable defines the state to set
  14311. */
  14312. Engine.prototype.setColorWrite = function (enable) {
  14313. this._gl.colorMask(enable, enable, enable, enable);
  14314. this._colorWrite = enable;
  14315. };
  14316. /**
  14317. * Gets a boolean indicating if color writing is enabled
  14318. * @returns the current color writing state
  14319. */
  14320. Engine.prototype.getColorWrite = function () {
  14321. return this._colorWrite;
  14322. };
  14323. /**
  14324. * Sets alpha constants used by some alpha blending modes
  14325. * @param r defines the red component
  14326. * @param g defines the green component
  14327. * @param b defines the blue component
  14328. * @param a defines the alpha component
  14329. */
  14330. Engine.prototype.setAlphaConstants = function (r, g, b, a) {
  14331. this._alphaState.setAlphaBlendConstants(r, g, b, a);
  14332. };
  14333. /**
  14334. * Sets the current alpha mode
  14335. * @param mode defines the mode to use (one of the BABYLON.Engine.ALPHA_XXX)
  14336. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  14337. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  14338. */
  14339. Engine.prototype.setAlphaMode = function (mode, noDepthWriteChange) {
  14340. if (noDepthWriteChange === void 0) { noDepthWriteChange = false; }
  14341. if (this._alphaMode === mode) {
  14342. return;
  14343. }
  14344. switch (mode) {
  14345. case Engine.ALPHA_DISABLE:
  14346. this._alphaState.alphaBlend = false;
  14347. break;
  14348. case Engine.ALPHA_PREMULTIPLIED:
  14349. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);
  14350. this._alphaState.alphaBlend = true;
  14351. break;
  14352. case Engine.ALPHA_PREMULTIPLIED_PORTERDUFF:
  14353. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA);
  14354. this._alphaState.alphaBlend = true;
  14355. break;
  14356. case Engine.ALPHA_COMBINE:
  14357. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);
  14358. this._alphaState.alphaBlend = true;
  14359. break;
  14360. case Engine.ALPHA_ONEONE:
  14361. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE, this._gl.ZERO, this._gl.ONE);
  14362. this._alphaState.alphaBlend = true;
  14363. break;
  14364. case Engine.ALPHA_ADD:
  14365. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE, this._gl.ZERO, this._gl.ONE);
  14366. this._alphaState.alphaBlend = true;
  14367. break;
  14368. case Engine.ALPHA_SUBTRACT:
  14369. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ZERO, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE);
  14370. this._alphaState.alphaBlend = true;
  14371. break;
  14372. case Engine.ALPHA_MULTIPLY:
  14373. this._alphaState.setAlphaBlendFunctionParameters(this._gl.DST_COLOR, this._gl.ZERO, this._gl.ONE, this._gl.ONE);
  14374. this._alphaState.alphaBlend = true;
  14375. break;
  14376. case Engine.ALPHA_MAXIMIZED:
  14377. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE);
  14378. this._alphaState.alphaBlend = true;
  14379. break;
  14380. case Engine.ALPHA_INTERPOLATE:
  14381. this._alphaState.setAlphaBlendFunctionParameters(this._gl.CONSTANT_COLOR, this._gl.ONE_MINUS_CONSTANT_COLOR, this._gl.CONSTANT_ALPHA, this._gl.ONE_MINUS_CONSTANT_ALPHA);
  14382. this._alphaState.alphaBlend = true;
  14383. break;
  14384. case Engine.ALPHA_SCREENMODE:
  14385. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA);
  14386. this._alphaState.alphaBlend = true;
  14387. break;
  14388. }
  14389. if (!noDepthWriteChange) {
  14390. this.setDepthWrite(mode === Engine.ALPHA_DISABLE);
  14391. }
  14392. this._alphaMode = mode;
  14393. };
  14394. /**
  14395. * Gets the current alpha mode
  14396. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  14397. * @returns the current alpha mode
  14398. */
  14399. Engine.prototype.getAlphaMode = function () {
  14400. return this._alphaMode;
  14401. };
  14402. // Textures
  14403. /**
  14404. * Clears the list of texture accessible through engine.
  14405. * This can help preventing texture load conflict due to name collision.
  14406. */
  14407. Engine.prototype.clearInternalTexturesCache = function () {
  14408. this._internalTexturesCache = [];
  14409. };
  14410. /**
  14411. * Force the entire cache to be cleared
  14412. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  14413. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  14414. */
  14415. Engine.prototype.wipeCaches = function (bruteForce) {
  14416. if (this.preventCacheWipeBetweenFrames && !bruteForce) {
  14417. return;
  14418. }
  14419. this._currentEffect = null;
  14420. this._viewportCached.x = 0;
  14421. this._viewportCached.y = 0;
  14422. this._viewportCached.z = 0;
  14423. this._viewportCached.w = 0;
  14424. if (bruteForce) {
  14425. this.resetTextureCache();
  14426. this._currentProgram = null;
  14427. this._stencilState.reset();
  14428. this._depthCullingState.reset();
  14429. this.setDepthFunctionToLessOrEqual();
  14430. this._alphaState.reset();
  14431. this._unpackFlipYCached = null;
  14432. }
  14433. this._resetVertexBufferBinding();
  14434. this._cachedIndexBuffer = null;
  14435. this._cachedEffectForVertexBuffers = null;
  14436. this._unbindVertexArrayObject();
  14437. this.bindIndexBuffer(null);
  14438. };
  14439. /**
  14440. * Set the compressed texture format to use, based on the formats you have, and the formats
  14441. * supported by the hardware / browser.
  14442. *
  14443. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  14444. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  14445. * to API arguments needed to compressed textures. This puts the burden on the container
  14446. * generator to house the arcane code for determining these for current & future formats.
  14447. *
  14448. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  14449. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  14450. *
  14451. * Note: The result of this call is not taken into account when a texture is base64.
  14452. *
  14453. * @param formatsAvailable defines the list of those format families you have created
  14454. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  14455. *
  14456. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  14457. * @returns The extension selected.
  14458. */
  14459. Engine.prototype.setTextureFormatToUse = function (formatsAvailable) {
  14460. for (var i = 0, len1 = this.texturesSupported.length; i < len1; i++) {
  14461. for (var j = 0, len2 = formatsAvailable.length; j < len2; j++) {
  14462. if (this._texturesSupported[i] === formatsAvailable[j].toLowerCase()) {
  14463. return this._textureFormatInUse = this._texturesSupported[i];
  14464. }
  14465. }
  14466. }
  14467. // actively set format to nothing, to allow this to be called more than once
  14468. // and possibly fail the 2nd time
  14469. this._textureFormatInUse = null;
  14470. return null;
  14471. };
  14472. Engine.prototype._getSamplingParameters = function (samplingMode, generateMipMaps) {
  14473. var gl = this._gl;
  14474. var magFilter = gl.NEAREST;
  14475. var minFilter = gl.NEAREST;
  14476. switch (samplingMode) {
  14477. case Engine.TEXTURE_BILINEAR_SAMPLINGMODE:
  14478. magFilter = gl.LINEAR;
  14479. if (generateMipMaps) {
  14480. minFilter = gl.LINEAR_MIPMAP_NEAREST;
  14481. }
  14482. else {
  14483. minFilter = gl.LINEAR;
  14484. }
  14485. break;
  14486. case Engine.TEXTURE_TRILINEAR_SAMPLINGMODE:
  14487. magFilter = gl.LINEAR;
  14488. if (generateMipMaps) {
  14489. minFilter = gl.LINEAR_MIPMAP_LINEAR;
  14490. }
  14491. else {
  14492. minFilter = gl.LINEAR;
  14493. }
  14494. break;
  14495. case Engine.TEXTURE_NEAREST_SAMPLINGMODE:
  14496. magFilter = gl.NEAREST;
  14497. if (generateMipMaps) {
  14498. minFilter = gl.NEAREST_MIPMAP_LINEAR;
  14499. }
  14500. else {
  14501. minFilter = gl.NEAREST;
  14502. }
  14503. break;
  14504. case Engine.TEXTURE_NEAREST_NEAREST_MIPNEAREST:
  14505. magFilter = gl.NEAREST;
  14506. if (generateMipMaps) {
  14507. minFilter = gl.NEAREST_MIPMAP_NEAREST;
  14508. }
  14509. else {
  14510. minFilter = gl.NEAREST;
  14511. }
  14512. break;
  14513. case Engine.TEXTURE_NEAREST_LINEAR_MIPNEAREST:
  14514. magFilter = gl.NEAREST;
  14515. if (generateMipMaps) {
  14516. minFilter = gl.LINEAR_MIPMAP_NEAREST;
  14517. }
  14518. else {
  14519. minFilter = gl.LINEAR;
  14520. }
  14521. break;
  14522. case Engine.TEXTURE_NEAREST_LINEAR_MIPLINEAR:
  14523. magFilter = gl.NEAREST;
  14524. if (generateMipMaps) {
  14525. minFilter = gl.LINEAR_MIPMAP_LINEAR;
  14526. }
  14527. else {
  14528. minFilter = gl.LINEAR;
  14529. }
  14530. break;
  14531. case Engine.TEXTURE_NEAREST_LINEAR:
  14532. magFilter = gl.NEAREST;
  14533. minFilter = gl.LINEAR;
  14534. break;
  14535. case Engine.TEXTURE_NEAREST_NEAREST:
  14536. magFilter = gl.NEAREST;
  14537. minFilter = gl.NEAREST;
  14538. break;
  14539. case Engine.TEXTURE_LINEAR_NEAREST_MIPNEAREST:
  14540. magFilter = gl.LINEAR;
  14541. if (generateMipMaps) {
  14542. minFilter = gl.NEAREST_MIPMAP_NEAREST;
  14543. }
  14544. else {
  14545. minFilter = gl.NEAREST;
  14546. }
  14547. break;
  14548. case Engine.TEXTURE_LINEAR_NEAREST_MIPLINEAR:
  14549. magFilter = gl.LINEAR;
  14550. if (generateMipMaps) {
  14551. minFilter = gl.NEAREST_MIPMAP_LINEAR;
  14552. }
  14553. else {
  14554. minFilter = gl.NEAREST;
  14555. }
  14556. break;
  14557. case Engine.TEXTURE_LINEAR_LINEAR:
  14558. magFilter = gl.LINEAR;
  14559. minFilter = gl.LINEAR;
  14560. break;
  14561. case Engine.TEXTURE_LINEAR_NEAREST:
  14562. magFilter = gl.LINEAR;
  14563. minFilter = gl.NEAREST;
  14564. break;
  14565. }
  14566. return {
  14567. min: minFilter,
  14568. mag: magFilter
  14569. };
  14570. };
  14571. Engine.prototype._partialLoadImg = function (url, index, loadedImages, scene, onfinish, onErrorCallBack) {
  14572. if (onErrorCallBack === void 0) { onErrorCallBack = null; }
  14573. var img;
  14574. var onload = function () {
  14575. loadedImages[index] = img;
  14576. loadedImages._internalCount++;
  14577. if (scene) {
  14578. scene._removePendingData(img);
  14579. }
  14580. if (loadedImages._internalCount === 6) {
  14581. onfinish(loadedImages);
  14582. }
  14583. };
  14584. var onerror = function (message, exception) {
  14585. if (scene) {
  14586. scene._removePendingData(img);
  14587. }
  14588. if (onErrorCallBack) {
  14589. onErrorCallBack(message, exception);
  14590. }
  14591. };
  14592. img = BABYLON.Tools.LoadImage(url, onload, onerror, scene ? scene.database : null);
  14593. if (scene) {
  14594. scene._addPendingData(img);
  14595. }
  14596. };
  14597. Engine.prototype._cascadeLoadImgs = function (rootUrl, scene, onfinish, files, onError) {
  14598. if (onError === void 0) { onError = null; }
  14599. var loadedImages = [];
  14600. loadedImages._internalCount = 0;
  14601. for (var index = 0; index < 6; index++) {
  14602. this._partialLoadImg(files[index], index, loadedImages, scene, onfinish, onError);
  14603. }
  14604. };
  14605. ;
  14606. /** @hidden */
  14607. Engine.prototype._createTexture = function () {
  14608. var texture = this._gl.createTexture();
  14609. if (!texture) {
  14610. throw new Error("Unable to create texture");
  14611. }
  14612. return texture;
  14613. };
  14614. /**
  14615. * Usually called from BABYLON.Texture.ts.
  14616. * Passed information to create a WebGLTexture
  14617. * @param urlArg defines a value which contains one of the following:
  14618. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  14619. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  14620. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  14621. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  14622. * @param invertY when true, image is flipped when loaded. You probably want true. Ignored for compressed textures. Must be flipped in the file
  14623. * @param scene needed for loading to the correct scene
  14624. * @param samplingMode mode with should be used sample / access the texture (Default: BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  14625. * @param onLoad optional callback to be called upon successful completion
  14626. * @param onError optional callback to be called upon failure
  14627. * @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
  14628. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  14629. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  14630. * @param forcedExtension defines the extension to use to pick the right loader
  14631. * @returns a InternalTexture for assignment back into BABYLON.Texture
  14632. */
  14633. Engine.prototype.createTexture = function (urlArg, noMipmap, invertY, scene, samplingMode, onLoad, onError, buffer, fallback, format, forcedExtension) {
  14634. var _this = this;
  14635. if (samplingMode === void 0) { samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE; }
  14636. if (onLoad === void 0) { onLoad = null; }
  14637. if (onError === void 0) { onError = null; }
  14638. if (buffer === void 0) { buffer = null; }
  14639. if (fallback === void 0) { fallback = null; }
  14640. if (format === void 0) { format = null; }
  14641. if (forcedExtension === void 0) { forcedExtension = null; }
  14642. var url = String(urlArg); // assign a new string, so that the original is still available in case of fallback
  14643. var fromData = url.substr(0, 5) === "data:";
  14644. var fromBlob = url.substr(0, 5) === "blob:";
  14645. var isBase64 = fromData && url.indexOf(";base64,") !== -1;
  14646. var texture = fallback ? fallback : new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_URL);
  14647. // establish the file extension, if possible
  14648. var lastDot = url.lastIndexOf('.');
  14649. var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? url.substring(lastDot).toLowerCase() : "");
  14650. var loader = null;
  14651. for (var _i = 0, _a = Engine._TextureLoaders; _i < _a.length; _i++) {
  14652. var availableLoader = _a[_i];
  14653. if (availableLoader.canLoad(extension, this._textureFormatInUse, fallback, isBase64, buffer ? true : false)) {
  14654. loader = availableLoader;
  14655. break;
  14656. }
  14657. }
  14658. if (loader) {
  14659. url = loader.transformUrl(url, this._textureFormatInUse);
  14660. }
  14661. if (scene) {
  14662. scene._addPendingData(texture);
  14663. }
  14664. texture.url = url;
  14665. texture.generateMipMaps = !noMipmap;
  14666. texture.samplingMode = samplingMode;
  14667. texture.invertY = invertY;
  14668. if (!this._doNotHandleContextLost) {
  14669. // Keep a link to the buffer only if we plan to handle context lost
  14670. texture._buffer = buffer;
  14671. }
  14672. var onLoadObserver = null;
  14673. if (onLoad && !fallback) {
  14674. onLoadObserver = texture.onLoadedObservable.add(onLoad);
  14675. }
  14676. if (!fallback)
  14677. this._internalTexturesCache.push(texture);
  14678. var onInternalError = function (message, exception) {
  14679. if (scene) {
  14680. scene._removePendingData(texture);
  14681. }
  14682. var customFallback = false;
  14683. if (loader) {
  14684. var fallbackUrl = loader.getFallbackTextureUrl(url, _this._textureFormatInUse);
  14685. if (fallbackUrl) {
  14686. // Add Back
  14687. customFallback = true;
  14688. _this.createTexture(urlArg, noMipmap, invertY, scene, samplingMode, null, onError, buffer, texture);
  14689. }
  14690. }
  14691. if (!customFallback) {
  14692. if (onLoadObserver) {
  14693. texture.onLoadedObservable.remove(onLoadObserver);
  14694. }
  14695. if (BABYLON.Tools.UseFallbackTexture) {
  14696. _this.createTexture(BABYLON.Tools.fallbackTexture, noMipmap, invertY, scene, samplingMode, null, onError, buffer, texture);
  14697. }
  14698. }
  14699. if (onError) {
  14700. onError(message || "Unknown error", exception);
  14701. }
  14702. };
  14703. // processing for non-image formats
  14704. if (loader) {
  14705. var callback = function (data) {
  14706. loader.loadData(data, texture, function (width, height, loadMipmap, isCompressed, done) {
  14707. _this._prepareWebGLTexture(texture, scene, width, height, invertY, !loadMipmap, isCompressed, function () {
  14708. done();
  14709. return false;
  14710. }, samplingMode);
  14711. });
  14712. };
  14713. if (!buffer) {
  14714. this._loadFile(url, callback, undefined, scene ? scene.database : undefined, true, function (request, exception) {
  14715. onInternalError("Unable to load " + (request ? request.responseURL : url, exception));
  14716. });
  14717. }
  14718. else {
  14719. callback(buffer);
  14720. }
  14721. }
  14722. else {
  14723. var onload = function (img) {
  14724. if (fromBlob && !_this._doNotHandleContextLost) {
  14725. // We need to store the image if we need to rebuild the texture
  14726. // in case of a webgl context lost
  14727. texture._buffer = img;
  14728. }
  14729. _this._prepareWebGLTexture(texture, scene, img.width, img.height, invertY, noMipmap, false, function (potWidth, potHeight, continuationCallback) {
  14730. var gl = _this._gl;
  14731. var isPot = (img.width === potWidth && img.height === potHeight);
  14732. var internalFormat = format ? _this._getInternalFormat(format) : ((extension === ".jpg") ? gl.RGB : gl.RGBA);
  14733. if (isPot) {
  14734. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, img);
  14735. return false;
  14736. }
  14737. var maxTextureSize = _this._caps.maxTextureSize;
  14738. if (img.width > maxTextureSize || img.height > maxTextureSize) {
  14739. _this._prepareWorkingCanvas();
  14740. if (!_this._workingCanvas || !_this._workingContext) {
  14741. return false;
  14742. }
  14743. _this._workingCanvas.width = potWidth;
  14744. _this._workingCanvas.height = potHeight;
  14745. _this._workingContext.drawImage(img, 0, 0, img.width, img.height, 0, 0, potWidth, potHeight);
  14746. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, _this._workingCanvas);
  14747. texture.width = potWidth;
  14748. texture.height = potHeight;
  14749. return false;
  14750. }
  14751. else {
  14752. // Using shaders when possible to rescale because canvas.drawImage is lossy
  14753. var source_1 = new BABYLON.InternalTexture(_this, BABYLON.InternalTexture.DATASOURCE_TEMP);
  14754. _this._bindTextureDirectly(gl.TEXTURE_2D, source_1, true);
  14755. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, img);
  14756. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  14757. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
  14758. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  14759. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  14760. _this._rescaleTexture(source_1, texture, scene, internalFormat, function () {
  14761. _this._releaseTexture(source_1);
  14762. _this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  14763. continuationCallback();
  14764. });
  14765. }
  14766. return true;
  14767. }, samplingMode);
  14768. };
  14769. if (!fromData || isBase64) {
  14770. if (buffer instanceof HTMLImageElement) {
  14771. onload(buffer);
  14772. }
  14773. else {
  14774. BABYLON.Tools.LoadImage(url, onload, onInternalError, scene ? scene.database : null);
  14775. }
  14776. }
  14777. else if (typeof buffer === "string" || buffer instanceof ArrayBuffer || buffer instanceof Blob) {
  14778. BABYLON.Tools.LoadImage(buffer, onload, onInternalError, scene ? scene.database : null);
  14779. }
  14780. else {
  14781. onload(buffer);
  14782. }
  14783. }
  14784. return texture;
  14785. };
  14786. Engine.prototype._rescaleTexture = function (source, destination, scene, internalFormat, onComplete) {
  14787. var _this = this;
  14788. var rtt = this.createRenderTargetTexture({
  14789. width: destination.width,
  14790. height: destination.height,
  14791. }, {
  14792. generateMipMaps: false,
  14793. type: Engine.TEXTURETYPE_UNSIGNED_INT,
  14794. samplingMode: Engine.TEXTURE_BILINEAR_SAMPLINGMODE,
  14795. generateDepthBuffer: false,
  14796. generateStencilBuffer: false
  14797. });
  14798. if (!this._rescalePostProcess) {
  14799. this._rescalePostProcess = new BABYLON.PassPostProcess("rescale", 1, null, Engine.TEXTURE_BILINEAR_SAMPLINGMODE, this, false, Engine.TEXTURETYPE_UNSIGNED_INT);
  14800. }
  14801. this._rescalePostProcess.getEffect().executeWhenCompiled(function () {
  14802. _this._rescalePostProcess.onApply = function (effect) {
  14803. effect._bindTexture("textureSampler", source);
  14804. };
  14805. var hostingScene = scene;
  14806. if (!hostingScene) {
  14807. hostingScene = _this.scenes[_this.scenes.length - 1];
  14808. }
  14809. hostingScene.postProcessManager.directRender([_this._rescalePostProcess], rtt, true);
  14810. _this._bindTextureDirectly(_this._gl.TEXTURE_2D, destination, true);
  14811. _this._gl.copyTexImage2D(_this._gl.TEXTURE_2D, 0, internalFormat, 0, 0, destination.width, destination.height, 0);
  14812. _this.unBindFramebuffer(rtt);
  14813. _this._releaseTexture(rtt);
  14814. if (onComplete) {
  14815. onComplete();
  14816. }
  14817. });
  14818. };
  14819. /**
  14820. * Update a raw texture
  14821. * @param texture defines the texture to update
  14822. * @param data defines the data to store in the texture
  14823. * @param format defines the format of the data
  14824. * @param invertY defines if data must be stored with Y axis inverted
  14825. * @param compression defines the compression used (null by default)
  14826. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  14827. */
  14828. Engine.prototype.updateRawTexture = function (texture, data, format, invertY, compression, type) {
  14829. if (compression === void 0) { compression = null; }
  14830. if (type === void 0) { type = Engine.TEXTURETYPE_UNSIGNED_INT; }
  14831. if (!texture) {
  14832. return;
  14833. }
  14834. // babylon's internalSizedFomat but gl's texImage2D internalFormat
  14835. var internalSizedFomat = this._getRGBABufferInternalSizedFormat(type, format);
  14836. // babylon's internalFormat but gl's texImage2D format
  14837. var internalFormat = this._getInternalFormat(format);
  14838. var textureType = this._getWebGLTextureType(type);
  14839. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  14840. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  14841. if (!this._doNotHandleContextLost) {
  14842. texture._bufferView = data;
  14843. texture.format = format;
  14844. texture.type = type;
  14845. texture.invertY = invertY;
  14846. texture._compression = compression;
  14847. }
  14848. if (texture.width % 4 !== 0) {
  14849. this._gl.pixelStorei(this._gl.UNPACK_ALIGNMENT, 1);
  14850. }
  14851. if (compression && data) {
  14852. this._gl.compressedTexImage2D(this._gl.TEXTURE_2D, 0, this.getCaps().s3tc[compression], texture.width, texture.height, 0, data);
  14853. }
  14854. else {
  14855. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, internalSizedFomat, texture.width, texture.height, 0, internalFormat, textureType, data);
  14856. }
  14857. if (texture.generateMipMaps) {
  14858. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  14859. }
  14860. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  14861. // this.resetTextureCache();
  14862. texture.isReady = true;
  14863. };
  14864. /**
  14865. * Creates a raw texture
  14866. * @param data defines the data to store in the texture
  14867. * @param width defines the width of the texture
  14868. * @param height defines the height of the texture
  14869. * @param format defines the format of the data
  14870. * @param generateMipMaps defines if the engine should generate the mip levels
  14871. * @param invertY defines if data must be stored with Y axis inverted
  14872. * @param samplingMode defines the required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  14873. * @param compression defines the compression used (null by default)
  14874. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  14875. * @returns the raw texture inside an InternalTexture
  14876. */
  14877. Engine.prototype.createRawTexture = function (data, width, height, format, generateMipMaps, invertY, samplingMode, compression, type) {
  14878. if (compression === void 0) { compression = null; }
  14879. if (type === void 0) { type = Engine.TEXTURETYPE_UNSIGNED_INT; }
  14880. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RAW);
  14881. texture.baseWidth = width;
  14882. texture.baseHeight = height;
  14883. texture.width = width;
  14884. texture.height = height;
  14885. texture.format = format;
  14886. texture.generateMipMaps = generateMipMaps;
  14887. texture.samplingMode = samplingMode;
  14888. texture.invertY = invertY;
  14889. texture._compression = compression;
  14890. texture.type = type;
  14891. if (!this._doNotHandleContextLost) {
  14892. texture._bufferView = data;
  14893. }
  14894. this.updateRawTexture(texture, data, format, invertY, compression, type);
  14895. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  14896. // Filters
  14897. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  14898. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag);
  14899. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  14900. if (generateMipMaps) {
  14901. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  14902. }
  14903. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  14904. this._internalTexturesCache.push(texture);
  14905. return texture;
  14906. };
  14907. /** @hidden */
  14908. Engine.prototype._unpackFlipY = function (value) {
  14909. if (this._unpackFlipYCached !== value) {
  14910. this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL, value ? 1 : 0);
  14911. if (this.enableUnpackFlipYCached) {
  14912. this._unpackFlipYCached = value;
  14913. }
  14914. }
  14915. };
  14916. /** @hidden */
  14917. Engine.prototype._getUnpackAlignement = function () {
  14918. return this._gl.getParameter(this._gl.UNPACK_ALIGNMENT);
  14919. };
  14920. /**
  14921. * Creates a dynamic texture
  14922. * @param width defines the width of the texture
  14923. * @param height defines the height of the texture
  14924. * @param generateMipMaps defines if the engine should generate the mip levels
  14925. * @param samplingMode defines the required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  14926. * @returns the dynamic texture inside an InternalTexture
  14927. */
  14928. Engine.prototype.createDynamicTexture = function (width, height, generateMipMaps, samplingMode) {
  14929. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_DYNAMIC);
  14930. texture.baseWidth = width;
  14931. texture.baseHeight = height;
  14932. if (generateMipMaps) {
  14933. width = this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(width, this._caps.maxTextureSize) : width;
  14934. height = this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(height, this._caps.maxTextureSize) : height;
  14935. }
  14936. // this.resetTextureCache();
  14937. texture.width = width;
  14938. texture.height = height;
  14939. texture.isReady = false;
  14940. texture.generateMipMaps = generateMipMaps;
  14941. texture.samplingMode = samplingMode;
  14942. this.updateTextureSamplingMode(samplingMode, texture);
  14943. this._internalTexturesCache.push(texture);
  14944. return texture;
  14945. };
  14946. /**
  14947. * Update the sampling mode of a given texture
  14948. * @param samplingMode defines the required sampling mode
  14949. * @param texture defines the texture to update
  14950. */
  14951. Engine.prototype.updateTextureSamplingMode = function (samplingMode, texture) {
  14952. var filters = this._getSamplingParameters(samplingMode, texture.generateMipMaps);
  14953. if (texture.isCube) {
  14954. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
  14955. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_MIN_FILTER, filters.min);
  14956. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  14957. }
  14958. else if (texture.is3D) {
  14959. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
  14960. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  14961. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  14962. }
  14963. else {
  14964. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
  14965. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  14966. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  14967. }
  14968. texture.samplingMode = samplingMode;
  14969. };
  14970. /**
  14971. * Update the content of a dynamic texture
  14972. * @param texture defines the texture to update
  14973. * @param canvas defines the canvas containing the source
  14974. * @param invertY defines if data must be stored with Y axis inverted
  14975. * @param premulAlpha defines if alpha is stored as premultiplied
  14976. * @param format defines the format of the data
  14977. */
  14978. Engine.prototype.updateDynamicTexture = function (texture, canvas, invertY, premulAlpha, format) {
  14979. if (premulAlpha === void 0) { premulAlpha = false; }
  14980. if (!texture) {
  14981. return;
  14982. }
  14983. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  14984. this._unpackFlipY(invertY);
  14985. if (premulAlpha) {
  14986. this._gl.pixelStorei(this._gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 1);
  14987. }
  14988. var internalFormat = format ? this._getInternalFormat(format) : this._gl.RGBA;
  14989. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, internalFormat, internalFormat, this._gl.UNSIGNED_BYTE, canvas);
  14990. if (texture.generateMipMaps) {
  14991. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  14992. }
  14993. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  14994. if (premulAlpha) {
  14995. this._gl.pixelStorei(this._gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 0);
  14996. }
  14997. texture.isReady = true;
  14998. };
  14999. /**
  15000. * Update a video texture
  15001. * @param texture defines the texture to update
  15002. * @param video defines the video element to use
  15003. * @param invertY defines if data must be stored with Y axis inverted
  15004. */
  15005. Engine.prototype.updateVideoTexture = function (texture, video, invertY) {
  15006. if (!texture || texture._isDisabled) {
  15007. return;
  15008. }
  15009. var wasPreviouslyBound = this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  15010. this._unpackFlipY(!invertY); // Video are upside down by default
  15011. try {
  15012. // Testing video texture support
  15013. if (this._videoTextureSupported === undefined) {
  15014. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, video);
  15015. if (this._gl.getError() !== 0) {
  15016. this._videoTextureSupported = false;
  15017. }
  15018. else {
  15019. this._videoTextureSupported = true;
  15020. }
  15021. }
  15022. // Copy video through the current working canvas if video texture is not supported
  15023. if (!this._videoTextureSupported) {
  15024. if (!texture._workingCanvas) {
  15025. texture._workingCanvas = document.createElement("canvas");
  15026. var context = texture._workingCanvas.getContext("2d");
  15027. if (!context) {
  15028. throw new Error("Unable to get 2d context");
  15029. }
  15030. texture._workingContext = context;
  15031. texture._workingCanvas.width = texture.width;
  15032. texture._workingCanvas.height = texture.height;
  15033. }
  15034. texture._workingContext.drawImage(video, 0, 0, video.videoWidth, video.videoHeight, 0, 0, texture.width, texture.height);
  15035. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, texture._workingCanvas);
  15036. }
  15037. else {
  15038. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, video);
  15039. }
  15040. if (texture.generateMipMaps) {
  15041. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  15042. }
  15043. if (!wasPreviouslyBound) {
  15044. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15045. }
  15046. // this.resetTextureCache();
  15047. texture.isReady = true;
  15048. }
  15049. catch (ex) {
  15050. // Something unexpected
  15051. // Let's disable the texture
  15052. texture._isDisabled = true;
  15053. }
  15054. };
  15055. /**
  15056. * Updates a depth texture Comparison Mode and Function.
  15057. * If the comparison Function is equal to 0, the mode will be set to none.
  15058. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  15059. * @param texture The texture to set the comparison function for
  15060. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  15061. */
  15062. Engine.prototype.updateTextureComparisonFunction = function (texture, comparisonFunction) {
  15063. if (this.webGLVersion === 1) {
  15064. BABYLON.Tools.Error("WebGL 1 does not support texture comparison.");
  15065. return;
  15066. }
  15067. var gl = this._gl;
  15068. if (texture.isCube) {
  15069. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, texture, true);
  15070. if (comparisonFunction === 0) {
  15071. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);
  15072. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_MODE, gl.NONE);
  15073. }
  15074. else {
  15075. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
  15076. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
  15077. }
  15078. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  15079. }
  15080. else {
  15081. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  15082. if (comparisonFunction === 0) {
  15083. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);
  15084. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_MODE, gl.NONE);
  15085. }
  15086. else {
  15087. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
  15088. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
  15089. }
  15090. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15091. }
  15092. texture._comparisonFunction = comparisonFunction;
  15093. };
  15094. Engine.prototype._setupDepthStencilTexture = function (internalTexture, size, generateStencil, bilinearFiltering, comparisonFunction) {
  15095. var width = size.width || size;
  15096. var height = size.height || size;
  15097. internalTexture.baseWidth = width;
  15098. internalTexture.baseHeight = height;
  15099. internalTexture.width = width;
  15100. internalTexture.height = height;
  15101. internalTexture.isReady = true;
  15102. internalTexture.samples = 1;
  15103. internalTexture.generateMipMaps = false;
  15104. internalTexture._generateDepthBuffer = true;
  15105. internalTexture._generateStencilBuffer = generateStencil;
  15106. internalTexture.samplingMode = bilinearFiltering ? Engine.TEXTURE_BILINEAR_SAMPLINGMODE : Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  15107. internalTexture.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  15108. internalTexture._comparisonFunction = comparisonFunction;
  15109. var gl = this._gl;
  15110. var target = internalTexture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
  15111. var samplingParameters = this._getSamplingParameters(internalTexture.samplingMode, false);
  15112. gl.texParameteri(target, gl.TEXTURE_MAG_FILTER, samplingParameters.mag);
  15113. gl.texParameteri(target, gl.TEXTURE_MIN_FILTER, samplingParameters.min);
  15114. gl.texParameteri(target, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  15115. gl.texParameteri(target, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  15116. if (comparisonFunction === 0) {
  15117. gl.texParameteri(target, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);
  15118. gl.texParameteri(target, gl.TEXTURE_COMPARE_MODE, gl.NONE);
  15119. }
  15120. else {
  15121. gl.texParameteri(target, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
  15122. gl.texParameteri(target, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
  15123. }
  15124. };
  15125. /**
  15126. * Creates a depth stencil texture.
  15127. * This is only available in WebGL 2 or with the depth texture extension available.
  15128. * @param size The size of face edge in the texture.
  15129. * @param options The options defining the texture.
  15130. * @returns The texture
  15131. */
  15132. Engine.prototype.createDepthStencilTexture = function (size, options) {
  15133. if (options.isCube) {
  15134. var width = size.width || size;
  15135. return this._createDepthStencilCubeTexture(width, options);
  15136. }
  15137. else {
  15138. return this._createDepthStencilTexture(size, options);
  15139. }
  15140. };
  15141. /**
  15142. * Creates a depth stencil texture.
  15143. * This is only available in WebGL 2 or with the depth texture extension available.
  15144. * @param size The size of face edge in the texture.
  15145. * @param options The options defining the texture.
  15146. * @returns The texture
  15147. */
  15148. Engine.prototype._createDepthStencilTexture = function (size, options) {
  15149. var internalTexture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_DEPTHTEXTURE);
  15150. if (!this._caps.depthTextureExtension) {
  15151. BABYLON.Tools.Error("Depth texture is not supported by your browser or hardware.");
  15152. return internalTexture;
  15153. }
  15154. var internalOptions = __assign({ bilinearFiltering: false, comparisonFunction: 0, generateStencil: false }, options);
  15155. var gl = this._gl;
  15156. this._bindTextureDirectly(gl.TEXTURE_2D, internalTexture, true);
  15157. this._setupDepthStencilTexture(internalTexture, size, internalOptions.generateStencil, internalOptions.bilinearFiltering, internalOptions.comparisonFunction);
  15158. if (this.webGLVersion > 1) {
  15159. if (internalOptions.generateStencil) {
  15160. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH24_STENCIL8, internalTexture.width, internalTexture.height, 0, gl.DEPTH_STENCIL, gl.UNSIGNED_INT_24_8, null);
  15161. }
  15162. else {
  15163. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT24, internalTexture.width, internalTexture.height, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
  15164. }
  15165. }
  15166. else {
  15167. if (internalOptions.generateStencil) {
  15168. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_STENCIL, internalTexture.width, internalTexture.height, 0, gl.DEPTH_STENCIL, gl.UNSIGNED_INT_24_8, null);
  15169. }
  15170. else {
  15171. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT, internalTexture.width, internalTexture.height, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
  15172. }
  15173. }
  15174. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  15175. return internalTexture;
  15176. };
  15177. /**
  15178. * Creates a depth stencil cube texture.
  15179. * This is only available in WebGL 2.
  15180. * @param size The size of face edge in the cube texture.
  15181. * @param options The options defining the cube texture.
  15182. * @returns The cube texture
  15183. */
  15184. Engine.prototype._createDepthStencilCubeTexture = function (size, options) {
  15185. var internalTexture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_UNKNOWN);
  15186. internalTexture.isCube = true;
  15187. if (this.webGLVersion === 1) {
  15188. BABYLON.Tools.Error("Depth cube texture is not supported by WebGL 1.");
  15189. return internalTexture;
  15190. }
  15191. var internalOptions = __assign({ bilinearFiltering: false, comparisonFunction: 0, generateStencil: false }, options);
  15192. var gl = this._gl;
  15193. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, internalTexture, true);
  15194. this._setupDepthStencilTexture(internalTexture, size, internalOptions.generateStencil, internalOptions.bilinearFiltering, internalOptions.comparisonFunction);
  15195. // Create the depth/stencil buffer
  15196. for (var face = 0; face < 6; face++) {
  15197. if (internalOptions.generateStencil) {
  15198. 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);
  15199. }
  15200. else {
  15201. gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, gl.DEPTH_COMPONENT24, size, size, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
  15202. }
  15203. }
  15204. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  15205. return internalTexture;
  15206. };
  15207. /**
  15208. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  15209. * @param renderTarget The render target to set the frame buffer for
  15210. */
  15211. Engine.prototype.setFrameBufferDepthStencilTexture = function (renderTarget) {
  15212. // Create the framebuffer
  15213. var internalTexture = renderTarget.getInternalTexture();
  15214. if (!internalTexture || !internalTexture._framebuffer || !renderTarget.depthStencilTexture) {
  15215. return;
  15216. }
  15217. var gl = this._gl;
  15218. var depthStencilTexture = renderTarget.depthStencilTexture;
  15219. this.bindUnboundFramebuffer(internalTexture._framebuffer);
  15220. if (depthStencilTexture.isCube) {
  15221. if (depthStencilTexture._generateStencilBuffer) {
  15222. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X, depthStencilTexture._webGLTexture, 0);
  15223. }
  15224. else {
  15225. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X, depthStencilTexture._webGLTexture, 0);
  15226. }
  15227. }
  15228. else {
  15229. if (depthStencilTexture._generateStencilBuffer) {
  15230. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_2D, depthStencilTexture._webGLTexture, 0);
  15231. }
  15232. else {
  15233. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthStencilTexture._webGLTexture, 0);
  15234. }
  15235. }
  15236. this.bindUnboundFramebuffer(null);
  15237. };
  15238. /**
  15239. * Creates a new render target texture
  15240. * @param size defines the size of the texture
  15241. * @param options defines the options used to create the texture
  15242. * @returns a new render target texture stored in an InternalTexture
  15243. */
  15244. Engine.prototype.createRenderTargetTexture = function (size, options) {
  15245. var fullOptions = new RenderTargetCreationOptions();
  15246. if (options !== undefined && typeof options === "object") {
  15247. fullOptions.generateMipMaps = options.generateMipMaps;
  15248. fullOptions.generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  15249. fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && options.generateStencilBuffer;
  15250. fullOptions.type = options.type === undefined ? Engine.TEXTURETYPE_UNSIGNED_INT : options.type;
  15251. fullOptions.samplingMode = options.samplingMode === undefined ? Engine.TEXTURE_TRILINEAR_SAMPLINGMODE : options.samplingMode;
  15252. fullOptions.format = options.format === undefined ? Engine.TEXTUREFORMAT_RGBA : options.format;
  15253. }
  15254. else {
  15255. fullOptions.generateMipMaps = options;
  15256. fullOptions.generateDepthBuffer = true;
  15257. fullOptions.generateStencilBuffer = false;
  15258. fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  15259. fullOptions.samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE;
  15260. fullOptions.format = Engine.TEXTUREFORMAT_RGBA;
  15261. }
  15262. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {
  15263. // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  15264. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  15265. }
  15266. else if (fullOptions.type === Engine.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {
  15267. // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE
  15268. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  15269. }
  15270. var gl = this._gl;
  15271. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RENDERTARGET);
  15272. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  15273. var width = size.width || size;
  15274. var height = size.height || size;
  15275. var filters = this._getSamplingParameters(fullOptions.samplingMode, fullOptions.generateMipMaps ? true : false);
  15276. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  15277. fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  15278. BABYLON.Tools.Warn("Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type");
  15279. }
  15280. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  15281. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  15282. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  15283. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  15284. gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(fullOptions.type, fullOptions.format), width, height, 0, this._getInternalFormat(fullOptions.format), this._getWebGLTextureType(fullOptions.type), null);
  15285. // Create the framebuffer
  15286. var currentFrameBuffer = this._currentFramebuffer;
  15287. var framebuffer = gl.createFramebuffer();
  15288. this.bindUnboundFramebuffer(framebuffer);
  15289. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._webGLTexture, 0);
  15290. texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(fullOptions.generateStencilBuffer ? true : false, fullOptions.generateDepthBuffer, width, height);
  15291. if (fullOptions.generateMipMaps) {
  15292. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  15293. }
  15294. // Unbind
  15295. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  15296. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  15297. this.bindUnboundFramebuffer(currentFrameBuffer);
  15298. texture._framebuffer = framebuffer;
  15299. texture.baseWidth = width;
  15300. texture.baseHeight = height;
  15301. texture.width = width;
  15302. texture.height = height;
  15303. texture.isReady = true;
  15304. texture.samples = 1;
  15305. texture.generateMipMaps = fullOptions.generateMipMaps ? true : false;
  15306. texture.samplingMode = fullOptions.samplingMode;
  15307. texture.type = fullOptions.type;
  15308. texture.format = fullOptions.format;
  15309. texture._generateDepthBuffer = fullOptions.generateDepthBuffer;
  15310. texture._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;
  15311. // this.resetTextureCache();
  15312. this._internalTexturesCache.push(texture);
  15313. return texture;
  15314. };
  15315. /**
  15316. * Create a multi render target texture
  15317. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  15318. * @param size defines the size of the texture
  15319. * @param options defines the creation options
  15320. * @returns the cube texture as an InternalTexture
  15321. */
  15322. Engine.prototype.createMultipleRenderTarget = function (size, options) {
  15323. var generateMipMaps = false;
  15324. var generateDepthBuffer = true;
  15325. var generateStencilBuffer = false;
  15326. var generateDepthTexture = false;
  15327. var textureCount = 1;
  15328. var defaultType = Engine.TEXTURETYPE_UNSIGNED_INT;
  15329. var defaultSamplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE;
  15330. var types = new Array();
  15331. var samplingModes = new Array();
  15332. if (options !== undefined) {
  15333. generateMipMaps = options.generateMipMaps === undefined ? false : options.generateMipMaps;
  15334. generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  15335. generateStencilBuffer = options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;
  15336. generateDepthTexture = options.generateDepthTexture === undefined ? false : options.generateDepthTexture;
  15337. textureCount = options.textureCount || 1;
  15338. if (options.types) {
  15339. types = options.types;
  15340. }
  15341. if (options.samplingModes) {
  15342. samplingModes = options.samplingModes;
  15343. }
  15344. }
  15345. var gl = this._gl;
  15346. // Create the framebuffer
  15347. var framebuffer = gl.createFramebuffer();
  15348. this.bindUnboundFramebuffer(framebuffer);
  15349. var width = size.width || size;
  15350. var height = size.height || size;
  15351. var textures = [];
  15352. var attachments = [];
  15353. var depthStencilBuffer = this._setupFramebufferDepthAttachments(generateStencilBuffer, generateDepthBuffer, width, height);
  15354. for (var i = 0; i < textureCount; i++) {
  15355. var samplingMode = samplingModes[i] || defaultSamplingMode;
  15356. var type = types[i] || defaultType;
  15357. if (type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {
  15358. // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  15359. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  15360. }
  15361. else if (type === Engine.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {
  15362. // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE
  15363. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  15364. }
  15365. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  15366. if (type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  15367. type = Engine.TEXTURETYPE_UNSIGNED_INT;
  15368. BABYLON.Tools.Warn("Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type");
  15369. }
  15370. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_MULTIRENDERTARGET);
  15371. var attachment = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  15372. textures.push(texture);
  15373. attachments.push(attachment);
  15374. gl.activeTexture(gl["TEXTURE" + i]);
  15375. gl.bindTexture(gl.TEXTURE_2D, texture._webGLTexture);
  15376. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  15377. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  15378. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  15379. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  15380. gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(type), width, height, 0, gl.RGBA, this._getWebGLTextureType(type), null);
  15381. gl.framebufferTexture2D(gl.DRAW_FRAMEBUFFER, attachment, gl.TEXTURE_2D, texture._webGLTexture, 0);
  15382. if (generateMipMaps) {
  15383. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  15384. }
  15385. // Unbind
  15386. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  15387. texture._framebuffer = framebuffer;
  15388. texture._depthStencilBuffer = depthStencilBuffer;
  15389. texture.baseWidth = width;
  15390. texture.baseHeight = height;
  15391. texture.width = width;
  15392. texture.height = height;
  15393. texture.isReady = true;
  15394. texture.samples = 1;
  15395. texture.generateMipMaps = generateMipMaps;
  15396. texture.samplingMode = samplingMode;
  15397. texture.type = type;
  15398. texture._generateDepthBuffer = generateDepthBuffer;
  15399. texture._generateStencilBuffer = generateStencilBuffer;
  15400. texture._attachments = attachments;
  15401. this._internalTexturesCache.push(texture);
  15402. }
  15403. if (generateDepthTexture && this._caps.depthTextureExtension) {
  15404. // Depth texture
  15405. var depthTexture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_MULTIRENDERTARGET);
  15406. gl.activeTexture(gl.TEXTURE0);
  15407. gl.bindTexture(gl.TEXTURE_2D, depthTexture._webGLTexture);
  15408. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
  15409. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
  15410. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  15411. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  15412. 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);
  15413. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthTexture._webGLTexture, 0);
  15414. depthTexture._framebuffer = framebuffer;
  15415. depthTexture.baseWidth = width;
  15416. depthTexture.baseHeight = height;
  15417. depthTexture.width = width;
  15418. depthTexture.height = height;
  15419. depthTexture.isReady = true;
  15420. depthTexture.samples = 1;
  15421. depthTexture.generateMipMaps = generateMipMaps;
  15422. depthTexture.samplingMode = gl.NEAREST;
  15423. depthTexture._generateDepthBuffer = generateDepthBuffer;
  15424. depthTexture._generateStencilBuffer = generateStencilBuffer;
  15425. textures.push(depthTexture);
  15426. this._internalTexturesCache.push(depthTexture);
  15427. }
  15428. gl.drawBuffers(attachments);
  15429. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  15430. this.bindUnboundFramebuffer(null);
  15431. this.resetTextureCache();
  15432. return textures;
  15433. };
  15434. Engine.prototype._setupFramebufferDepthAttachments = function (generateStencilBuffer, generateDepthBuffer, width, height, samples) {
  15435. if (samples === void 0) { samples = 1; }
  15436. var depthStencilBuffer = null;
  15437. var gl = this._gl;
  15438. // Create the depth/stencil buffer
  15439. if (generateStencilBuffer) {
  15440. depthStencilBuffer = gl.createRenderbuffer();
  15441. gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer);
  15442. if (samples > 1) {
  15443. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, gl.DEPTH24_STENCIL8, width, height);
  15444. }
  15445. else {
  15446. gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, width, height);
  15447. }
  15448. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, depthStencilBuffer);
  15449. }
  15450. else if (generateDepthBuffer) {
  15451. depthStencilBuffer = gl.createRenderbuffer();
  15452. gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer);
  15453. if (samples > 1) {
  15454. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, gl.DEPTH_COMPONENT16, width, height);
  15455. }
  15456. else {
  15457. gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, width, height);
  15458. }
  15459. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthStencilBuffer);
  15460. }
  15461. return depthStencilBuffer;
  15462. };
  15463. /**
  15464. * Updates the sample count of a render target texture
  15465. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  15466. * @param texture defines the texture to update
  15467. * @param samples defines the sample count to set
  15468. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  15469. */
  15470. Engine.prototype.updateRenderTargetTextureSampleCount = function (texture, samples) {
  15471. if (this.webGLVersion < 2 || !texture) {
  15472. return 1;
  15473. }
  15474. if (texture.samples === samples) {
  15475. return samples;
  15476. }
  15477. var gl = this._gl;
  15478. samples = Math.min(samples, gl.getParameter(gl.MAX_SAMPLES));
  15479. // Dispose previous render buffers
  15480. if (texture._depthStencilBuffer) {
  15481. gl.deleteRenderbuffer(texture._depthStencilBuffer);
  15482. texture._depthStencilBuffer = null;
  15483. }
  15484. if (texture._MSAAFramebuffer) {
  15485. gl.deleteFramebuffer(texture._MSAAFramebuffer);
  15486. texture._MSAAFramebuffer = null;
  15487. }
  15488. if (texture._MSAARenderBuffer) {
  15489. gl.deleteRenderbuffer(texture._MSAARenderBuffer);
  15490. texture._MSAARenderBuffer = null;
  15491. }
  15492. if (samples > 1) {
  15493. var framebuffer = gl.createFramebuffer();
  15494. if (!framebuffer) {
  15495. throw new Error("Unable to create multi sampled framebuffer");
  15496. }
  15497. texture._MSAAFramebuffer = framebuffer;
  15498. this.bindUnboundFramebuffer(texture._MSAAFramebuffer);
  15499. var colorRenderbuffer = gl.createRenderbuffer();
  15500. if (!colorRenderbuffer) {
  15501. throw new Error("Unable to create multi sampled framebuffer");
  15502. }
  15503. gl.bindRenderbuffer(gl.RENDERBUFFER, colorRenderbuffer);
  15504. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, this._getRGBAMultiSampleBufferFormat(texture.type), texture.width, texture.height);
  15505. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorRenderbuffer);
  15506. texture._MSAARenderBuffer = colorRenderbuffer;
  15507. }
  15508. else {
  15509. this.bindUnboundFramebuffer(texture._framebuffer);
  15510. }
  15511. texture.samples = samples;
  15512. texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(texture._generateStencilBuffer, texture._generateDepthBuffer, texture.width, texture.height, samples);
  15513. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  15514. this.bindUnboundFramebuffer(null);
  15515. return samples;
  15516. };
  15517. /**
  15518. * Update the sample count for a given multiple render target texture
  15519. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  15520. * @param textures defines the textures to update
  15521. * @param samples defines the sample count to set
  15522. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  15523. */
  15524. Engine.prototype.updateMultipleRenderTargetTextureSampleCount = function (textures, samples) {
  15525. if (this.webGLVersion < 2 || !textures || textures.length == 0) {
  15526. return 1;
  15527. }
  15528. if (textures[0].samples === samples) {
  15529. return samples;
  15530. }
  15531. var gl = this._gl;
  15532. samples = Math.min(samples, gl.getParameter(gl.MAX_SAMPLES));
  15533. // Dispose previous render buffers
  15534. if (textures[0]._depthStencilBuffer) {
  15535. gl.deleteRenderbuffer(textures[0]._depthStencilBuffer);
  15536. textures[0]._depthStencilBuffer = null;
  15537. }
  15538. if (textures[0]._MSAAFramebuffer) {
  15539. gl.deleteFramebuffer(textures[0]._MSAAFramebuffer);
  15540. textures[0]._MSAAFramebuffer = null;
  15541. }
  15542. for (var i = 0; i < textures.length; i++) {
  15543. if (textures[i]._MSAARenderBuffer) {
  15544. gl.deleteRenderbuffer(textures[i]._MSAARenderBuffer);
  15545. textures[i]._MSAARenderBuffer = null;
  15546. }
  15547. }
  15548. if (samples > 1) {
  15549. var framebuffer = gl.createFramebuffer();
  15550. if (!framebuffer) {
  15551. throw new Error("Unable to create multi sampled framebuffer");
  15552. }
  15553. this.bindUnboundFramebuffer(framebuffer);
  15554. var depthStencilBuffer = this._setupFramebufferDepthAttachments(textures[0]._generateStencilBuffer, textures[0]._generateDepthBuffer, textures[0].width, textures[0].height, samples);
  15555. var attachments = [];
  15556. for (var i = 0; i < textures.length; i++) {
  15557. var texture = textures[i];
  15558. var attachment = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  15559. var colorRenderbuffer = gl.createRenderbuffer();
  15560. if (!colorRenderbuffer) {
  15561. throw new Error("Unable to create multi sampled framebuffer");
  15562. }
  15563. gl.bindRenderbuffer(gl.RENDERBUFFER, colorRenderbuffer);
  15564. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, this._getRGBAMultiSampleBufferFormat(texture.type), texture.width, texture.height);
  15565. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachment, gl.RENDERBUFFER, colorRenderbuffer);
  15566. texture._MSAAFramebuffer = framebuffer;
  15567. texture._MSAARenderBuffer = colorRenderbuffer;
  15568. texture.samples = samples;
  15569. texture._depthStencilBuffer = depthStencilBuffer;
  15570. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  15571. attachments.push(attachment);
  15572. }
  15573. gl.drawBuffers(attachments);
  15574. }
  15575. else {
  15576. this.bindUnboundFramebuffer(textures[0]._framebuffer);
  15577. }
  15578. this.bindUnboundFramebuffer(null);
  15579. return samples;
  15580. };
  15581. /** @hidden */
  15582. Engine.prototype._uploadCompressedDataToTextureDirectly = function (texture, internalFormat, width, height, data, faceIndex, lod) {
  15583. if (faceIndex === void 0) { faceIndex = 0; }
  15584. if (lod === void 0) { lod = 0; }
  15585. var gl = this._gl;
  15586. var target = gl.TEXTURE_2D;
  15587. if (texture.isCube) {
  15588. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  15589. }
  15590. this._gl.compressedTexImage2D(target, lod, internalFormat, width, height, 0, data);
  15591. };
  15592. /** @hidden */
  15593. Engine.prototype._uploadDataToTextureDirectly = function (texture, imageData, faceIndex, lod) {
  15594. if (faceIndex === void 0) { faceIndex = 0; }
  15595. if (lod === void 0) { lod = 0; }
  15596. var gl = this._gl;
  15597. var textureType = this._getWebGLTextureType(texture.type);
  15598. var format = this._getInternalFormat(texture.format);
  15599. var internalFormat = this._getRGBABufferInternalSizedFormat(texture.type, format);
  15600. this._unpackFlipY(texture.invertY);
  15601. var target = gl.TEXTURE_2D;
  15602. if (texture.isCube) {
  15603. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  15604. }
  15605. var lodMaxWidth = Math.round(BABYLON.Scalar.Log2(texture.width));
  15606. var lodMaxHeight = Math.round(BABYLON.Scalar.Log2(texture.height));
  15607. var width = Math.pow(2, Math.max(lodMaxWidth - lod, 0));
  15608. var height = Math.pow(2, Math.max(lodMaxHeight - lod, 0));
  15609. gl.texImage2D(target, lod, internalFormat, width, height, 0, format, textureType, imageData);
  15610. };
  15611. /** @hidden */
  15612. Engine.prototype._uploadArrayBufferViewToTexture = function (texture, imageData, faceIndex, lod) {
  15613. if (faceIndex === void 0) { faceIndex = 0; }
  15614. if (lod === void 0) { lod = 0; }
  15615. var gl = this._gl;
  15616. var bindTarget = texture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
  15617. this._bindTextureDirectly(bindTarget, texture, true);
  15618. this._uploadDataToTextureDirectly(texture, imageData, faceIndex, lod);
  15619. this._bindTextureDirectly(bindTarget, null, true);
  15620. };
  15621. /** @hidden */
  15622. Engine.prototype._uploadImageToTexture = function (texture, image, faceIndex, lod) {
  15623. if (faceIndex === void 0) { faceIndex = 0; }
  15624. if (lod === void 0) { lod = 0; }
  15625. var gl = this._gl;
  15626. var textureType = this._getWebGLTextureType(texture.type);
  15627. var format = this._getInternalFormat(texture.format);
  15628. var internalFormat = this._getRGBABufferInternalSizedFormat(texture.type, format);
  15629. var bindTarget = texture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
  15630. this._bindTextureDirectly(bindTarget, texture, true);
  15631. this._unpackFlipY(texture.invertY);
  15632. var target = gl.TEXTURE_2D;
  15633. if (texture.isCube) {
  15634. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  15635. }
  15636. gl.texImage2D(target, lod, internalFormat, format, textureType, image);
  15637. this._bindTextureDirectly(bindTarget, null, true);
  15638. };
  15639. /**
  15640. * Creates a new render target cube texture
  15641. * @param size defines the size of the texture
  15642. * @param options defines the options used to create the texture
  15643. * @returns a new render target cube texture stored in an InternalTexture
  15644. */
  15645. Engine.prototype.createRenderTargetCubeTexture = function (size, options) {
  15646. var fullOptions = __assign({ generateMipMaps: true, generateDepthBuffer: true, generateStencilBuffer: false, type: Engine.TEXTURETYPE_UNSIGNED_INT, samplingMode: Engine.TEXTURE_TRILINEAR_SAMPLINGMODE, format: Engine.TEXTUREFORMAT_RGBA }, options);
  15647. fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && fullOptions.generateStencilBuffer;
  15648. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {
  15649. // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  15650. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  15651. }
  15652. else if (fullOptions.type === Engine.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {
  15653. // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE
  15654. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  15655. }
  15656. var gl = this._gl;
  15657. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RENDERTARGET);
  15658. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  15659. var filters = this._getSamplingParameters(fullOptions.samplingMode, fullOptions.generateMipMaps);
  15660. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  15661. fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  15662. BABYLON.Tools.Warn("Float textures are not supported. Cube render target forced to TEXTURETYPE_UNESIGNED_BYTE type");
  15663. }
  15664. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, filters.mag);
  15665. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, filters.min);
  15666. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  15667. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  15668. for (var face = 0; face < 6; face++) {
  15669. 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);
  15670. }
  15671. // Create the framebuffer
  15672. var framebuffer = gl.createFramebuffer();
  15673. this.bindUnboundFramebuffer(framebuffer);
  15674. texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(fullOptions.generateStencilBuffer, fullOptions.generateDepthBuffer, size, size);
  15675. // MipMaps
  15676. if (fullOptions.generateMipMaps) {
  15677. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  15678. }
  15679. // Unbind
  15680. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  15681. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  15682. this.bindUnboundFramebuffer(null);
  15683. texture._framebuffer = framebuffer;
  15684. texture.width = size;
  15685. texture.height = size;
  15686. texture.isReady = true;
  15687. texture.isCube = true;
  15688. texture.samples = 1;
  15689. texture.generateMipMaps = fullOptions.generateMipMaps;
  15690. texture.samplingMode = fullOptions.samplingMode;
  15691. texture.type = fullOptions.type;
  15692. texture.format = fullOptions.format;
  15693. texture._generateDepthBuffer = fullOptions.generateDepthBuffer;
  15694. texture._generateStencilBuffer = fullOptions.generateStencilBuffer;
  15695. this._internalTexturesCache.push(texture);
  15696. return texture;
  15697. };
  15698. /**
  15699. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  15700. * @param rootUrl defines the url where the file to load is located
  15701. * @param scene defines the current scene
  15702. * @param lodScale defines scale to apply to the mip map selection
  15703. * @param lodOffset defines offset to apply to the mip map selection
  15704. * @param onLoad defines an optional callback raised when the texture is loaded
  15705. * @param onError defines an optional callback raised if there is an issue to load the texture
  15706. * @param format defines the format of the data
  15707. * @param forcedExtension defines the extension to use to pick the right loader
  15708. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  15709. * @returns the cube texture as an InternalTexture
  15710. */
  15711. Engine.prototype.createPrefilteredCubeTexture = function (rootUrl, scene, lodScale, lodOffset, onLoad, onError, format, forcedExtension, createPolynomials) {
  15712. var _this = this;
  15713. if (onLoad === void 0) { onLoad = null; }
  15714. if (onError === void 0) { onError = null; }
  15715. if (forcedExtension === void 0) { forcedExtension = null; }
  15716. if (createPolynomials === void 0) { createPolynomials = true; }
  15717. var callback = function (loadData) {
  15718. if (!loadData) {
  15719. if (onLoad) {
  15720. onLoad(null);
  15721. }
  15722. return;
  15723. }
  15724. var texture = loadData.texture;
  15725. if (!createPolynomials) {
  15726. texture._sphericalPolynomial = new BABYLON.SphericalPolynomial();
  15727. }
  15728. else if (loadData.info.sphericalPolynomial) {
  15729. texture._sphericalPolynomial = loadData.info.sphericalPolynomial;
  15730. }
  15731. texture._dataSource = BABYLON.InternalTexture.DATASOURCE_CUBEPREFILTERED;
  15732. if (_this._caps.textureLOD) {
  15733. // Do not add extra process if texture lod is supported.
  15734. if (onLoad) {
  15735. onLoad(texture);
  15736. }
  15737. return;
  15738. }
  15739. var mipSlices = 3;
  15740. var gl = _this._gl;
  15741. var width = loadData.width;
  15742. if (!width) {
  15743. return;
  15744. }
  15745. var textures = [];
  15746. for (var i = 0; i < mipSlices; i++) {
  15747. //compute LOD from even spacing in smoothness (matching shader calculation)
  15748. var smoothness = i / (mipSlices - 1);
  15749. var roughness = 1 - smoothness;
  15750. var minLODIndex = lodOffset; // roughness = 0
  15751. var maxLODIndex = BABYLON.Scalar.Log2(width) * lodScale + lodOffset; // roughness = 1
  15752. var lodIndex = minLODIndex + (maxLODIndex - minLODIndex) * roughness;
  15753. var mipmapIndex = Math.round(Math.min(Math.max(lodIndex, 0), maxLODIndex));
  15754. var glTextureFromLod = new BABYLON.InternalTexture(_this, BABYLON.InternalTexture.DATASOURCE_TEMP);
  15755. glTextureFromLod.type = texture.type;
  15756. glTextureFromLod.format = texture.format;
  15757. glTextureFromLod.width = Math.pow(2, Math.max(BABYLON.Scalar.Log2(width) - mipmapIndex, 0));
  15758. glTextureFromLod.height = glTextureFromLod.width;
  15759. glTextureFromLod.isCube = true;
  15760. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, glTextureFromLod, true);
  15761. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  15762. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
  15763. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  15764. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  15765. if (loadData.isDDS) {
  15766. var info = loadData.info;
  15767. var data = loadData.data;
  15768. _this._unpackFlipY(info.isCompressed);
  15769. BABYLON.DDSTools.UploadDDSLevels(_this, glTextureFromLod, data, info, true, 6, mipmapIndex);
  15770. }
  15771. else {
  15772. BABYLON.Tools.Warn("DDS is the only prefiltered cube map supported so far.");
  15773. }
  15774. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  15775. // Wrap in a base texture for easy binding.
  15776. var lodTexture = new BABYLON.BaseTexture(scene);
  15777. lodTexture.isCube = true;
  15778. lodTexture._texture = glTextureFromLod;
  15779. glTextureFromLod.isReady = true;
  15780. textures.push(lodTexture);
  15781. }
  15782. texture._lodTextureHigh = textures[2];
  15783. texture._lodTextureMid = textures[1];
  15784. texture._lodTextureLow = textures[0];
  15785. if (onLoad) {
  15786. onLoad(texture);
  15787. }
  15788. };
  15789. return this.createCubeTexture(rootUrl, scene, null, false, callback, onError, format, forcedExtension, createPolynomials, lodScale, lodOffset);
  15790. };
  15791. /**
  15792. * Creates a cube texture
  15793. * @param rootUrl defines the url where the files to load is located
  15794. * @param scene defines the current scene
  15795. * @param files defines the list of files to load (1 per face)
  15796. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  15797. * @param onLoad defines an optional callback raised when the texture is loaded
  15798. * @param onError defines an optional callback raised if there is an issue to load the texture
  15799. * @param format defines the format of the data
  15800. * @param forcedExtension defines the extension to use to pick the right loader
  15801. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  15802. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  15803. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  15804. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  15805. * @returns the cube texture as an InternalTexture
  15806. */
  15807. Engine.prototype.createCubeTexture = function (rootUrl, scene, files, noMipmap, onLoad, onError, format, forcedExtension, createPolynomials, lodScale, lodOffset, fallback) {
  15808. var _this = this;
  15809. if (onLoad === void 0) { onLoad = null; }
  15810. if (onError === void 0) { onError = null; }
  15811. if (forcedExtension === void 0) { forcedExtension = null; }
  15812. if (createPolynomials === void 0) { createPolynomials = false; }
  15813. if (lodScale === void 0) { lodScale = 0; }
  15814. if (lodOffset === void 0) { lodOffset = 0; }
  15815. if (fallback === void 0) { fallback = null; }
  15816. var gl = this._gl;
  15817. var texture = fallback ? fallback : new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_CUBE);
  15818. texture.isCube = true;
  15819. texture.url = rootUrl;
  15820. texture.generateMipMaps = !noMipmap;
  15821. texture._lodGenerationScale = lodScale;
  15822. texture._lodGenerationOffset = lodOffset;
  15823. if (!this._doNotHandleContextLost) {
  15824. texture._extension = forcedExtension;
  15825. texture._files = files;
  15826. }
  15827. var lastDot = rootUrl.lastIndexOf('.');
  15828. var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? rootUrl.substring(lastDot).toLowerCase() : "");
  15829. var loader = null;
  15830. for (var _i = 0, _a = Engine._TextureLoaders; _i < _a.length; _i++) {
  15831. var availableLoader = _a[_i];
  15832. if (availableLoader.canLoad(extension, this._textureFormatInUse, fallback, false, false)) {
  15833. loader = availableLoader;
  15834. break;
  15835. }
  15836. }
  15837. var onInternalError = function (request, exception) {
  15838. if (loader) {
  15839. var fallbackUrl = loader.getFallbackTextureUrl(rootUrl, _this._textureFormatInUse);
  15840. if (fallbackUrl) {
  15841. _this.createCubeTexture(fallbackUrl, scene, files, noMipmap, onLoad, onError, format, extension, createPolynomials, lodScale, lodOffset, texture);
  15842. }
  15843. }
  15844. if (onError && request) {
  15845. onError(request.status + " " + request.statusText, exception);
  15846. }
  15847. };
  15848. if (loader) {
  15849. rootUrl = loader.transformUrl(rootUrl, this._textureFormatInUse);
  15850. var onloaddata = function (data) {
  15851. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  15852. loader.loadCubeData(data, texture, createPolynomials, onLoad, onError);
  15853. };
  15854. if (files && files.length === 6) {
  15855. if (loader.supportCascades) {
  15856. this._cascadeLoadFiles(scene, onloaddata, files, onError);
  15857. }
  15858. else if (onError) {
  15859. onError("Textures type does not support cascades.");
  15860. }
  15861. }
  15862. else {
  15863. this._loadFile(rootUrl, onloaddata, undefined, undefined, true, onInternalError);
  15864. }
  15865. }
  15866. else {
  15867. if (!files) {
  15868. throw new Error("Cannot load cubemap because files were not defined");
  15869. }
  15870. this._cascadeLoadImgs(rootUrl, scene, function (imgs) {
  15871. var width = _this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(imgs[0].width, _this._caps.maxCubemapTextureSize) : imgs[0].width;
  15872. var height = width;
  15873. _this._prepareWorkingCanvas();
  15874. if (!_this._workingCanvas || !_this._workingContext) {
  15875. return;
  15876. }
  15877. _this._workingCanvas.width = width;
  15878. _this._workingCanvas.height = height;
  15879. var faces = [
  15880. gl.TEXTURE_CUBE_MAP_POSITIVE_X, gl.TEXTURE_CUBE_MAP_POSITIVE_Y, gl.TEXTURE_CUBE_MAP_POSITIVE_Z,
  15881. gl.TEXTURE_CUBE_MAP_NEGATIVE_X, gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, gl.TEXTURE_CUBE_MAP_NEGATIVE_Z
  15882. ];
  15883. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  15884. _this._unpackFlipY(false);
  15885. var internalFormat = format ? _this._getInternalFormat(format) : _this._gl.RGBA;
  15886. for (var index = 0; index < faces.length; index++) {
  15887. _this._workingContext.drawImage(imgs[index], 0, 0, imgs[index].width, imgs[index].height, 0, 0, width, height);
  15888. gl.texImage2D(faces[index], 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, _this._workingCanvas);
  15889. }
  15890. if (!noMipmap) {
  15891. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  15892. }
  15893. _this._setCubeMapTextureParams(!noMipmap);
  15894. texture.width = width;
  15895. texture.height = height;
  15896. texture.isReady = true;
  15897. if (format) {
  15898. texture.format = format;
  15899. }
  15900. texture.onLoadedObservable.notifyObservers(texture);
  15901. texture.onLoadedObservable.clear();
  15902. if (onLoad) {
  15903. onLoad();
  15904. }
  15905. }, files, onError);
  15906. }
  15907. this._internalTexturesCache.push(texture);
  15908. return texture;
  15909. };
  15910. /**
  15911. * @hidden
  15912. */
  15913. Engine.prototype._setCubeMapTextureParams = function (loadMipmap) {
  15914. var gl = this._gl;
  15915. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  15916. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, loadMipmap ? gl.LINEAR_MIPMAP_LINEAR : gl.LINEAR);
  15917. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  15918. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  15919. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  15920. // this.resetTextureCache();
  15921. };
  15922. /**
  15923. * Update a raw cube texture
  15924. * @param texture defines the texture to udpdate
  15925. * @param data defines the data to store
  15926. * @param format defines the data format
  15927. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  15928. * @param invertY defines if data must be stored with Y axis inverted
  15929. * @param compression defines the compression used (null by default)
  15930. * @param level defines which level of the texture to update
  15931. */
  15932. Engine.prototype.updateRawCubeTexture = function (texture, data, format, type, invertY, compression, level) {
  15933. if (compression === void 0) { compression = null; }
  15934. if (level === void 0) { level = 0; }
  15935. texture._bufferViewArray = data;
  15936. texture.format = format;
  15937. texture.type = type;
  15938. texture.invertY = invertY;
  15939. texture._compression = compression;
  15940. var gl = this._gl;
  15941. var textureType = this._getWebGLTextureType(type);
  15942. var internalFormat = this._getInternalFormat(format);
  15943. var internalSizedFomat = this._getRGBABufferInternalSizedFormat(type);
  15944. var needConversion = false;
  15945. if (internalFormat === gl.RGB) {
  15946. internalFormat = gl.RGBA;
  15947. needConversion = true;
  15948. }
  15949. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  15950. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  15951. if (texture.width % 4 !== 0) {
  15952. gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
  15953. }
  15954. // Data are known to be in +X +Y +Z -X -Y -Z
  15955. for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
  15956. var faceData = data[faceIndex];
  15957. if (compression) {
  15958. gl.compressedTexImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, level, (this.getCaps().s3tc)[compression], texture.width, texture.height, 0, faceData);
  15959. }
  15960. else {
  15961. if (needConversion) {
  15962. faceData = this._convertRGBtoRGBATextureData(faceData, texture.width, texture.height, type);
  15963. }
  15964. gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, level, internalSizedFomat, texture.width, texture.height, 0, internalFormat, textureType, faceData);
  15965. }
  15966. }
  15967. var isPot = !this.needPOTTextures || (BABYLON.Tools.IsExponentOfTwo(texture.width) && BABYLON.Tools.IsExponentOfTwo(texture.height));
  15968. if (isPot && texture.generateMipMaps && level === 0) {
  15969. this._gl.generateMipmap(this._gl.TEXTURE_CUBE_MAP);
  15970. }
  15971. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  15972. // this.resetTextureCache();
  15973. texture.isReady = true;
  15974. };
  15975. /**
  15976. * Creates a new raw cube texture
  15977. * @param data defines the array of data to use to create each face
  15978. * @param size defines the size of the textures
  15979. * @param format defines the format of the data
  15980. * @param type defines the type of the data (like BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT)
  15981. * @param generateMipMaps defines if the engine should generate the mip levels
  15982. * @param invertY defines if data must be stored with Y axis inverted
  15983. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  15984. * @param compression defines the compression used (null by default)
  15985. * @returns the cube texture as an InternalTexture
  15986. */
  15987. Engine.prototype.createRawCubeTexture = function (data, size, format, type, generateMipMaps, invertY, samplingMode, compression) {
  15988. if (compression === void 0) { compression = null; }
  15989. var gl = this._gl;
  15990. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_CUBERAW);
  15991. texture.isCube = true;
  15992. texture.format = format;
  15993. texture.type = type;
  15994. if (!this._doNotHandleContextLost) {
  15995. texture._bufferViewArray = data;
  15996. }
  15997. var textureType = this._getWebGLTextureType(type);
  15998. var internalFormat = this._getInternalFormat(format);
  15999. if (internalFormat === gl.RGB) {
  16000. internalFormat = gl.RGBA;
  16001. }
  16002. // Mipmap generation needs a sized internal format that is both color-renderable and texture-filterable
  16003. if (textureType === gl.FLOAT && !this._caps.textureFloatLinearFiltering) {
  16004. generateMipMaps = false;
  16005. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16006. BABYLON.Tools.Warn("Float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.");
  16007. }
  16008. else if (textureType === this._gl.HALF_FLOAT_OES && !this._caps.textureHalfFloatLinearFiltering) {
  16009. generateMipMaps = false;
  16010. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16011. BABYLON.Tools.Warn("Half float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.");
  16012. }
  16013. else if (textureType === gl.FLOAT && !this._caps.textureFloatRender) {
  16014. generateMipMaps = false;
  16015. BABYLON.Tools.Warn("Render to float textures is not supported. Mipmap generation forced to false.");
  16016. }
  16017. else if (textureType === gl.HALF_FLOAT && !this._caps.colorBufferFloat) {
  16018. generateMipMaps = false;
  16019. BABYLON.Tools.Warn("Render to half float textures is not supported. Mipmap generation forced to false.");
  16020. }
  16021. var width = size;
  16022. var height = width;
  16023. texture.width = width;
  16024. texture.height = height;
  16025. // Double check on POT to generate Mips.
  16026. var isPot = !this.needPOTTextures || (BABYLON.Tools.IsExponentOfTwo(texture.width) && BABYLON.Tools.IsExponentOfTwo(texture.height));
  16027. if (!isPot) {
  16028. generateMipMaps = false;
  16029. }
  16030. // Upload data if needed. The texture won't be ready until then.
  16031. if (data) {
  16032. this.updateRawCubeTexture(texture, data, format, type, invertY, compression);
  16033. }
  16034. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, texture, true);
  16035. // Filters
  16036. if (data && generateMipMaps) {
  16037. this._gl.generateMipmap(this._gl.TEXTURE_CUBE_MAP);
  16038. }
  16039. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  16040. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, filters.mag);
  16041. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, filters.min);
  16042. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16043. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16044. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16045. texture.generateMipMaps = generateMipMaps;
  16046. return texture;
  16047. };
  16048. /**
  16049. * Creates a new raw cube texture from a specified url
  16050. * @param url defines the url where the data is located
  16051. * @param scene defines the current scene
  16052. * @param size defines the size of the textures
  16053. * @param format defines the format of the data
  16054. * @param type defines the type fo the data (like BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT)
  16055. * @param noMipmap defines if the engine should avoid generating the mip levels
  16056. * @param callback defines a callback used to extract texture data from loaded data
  16057. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  16058. * @param onLoad defines a callback called when texture is loaded
  16059. * @param onError defines a callback called if there is an error
  16060. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  16061. * @param invertY defines if data must be stored with Y axis inverted
  16062. * @returns the cube texture as an InternalTexture
  16063. */
  16064. Engine.prototype.createRawCubeTextureFromUrl = function (url, scene, size, format, type, noMipmap, callback, mipmapGenerator, onLoad, onError, samplingMode, invertY) {
  16065. var _this = this;
  16066. if (onLoad === void 0) { onLoad = null; }
  16067. if (onError === void 0) { onError = null; }
  16068. if (samplingMode === void 0) { samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE; }
  16069. if (invertY === void 0) { invertY = false; }
  16070. var gl = this._gl;
  16071. var texture = this.createRawCubeTexture(null, size, format, type, !noMipmap, invertY, samplingMode);
  16072. scene._addPendingData(texture);
  16073. texture.url = url;
  16074. this._internalTexturesCache.push(texture);
  16075. var onerror = function (request, exception) {
  16076. scene._removePendingData(texture);
  16077. if (onError && request) {
  16078. onError(request.status + " " + request.statusText, exception);
  16079. }
  16080. };
  16081. var internalCallback = function (data) {
  16082. var width = texture.width;
  16083. var faceDataArrays = callback(data);
  16084. if (!faceDataArrays) {
  16085. return;
  16086. }
  16087. if (mipmapGenerator) {
  16088. var textureType = _this._getWebGLTextureType(type);
  16089. var internalFormat = _this._getInternalFormat(format);
  16090. var internalSizedFomat = _this._getRGBABufferInternalSizedFormat(type);
  16091. var needConversion = false;
  16092. if (internalFormat === gl.RGB) {
  16093. internalFormat = gl.RGBA;
  16094. needConversion = true;
  16095. }
  16096. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16097. _this._unpackFlipY(false);
  16098. var mipData = mipmapGenerator(faceDataArrays);
  16099. for (var level = 0; level < mipData.length; level++) {
  16100. var mipSize = width >> level;
  16101. for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
  16102. var mipFaceData = mipData[level][faceIndex];
  16103. if (needConversion) {
  16104. mipFaceData = _this._convertRGBtoRGBATextureData(mipFaceData, mipSize, mipSize, type);
  16105. }
  16106. gl.texImage2D(faceIndex, level, internalSizedFomat, mipSize, mipSize, 0, internalFormat, textureType, mipFaceData);
  16107. }
  16108. }
  16109. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16110. }
  16111. else {
  16112. _this.updateRawCubeTexture(texture, faceDataArrays, format, type, invertY);
  16113. }
  16114. texture.isReady = true;
  16115. // this.resetTextureCache();
  16116. scene._removePendingData(texture);
  16117. if (onLoad) {
  16118. onLoad();
  16119. }
  16120. };
  16121. this._loadFile(url, function (data) {
  16122. internalCallback(data);
  16123. }, undefined, scene.database, true, onerror);
  16124. return texture;
  16125. };
  16126. ;
  16127. /**
  16128. * Update a raw 3D texture
  16129. * @param texture defines the texture to update
  16130. * @param data defines the data to store
  16131. * @param format defines the data format
  16132. * @param invertY defines if data must be stored with Y axis inverted
  16133. * @param compression defines the used compression (can be null)
  16134. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  16135. */
  16136. Engine.prototype.updateRawTexture3D = function (texture, data, format, invertY, compression, textureType) {
  16137. if (compression === void 0) { compression = null; }
  16138. if (textureType === void 0) { textureType = Engine.TEXTURETYPE_UNSIGNED_INT; }
  16139. var internalType = this._getWebGLTextureType(textureType);
  16140. var internalFormat = this._getInternalFormat(format);
  16141. var internalSizedFomat = this._getRGBABufferInternalSizedFormat(textureType, format);
  16142. this._bindTextureDirectly(this._gl.TEXTURE_3D, texture, true);
  16143. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  16144. if (!this._doNotHandleContextLost) {
  16145. texture._bufferView = data;
  16146. texture.format = format;
  16147. texture.invertY = invertY;
  16148. texture._compression = compression;
  16149. }
  16150. if (texture.width % 4 !== 0) {
  16151. this._gl.pixelStorei(this._gl.UNPACK_ALIGNMENT, 1);
  16152. }
  16153. if (compression && data) {
  16154. this._gl.compressedTexImage3D(this._gl.TEXTURE_3D, 0, this.getCaps().s3tc[compression], texture.width, texture.height, texture.depth, 0, data);
  16155. }
  16156. else {
  16157. this._gl.texImage3D(this._gl.TEXTURE_3D, 0, internalSizedFomat, texture.width, texture.height, texture.depth, 0, internalFormat, internalType, data);
  16158. }
  16159. if (texture.generateMipMaps) {
  16160. this._gl.generateMipmap(this._gl.TEXTURE_3D);
  16161. }
  16162. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  16163. // this.resetTextureCache();
  16164. texture.isReady = true;
  16165. };
  16166. /**
  16167. * Creates a new raw 3D texture
  16168. * @param data defines the data used to create the texture
  16169. * @param width defines the width of the texture
  16170. * @param height defines the height of the texture
  16171. * @param depth defines the depth of the texture
  16172. * @param format defines the format of the texture
  16173. * @param generateMipMaps defines if the engine must generate mip levels
  16174. * @param invertY defines if data must be stored with Y axis inverted
  16175. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  16176. * @param compression defines the compressed used (can be null)
  16177. * @param textureType defines the compressed used (can be null)
  16178. * @returns a new raw 3D texture (stored in an InternalTexture)
  16179. */
  16180. Engine.prototype.createRawTexture3D = function (data, width, height, depth, format, generateMipMaps, invertY, samplingMode, compression, textureType) {
  16181. if (compression === void 0) { compression = null; }
  16182. if (textureType === void 0) { textureType = Engine.TEXTURETYPE_UNSIGNED_INT; }
  16183. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RAW3D);
  16184. texture.baseWidth = width;
  16185. texture.baseHeight = height;
  16186. texture.baseDepth = depth;
  16187. texture.width = width;
  16188. texture.height = height;
  16189. texture.depth = depth;
  16190. texture.format = format;
  16191. texture.type = textureType;
  16192. texture.generateMipMaps = generateMipMaps;
  16193. texture.samplingMode = samplingMode;
  16194. texture.is3D = true;
  16195. if (!this._doNotHandleContextLost) {
  16196. texture._bufferView = data;
  16197. }
  16198. this.updateRawTexture3D(texture, data, format, invertY, compression, textureType);
  16199. this._bindTextureDirectly(this._gl.TEXTURE_3D, texture, true);
  16200. // Filters
  16201. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  16202. this._gl.texParameteri(this._gl.TEXTURE_3D, this._gl.TEXTURE_MAG_FILTER, filters.mag);
  16203. this._gl.texParameteri(this._gl.TEXTURE_3D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  16204. if (generateMipMaps) {
  16205. this._gl.generateMipmap(this._gl.TEXTURE_3D);
  16206. }
  16207. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  16208. this._internalTexturesCache.push(texture);
  16209. return texture;
  16210. };
  16211. Engine.prototype._prepareWebGLTextureContinuation = function (texture, scene, noMipmap, isCompressed, samplingMode) {
  16212. var gl = this._gl;
  16213. if (!gl) {
  16214. return;
  16215. }
  16216. var filters = this._getSamplingParameters(samplingMode, !noMipmap);
  16217. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  16218. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  16219. if (!noMipmap && !isCompressed) {
  16220. gl.generateMipmap(gl.TEXTURE_2D);
  16221. }
  16222. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  16223. // this.resetTextureCache();
  16224. if (scene) {
  16225. scene._removePendingData(texture);
  16226. }
  16227. texture.onLoadedObservable.notifyObservers(texture);
  16228. texture.onLoadedObservable.clear();
  16229. };
  16230. Engine.prototype._prepareWebGLTexture = function (texture, scene, width, height, invertY, noMipmap, isCompressed, processFunction, samplingMode) {
  16231. var _this = this;
  16232. if (samplingMode === void 0) { samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE; }
  16233. var maxTextureSize = this.getCaps().maxTextureSize;
  16234. var potWidth = Math.min(maxTextureSize, this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(width, maxTextureSize) : width);
  16235. var potHeight = Math.min(maxTextureSize, this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(height, maxTextureSize) : height);
  16236. var gl = this._gl;
  16237. if (!gl) {
  16238. return;
  16239. }
  16240. if (!texture._webGLTexture) {
  16241. // this.resetTextureCache();
  16242. if (scene) {
  16243. scene._removePendingData(texture);
  16244. }
  16245. return;
  16246. }
  16247. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  16248. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  16249. texture.baseWidth = width;
  16250. texture.baseHeight = height;
  16251. texture.width = potWidth;
  16252. texture.height = potHeight;
  16253. texture.isReady = true;
  16254. if (processFunction(potWidth, potHeight, function () {
  16255. _this._prepareWebGLTextureContinuation(texture, scene, noMipmap, isCompressed, samplingMode);
  16256. })) {
  16257. // Returning as texture needs extra async steps
  16258. return;
  16259. }
  16260. this._prepareWebGLTextureContinuation(texture, scene, noMipmap, isCompressed, samplingMode);
  16261. };
  16262. Engine.prototype._convertRGBtoRGBATextureData = function (rgbData, width, height, textureType) {
  16263. // Create new RGBA data container.
  16264. var rgbaData;
  16265. if (textureType === Engine.TEXTURETYPE_FLOAT) {
  16266. rgbaData = new Float32Array(width * height * 4);
  16267. }
  16268. else {
  16269. rgbaData = new Uint32Array(width * height * 4);
  16270. }
  16271. // Convert each pixel.
  16272. for (var x = 0; x < width; x++) {
  16273. for (var y = 0; y < height; y++) {
  16274. var index = (y * width + x) * 3;
  16275. var newIndex = (y * width + x) * 4;
  16276. // Map Old Value to new value.
  16277. rgbaData[newIndex + 0] = rgbData[index + 0];
  16278. rgbaData[newIndex + 1] = rgbData[index + 1];
  16279. rgbaData[newIndex + 2] = rgbData[index + 2];
  16280. // Add fully opaque alpha channel.
  16281. rgbaData[newIndex + 3] = 1;
  16282. }
  16283. }
  16284. return rgbaData;
  16285. };
  16286. /** @hidden */
  16287. Engine.prototype._releaseFramebufferObjects = function (texture) {
  16288. var gl = this._gl;
  16289. if (texture._framebuffer) {
  16290. gl.deleteFramebuffer(texture._framebuffer);
  16291. texture._framebuffer = null;
  16292. }
  16293. if (texture._depthStencilBuffer) {
  16294. gl.deleteRenderbuffer(texture._depthStencilBuffer);
  16295. texture._depthStencilBuffer = null;
  16296. }
  16297. if (texture._MSAAFramebuffer) {
  16298. gl.deleteFramebuffer(texture._MSAAFramebuffer);
  16299. texture._MSAAFramebuffer = null;
  16300. }
  16301. if (texture._MSAARenderBuffer) {
  16302. gl.deleteRenderbuffer(texture._MSAARenderBuffer);
  16303. texture._MSAARenderBuffer = null;
  16304. }
  16305. };
  16306. /** @hidden */
  16307. Engine.prototype._releaseTexture = function (texture) {
  16308. var gl = this._gl;
  16309. this._releaseFramebufferObjects(texture);
  16310. gl.deleteTexture(texture._webGLTexture);
  16311. // Unbind channels
  16312. this.unbindAllTextures();
  16313. var index = this._internalTexturesCache.indexOf(texture);
  16314. if (index !== -1) {
  16315. this._internalTexturesCache.splice(index, 1);
  16316. }
  16317. // Integrated fixed lod samplers.
  16318. if (texture._lodTextureHigh) {
  16319. texture._lodTextureHigh.dispose();
  16320. }
  16321. if (texture._lodTextureMid) {
  16322. texture._lodTextureMid.dispose();
  16323. }
  16324. if (texture._lodTextureLow) {
  16325. texture._lodTextureLow.dispose();
  16326. }
  16327. // Set output texture of post process to null if the texture has been released/disposed
  16328. this.scenes.forEach(function (scene) {
  16329. scene.postProcesses.forEach(function (postProcess) {
  16330. if (postProcess._outputTexture == texture) {
  16331. postProcess._outputTexture = null;
  16332. }
  16333. });
  16334. scene.cameras.forEach(function (camera) {
  16335. camera._postProcesses.forEach(function (postProcess) {
  16336. if (postProcess) {
  16337. if (postProcess._outputTexture == texture) {
  16338. postProcess._outputTexture = null;
  16339. }
  16340. }
  16341. });
  16342. });
  16343. });
  16344. };
  16345. Engine.prototype.setProgram = function (program) {
  16346. if (this._currentProgram !== program) {
  16347. this._gl.useProgram(program);
  16348. this._currentProgram = program;
  16349. }
  16350. };
  16351. /**
  16352. * Binds an effect to the webGL context
  16353. * @param effect defines the effect to bind
  16354. */
  16355. Engine.prototype.bindSamplers = function (effect) {
  16356. this.setProgram(effect.getProgram());
  16357. var samplers = effect.getSamplers();
  16358. for (var index = 0; index < samplers.length; index++) {
  16359. var uniform = effect.getUniform(samplers[index]);
  16360. if (uniform) {
  16361. this._boundUniforms[index] = uniform;
  16362. }
  16363. }
  16364. this._currentEffect = null;
  16365. };
  16366. Engine.prototype._moveBoundTextureOnTop = function (internalTexture) {
  16367. if (this.disableTextureBindingOptimization || this._lastBoundInternalTextureTracker.previous === internalTexture) {
  16368. return;
  16369. }
  16370. // Remove
  16371. this._linkTrackers(internalTexture.previous, internalTexture.next);
  16372. // Bind last to it
  16373. this._linkTrackers(this._lastBoundInternalTextureTracker.previous, internalTexture);
  16374. // Bind to dummy
  16375. this._linkTrackers(internalTexture, this._lastBoundInternalTextureTracker);
  16376. };
  16377. Engine.prototype._getCorrectTextureChannel = function (channel, internalTexture) {
  16378. if (!internalTexture) {
  16379. return -1;
  16380. }
  16381. internalTexture._initialSlot = channel;
  16382. if (this.disableTextureBindingOptimization) { // We want texture sampler ID === texture channel
  16383. if (channel !== internalTexture._designatedSlot) {
  16384. this._textureCollisions.addCount(1, false);
  16385. }
  16386. }
  16387. else {
  16388. if (channel !== internalTexture._designatedSlot) {
  16389. if (internalTexture._designatedSlot > -1) { // Texture is already assigned to a slot
  16390. return internalTexture._designatedSlot;
  16391. }
  16392. else {
  16393. // No slot for this texture, let's pick a new one (if we find a free slot)
  16394. if (this._nextFreeTextureSlots.length) {
  16395. return this._nextFreeTextureSlots[0];
  16396. }
  16397. // We need to recycle the oldest bound texture, sorry.
  16398. this._textureCollisions.addCount(1, false);
  16399. return this._removeDesignatedSlot(this._firstBoundInternalTextureTracker.next);
  16400. }
  16401. }
  16402. }
  16403. return channel;
  16404. };
  16405. Engine.prototype._linkTrackers = function (previous, next) {
  16406. previous.next = next;
  16407. next.previous = previous;
  16408. };
  16409. Engine.prototype._removeDesignatedSlot = function (internalTexture) {
  16410. var currentSlot = internalTexture._designatedSlot;
  16411. if (currentSlot === -1) {
  16412. return -1;
  16413. }
  16414. internalTexture._designatedSlot = -1;
  16415. if (this.disableTextureBindingOptimization) {
  16416. return -1;
  16417. }
  16418. // Remove from bound list
  16419. this._linkTrackers(internalTexture.previous, internalTexture.next);
  16420. // Free the slot
  16421. this._boundTexturesCache[currentSlot] = null;
  16422. this._nextFreeTextureSlots.push(currentSlot);
  16423. return currentSlot;
  16424. };
  16425. Engine.prototype._activateCurrentTexture = function () {
  16426. if (this._currentTextureChannel !== this._activeChannel) {
  16427. this._gl.activeTexture(this._gl.TEXTURE0 + this._activeChannel);
  16428. this._currentTextureChannel = this._activeChannel;
  16429. }
  16430. };
  16431. /** @hidden */
  16432. Engine.prototype._bindTextureDirectly = function (target, texture, forTextureDataUpdate, force) {
  16433. if (forTextureDataUpdate === void 0) { forTextureDataUpdate = false; }
  16434. if (force === void 0) { force = false; }
  16435. var wasPreviouslyBound = false;
  16436. if (forTextureDataUpdate && texture && texture._designatedSlot > -1) {
  16437. this._activeChannel = texture._designatedSlot;
  16438. }
  16439. var currentTextureBound = this._boundTexturesCache[this._activeChannel];
  16440. var isTextureForRendering = texture && texture._initialSlot > -1;
  16441. if (currentTextureBound !== texture || force) {
  16442. if (currentTextureBound) {
  16443. this._removeDesignatedSlot(currentTextureBound);
  16444. }
  16445. this._activateCurrentTexture();
  16446. this._gl.bindTexture(target, texture ? texture._webGLTexture : null);
  16447. this._boundTexturesCache[this._activeChannel] = texture;
  16448. if (texture) {
  16449. if (!this.disableTextureBindingOptimization) {
  16450. var slotIndex = this._nextFreeTextureSlots.indexOf(this._activeChannel);
  16451. if (slotIndex > -1) {
  16452. this._nextFreeTextureSlots.splice(slotIndex, 1);
  16453. }
  16454. this._linkTrackers(this._lastBoundInternalTextureTracker.previous, texture);
  16455. this._linkTrackers(texture, this._lastBoundInternalTextureTracker);
  16456. }
  16457. texture._designatedSlot = this._activeChannel;
  16458. }
  16459. }
  16460. else if (forTextureDataUpdate) {
  16461. wasPreviouslyBound = true;
  16462. this._activateCurrentTexture();
  16463. }
  16464. if (isTextureForRendering && !forTextureDataUpdate) {
  16465. this._bindSamplerUniformToChannel(texture._initialSlot, this._activeChannel);
  16466. }
  16467. return wasPreviouslyBound;
  16468. };
  16469. /** @hidden */
  16470. Engine.prototype._bindTexture = function (channel, texture) {
  16471. if (channel < 0) {
  16472. return;
  16473. }
  16474. if (texture) {
  16475. channel = this._getCorrectTextureChannel(channel, texture);
  16476. }
  16477. this._activeChannel = channel;
  16478. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture);
  16479. };
  16480. /**
  16481. * Sets a texture to the webGL context from a postprocess
  16482. * @param channel defines the channel to use
  16483. * @param postProcess defines the source postprocess
  16484. */
  16485. Engine.prototype.setTextureFromPostProcess = function (channel, postProcess) {
  16486. this._bindTexture(channel, postProcess ? postProcess._textures.data[postProcess._currentRenderTextureInd] : null);
  16487. };
  16488. /**
  16489. * Binds the output of the passed in post process to the texture channel specified
  16490. * @param channel The channel the texture should be bound to
  16491. * @param postProcess The post process which's output should be bound
  16492. */
  16493. Engine.prototype.setTextureFromPostProcessOutput = function (channel, postProcess) {
  16494. this._bindTexture(channel, postProcess ? postProcess._outputTexture : null);
  16495. };
  16496. /**
  16497. * Unbind all textures from the webGL context
  16498. */
  16499. Engine.prototype.unbindAllTextures = function () {
  16500. for (var channel = 0; channel < this._maxSimultaneousTextures; channel++) {
  16501. this._activeChannel = channel;
  16502. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  16503. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  16504. if (this.webGLVersion > 1) {
  16505. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  16506. }
  16507. }
  16508. };
  16509. /**
  16510. * Sets a texture to the according uniform.
  16511. * @param channel The texture channel
  16512. * @param uniform The uniform to set
  16513. * @param texture The texture to apply
  16514. */
  16515. Engine.prototype.setTexture = function (channel, uniform, texture) {
  16516. if (channel < 0) {
  16517. return;
  16518. }
  16519. if (uniform) {
  16520. this._boundUniforms[channel] = uniform;
  16521. }
  16522. this._setTexture(channel, texture);
  16523. };
  16524. /**
  16525. * Sets a depth stencil texture from a render target to the according uniform.
  16526. * @param channel The texture channel
  16527. * @param uniform The uniform to set
  16528. * @param texture The render target texture containing the depth stencil texture to apply
  16529. */
  16530. Engine.prototype.setDepthStencilTexture = function (channel, uniform, texture) {
  16531. if (channel < 0) {
  16532. return;
  16533. }
  16534. if (uniform) {
  16535. this._boundUniforms[channel] = uniform;
  16536. }
  16537. if (!texture || !texture.depthStencilTexture) {
  16538. this._setTexture(channel, null);
  16539. }
  16540. else {
  16541. this._setTexture(channel, texture, false, true);
  16542. }
  16543. };
  16544. Engine.prototype._bindSamplerUniformToChannel = function (sourceSlot, destination) {
  16545. var uniform = this._boundUniforms[sourceSlot];
  16546. if (uniform._currentState === destination) {
  16547. return;
  16548. }
  16549. this._gl.uniform1i(uniform, destination);
  16550. uniform._currentState = destination;
  16551. };
  16552. Engine.prototype._getTextureWrapMode = function (mode) {
  16553. switch (mode) {
  16554. case Engine.TEXTURE_WRAP_ADDRESSMODE:
  16555. return this._gl.REPEAT;
  16556. case Engine.TEXTURE_CLAMP_ADDRESSMODE:
  16557. return this._gl.CLAMP_TO_EDGE;
  16558. case Engine.TEXTURE_MIRROR_ADDRESSMODE:
  16559. return this._gl.MIRRORED_REPEAT;
  16560. }
  16561. return this._gl.REPEAT;
  16562. };
  16563. Engine.prototype._setTexture = function (channel, texture, isPartOfTextureArray, depthStencilTexture) {
  16564. if (isPartOfTextureArray === void 0) { isPartOfTextureArray = false; }
  16565. if (depthStencilTexture === void 0) { depthStencilTexture = false; }
  16566. // Not ready?
  16567. if (!texture) {
  16568. if (this._boundTexturesCache[channel] != null) {
  16569. this._activeChannel = channel;
  16570. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  16571. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  16572. if (this.webGLVersion > 1) {
  16573. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  16574. }
  16575. }
  16576. return false;
  16577. }
  16578. // Video
  16579. if (texture.video) {
  16580. this._activeChannel = channel;
  16581. texture.update();
  16582. }
  16583. else if (texture.delayLoadState === Engine.DELAYLOADSTATE_NOTLOADED) { // Delay loading
  16584. texture.delayLoad();
  16585. return false;
  16586. }
  16587. var internalTexture;
  16588. if (depthStencilTexture) {
  16589. internalTexture = texture.depthStencilTexture;
  16590. }
  16591. else if (texture.isReady()) {
  16592. internalTexture = texture.getInternalTexture();
  16593. }
  16594. else if (texture.isCube) {
  16595. internalTexture = this.emptyCubeTexture;
  16596. }
  16597. else if (texture.is3D) {
  16598. internalTexture = this.emptyTexture3D;
  16599. }
  16600. else {
  16601. internalTexture = this.emptyTexture;
  16602. }
  16603. if (!isPartOfTextureArray) {
  16604. channel = this._getCorrectTextureChannel(channel, internalTexture);
  16605. }
  16606. var needToBind = true;
  16607. if (this._boundTexturesCache[channel] === internalTexture) {
  16608. this._moveBoundTextureOnTop(internalTexture);
  16609. if (!isPartOfTextureArray) {
  16610. this._bindSamplerUniformToChannel(internalTexture._initialSlot, channel);
  16611. }
  16612. needToBind = false;
  16613. }
  16614. this._activeChannel = channel;
  16615. if (internalTexture && internalTexture.is3D) {
  16616. if (needToBind) {
  16617. this._bindTextureDirectly(this._gl.TEXTURE_3D, internalTexture, isPartOfTextureArray);
  16618. }
  16619. if (internalTexture && internalTexture._cachedWrapU !== texture.wrapU) {
  16620. internalTexture._cachedWrapU = texture.wrapU;
  16621. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_S, this._getTextureWrapMode(texture.wrapU), internalTexture);
  16622. }
  16623. if (internalTexture && internalTexture._cachedWrapV !== texture.wrapV) {
  16624. internalTexture._cachedWrapV = texture.wrapV;
  16625. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_T, this._getTextureWrapMode(texture.wrapV), internalTexture);
  16626. }
  16627. if (internalTexture && internalTexture._cachedWrapR !== texture.wrapR) {
  16628. internalTexture._cachedWrapR = texture.wrapR;
  16629. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_R, this._getTextureWrapMode(texture.wrapR), internalTexture);
  16630. }
  16631. this._setAnisotropicLevel(this._gl.TEXTURE_3D, texture);
  16632. }
  16633. else if (internalTexture && internalTexture.isCube) {
  16634. if (needToBind) {
  16635. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, internalTexture, isPartOfTextureArray);
  16636. }
  16637. if (internalTexture._cachedCoordinatesMode !== texture.coordinatesMode) {
  16638. internalTexture._cachedCoordinatesMode = texture.coordinatesMode;
  16639. // CUBIC_MODE and SKYBOX_MODE both require CLAMP_TO_EDGE. All other modes use REPEAT.
  16640. var textureWrapMode = (texture.coordinatesMode !== Engine.TEXTURE_CUBIC_MODE && texture.coordinatesMode !== Engine.TEXTURE_SKYBOX_MODE) ? this._gl.REPEAT : this._gl.CLAMP_TO_EDGE;
  16641. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_S, textureWrapMode, internalTexture);
  16642. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_T, textureWrapMode);
  16643. }
  16644. this._setAnisotropicLevel(this._gl.TEXTURE_CUBE_MAP, texture);
  16645. }
  16646. else {
  16647. if (needToBind) {
  16648. this._bindTextureDirectly(this._gl.TEXTURE_2D, internalTexture, isPartOfTextureArray);
  16649. }
  16650. if (internalTexture && internalTexture._cachedWrapU !== texture.wrapU) {
  16651. internalTexture._cachedWrapU = texture.wrapU;
  16652. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._getTextureWrapMode(texture.wrapU), internalTexture);
  16653. }
  16654. if (internalTexture && internalTexture._cachedWrapV !== texture.wrapV) {
  16655. internalTexture._cachedWrapV = texture.wrapV;
  16656. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._getTextureWrapMode(texture.wrapV), internalTexture);
  16657. }
  16658. this._setAnisotropicLevel(this._gl.TEXTURE_2D, texture);
  16659. }
  16660. return true;
  16661. };
  16662. /**
  16663. * Sets an array of texture to the webGL context
  16664. * @param channel defines the channel where the texture array must be set
  16665. * @param uniform defines the associated uniform location
  16666. * @param textures defines the array of textures to bind
  16667. */
  16668. Engine.prototype.setTextureArray = function (channel, uniform, textures) {
  16669. if (channel < 0 || !uniform) {
  16670. return;
  16671. }
  16672. if (!this._textureUnits || this._textureUnits.length !== textures.length) {
  16673. this._textureUnits = new Int32Array(textures.length);
  16674. }
  16675. for (var i = 0; i < textures.length; i++) {
  16676. this._textureUnits[i] = this._getCorrectTextureChannel(channel + i, textures[i].getInternalTexture());
  16677. }
  16678. this._gl.uniform1iv(uniform, this._textureUnits);
  16679. for (var index = 0; index < textures.length; index++) {
  16680. this._setTexture(this._textureUnits[index], textures[index], true);
  16681. }
  16682. };
  16683. /** @hidden */
  16684. Engine.prototype._setAnisotropicLevel = function (target, texture) {
  16685. var internalTexture = texture.getInternalTexture();
  16686. if (!internalTexture) {
  16687. return;
  16688. }
  16689. var anisotropicFilterExtension = this._caps.textureAnisotropicFilterExtension;
  16690. var value = texture.anisotropicFilteringLevel;
  16691. if (internalTexture.samplingMode !== Engine.TEXTURE_LINEAR_LINEAR_MIPNEAREST
  16692. && internalTexture.samplingMode !== Engine.TEXTURE_LINEAR_LINEAR_MIPLINEAR
  16693. && internalTexture.samplingMode !== Engine.TEXTURE_LINEAR_LINEAR) {
  16694. value = 1; // Forcing the anisotropic to 1 because else webgl will force filters to linear
  16695. }
  16696. if (anisotropicFilterExtension && internalTexture._cachedAnisotropicFilteringLevel !== value) {
  16697. this._setTextureParameterFloat(target, anisotropicFilterExtension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(value, this._caps.maxAnisotropy), internalTexture);
  16698. internalTexture._cachedAnisotropicFilteringLevel = value;
  16699. }
  16700. };
  16701. Engine.prototype._setTextureParameterFloat = function (target, parameter, value, texture) {
  16702. this._bindTextureDirectly(target, texture, true, true);
  16703. this._gl.texParameterf(target, parameter, value);
  16704. };
  16705. Engine.prototype._setTextureParameterInteger = function (target, parameter, value, texture) {
  16706. if (texture) {
  16707. this._bindTextureDirectly(target, texture, true, true);
  16708. }
  16709. this._gl.texParameteri(target, parameter, value);
  16710. };
  16711. /**
  16712. * Reads pixels from the current frame buffer. Please note that this function can be slow
  16713. * @param x defines the x coordinate of the rectangle where pixels must be read
  16714. * @param y defines the y coordinate of the rectangle where pixels must be read
  16715. * @param width defines the width of the rectangle where pixels must be read
  16716. * @param height defines the height of the rectangle where pixels must be read
  16717. * @returns a Uint8Array containing RGBA colors
  16718. */
  16719. Engine.prototype.readPixels = function (x, y, width, height) {
  16720. var data = new Uint8Array(height * width * 4);
  16721. this._gl.readPixels(x, y, width, height, this._gl.RGBA, this._gl.UNSIGNED_BYTE, data);
  16722. return data;
  16723. };
  16724. /**
  16725. * Add an externaly attached data from its key.
  16726. * This method call will fail and return false, if such key already exists.
  16727. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  16728. * @param key the unique key that identifies the data
  16729. * @param data the data object to associate to the key for this Engine instance
  16730. * @return true if no such key were already present and the data was added successfully, false otherwise
  16731. */
  16732. Engine.prototype.addExternalData = function (key, data) {
  16733. if (!this._externalData) {
  16734. this._externalData = new BABYLON.StringDictionary();
  16735. }
  16736. return this._externalData.add(key, data);
  16737. };
  16738. /**
  16739. * Get an externaly attached data from its key
  16740. * @param key the unique key that identifies the data
  16741. * @return the associated data, if present (can be null), or undefined if not present
  16742. */
  16743. Engine.prototype.getExternalData = function (key) {
  16744. if (!this._externalData) {
  16745. this._externalData = new BABYLON.StringDictionary();
  16746. }
  16747. return this._externalData.get(key);
  16748. };
  16749. /**
  16750. * Get an externaly attached data from its key, create it using a factory if it's not already present
  16751. * @param key the unique key that identifies the data
  16752. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  16753. * @return the associated data, can be null if the factory returned null.
  16754. */
  16755. Engine.prototype.getOrAddExternalDataWithFactory = function (key, factory) {
  16756. if (!this._externalData) {
  16757. this._externalData = new BABYLON.StringDictionary();
  16758. }
  16759. return this._externalData.getOrAddWithFactory(key, factory);
  16760. };
  16761. /**
  16762. * Remove an externaly attached data from the Engine instance
  16763. * @param key the unique key that identifies the data
  16764. * @return true if the data was successfully removed, false if it doesn't exist
  16765. */
  16766. Engine.prototype.removeExternalData = function (key) {
  16767. if (!this._externalData) {
  16768. this._externalData = new BABYLON.StringDictionary();
  16769. }
  16770. return this._externalData.remove(key);
  16771. };
  16772. /**
  16773. * Unbind all vertex attributes from the webGL context
  16774. */
  16775. Engine.prototype.unbindAllAttributes = function () {
  16776. if (this._mustWipeVertexAttributes) {
  16777. this._mustWipeVertexAttributes = false;
  16778. for (var i = 0; i < this._caps.maxVertexAttribs; i++) {
  16779. this._gl.disableVertexAttribArray(i);
  16780. this._vertexAttribArraysEnabled[i] = false;
  16781. this._currentBufferPointers[i].active = false;
  16782. }
  16783. return;
  16784. }
  16785. for (var i = 0, ul = this._vertexAttribArraysEnabled.length; i < ul; i++) {
  16786. if (i >= this._caps.maxVertexAttribs || !this._vertexAttribArraysEnabled[i]) {
  16787. continue;
  16788. }
  16789. this._gl.disableVertexAttribArray(i);
  16790. this._vertexAttribArraysEnabled[i] = false;
  16791. this._currentBufferPointers[i].active = false;
  16792. }
  16793. };
  16794. /**
  16795. * 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
  16796. */
  16797. Engine.prototype.releaseEffects = function () {
  16798. for (var name in this._compiledEffects) {
  16799. this._deleteProgram(this._compiledEffects[name]._program);
  16800. }
  16801. this._compiledEffects = {};
  16802. };
  16803. /**
  16804. * Dispose and release all associated resources
  16805. */
  16806. Engine.prototype.dispose = function () {
  16807. this.hideLoadingUI();
  16808. this.stopRenderLoop();
  16809. // Release postProcesses
  16810. while (this.postProcesses.length) {
  16811. this.postProcesses[0].dispose();
  16812. }
  16813. // Empty texture
  16814. if (this._emptyTexture) {
  16815. this._releaseTexture(this._emptyTexture);
  16816. this._emptyTexture = null;
  16817. }
  16818. if (this._emptyCubeTexture) {
  16819. this._releaseTexture(this._emptyCubeTexture);
  16820. this._emptyCubeTexture = null;
  16821. }
  16822. // Rescale PP
  16823. if (this._rescalePostProcess) {
  16824. this._rescalePostProcess.dispose();
  16825. }
  16826. // Release scenes
  16827. while (this.scenes.length) {
  16828. this.scenes[0].dispose();
  16829. }
  16830. // Release audio engine
  16831. if (Engine.Instances.length === 1 && Engine.audioEngine) {
  16832. Engine.audioEngine.dispose();
  16833. }
  16834. // Release effects
  16835. this.releaseEffects();
  16836. // Unbind
  16837. this.unbindAllAttributes();
  16838. this._boundUniforms = [];
  16839. if (this._dummyFramebuffer) {
  16840. this._gl.deleteFramebuffer(this._dummyFramebuffer);
  16841. }
  16842. //WebVR
  16843. this.disableVR();
  16844. // Events
  16845. if (BABYLON.Tools.IsWindowObjectExist()) {
  16846. window.removeEventListener("blur", this._onBlur);
  16847. window.removeEventListener("focus", this._onFocus);
  16848. window.removeEventListener('vrdisplaypointerrestricted', this._onVRDisplayPointerRestricted);
  16849. window.removeEventListener('vrdisplaypointerunrestricted', this._onVRDisplayPointerUnrestricted);
  16850. if (this._renderingCanvas) {
  16851. this._renderingCanvas.removeEventListener("focus", this._onCanvasFocus);
  16852. this._renderingCanvas.removeEventListener("blur", this._onCanvasBlur);
  16853. this._renderingCanvas.removeEventListener("pointerout", this._onCanvasPointerOut);
  16854. if (!this._doNotHandleContextLost) {
  16855. this._renderingCanvas.removeEventListener("webglcontextlost", this._onContextLost);
  16856. this._renderingCanvas.removeEventListener("webglcontextrestored", this._onContextRestored);
  16857. }
  16858. }
  16859. document.removeEventListener("fullscreenchange", this._onFullscreenChange);
  16860. document.removeEventListener("mozfullscreenchange", this._onFullscreenChange);
  16861. document.removeEventListener("webkitfullscreenchange", this._onFullscreenChange);
  16862. document.removeEventListener("msfullscreenchange", this._onFullscreenChange);
  16863. document.removeEventListener("pointerlockchange", this._onPointerLockChange);
  16864. document.removeEventListener("mspointerlockchange", this._onPointerLockChange);
  16865. document.removeEventListener("mozpointerlockchange", this._onPointerLockChange);
  16866. document.removeEventListener("webkitpointerlockchange", this._onPointerLockChange);
  16867. if (this._onVrDisplayConnect) {
  16868. window.removeEventListener('vrdisplayconnect', this._onVrDisplayConnect);
  16869. if (this._onVrDisplayDisconnect) {
  16870. window.removeEventListener('vrdisplaydisconnect', this._onVrDisplayDisconnect);
  16871. }
  16872. if (this._onVrDisplayPresentChange) {
  16873. window.removeEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  16874. }
  16875. this._onVrDisplayConnect = null;
  16876. this._onVrDisplayDisconnect = null;
  16877. }
  16878. }
  16879. // Remove from Instances
  16880. var index = Engine.Instances.indexOf(this);
  16881. if (index >= 0) {
  16882. Engine.Instances.splice(index, 1);
  16883. }
  16884. this._workingCanvas = null;
  16885. this._workingContext = null;
  16886. this._currentBufferPointers = [];
  16887. this._renderingCanvas = null;
  16888. this._currentProgram = null;
  16889. this._bindedRenderFunction = null;
  16890. this.onResizeObservable.clear();
  16891. this.onCanvasBlurObservable.clear();
  16892. this.onCanvasFocusObservable.clear();
  16893. this.onCanvasPointerOutObservable.clear();
  16894. this.onBeginFrameObservable.clear();
  16895. this.onEndFrameObservable.clear();
  16896. BABYLON.Effect.ResetCache();
  16897. // Abort active requests
  16898. for (var _i = 0, _a = this._activeRequests; _i < _a.length; _i++) {
  16899. var request = _a[_i];
  16900. request.abort();
  16901. }
  16902. };
  16903. // Loading screen
  16904. /**
  16905. * Display the loading screen
  16906. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  16907. */
  16908. Engine.prototype.displayLoadingUI = function () {
  16909. if (!BABYLON.Tools.IsWindowObjectExist()) {
  16910. return;
  16911. }
  16912. var loadingScreen = this.loadingScreen;
  16913. if (loadingScreen) {
  16914. loadingScreen.displayLoadingUI();
  16915. }
  16916. };
  16917. /**
  16918. * Hide the loading screen
  16919. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  16920. */
  16921. Engine.prototype.hideLoadingUI = function () {
  16922. if (!BABYLON.Tools.IsWindowObjectExist()) {
  16923. return;
  16924. }
  16925. var loadingScreen = this.loadingScreen;
  16926. if (loadingScreen) {
  16927. loadingScreen.hideLoadingUI();
  16928. }
  16929. };
  16930. Object.defineProperty(Engine.prototype, "loadingScreen", {
  16931. /**
  16932. * Gets the current loading screen object
  16933. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  16934. */
  16935. get: function () {
  16936. if (!this._loadingScreen && BABYLON.DefaultLoadingScreen && this._renderingCanvas)
  16937. this._loadingScreen = new BABYLON.DefaultLoadingScreen(this._renderingCanvas);
  16938. return this._loadingScreen;
  16939. },
  16940. /**
  16941. * Sets the current loading screen object
  16942. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  16943. */
  16944. set: function (loadingScreen) {
  16945. this._loadingScreen = loadingScreen;
  16946. },
  16947. enumerable: true,
  16948. configurable: true
  16949. });
  16950. Object.defineProperty(Engine.prototype, "loadingUIText", {
  16951. /**
  16952. * Sets the current loading screen text
  16953. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  16954. */
  16955. set: function (text) {
  16956. this.loadingScreen.loadingUIText = text;
  16957. },
  16958. enumerable: true,
  16959. configurable: true
  16960. });
  16961. Object.defineProperty(Engine.prototype, "loadingUIBackgroundColor", {
  16962. /**
  16963. * Sets the current loading screen background color
  16964. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  16965. */
  16966. set: function (color) {
  16967. this.loadingScreen.loadingUIBackgroundColor = color;
  16968. },
  16969. enumerable: true,
  16970. configurable: true
  16971. });
  16972. /**
  16973. * Attach a new callback raised when context lost event is fired
  16974. * @param callback defines the callback to call
  16975. */
  16976. Engine.prototype.attachContextLostEvent = function (callback) {
  16977. if (this._renderingCanvas) {
  16978. this._renderingCanvas.addEventListener("webglcontextlost", callback, false);
  16979. }
  16980. };
  16981. /**
  16982. * Attach a new callback raised when context restored event is fired
  16983. * @param callback defines the callback to call
  16984. */
  16985. Engine.prototype.attachContextRestoredEvent = function (callback) {
  16986. if (this._renderingCanvas) {
  16987. this._renderingCanvas.addEventListener("webglcontextrestored", callback, false);
  16988. }
  16989. };
  16990. /**
  16991. * Gets the source code of the vertex shader associated with a specific webGL program
  16992. * @param program defines the program to use
  16993. * @returns a string containing the source code of the vertex shader associated with the program
  16994. */
  16995. Engine.prototype.getVertexShaderSource = function (program) {
  16996. var shaders = this._gl.getAttachedShaders(program);
  16997. if (!shaders) {
  16998. return null;
  16999. }
  17000. return this._gl.getShaderSource(shaders[0]);
  17001. };
  17002. /**
  17003. * Gets the source code of the fragment shader associated with a specific webGL program
  17004. * @param program defines the program to use
  17005. * @returns a string containing the source code of the fragment shader associated with the program
  17006. */
  17007. Engine.prototype.getFragmentShaderSource = function (program) {
  17008. var shaders = this._gl.getAttachedShaders(program);
  17009. if (!shaders) {
  17010. return null;
  17011. }
  17012. return this._gl.getShaderSource(shaders[1]);
  17013. };
  17014. /**
  17015. * Get the current error code of the webGL context
  17016. * @returns the error code
  17017. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  17018. */
  17019. Engine.prototype.getError = function () {
  17020. return this._gl.getError();
  17021. };
  17022. // FPS
  17023. /**
  17024. * Gets the current framerate
  17025. * @returns a number representing the framerate
  17026. */
  17027. Engine.prototype.getFps = function () {
  17028. return this._fps;
  17029. };
  17030. /**
  17031. * Gets the time spent between current and previous frame
  17032. * @returns a number representing the delta time in ms
  17033. */
  17034. Engine.prototype.getDeltaTime = function () {
  17035. return this._deltaTime;
  17036. };
  17037. Engine.prototype._measureFps = function () {
  17038. this._performanceMonitor.sampleFrame();
  17039. this._fps = this._performanceMonitor.averageFPS;
  17040. this._deltaTime = this._performanceMonitor.instantaneousFrameTime || 0;
  17041. };
  17042. /** @hidden */
  17043. Engine.prototype._readTexturePixels = function (texture, width, height, faceIndex, level, buffer) {
  17044. if (faceIndex === void 0) { faceIndex = -1; }
  17045. if (level === void 0) { level = 0; }
  17046. if (buffer === void 0) { buffer = null; }
  17047. var gl = this._gl;
  17048. if (!this._dummyFramebuffer) {
  17049. var dummy = gl.createFramebuffer();
  17050. if (!dummy) {
  17051. throw new Error("Unable to create dummy framebuffer");
  17052. }
  17053. this._dummyFramebuffer = dummy;
  17054. }
  17055. gl.bindFramebuffer(gl.FRAMEBUFFER, this._dummyFramebuffer);
  17056. if (faceIndex > -1) {
  17057. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, texture._webGLTexture, level);
  17058. }
  17059. else {
  17060. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._webGLTexture, level);
  17061. }
  17062. var readType = (texture.type !== undefined) ? this._getWebGLTextureType(texture.type) : gl.UNSIGNED_BYTE;
  17063. switch (readType) {
  17064. case gl.UNSIGNED_BYTE:
  17065. if (!buffer) {
  17066. buffer = new Uint8Array(4 * width * height);
  17067. }
  17068. readType = gl.UNSIGNED_BYTE;
  17069. break;
  17070. default:
  17071. if (!buffer) {
  17072. buffer = new Float32Array(4 * width * height);
  17073. }
  17074. readType = gl.FLOAT;
  17075. break;
  17076. }
  17077. gl.readPixels(0, 0, width, height, gl.RGBA, readType, buffer);
  17078. gl.bindFramebuffer(gl.FRAMEBUFFER, this._currentFramebuffer);
  17079. return buffer;
  17080. };
  17081. Engine.prototype._canRenderToFloatFramebuffer = function () {
  17082. if (this._webGLVersion > 1) {
  17083. return this._caps.colorBufferFloat;
  17084. }
  17085. return this._canRenderToFramebuffer(Engine.TEXTURETYPE_FLOAT);
  17086. };
  17087. Engine.prototype._canRenderToHalfFloatFramebuffer = function () {
  17088. if (this._webGLVersion > 1) {
  17089. return this._caps.colorBufferFloat;
  17090. }
  17091. return this._canRenderToFramebuffer(Engine.TEXTURETYPE_HALF_FLOAT);
  17092. };
  17093. // Thank you : http://stackoverflow.com/questions/28827511/webgl-ios-render-to-floating-point-texture
  17094. Engine.prototype._canRenderToFramebuffer = function (type) {
  17095. var gl = this._gl;
  17096. //clear existing errors
  17097. while (gl.getError() !== gl.NO_ERROR) { }
  17098. var successful = true;
  17099. var texture = gl.createTexture();
  17100. gl.bindTexture(gl.TEXTURE_2D, texture);
  17101. gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(type), 1, 1, 0, gl.RGBA, this._getWebGLTextureType(type), null);
  17102. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
  17103. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
  17104. var fb = gl.createFramebuffer();
  17105. gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
  17106. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
  17107. var status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
  17108. successful = successful && (status === gl.FRAMEBUFFER_COMPLETE);
  17109. successful = successful && (gl.getError() === gl.NO_ERROR);
  17110. //try render by clearing frame buffer's color buffer
  17111. if (successful) {
  17112. gl.clear(gl.COLOR_BUFFER_BIT);
  17113. successful = successful && (gl.getError() === gl.NO_ERROR);
  17114. }
  17115. //try reading from frame to ensure render occurs (just creating the FBO is not sufficient to determine if rendering is supported)
  17116. if (successful) {
  17117. //in practice it's sufficient to just read from the backbuffer rather than handle potentially issues reading from the texture
  17118. gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  17119. var readFormat = gl.RGBA;
  17120. var readType = gl.UNSIGNED_BYTE;
  17121. var buffer = new Uint8Array(4);
  17122. gl.readPixels(0, 0, 1, 1, readFormat, readType, buffer);
  17123. successful = successful && (gl.getError() === gl.NO_ERROR);
  17124. }
  17125. //clean up
  17126. gl.deleteTexture(texture);
  17127. gl.deleteFramebuffer(fb);
  17128. gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  17129. //clear accumulated errors
  17130. while (!successful && (gl.getError() !== gl.NO_ERROR)) { }
  17131. return successful;
  17132. };
  17133. /** @hidden */
  17134. Engine.prototype._getWebGLTextureType = function (type) {
  17135. if (this._webGLVersion === 1) {
  17136. switch (type) {
  17137. case Engine.TEXTURETYPE_FLOAT:
  17138. return this._gl.FLOAT;
  17139. case Engine.TEXTURETYPE_HALF_FLOAT:
  17140. return this._gl.HALF_FLOAT_OES;
  17141. case Engine.TEXTURETYPE_UNSIGNED_BYTE:
  17142. return this._gl.UNSIGNED_BYTE;
  17143. }
  17144. return this._gl.UNSIGNED_BYTE;
  17145. }
  17146. switch (type) {
  17147. case Engine.TEXTURETYPE_BYTE:
  17148. return this._gl.BYTE;
  17149. case Engine.TEXTURETYPE_UNSIGNED_BYTE:
  17150. return this._gl.UNSIGNED_BYTE;
  17151. case Engine.TEXTURETYPE_SHORT:
  17152. return this._gl.SHORT;
  17153. case Engine.TEXTURETYPE_UNSIGNED_SHORT:
  17154. return this._gl.UNSIGNED_SHORT;
  17155. case Engine.TEXTURETYPE_INT:
  17156. return this._gl.INT;
  17157. case Engine.TEXTURETYPE_UNSIGNED_INTEGER: // Refers to UNSIGNED_INT
  17158. return this._gl.UNSIGNED_INT;
  17159. case Engine.TEXTURETYPE_FLOAT:
  17160. return this._gl.FLOAT;
  17161. case Engine.TEXTURETYPE_HALF_FLOAT:
  17162. return this._gl.HALF_FLOAT;
  17163. case Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4:
  17164. return this._gl.UNSIGNED_SHORT_4_4_4_4;
  17165. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1:
  17166. return this._gl.UNSIGNED_SHORT_5_5_5_1;
  17167. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5:
  17168. return this._gl.UNSIGNED_SHORT_5_6_5;
  17169. case Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV:
  17170. return this._gl.UNSIGNED_INT_2_10_10_10_REV;
  17171. case Engine.TEXTURETYPE_UNSIGNED_INT_24_8:
  17172. return this._gl.UNSIGNED_INT_24_8;
  17173. case Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV:
  17174. return this._gl.UNSIGNED_INT_10F_11F_11F_REV;
  17175. case Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV:
  17176. return this._gl.UNSIGNED_INT_5_9_9_9_REV;
  17177. case Engine.TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV:
  17178. return this._gl.FLOAT_32_UNSIGNED_INT_24_8_REV;
  17179. }
  17180. return this._gl.UNSIGNED_BYTE;
  17181. };
  17182. ;
  17183. Engine.prototype._getInternalFormat = function (format) {
  17184. var internalFormat = this._gl.RGBA;
  17185. switch (format) {
  17186. case Engine.TEXTUREFORMAT_ALPHA:
  17187. internalFormat = this._gl.ALPHA;
  17188. break;
  17189. case Engine.TEXTUREFORMAT_LUMINANCE:
  17190. internalFormat = this._gl.LUMINANCE;
  17191. break;
  17192. case Engine.TEXTUREFORMAT_LUMINANCE_ALPHA:
  17193. internalFormat = this._gl.LUMINANCE_ALPHA;
  17194. break;
  17195. case Engine.TEXTUREFORMAT_RED:
  17196. internalFormat = this._gl.RED;
  17197. break;
  17198. case Engine.TEXTUREFORMAT_RG:
  17199. internalFormat = this._gl.RG;
  17200. break;
  17201. case Engine.TEXTUREFORMAT_RGB:
  17202. internalFormat = this._gl.RGB;
  17203. break;
  17204. case Engine.TEXTUREFORMAT_RGBA:
  17205. internalFormat = this._gl.RGBA;
  17206. break;
  17207. }
  17208. if (this._webGLVersion > 1) {
  17209. switch (format) {
  17210. case Engine.TEXTUREFORMAT_RED_INTEGER:
  17211. internalFormat = this._gl.RED_INTEGER;
  17212. break;
  17213. case Engine.TEXTUREFORMAT_RG_INTEGER:
  17214. internalFormat = this._gl.RG_INTEGER;
  17215. break;
  17216. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  17217. internalFormat = this._gl.RGB_INTEGER;
  17218. break;
  17219. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  17220. internalFormat = this._gl.RGBA_INTEGER;
  17221. break;
  17222. }
  17223. }
  17224. return internalFormat;
  17225. };
  17226. /** @hidden */
  17227. Engine.prototype._getRGBABufferInternalSizedFormat = function (type, format) {
  17228. if (this._webGLVersion === 1) {
  17229. if (format !== undefined) {
  17230. switch (format) {
  17231. case Engine.TEXTUREFORMAT_ALPHA:
  17232. return this._gl.ALPHA;
  17233. case Engine.TEXTUREFORMAT_LUMINANCE:
  17234. return this._gl.LUMINANCE;
  17235. case Engine.TEXTUREFORMAT_LUMINANCE_ALPHA:
  17236. return this._gl.LUMINANCE_ALPHA;
  17237. }
  17238. }
  17239. return this._gl.RGBA;
  17240. }
  17241. switch (type) {
  17242. case Engine.TEXTURETYPE_BYTE:
  17243. switch (format) {
  17244. case Engine.TEXTUREFORMAT_RED:
  17245. return this._gl.R8_SNORM;
  17246. case Engine.TEXTUREFORMAT_RG:
  17247. return this._gl.RG8_SNORM;
  17248. case Engine.TEXTUREFORMAT_RGB:
  17249. return this._gl.RGB8_SNORM;
  17250. case Engine.TEXTUREFORMAT_RED_INTEGER:
  17251. return this._gl.R8I;
  17252. case Engine.TEXTUREFORMAT_RG_INTEGER:
  17253. return this._gl.RG8I;
  17254. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  17255. return this._gl.RGB8I;
  17256. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  17257. return this._gl.RGBA8I;
  17258. default:
  17259. return this._gl.RGBA8_SNORM;
  17260. }
  17261. case Engine.TEXTURETYPE_UNSIGNED_BYTE:
  17262. switch (format) {
  17263. case Engine.TEXTUREFORMAT_RED:
  17264. return this._gl.R8;
  17265. case Engine.TEXTUREFORMAT_RG:
  17266. return this._gl.RG8;
  17267. case Engine.TEXTUREFORMAT_RGB:
  17268. return this._gl.RGB8; // By default. Other possibilities are RGB565, SRGB8.
  17269. case Engine.TEXTUREFORMAT_RGBA:
  17270. return this._gl.RGBA8; // By default. Other possibilities are RGB5_A1, RGBA4, SRGB8_ALPHA8.
  17271. case Engine.TEXTUREFORMAT_RED_INTEGER:
  17272. return this._gl.R8UI;
  17273. case Engine.TEXTUREFORMAT_RG_INTEGER:
  17274. return this._gl.RG8UI;
  17275. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  17276. return this._gl.RGB8UI;
  17277. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  17278. return this._gl.RGBA8UI;
  17279. default:
  17280. return this._gl.RGBA8;
  17281. }
  17282. case Engine.TEXTURETYPE_SHORT:
  17283. switch (format) {
  17284. case Engine.TEXTUREFORMAT_RED_INTEGER:
  17285. return this._gl.R16I;
  17286. case Engine.TEXTUREFORMAT_RG_INTEGER:
  17287. return this._gl.RG16I;
  17288. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  17289. return this._gl.RGB16I;
  17290. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  17291. return this._gl.RGBA16I;
  17292. default:
  17293. return this._gl.RGBA16I;
  17294. }
  17295. case Engine.TEXTURETYPE_UNSIGNED_SHORT:
  17296. switch (format) {
  17297. case Engine.TEXTUREFORMAT_RED_INTEGER:
  17298. return this._gl.R16UI;
  17299. case Engine.TEXTUREFORMAT_RG_INTEGER:
  17300. return this._gl.RG16UI;
  17301. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  17302. return this._gl.RGB16UI;
  17303. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  17304. return this._gl.RGBA16UI;
  17305. default:
  17306. return this._gl.RGBA16UI;
  17307. }
  17308. case Engine.TEXTURETYPE_INT:
  17309. switch (format) {
  17310. case Engine.TEXTUREFORMAT_RED_INTEGER:
  17311. return this._gl.R32I;
  17312. case Engine.TEXTUREFORMAT_RG_INTEGER:
  17313. return this._gl.RG32I;
  17314. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  17315. return this._gl.RGB32I;
  17316. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  17317. return this._gl.RGBA32I;
  17318. default:
  17319. return this._gl.RGBA32I;
  17320. }
  17321. case Engine.TEXTURETYPE_UNSIGNED_INTEGER: // Refers to UNSIGNED_INT
  17322. switch (format) {
  17323. case Engine.TEXTUREFORMAT_RED_INTEGER:
  17324. return this._gl.R32UI;
  17325. case Engine.TEXTUREFORMAT_RG_INTEGER:
  17326. return this._gl.RG32UI;
  17327. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  17328. return this._gl.RGB32UI;
  17329. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  17330. return this._gl.RGBA32UI;
  17331. default:
  17332. return this._gl.RGBA32UI;
  17333. }
  17334. case Engine.TEXTURETYPE_FLOAT:
  17335. switch (format) {
  17336. case Engine.TEXTUREFORMAT_RED:
  17337. return this._gl.R32F; // By default. Other possibility is R16F.
  17338. case Engine.TEXTUREFORMAT_RG:
  17339. return this._gl.RG32F; // By default. Other possibility is RG16F.
  17340. case Engine.TEXTUREFORMAT_RGB:
  17341. return this._gl.RGB32F; // By default. Other possibilities are RGB16F, R11F_G11F_B10F, RGB9_E5.
  17342. case Engine.TEXTUREFORMAT_RGBA:
  17343. return this._gl.RGBA32F; // By default. Other possibility is RGBA16F.
  17344. default:
  17345. return this._gl.RGBA32F;
  17346. }
  17347. case Engine.TEXTURETYPE_HALF_FLOAT:
  17348. switch (format) {
  17349. case Engine.TEXTUREFORMAT_RED:
  17350. return this._gl.R16F;
  17351. case Engine.TEXTUREFORMAT_RG:
  17352. return this._gl.RG16F;
  17353. case Engine.TEXTUREFORMAT_RGB:
  17354. return this._gl.RGB16F; // By default. Other possibilities are R11F_G11F_B10F, RGB9_E5.
  17355. case Engine.TEXTUREFORMAT_RGBA:
  17356. return this._gl.RGBA16F;
  17357. default:
  17358. return this._gl.RGBA16F;
  17359. }
  17360. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5:
  17361. return this._gl.RGB565;
  17362. case Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV:
  17363. return this._gl.R11F_G11F_B10F;
  17364. case Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV:
  17365. return this._gl.RGB9_E5;
  17366. case Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4:
  17367. return this._gl.RGBA4;
  17368. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1:
  17369. return this._gl.RGB5_A1;
  17370. case Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV:
  17371. switch (format) {
  17372. case Engine.TEXTUREFORMAT_RGBA:
  17373. return this._gl.RGB10_A2; // By default. Other possibility is RGB5_A1.
  17374. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  17375. return this._gl.RGB10_A2UI;
  17376. default:
  17377. return this._gl.RGB10_A2;
  17378. }
  17379. }
  17380. return this._gl.RGBA8;
  17381. };
  17382. ;
  17383. /** @hidden */
  17384. Engine.prototype._getRGBAMultiSampleBufferFormat = function (type) {
  17385. if (type === Engine.TEXTURETYPE_FLOAT) {
  17386. return this._gl.RGBA32F;
  17387. }
  17388. else if (type === Engine.TEXTURETYPE_HALF_FLOAT) {
  17389. return this._gl.RGBA16F;
  17390. }
  17391. return this._gl.RGBA8;
  17392. };
  17393. ;
  17394. /** @hidden */
  17395. Engine.prototype._loadFile = function (url, onSuccess, onProgress, database, useArrayBuffer, onError) {
  17396. var _this = this;
  17397. var request = BABYLON.Tools.LoadFile(url, onSuccess, onProgress, database, useArrayBuffer, onError);
  17398. this._activeRequests.push(request);
  17399. request.onCompleteObservable.add(function (request) {
  17400. _this._activeRequests.splice(_this._activeRequests.indexOf(request), 1);
  17401. });
  17402. return request;
  17403. };
  17404. /** @hidden */
  17405. Engine.prototype._loadFileAsync = function (url, database, useArrayBuffer) {
  17406. var _this = this;
  17407. return new Promise(function (resolve, reject) {
  17408. _this._loadFile(url, function (data) {
  17409. resolve(data);
  17410. }, undefined, database, useArrayBuffer, function (request, exception) {
  17411. reject(exception);
  17412. });
  17413. });
  17414. };
  17415. Engine.prototype._partialLoadFile = function (url, index, loadedFiles, scene, onfinish, onErrorCallBack) {
  17416. if (onErrorCallBack === void 0) { onErrorCallBack = null; }
  17417. var onload = function (data) {
  17418. loadedFiles[index] = data;
  17419. loadedFiles._internalCount++;
  17420. if (loadedFiles._internalCount === 6) {
  17421. onfinish(loadedFiles);
  17422. }
  17423. };
  17424. var onerror = function (request, exception) {
  17425. if (onErrorCallBack && request) {
  17426. onErrorCallBack(request.status + " " + request.statusText, exception);
  17427. }
  17428. };
  17429. this._loadFile(url, onload, undefined, undefined, true, onerror);
  17430. };
  17431. Engine.prototype._cascadeLoadFiles = function (scene, onfinish, files, onError) {
  17432. if (onError === void 0) { onError = null; }
  17433. var loadedFiles = [];
  17434. loadedFiles._internalCount = 0;
  17435. for (var index = 0; index < 6; index++) {
  17436. this._partialLoadFile(files[index], index, loadedFiles, scene, onfinish, onError);
  17437. }
  17438. };
  17439. // Statics
  17440. /**
  17441. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  17442. * @returns true if the engine can be created
  17443. * @ignorenaming
  17444. */
  17445. Engine.isSupported = function () {
  17446. try {
  17447. var tempcanvas = document.createElement("canvas");
  17448. var gl = tempcanvas.getContext("webgl") || tempcanvas.getContext("experimental-webgl");
  17449. return gl != null && !!window.WebGLRenderingContext;
  17450. }
  17451. catch (e) {
  17452. return false;
  17453. }
  17454. };
  17455. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  17456. Engine.ExceptionList = [
  17457. { key: "Chrome/63.0", capture: "63\\.0\\.3239\\.(\\d+)", captureConstraint: 108, targets: ["uniformBuffer"] },
  17458. { key: "Firefox/58", capture: null, captureConstraint: null, targets: ["uniformBuffer"] },
  17459. { key: "Firefox/59", capture: null, captureConstraint: null, targets: ["uniformBuffer"] },
  17460. { key: "Macintosh", capture: null, captureConstraint: null, targets: ["textureBindingOptimization"] },
  17461. { key: "iPhone", capture: null, captureConstraint: null, targets: ["textureBindingOptimization"] },
  17462. { key: "iPad", capture: null, captureConstraint: null, targets: ["textureBindingOptimization"] }
  17463. ];
  17464. /** Gets the list of created engines */
  17465. Engine.Instances = new Array();
  17466. /**
  17467. * Hidden
  17468. */
  17469. Engine._TextureLoaders = [];
  17470. // Const statics
  17471. /** Defines that alpha blending is disabled */
  17472. Engine.ALPHA_DISABLE = 0;
  17473. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  17474. Engine.ALPHA_ADD = 1;
  17475. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  17476. Engine.ALPHA_COMBINE = 2;
  17477. /** Defines that alpha blending to DEST - SRC * DEST */
  17478. Engine.ALPHA_SUBTRACT = 3;
  17479. /** Defines that alpha blending to SRC * DEST */
  17480. Engine.ALPHA_MULTIPLY = 4;
  17481. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  17482. Engine.ALPHA_MAXIMIZED = 5;
  17483. /** Defines that alpha blending to SRC + DEST */
  17484. Engine.ALPHA_ONEONE = 6;
  17485. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  17486. Engine.ALPHA_PREMULTIPLIED = 7;
  17487. /**
  17488. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  17489. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  17490. */
  17491. Engine.ALPHA_PREMULTIPLIED_PORTERDUFF = 8;
  17492. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  17493. Engine.ALPHA_INTERPOLATE = 9;
  17494. /**
  17495. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  17496. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  17497. */
  17498. Engine.ALPHA_SCREENMODE = 10;
  17499. /** Defines that the ressource is not delayed*/
  17500. Engine.DELAYLOADSTATE_NONE = 0;
  17501. /** Defines that the ressource was successfully delay loaded */
  17502. Engine.DELAYLOADSTATE_LOADED = 1;
  17503. /** Defines that the ressource is currently delay loading */
  17504. Engine.DELAYLOADSTATE_LOADING = 2;
  17505. /** Defines that the ressource is delayed and has not started loading */
  17506. Engine.DELAYLOADSTATE_NOTLOADED = 4;
  17507. // Depht or Stencil test Constants.
  17508. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  17509. Engine.NEVER = 0x0200;
  17510. /** 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 */
  17511. Engine.ALWAYS = 0x0207;
  17512. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  17513. Engine.LESS = 0x0201;
  17514. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  17515. Engine.EQUAL = 0x0202;
  17516. /** 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 */
  17517. Engine.LEQUAL = 0x0203;
  17518. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  17519. Engine.GREATER = 0x0204;
  17520. /** 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 */
  17521. Engine.GEQUAL = 0x0206;
  17522. /** 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 */
  17523. Engine.NOTEQUAL = 0x0205;
  17524. // Stencil Actions Constants.
  17525. /** Passed to stencilOperation to specify that stencil value must be kept */
  17526. Engine.KEEP = 0x1E00;
  17527. /** Passed to stencilOperation to specify that stencil value must be replaced */
  17528. Engine.REPLACE = 0x1E01;
  17529. /** Passed to stencilOperation to specify that stencil value must be incremented */
  17530. Engine.INCR = 0x1E02;
  17531. /** Passed to stencilOperation to specify that stencil value must be decremented */
  17532. Engine.DECR = 0x1E03;
  17533. /** Passed to stencilOperation to specify that stencil value must be inverted */
  17534. Engine.INVERT = 0x150A;
  17535. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  17536. Engine.INCR_WRAP = 0x8507;
  17537. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  17538. Engine.DECR_WRAP = 0x8508;
  17539. /** Texture is not repeating outside of 0..1 UVs */
  17540. Engine.TEXTURE_CLAMP_ADDRESSMODE = 0;
  17541. /** Texture is repeating outside of 0..1 UVs */
  17542. Engine.TEXTURE_WRAP_ADDRESSMODE = 1;
  17543. /** Texture is repeating and mirrored */
  17544. Engine.TEXTURE_MIRROR_ADDRESSMODE = 2;
  17545. /** ALPHA */
  17546. Engine.TEXTUREFORMAT_ALPHA = 0;
  17547. /** LUMINANCE */
  17548. Engine.TEXTUREFORMAT_LUMINANCE = 1;
  17549. /** LUMINANCE_ALPHA */
  17550. Engine.TEXTUREFORMAT_LUMINANCE_ALPHA = 2;
  17551. /** RGB */
  17552. Engine.TEXTUREFORMAT_RGB = 4;
  17553. /** RGBA */
  17554. Engine.TEXTUREFORMAT_RGBA = 5;
  17555. /** RED */
  17556. Engine.TEXTUREFORMAT_RED = 6;
  17557. /** RED (2nd reference) */
  17558. Engine.TEXTUREFORMAT_R = 6;
  17559. /** RG */
  17560. Engine.TEXTUREFORMAT_RG = 7;
  17561. /** RED_INTEGER */
  17562. Engine.TEXTUREFORMAT_RED_INTEGER = 8;
  17563. /** RED_INTEGER (2nd reference) */
  17564. Engine.TEXTUREFORMAT_R_INTEGER = 8;
  17565. /** RG_INTEGER */
  17566. Engine.TEXTUREFORMAT_RG_INTEGER = 9;
  17567. /** RGB_INTEGER */
  17568. Engine.TEXTUREFORMAT_RGB_INTEGER = 10;
  17569. /** RGBA_INTEGER */
  17570. Engine.TEXTUREFORMAT_RGBA_INTEGER = 11;
  17571. /** UNSIGNED_BYTE */
  17572. Engine.TEXTURETYPE_UNSIGNED_BYTE = 0;
  17573. /** UNSIGNED_BYTE (2nd reference) */
  17574. Engine.TEXTURETYPE_UNSIGNED_INT = 0;
  17575. /** FLOAT */
  17576. Engine.TEXTURETYPE_FLOAT = 1;
  17577. /** HALF_FLOAT */
  17578. Engine.TEXTURETYPE_HALF_FLOAT = 2;
  17579. /** BYTE */
  17580. Engine.TEXTURETYPE_BYTE = 3;
  17581. /** SHORT */
  17582. Engine.TEXTURETYPE_SHORT = 4;
  17583. /** UNSIGNED_SHORT */
  17584. Engine.TEXTURETYPE_UNSIGNED_SHORT = 5;
  17585. /** INT */
  17586. Engine.TEXTURETYPE_INT = 6;
  17587. /** UNSIGNED_INT */
  17588. Engine.TEXTURETYPE_UNSIGNED_INTEGER = 7;
  17589. /** UNSIGNED_SHORT_4_4_4_4 */
  17590. Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4 = 8;
  17591. /** UNSIGNED_SHORT_5_5_5_1 */
  17592. Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1 = 9;
  17593. /** UNSIGNED_SHORT_5_6_5 */
  17594. Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5 = 10;
  17595. /** UNSIGNED_INT_2_10_10_10_REV */
  17596. Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV = 11;
  17597. /** UNSIGNED_INT_24_8 */
  17598. Engine.TEXTURETYPE_UNSIGNED_INT_24_8 = 12;
  17599. /** UNSIGNED_INT_10F_11F_11F_REV */
  17600. Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV = 13;
  17601. /** UNSIGNED_INT_5_9_9_9_REV */
  17602. Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV = 14;
  17603. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  17604. Engine.TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV = 15;
  17605. /** nearest is mag = nearest and min = nearest and mip = linear */
  17606. Engine.TEXTURE_NEAREST_SAMPLINGMODE = 1;
  17607. /** Bilinear is mag = linear and min = linear and mip = nearest */
  17608. Engine.TEXTURE_BILINEAR_SAMPLINGMODE = 2;
  17609. /** Trilinear is mag = linear and min = linear and mip = linear */
  17610. Engine.TEXTURE_TRILINEAR_SAMPLINGMODE = 3;
  17611. /** nearest is mag = nearest and min = nearest and mip = linear */
  17612. Engine.TEXTURE_NEAREST_NEAREST_MIPLINEAR = 1;
  17613. /** Bilinear is mag = linear and min = linear and mip = nearest */
  17614. Engine.TEXTURE_LINEAR_LINEAR_MIPNEAREST = 2;
  17615. /** Trilinear is mag = linear and min = linear and mip = linear */
  17616. Engine.TEXTURE_LINEAR_LINEAR_MIPLINEAR = 3;
  17617. /** mag = nearest and min = nearest and mip = nearest */
  17618. Engine.TEXTURE_NEAREST_NEAREST_MIPNEAREST = 4;
  17619. /** mag = nearest and min = linear and mip = nearest */
  17620. Engine.TEXTURE_NEAREST_LINEAR_MIPNEAREST = 5;
  17621. /** mag = nearest and min = linear and mip = linear */
  17622. Engine.TEXTURE_NEAREST_LINEAR_MIPLINEAR = 6;
  17623. /** mag = nearest and min = linear and mip = none */
  17624. Engine.TEXTURE_NEAREST_LINEAR = 7;
  17625. /** mag = nearest and min = nearest and mip = none */
  17626. Engine.TEXTURE_NEAREST_NEAREST = 8;
  17627. /** mag = linear and min = nearest and mip = nearest */
  17628. Engine.TEXTURE_LINEAR_NEAREST_MIPNEAREST = 9;
  17629. /** mag = linear and min = nearest and mip = linear */
  17630. Engine.TEXTURE_LINEAR_NEAREST_MIPLINEAR = 10;
  17631. /** mag = linear and min = linear and mip = none */
  17632. Engine.TEXTURE_LINEAR_LINEAR = 11;
  17633. /** mag = linear and min = nearest and mip = none */
  17634. Engine.TEXTURE_LINEAR_NEAREST = 12;
  17635. /** Explicit coordinates mode */
  17636. Engine.TEXTURE_EXPLICIT_MODE = 0;
  17637. /** Spherical coordinates mode */
  17638. Engine.TEXTURE_SPHERICAL_MODE = 1;
  17639. /** Planar coordinates mode */
  17640. Engine.TEXTURE_PLANAR_MODE = 2;
  17641. /** Cubic coordinates mode */
  17642. Engine.TEXTURE_CUBIC_MODE = 3;
  17643. /** Projection coordinates mode */
  17644. Engine.TEXTURE_PROJECTION_MODE = 4;
  17645. /** Skybox coordinates mode */
  17646. Engine.TEXTURE_SKYBOX_MODE = 5;
  17647. /** Inverse Cubic coordinates mode */
  17648. Engine.TEXTURE_INVCUBIC_MODE = 6;
  17649. /** Equirectangular coordinates mode */
  17650. Engine.TEXTURE_EQUIRECTANGULAR_MODE = 7;
  17651. /** Equirectangular Fixed coordinates mode */
  17652. Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MODE = 8;
  17653. /** Equirectangular Fixed Mirrored coordinates mode */
  17654. Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE = 9;
  17655. // Texture rescaling mode
  17656. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  17657. Engine.SCALEMODE_FLOOR = 1;
  17658. /** Defines that texture rescaling will look for the nearest power of 2 size */
  17659. Engine.SCALEMODE_NEAREST = 2;
  17660. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  17661. Engine.SCALEMODE_CEILING = 3;
  17662. // Updatable statics so stick with vars here
  17663. /**
  17664. * Gets or sets the epsilon value used by collision engine
  17665. */
  17666. Engine.CollisionsEpsilon = 0.001;
  17667. /**
  17668. * Gets or sets the relative url used to load code if using the engine in non-minified mode
  17669. */
  17670. Engine.CodeRepository = "src/";
  17671. /**
  17672. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  17673. */
  17674. Engine.ShadersRepository = "src/Shaders/";
  17675. return Engine;
  17676. }());
  17677. BABYLON.Engine = Engine;
  17678. })(BABYLON || (BABYLON = {}));
  17679. //# sourceMappingURL=babylon.engine.js.map
  17680. var BABYLON;
  17681. (function (BABYLON) {
  17682. /**
  17683. * Node is the basic class for all scene objects (Mesh, Light Camera).
  17684. */
  17685. var Node = /** @class */ (function () {
  17686. /**
  17687. * Creates a new Node
  17688. * @param {string} name - the name and id to be given to this node
  17689. * @param {BABYLON.Scene} the scene this node will be added to
  17690. */
  17691. function Node(name, scene) {
  17692. if (scene === void 0) { scene = null; }
  17693. /**
  17694. * Gets or sets a string used to store user defined state for the node
  17695. */
  17696. this.state = "";
  17697. /**
  17698. * Gets or sets an object used to store user defined information for the node
  17699. */
  17700. this.metadata = null;
  17701. /**
  17702. * Gets or sets a boolean used to define if the node must be serialized
  17703. */
  17704. this.doNotSerialize = false;
  17705. /** @hidden */
  17706. this._isDisposed = false;
  17707. /**
  17708. * Gets a list of Animations associated with the node
  17709. */
  17710. this.animations = new Array();
  17711. this._ranges = {};
  17712. this._isEnabled = true;
  17713. this._isParentEnabled = true;
  17714. this._isReady = true;
  17715. /** @hidden */
  17716. this._currentRenderId = -1;
  17717. this._parentRenderId = -1;
  17718. this._childRenderId = -1;
  17719. /** @hidden */
  17720. this._worldMatrix = BABYLON.Matrix.Identity();
  17721. /** @hidden */
  17722. this._worldMatrixDeterminant = 0;
  17723. this._animationPropertiesOverride = null;
  17724. /**
  17725. * An event triggered when the mesh is disposed
  17726. */
  17727. this.onDisposeObservable = new BABYLON.Observable();
  17728. // Behaviors
  17729. this._behaviors = new Array();
  17730. this.name = name;
  17731. this.id = name;
  17732. this._scene = (scene || BABYLON.Engine.LastCreatedScene);
  17733. this.uniqueId = this._scene.getUniqueId();
  17734. this._initCache();
  17735. this._scene.rootNodes.push(this);
  17736. }
  17737. /**
  17738. * Add a new node constructor
  17739. * @param type defines the type name of the node to construct
  17740. * @param constructorFunc defines the constructor function
  17741. */
  17742. Node.AddNodeConstructor = function (type, constructorFunc) {
  17743. this._NodeConstructors[type] = constructorFunc;
  17744. };
  17745. /**
  17746. * Returns a node constructor based on type name
  17747. * @param type defines the type name
  17748. * @param name defines the new node name
  17749. * @param scene defines the hosting scene
  17750. * @param options defines optional options to transmit to constructors
  17751. * @returns the new constructor or null
  17752. */
  17753. Node.Construct = function (type, name, scene, options) {
  17754. var constructorFunc = this._NodeConstructors[type];
  17755. if (!constructorFunc) {
  17756. return null;
  17757. }
  17758. return constructorFunc(name, scene, options);
  17759. };
  17760. /**
  17761. * Gets a boolean indicating if the node has been disposed
  17762. * @returns true if the node was disposed
  17763. */
  17764. Node.prototype.isDisposed = function () {
  17765. return this._isDisposed;
  17766. };
  17767. Object.defineProperty(Node.prototype, "parent", {
  17768. get: function () {
  17769. return this._parentNode;
  17770. },
  17771. /**
  17772. * Gets or sets the parent of the node
  17773. */
  17774. set: function (parent) {
  17775. if (this._parentNode === parent) {
  17776. return;
  17777. }
  17778. var previousParentNode = this._parentNode;
  17779. // Remove self from list of children of parent
  17780. if (this._parentNode && this._parentNode._children !== undefined && this._parentNode._children !== null) {
  17781. var index = this._parentNode._children.indexOf(this);
  17782. if (index !== -1) {
  17783. this._parentNode._children.splice(index, 1);
  17784. }
  17785. if (!parent) {
  17786. // Need to add this node to the rootNodes
  17787. this._scene.rootNodes.push(this);
  17788. }
  17789. }
  17790. // Store new parent
  17791. this._parentNode = parent;
  17792. // Add as child to new parent
  17793. if (this._parentNode) {
  17794. if (this._parentNode._children === undefined || this._parentNode._children === null) {
  17795. this._parentNode._children = new Array();
  17796. }
  17797. this._parentNode._children.push(this);
  17798. if (!previousParentNode) {
  17799. // Need to remove from rootNodes
  17800. var rootNodeIndex = this._scene.rootNodes.indexOf(this);
  17801. if (rootNodeIndex > -1) {
  17802. this._scene.rootNodes.splice(rootNodeIndex, 1);
  17803. }
  17804. }
  17805. }
  17806. // Enabled state
  17807. this._syncParentEnabledState();
  17808. },
  17809. enumerable: true,
  17810. configurable: true
  17811. });
  17812. Object.defineProperty(Node.prototype, "animationPropertiesOverride", {
  17813. /**
  17814. * Gets or sets the animation properties override
  17815. */
  17816. get: function () {
  17817. if (!this._animationPropertiesOverride) {
  17818. return this._scene.animationPropertiesOverride;
  17819. }
  17820. return this._animationPropertiesOverride;
  17821. },
  17822. set: function (value) {
  17823. this._animationPropertiesOverride = value;
  17824. },
  17825. enumerable: true,
  17826. configurable: true
  17827. });
  17828. /**
  17829. * Gets a string idenfifying the name of the class
  17830. * @returns "Node" string
  17831. */
  17832. Node.prototype.getClassName = function () {
  17833. return "Node";
  17834. };
  17835. Object.defineProperty(Node.prototype, "onDispose", {
  17836. /**
  17837. * Sets a callback that will be raised when the node will be disposed
  17838. */
  17839. set: function (callback) {
  17840. if (this._onDisposeObserver) {
  17841. this.onDisposeObservable.remove(this._onDisposeObserver);
  17842. }
  17843. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  17844. },
  17845. enumerable: true,
  17846. configurable: true
  17847. });
  17848. /**
  17849. * Gets the scene of the node
  17850. * @returns a {BABYLON.Scene}
  17851. */
  17852. Node.prototype.getScene = function () {
  17853. return this._scene;
  17854. };
  17855. /**
  17856. * Gets the engine of the node
  17857. * @returns a {BABYLON.Engine}
  17858. */
  17859. Node.prototype.getEngine = function () {
  17860. return this._scene.getEngine();
  17861. };
  17862. /**
  17863. * Attach a behavior to the node
  17864. * @see http://doc.babylonjs.com/features/behaviour
  17865. * @param behavior defines the behavior to attach
  17866. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  17867. * @returns the current Node
  17868. */
  17869. Node.prototype.addBehavior = function (behavior, attachImmediately) {
  17870. var _this = this;
  17871. if (attachImmediately === void 0) { attachImmediately = false; }
  17872. var index = this._behaviors.indexOf(behavior);
  17873. if (index !== -1) {
  17874. return this;
  17875. }
  17876. behavior.init();
  17877. if (this._scene.isLoading && !attachImmediately) {
  17878. // We defer the attach when the scene will be loaded
  17879. this._scene.onDataLoadedObservable.addOnce(function () {
  17880. behavior.attach(_this);
  17881. });
  17882. }
  17883. else {
  17884. behavior.attach(this);
  17885. }
  17886. this._behaviors.push(behavior);
  17887. return this;
  17888. };
  17889. /**
  17890. * Remove an attached behavior
  17891. * @see http://doc.babylonjs.com/features/behaviour
  17892. * @param behavior defines the behavior to attach
  17893. * @returns the current Node
  17894. */
  17895. Node.prototype.removeBehavior = function (behavior) {
  17896. var index = this._behaviors.indexOf(behavior);
  17897. if (index === -1) {
  17898. return this;
  17899. }
  17900. this._behaviors[index].detach();
  17901. this._behaviors.splice(index, 1);
  17902. return this;
  17903. };
  17904. Object.defineProperty(Node.prototype, "behaviors", {
  17905. /**
  17906. * Gets the list of attached behaviors
  17907. * @see http://doc.babylonjs.com/features/behaviour
  17908. */
  17909. get: function () {
  17910. return this._behaviors;
  17911. },
  17912. enumerable: true,
  17913. configurable: true
  17914. });
  17915. /**
  17916. * Gets an attached behavior by name
  17917. * @param name defines the name of the behavior to look for
  17918. * @see http://doc.babylonjs.com/features/behaviour
  17919. * @returns null if behavior was not found else the requested behavior
  17920. */
  17921. Node.prototype.getBehaviorByName = function (name) {
  17922. for (var _i = 0, _a = this._behaviors; _i < _a.length; _i++) {
  17923. var behavior = _a[_i];
  17924. if (behavior.name === name) {
  17925. return behavior;
  17926. }
  17927. }
  17928. return null;
  17929. };
  17930. /**
  17931. * Returns the latest update of the World matrix
  17932. * @returns a Matrix
  17933. */
  17934. Node.prototype.getWorldMatrix = function () {
  17935. if (this._currentRenderId !== this._scene.getRenderId()) {
  17936. this.computeWorldMatrix();
  17937. }
  17938. return this._worldMatrix;
  17939. };
  17940. /** @hidden */
  17941. Node.prototype._getWorldMatrixDeterminant = function () {
  17942. return this._worldMatrixDeterminant;
  17943. };
  17944. Object.defineProperty(Node.prototype, "worldMatrixFromCache", {
  17945. /**
  17946. * Returns directly the latest state of the mesh World matrix.
  17947. * A Matrix is returned.
  17948. */
  17949. get: function () {
  17950. return this._worldMatrix;
  17951. },
  17952. enumerable: true,
  17953. configurable: true
  17954. });
  17955. // override it in derived class if you add new variables to the cache
  17956. // and call the parent class method
  17957. /** @hidden */
  17958. Node.prototype._initCache = function () {
  17959. this._cache = {};
  17960. this._cache.parent = undefined;
  17961. };
  17962. /** @hidden */
  17963. Node.prototype.updateCache = function (force) {
  17964. if (!force && this.isSynchronized())
  17965. return;
  17966. this._cache.parent = this.parent;
  17967. this._updateCache();
  17968. };
  17969. // override it in derived class if you add new variables to the cache
  17970. // and call the parent class method if !ignoreParentClass
  17971. /** @hidden */
  17972. Node.prototype._updateCache = function (ignoreParentClass) {
  17973. };
  17974. // override it in derived class if you add new variables to the cache
  17975. /** @hidden */
  17976. Node.prototype._isSynchronized = function () {
  17977. return true;
  17978. };
  17979. /** @hidden */
  17980. Node.prototype._markSyncedWithParent = function () {
  17981. if (this._parentNode) {
  17982. this._parentRenderId = this._parentNode._childRenderId;
  17983. }
  17984. };
  17985. /** @hidden */
  17986. Node.prototype.isSynchronizedWithParent = function () {
  17987. if (!this._parentNode) {
  17988. return true;
  17989. }
  17990. if (this._parentRenderId !== this._parentNode._childRenderId) {
  17991. return false;
  17992. }
  17993. return this._parentNode.isSynchronized();
  17994. };
  17995. /** @hidden */
  17996. Node.prototype.isSynchronized = function () {
  17997. if (this._cache.parent != this._parentNode) {
  17998. this._cache.parent = this._parentNode;
  17999. return false;
  18000. }
  18001. if (this._parentNode && !this.isSynchronizedWithParent()) {
  18002. return false;
  18003. }
  18004. return this._isSynchronized();
  18005. };
  18006. /**
  18007. * Is this node ready to be used/rendered
  18008. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  18009. * @return true if the node is ready
  18010. */
  18011. Node.prototype.isReady = function (completeCheck) {
  18012. if (completeCheck === void 0) { completeCheck = false; }
  18013. return this._isReady;
  18014. };
  18015. /**
  18016. * Is this node enabled?
  18017. * 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
  18018. * @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
  18019. * @return whether this node (and its parent) is enabled
  18020. */
  18021. Node.prototype.isEnabled = function (checkAncestors) {
  18022. if (checkAncestors === void 0) { checkAncestors = true; }
  18023. if (checkAncestors === false) {
  18024. return this._isEnabled;
  18025. }
  18026. if (!this._isEnabled) {
  18027. return false;
  18028. }
  18029. return this._isParentEnabled;
  18030. };
  18031. /** @hidden */
  18032. Node.prototype._syncParentEnabledState = function () {
  18033. this._isParentEnabled = this._parentNode ? this._parentNode.isEnabled() : true;
  18034. if (this._children) {
  18035. this._children.forEach(function (c) {
  18036. c._syncParentEnabledState(); // Force children to update accordingly
  18037. });
  18038. }
  18039. };
  18040. /**
  18041. * Set the enabled state of this node
  18042. * @param value defines the new enabled state
  18043. */
  18044. Node.prototype.setEnabled = function (value) {
  18045. this._isEnabled = value;
  18046. this._syncParentEnabledState();
  18047. };
  18048. /**
  18049. * Is this node a descendant of the given node?
  18050. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  18051. * @param ancestor defines the parent node to inspect
  18052. * @returns a boolean indicating if this node is a descendant of the given node
  18053. */
  18054. Node.prototype.isDescendantOf = function (ancestor) {
  18055. if (this.parent) {
  18056. if (this.parent === ancestor) {
  18057. return true;
  18058. }
  18059. return this.parent.isDescendantOf(ancestor);
  18060. }
  18061. return false;
  18062. };
  18063. /** @hidden */
  18064. Node.prototype._getDescendants = function (results, directDescendantsOnly, predicate) {
  18065. if (directDescendantsOnly === void 0) { directDescendantsOnly = false; }
  18066. if (!this._children) {
  18067. return;
  18068. }
  18069. for (var index = 0; index < this._children.length; index++) {
  18070. var item = this._children[index];
  18071. if (!predicate || predicate(item)) {
  18072. results.push(item);
  18073. }
  18074. if (!directDescendantsOnly) {
  18075. item._getDescendants(results, false, predicate);
  18076. }
  18077. }
  18078. };
  18079. /**
  18080. * Will return all nodes that have this node as ascendant
  18081. * @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
  18082. * @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
  18083. * @return all children nodes of all types
  18084. */
  18085. Node.prototype.getDescendants = function (directDescendantsOnly, predicate) {
  18086. var results = new Array();
  18087. this._getDescendants(results, directDescendantsOnly, predicate);
  18088. return results;
  18089. };
  18090. /**
  18091. * Get all child-meshes of this node
  18092. * @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
  18093. * @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
  18094. * @returns an array of {BABYLON.AbstractMesh}
  18095. */
  18096. Node.prototype.getChildMeshes = function (directDescendantsOnly, predicate) {
  18097. var results = [];
  18098. this._getDescendants(results, directDescendantsOnly, function (node) {
  18099. return ((!predicate || predicate(node)) && (node instanceof BABYLON.AbstractMesh));
  18100. });
  18101. return results;
  18102. };
  18103. /**
  18104. * Get all child-transformNodes of this node
  18105. * @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
  18106. * @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
  18107. * @returns an array of {BABYLON.TransformNode}
  18108. */
  18109. Node.prototype.getChildTransformNodes = function (directDescendantsOnly, predicate) {
  18110. var results = [];
  18111. this._getDescendants(results, directDescendantsOnly, function (node) {
  18112. return ((!predicate || predicate(node)) && (node instanceof BABYLON.TransformNode));
  18113. });
  18114. return results;
  18115. };
  18116. /**
  18117. * Get all direct children of this node
  18118. * @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
  18119. * @returns an array of {BABYLON.Node}
  18120. */
  18121. Node.prototype.getChildren = function (predicate) {
  18122. return this.getDescendants(true, predicate);
  18123. };
  18124. /** @hidden */
  18125. Node.prototype._setReady = function (state) {
  18126. if (state === this._isReady) {
  18127. return;
  18128. }
  18129. if (!state) {
  18130. this._isReady = false;
  18131. return;
  18132. }
  18133. if (this.onReady) {
  18134. this.onReady(this);
  18135. }
  18136. this._isReady = true;
  18137. };
  18138. /**
  18139. * Get an animation by name
  18140. * @param name defines the name of the animation to look for
  18141. * @returns null if not found else the requested animation
  18142. */
  18143. Node.prototype.getAnimationByName = function (name) {
  18144. for (var i = 0; i < this.animations.length; i++) {
  18145. var animation = this.animations[i];
  18146. if (animation.name === name) {
  18147. return animation;
  18148. }
  18149. }
  18150. return null;
  18151. };
  18152. /**
  18153. * Creates an animation range for this node
  18154. * @param name defines the name of the range
  18155. * @param from defines the starting key
  18156. * @param to defines the end key
  18157. */
  18158. Node.prototype.createAnimationRange = function (name, from, to) {
  18159. // check name not already in use
  18160. if (!this._ranges[name]) {
  18161. this._ranges[name] = new BABYLON.AnimationRange(name, from, to);
  18162. for (var i = 0, nAnimations = this.animations.length; i < nAnimations; i++) {
  18163. if (this.animations[i]) {
  18164. this.animations[i].createRange(name, from, to);
  18165. }
  18166. }
  18167. }
  18168. };
  18169. /**
  18170. * Delete a specific animation range
  18171. * @param name defines the name of the range to delete
  18172. * @param deleteFrames defines if animation frames from the range must be deleted as well
  18173. */
  18174. Node.prototype.deleteAnimationRange = function (name, deleteFrames) {
  18175. if (deleteFrames === void 0) { deleteFrames = true; }
  18176. for (var i = 0, nAnimations = this.animations.length; i < nAnimations; i++) {
  18177. if (this.animations[i]) {
  18178. this.animations[i].deleteRange(name, deleteFrames);
  18179. }
  18180. }
  18181. this._ranges[name] = null; // said much faster than 'delete this._range[name]'
  18182. };
  18183. /**
  18184. * Get an animation range by name
  18185. * @param name defines the name of the animation range to look for
  18186. * @returns null if not found else the requested animation range
  18187. */
  18188. Node.prototype.getAnimationRange = function (name) {
  18189. return this._ranges[name];
  18190. };
  18191. /**
  18192. * Will start the animation sequence
  18193. * @param name defines the range frames for animation sequence
  18194. * @param loop defines if the animation should loop (false by default)
  18195. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  18196. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  18197. * @returns the object created for this animation. If range does not exist, it will return null
  18198. */
  18199. Node.prototype.beginAnimation = function (name, loop, speedRatio, onAnimationEnd) {
  18200. var range = this.getAnimationRange(name);
  18201. if (!range) {
  18202. return null;
  18203. }
  18204. return this._scene.beginAnimation(this, range.from, range.to, loop, speedRatio, onAnimationEnd);
  18205. };
  18206. /**
  18207. * Serialize animation ranges into a JSON compatible object
  18208. * @returns serialization object
  18209. */
  18210. Node.prototype.serializeAnimationRanges = function () {
  18211. var serializationRanges = [];
  18212. for (var name in this._ranges) {
  18213. var localRange = this._ranges[name];
  18214. if (!localRange) {
  18215. continue;
  18216. }
  18217. var range = {};
  18218. range.name = name;
  18219. range.from = localRange.from;
  18220. range.to = localRange.to;
  18221. serializationRanges.push(range);
  18222. }
  18223. return serializationRanges;
  18224. };
  18225. /**
  18226. * Computes the world matrix of the node
  18227. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  18228. * @returns the world matrix
  18229. */
  18230. Node.prototype.computeWorldMatrix = function (force) {
  18231. if (!this._worldMatrix) {
  18232. this._worldMatrix = BABYLON.Matrix.Identity();
  18233. }
  18234. return this._worldMatrix;
  18235. };
  18236. /**
  18237. * Releases resources associated with this node.
  18238. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  18239. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  18240. */
  18241. Node.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  18242. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  18243. if (!doNotRecurse) {
  18244. var nodes = this.getDescendants(true);
  18245. for (var _i = 0, nodes_1 = nodes; _i < nodes_1.length; _i++) {
  18246. var node = nodes_1[_i];
  18247. node.dispose(doNotRecurse, disposeMaterialAndTextures);
  18248. }
  18249. }
  18250. else {
  18251. var transformNodes = this.getChildTransformNodes(true);
  18252. for (var _a = 0, transformNodes_1 = transformNodes; _a < transformNodes_1.length; _a++) {
  18253. var transformNode = transformNodes_1[_a];
  18254. transformNode.parent = null;
  18255. transformNode.computeWorldMatrix(true);
  18256. }
  18257. }
  18258. if (!this.parent) {
  18259. var rootNodeIndex = this._scene.rootNodes.indexOf(this);
  18260. if (rootNodeIndex > -1) {
  18261. this._scene.rootNodes.splice(rootNodeIndex, 1);
  18262. }
  18263. }
  18264. else {
  18265. this.parent = null;
  18266. }
  18267. // Callback
  18268. this.onDisposeObservable.notifyObservers(this);
  18269. this.onDisposeObservable.clear();
  18270. // Behaviors
  18271. for (var _b = 0, _c = this._behaviors; _b < _c.length; _b++) {
  18272. var behavior = _c[_b];
  18273. behavior.detach();
  18274. }
  18275. this._behaviors = [];
  18276. this._isDisposed = true;
  18277. };
  18278. /**
  18279. * Parse animation range data from a serialization object and store them into a given node
  18280. * @param node defines where to store the animation ranges
  18281. * @param parsedNode defines the serialization object to read data from
  18282. * @param scene defines the hosting scene
  18283. */
  18284. Node.ParseAnimationRanges = function (node, parsedNode, scene) {
  18285. if (parsedNode.ranges) {
  18286. for (var index = 0; index < parsedNode.ranges.length; index++) {
  18287. var data = parsedNode.ranges[index];
  18288. node.createAnimationRange(data.name, data.from, data.to);
  18289. }
  18290. }
  18291. };
  18292. Node._NodeConstructors = {};
  18293. __decorate([
  18294. BABYLON.serialize()
  18295. ], Node.prototype, "name", void 0);
  18296. __decorate([
  18297. BABYLON.serialize()
  18298. ], Node.prototype, "id", void 0);
  18299. __decorate([
  18300. BABYLON.serialize()
  18301. ], Node.prototype, "uniqueId", void 0);
  18302. __decorate([
  18303. BABYLON.serialize()
  18304. ], Node.prototype, "state", void 0);
  18305. __decorate([
  18306. BABYLON.serialize()
  18307. ], Node.prototype, "metadata", void 0);
  18308. return Node;
  18309. }());
  18310. BABYLON.Node = Node;
  18311. })(BABYLON || (BABYLON = {}));
  18312. //# sourceMappingURL=babylon.node.js.map
  18313. var BABYLON;
  18314. (function (BABYLON) {
  18315. // This matrix is used as a value to reset the bounding box.
  18316. var _identityMatrix = BABYLON.Matrix.Identity();
  18317. var _tempRadiusVector = new BABYLON.Vector3(0, 0, 0);
  18318. /**
  18319. * Class used to store bounding sphere information
  18320. */
  18321. var BoundingSphere = /** @class */ (function () {
  18322. /**
  18323. * Creates a new bounding sphere
  18324. * @param min defines the minimum vector (in local space)
  18325. * @param max defines the maximum vector (in local space)
  18326. */
  18327. function BoundingSphere(min, max) {
  18328. this.center = BABYLON.Vector3.Zero();
  18329. this.centerWorld = BABYLON.Vector3.Zero();
  18330. this.reConstruct(min, max);
  18331. }
  18332. /**
  18333. * Recreates the entire bounding sphere from scratch
  18334. * @param min defines the new minimum vector (in local space)
  18335. * @param max defines the new maximum vector (in local space)
  18336. */
  18337. BoundingSphere.prototype.reConstruct = function (min, max) {
  18338. this.minimum = min.clone();
  18339. this.maximum = max.clone();
  18340. var distance = BABYLON.Vector3.Distance(min, max);
  18341. BABYLON.Vector3.LerpToRef(min, max, 0.5, this.center);
  18342. this.radius = distance * 0.5;
  18343. this.centerWorld.set(0, 0, 0);
  18344. this._update(_identityMatrix);
  18345. };
  18346. /**
  18347. * Scale the current bounding sphere by applying a scale factor
  18348. * @param factor defines the scale factor to apply
  18349. * @returns the current bounding box
  18350. */
  18351. BoundingSphere.prototype.scale = function (factor) {
  18352. var newRadius = this.radius * factor;
  18353. _tempRadiusVector.set(newRadius, newRadius, newRadius);
  18354. var min = this.center.subtract(_tempRadiusVector);
  18355. var max = this.center.add(_tempRadiusVector);
  18356. this.reConstruct(min, max);
  18357. return this;
  18358. };
  18359. // Methods
  18360. /** @hidden */
  18361. BoundingSphere.prototype._update = function (world) {
  18362. BABYLON.Vector3.TransformCoordinatesToRef(this.center, world, this.centerWorld);
  18363. BABYLON.Vector3.TransformNormalFromFloatsToRef(1.0, 1.0, 1.0, world, _tempRadiusVector);
  18364. this.radiusWorld = Math.max(Math.abs(_tempRadiusVector.x), Math.abs(_tempRadiusVector.y), Math.abs(_tempRadiusVector.z)) * this.radius;
  18365. };
  18366. /**
  18367. * Tests if the bounding sphere is intersecting the frustum planes
  18368. * @param frustumPlanes defines the frustum planes to test
  18369. * @returns true if there is an intersection
  18370. */
  18371. BoundingSphere.prototype.isInFrustum = function (frustumPlanes) {
  18372. for (var i = 0; i < 6; i++) {
  18373. if (frustumPlanes[i].dotCoordinate(this.centerWorld) <= -this.radiusWorld)
  18374. return false;
  18375. }
  18376. return true;
  18377. };
  18378. /**
  18379. * Tests if a point is inside the bounding sphere
  18380. * @param point defines the point to test
  18381. * @returns true if the point is inside the bounding sphere
  18382. */
  18383. BoundingSphere.prototype.intersectsPoint = function (point) {
  18384. var x = this.centerWorld.x - point.x;
  18385. var y = this.centerWorld.y - point.y;
  18386. var z = this.centerWorld.z - point.z;
  18387. var distance = Math.sqrt((x * x) + (y * y) + (z * z));
  18388. if (this.radiusWorld < distance)
  18389. return false;
  18390. return true;
  18391. };
  18392. // Statics
  18393. /**
  18394. * Checks if two sphere intersct
  18395. * @param sphere0 sphere 0
  18396. * @param sphere1 sphere 1
  18397. * @returns true if the speres intersect
  18398. */
  18399. BoundingSphere.Intersects = function (sphere0, sphere1) {
  18400. var x = sphere0.centerWorld.x - sphere1.centerWorld.x;
  18401. var y = sphere0.centerWorld.y - sphere1.centerWorld.y;
  18402. var z = sphere0.centerWorld.z - sphere1.centerWorld.z;
  18403. var distance = Math.sqrt((x * x) + (y * y) + (z * z));
  18404. if (sphere0.radiusWorld + sphere1.radiusWorld < distance)
  18405. return false;
  18406. return true;
  18407. };
  18408. return BoundingSphere;
  18409. }());
  18410. BABYLON.BoundingSphere = BoundingSphere;
  18411. })(BABYLON || (BABYLON = {}));
  18412. //# sourceMappingURL=babylon.boundingSphere.js.map
  18413. var BABYLON;
  18414. (function (BABYLON) {
  18415. /**
  18416. * Class used to store bounding box information
  18417. */
  18418. var BoundingBox = /** @class */ (function () {
  18419. /**
  18420. * Creates a new bounding box
  18421. * @param min defines the minimum vector (in local space)
  18422. * @param max defines the maximum vector (in local space)
  18423. */
  18424. function BoundingBox(min, max) {
  18425. /**
  18426. * Gets the 8 vectors representing the bounding box in world space
  18427. */
  18428. this.vectorsWorld = new Array();
  18429. this.reConstruct(min, max);
  18430. }
  18431. // Methods
  18432. /**
  18433. * Recreates the entire bounding box from scratch
  18434. * @param min defines the new minimum vector (in local space)
  18435. * @param max defines the new maximum vector (in local space)
  18436. */
  18437. BoundingBox.prototype.reConstruct = function (min, max) {
  18438. this.minimum = min.clone();
  18439. this.maximum = max.clone();
  18440. // Bounding vectors
  18441. this.vectors = [
  18442. this.minimum.clone(),
  18443. this.maximum.clone(),
  18444. this.minimum.clone(),
  18445. this.minimum.clone(),
  18446. this.minimum.clone(),
  18447. this.maximum.clone(),
  18448. this.maximum.clone(),
  18449. this.maximum.clone()
  18450. ];
  18451. this.vectors[2].x = this.maximum.x;
  18452. this.vectors[3].y = this.maximum.y;
  18453. this.vectors[4].z = this.maximum.z;
  18454. this.vectors[5].z = this.minimum.z;
  18455. this.vectors[6].x = this.minimum.x;
  18456. this.vectors[7].y = this.minimum.y;
  18457. // OBB
  18458. this.center = this.maximum.add(this.minimum).scale(0.5);
  18459. this.extendSize = this.maximum.subtract(this.minimum).scale(0.5);
  18460. this.directions = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  18461. // World
  18462. for (var index = 0; index < this.vectors.length; index++) {
  18463. this.vectorsWorld[index] = BABYLON.Vector3.Zero();
  18464. }
  18465. this.minimumWorld = BABYLON.Vector3.Zero();
  18466. this.maximumWorld = BABYLON.Vector3.Zero();
  18467. this.centerWorld = BABYLON.Vector3.Zero();
  18468. this.extendSizeWorld = BABYLON.Vector3.Zero();
  18469. this._update(this._worldMatrix || BABYLON.Matrix.Identity());
  18470. };
  18471. /**
  18472. * Scale the current bounding box by applying a scale factor
  18473. * @param factor defines the scale factor to apply
  18474. * @returns the current bounding box
  18475. */
  18476. BoundingBox.prototype.scale = function (factor) {
  18477. var diff = this.maximum.subtract(this.minimum);
  18478. var distance = diff.length() * factor;
  18479. diff.normalize();
  18480. var newRadius = diff.scale(distance / 2);
  18481. var min = this.center.subtract(newRadius);
  18482. var max = this.center.add(newRadius);
  18483. this.reConstruct(min, max);
  18484. return this;
  18485. };
  18486. /**
  18487. * Gets the world matrix of the bounding box
  18488. * @returns a matrix
  18489. */
  18490. BoundingBox.prototype.getWorldMatrix = function () {
  18491. return this._worldMatrix;
  18492. };
  18493. /**
  18494. * Sets the world matrix stored in the bounding box
  18495. * @param matrix defines the matrix to store
  18496. * @returns current bounding box
  18497. */
  18498. BoundingBox.prototype.setWorldMatrix = function (matrix) {
  18499. this._worldMatrix.copyFrom(matrix);
  18500. return this;
  18501. };
  18502. /** @hidden */
  18503. BoundingBox.prototype._update = function (world) {
  18504. BABYLON.Vector3.FromFloatsToRef(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE, this.minimumWorld);
  18505. BABYLON.Vector3.FromFloatsToRef(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE, this.maximumWorld);
  18506. for (var index = 0; index < this.vectors.length; index++) {
  18507. var v = this.vectorsWorld[index];
  18508. BABYLON.Vector3.TransformCoordinatesToRef(this.vectors[index], world, v);
  18509. if (v.x < this.minimumWorld.x)
  18510. this.minimumWorld.x = v.x;
  18511. if (v.y < this.minimumWorld.y)
  18512. this.minimumWorld.y = v.y;
  18513. if (v.z < this.minimumWorld.z)
  18514. this.minimumWorld.z = v.z;
  18515. if (v.x > this.maximumWorld.x)
  18516. this.maximumWorld.x = v.x;
  18517. if (v.y > this.maximumWorld.y)
  18518. this.maximumWorld.y = v.y;
  18519. if (v.z > this.maximumWorld.z)
  18520. this.maximumWorld.z = v.z;
  18521. }
  18522. // Extend
  18523. this.maximumWorld.subtractToRef(this.minimumWorld, this.extendSizeWorld);
  18524. this.extendSizeWorld.scaleInPlace(0.5);
  18525. // OBB
  18526. this.maximumWorld.addToRef(this.minimumWorld, this.centerWorld);
  18527. this.centerWorld.scaleInPlace(0.5);
  18528. BABYLON.Vector3.FromFloatArrayToRef(world.m, 0, this.directions[0]);
  18529. BABYLON.Vector3.FromFloatArrayToRef(world.m, 4, this.directions[1]);
  18530. BABYLON.Vector3.FromFloatArrayToRef(world.m, 8, this.directions[2]);
  18531. this._worldMatrix = world;
  18532. };
  18533. /**
  18534. * Tests if the bounding box is intersecting the frustum planes
  18535. * @param frustumPlanes defines the frustum planes to test
  18536. * @returns true if there is an intersection
  18537. */
  18538. BoundingBox.prototype.isInFrustum = function (frustumPlanes) {
  18539. return BoundingBox.IsInFrustum(this.vectorsWorld, frustumPlanes);
  18540. };
  18541. /**
  18542. * Tests if the bounding box is entirely inside the frustum planes
  18543. * @param frustumPlanes defines the frustum planes to test
  18544. * @returns true if there is an inclusion
  18545. */
  18546. BoundingBox.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  18547. return BoundingBox.IsCompletelyInFrustum(this.vectorsWorld, frustumPlanes);
  18548. };
  18549. /**
  18550. * Tests if a point is inside the bounding box
  18551. * @param point defines the point to test
  18552. * @returns true if the point is inside the bounding box
  18553. */
  18554. BoundingBox.prototype.intersectsPoint = function (point) {
  18555. var delta = -BABYLON.Epsilon;
  18556. if (this.maximumWorld.x - point.x < delta || delta > point.x - this.minimumWorld.x)
  18557. return false;
  18558. if (this.maximumWorld.y - point.y < delta || delta > point.y - this.minimumWorld.y)
  18559. return false;
  18560. if (this.maximumWorld.z - point.z < delta || delta > point.z - this.minimumWorld.z)
  18561. return false;
  18562. return true;
  18563. };
  18564. /**
  18565. * Tests if the bounding box intersects with a bounding sphere
  18566. * @param sphere defines the sphere to test
  18567. * @returns true if there is an intersection
  18568. */
  18569. BoundingBox.prototype.intersectsSphere = function (sphere) {
  18570. return BoundingBox.IntersectsSphere(this.minimumWorld, this.maximumWorld, sphere.centerWorld, sphere.radiusWorld);
  18571. };
  18572. /**
  18573. * Tests if the bounding box intersects with a box defined by a min and max vectors
  18574. * @param min defines the min vector to use
  18575. * @param max defines the max vector to use
  18576. * @returns true if there is an intersection
  18577. */
  18578. BoundingBox.prototype.intersectsMinMax = function (min, max) {
  18579. if (this.maximumWorld.x < min.x || this.minimumWorld.x > max.x)
  18580. return false;
  18581. if (this.maximumWorld.y < min.y || this.minimumWorld.y > max.y)
  18582. return false;
  18583. if (this.maximumWorld.z < min.z || this.minimumWorld.z > max.z)
  18584. return false;
  18585. return true;
  18586. };
  18587. // Statics
  18588. /**
  18589. * Tests if two bounding boxes are intersections
  18590. * @param box0 defines the first box to test
  18591. * @param box1 defines the second box to test
  18592. * @returns true if there is an intersection
  18593. */
  18594. BoundingBox.Intersects = function (box0, box1) {
  18595. if (box0.maximumWorld.x < box1.minimumWorld.x || box0.minimumWorld.x > box1.maximumWorld.x)
  18596. return false;
  18597. if (box0.maximumWorld.y < box1.minimumWorld.y || box0.minimumWorld.y > box1.maximumWorld.y)
  18598. return false;
  18599. if (box0.maximumWorld.z < box1.minimumWorld.z || box0.minimumWorld.z > box1.maximumWorld.z)
  18600. return false;
  18601. return true;
  18602. };
  18603. /**
  18604. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  18605. * @param minPoint defines the minimum vector of the bounding box
  18606. * @param maxPoint defines the maximum vector of the bounding box
  18607. * @param sphereCenter defines the sphere center
  18608. * @param sphereRadius defines the sphere radius
  18609. * @returns true if there is an intersection
  18610. */
  18611. BoundingBox.IntersectsSphere = function (minPoint, maxPoint, sphereCenter, sphereRadius) {
  18612. var vector = BABYLON.Vector3.Clamp(sphereCenter, minPoint, maxPoint);
  18613. var num = BABYLON.Vector3.DistanceSquared(sphereCenter, vector);
  18614. return (num <= (sphereRadius * sphereRadius));
  18615. };
  18616. /**
  18617. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  18618. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  18619. * @param frustumPlanes defines the frustum planes to test
  18620. * @return true if there is an inclusion
  18621. */
  18622. BoundingBox.IsCompletelyInFrustum = function (boundingVectors, frustumPlanes) {
  18623. for (var p = 0; p < 6; p++) {
  18624. for (var i = 0; i < 8; i++) {
  18625. if (frustumPlanes[p].dotCoordinate(boundingVectors[i]) < 0) {
  18626. return false;
  18627. }
  18628. }
  18629. }
  18630. return true;
  18631. };
  18632. /**
  18633. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  18634. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  18635. * @param frustumPlanes defines the frustum planes to test
  18636. * @return true if there is an intersection
  18637. */
  18638. BoundingBox.IsInFrustum = function (boundingVectors, frustumPlanes) {
  18639. for (var p = 0; p < 6; p++) {
  18640. var inCount = 8;
  18641. for (var i = 0; i < 8; i++) {
  18642. if (frustumPlanes[p].dotCoordinate(boundingVectors[i]) < 0) {
  18643. --inCount;
  18644. }
  18645. else {
  18646. break;
  18647. }
  18648. }
  18649. if (inCount === 0)
  18650. return false;
  18651. }
  18652. return true;
  18653. };
  18654. return BoundingBox;
  18655. }());
  18656. BABYLON.BoundingBox = BoundingBox;
  18657. })(BABYLON || (BABYLON = {}));
  18658. //# sourceMappingURL=babylon.boundingBox.js.map
  18659. var BABYLON;
  18660. (function (BABYLON) {
  18661. var computeBoxExtents = function (axis, box) {
  18662. var p = BABYLON.Vector3.Dot(box.centerWorld, axis);
  18663. var r0 = Math.abs(BABYLON.Vector3.Dot(box.directions[0], axis)) * box.extendSize.x;
  18664. var r1 = Math.abs(BABYLON.Vector3.Dot(box.directions[1], axis)) * box.extendSize.y;
  18665. var r2 = Math.abs(BABYLON.Vector3.Dot(box.directions[2], axis)) * box.extendSize.z;
  18666. var r = r0 + r1 + r2;
  18667. return {
  18668. min: p - r,
  18669. max: p + r
  18670. };
  18671. };
  18672. var extentsOverlap = function (min0, max0, min1, max1) { return !(min0 > max1 || min1 > max0); };
  18673. var axisOverlap = function (axis, box0, box1) {
  18674. var result0 = computeBoxExtents(axis, box0);
  18675. var result1 = computeBoxExtents(axis, box1);
  18676. return extentsOverlap(result0.min, result0.max, result1.min, result1.max);
  18677. };
  18678. /**
  18679. * Info for a bounding data of a mesh
  18680. */
  18681. var BoundingInfo = /** @class */ (function () {
  18682. /**
  18683. * Constructs bounding info
  18684. * @param minimum min vector of the bounding box/sphere
  18685. * @param maximum max vector of the bounding box/sphere
  18686. */
  18687. function BoundingInfo(
  18688. /**
  18689. * min vector of the bounding box/sphere
  18690. */
  18691. minimum,
  18692. /**
  18693. * max vector of the bounding box/sphere
  18694. */
  18695. maximum) {
  18696. this.minimum = minimum;
  18697. this.maximum = maximum;
  18698. this._isLocked = false;
  18699. this.boundingBox = new BABYLON.BoundingBox(minimum, maximum);
  18700. this.boundingSphere = new BABYLON.BoundingSphere(minimum, maximum);
  18701. }
  18702. Object.defineProperty(BoundingInfo.prototype, "isLocked", {
  18703. /**
  18704. * If the info is locked and won't be updated to avoid perf overhead
  18705. */
  18706. get: function () {
  18707. return this._isLocked;
  18708. },
  18709. set: function (value) {
  18710. this._isLocked = value;
  18711. },
  18712. enumerable: true,
  18713. configurable: true
  18714. });
  18715. // Methods
  18716. /**
  18717. * Updates the boudning sphere and box
  18718. * @param world world matrix to be used to update
  18719. */
  18720. BoundingInfo.prototype.update = function (world) {
  18721. if (this._isLocked) {
  18722. return;
  18723. }
  18724. this.boundingBox._update(world);
  18725. this.boundingSphere._update(world);
  18726. };
  18727. /**
  18728. * Recreate the bounding info to be centered around a specific point given a specific extend.
  18729. * @param center New center of the bounding info
  18730. * @param extend New extend of the bounding info
  18731. * @returns the current bounding info
  18732. */
  18733. BoundingInfo.prototype.centerOn = function (center, extend) {
  18734. this.minimum = center.subtract(extend);
  18735. this.maximum = center.add(extend);
  18736. this.boundingBox = new BABYLON.BoundingBox(this.minimum, this.maximum);
  18737. this.boundingSphere = new BABYLON.BoundingSphere(this.minimum, this.maximum);
  18738. return this;
  18739. };
  18740. /**
  18741. * Scale the current bounding info by applying a scale factor
  18742. * @param factor defines the scale factor to apply
  18743. * @returns the current bounding info
  18744. */
  18745. BoundingInfo.prototype.scale = function (factor) {
  18746. this.boundingBox.scale(factor);
  18747. this.boundingSphere.scale(factor);
  18748. return this;
  18749. };
  18750. /**
  18751. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  18752. * @param frustumPlanes defines the frustum to test
  18753. * @param strategy defines the strategy to use for the culling (default is BABYLON.Scene.CULLINGSTRATEGY_STANDARD)
  18754. * @returns true if the bounding info is in the frustum planes
  18755. */
  18756. BoundingInfo.prototype.isInFrustum = function (frustumPlanes, strategy) {
  18757. if (strategy === void 0) { strategy = BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD; }
  18758. if (!this.boundingSphere.isInFrustum(frustumPlanes)) {
  18759. return false;
  18760. }
  18761. if (strategy === BABYLON.AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY) {
  18762. return true;
  18763. }
  18764. return this.boundingBox.isInFrustum(frustumPlanes);
  18765. };
  18766. Object.defineProperty(BoundingInfo.prototype, "diagonalLength", {
  18767. /**
  18768. * Gets the world distance between the min and max points of the bounding box
  18769. */
  18770. get: function () {
  18771. var boundingBox = this.boundingBox;
  18772. var size = boundingBox.maximumWorld.subtract(boundingBox.minimumWorld);
  18773. return size.length();
  18774. },
  18775. enumerable: true,
  18776. configurable: true
  18777. });
  18778. /**
  18779. * Checks if a cullable object (mesh...) is in the camera frustum
  18780. * Unlike isInFrustum this cheks the full bounding box
  18781. * @param frustumPlanes Camera near/planes
  18782. * @returns true if the object is in frustum otherwise false
  18783. */
  18784. BoundingInfo.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  18785. return this.boundingBox.isCompletelyInFrustum(frustumPlanes);
  18786. };
  18787. /** @hidden */
  18788. BoundingInfo.prototype._checkCollision = function (collider) {
  18789. return collider._canDoCollision(this.boundingSphere.centerWorld, this.boundingSphere.radiusWorld, this.boundingBox.minimumWorld, this.boundingBox.maximumWorld);
  18790. };
  18791. /**
  18792. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  18793. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  18794. * @param point the point to check intersection with
  18795. * @returns if the point intersects
  18796. */
  18797. BoundingInfo.prototype.intersectsPoint = function (point) {
  18798. if (!this.boundingSphere.centerWorld) {
  18799. return false;
  18800. }
  18801. if (!this.boundingSphere.intersectsPoint(point)) {
  18802. return false;
  18803. }
  18804. if (!this.boundingBox.intersectsPoint(point)) {
  18805. return false;
  18806. }
  18807. return true;
  18808. };
  18809. /**
  18810. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  18811. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  18812. * @param boundingInfo the bounding info to check intersection with
  18813. * @param precise if the intersection should be done using OBB
  18814. * @returns if the bounding info intersects
  18815. */
  18816. BoundingInfo.prototype.intersects = function (boundingInfo, precise) {
  18817. if (!this.boundingSphere.centerWorld || !boundingInfo.boundingSphere.centerWorld) {
  18818. return false;
  18819. }
  18820. if (!BABYLON.BoundingSphere.Intersects(this.boundingSphere, boundingInfo.boundingSphere)) {
  18821. return false;
  18822. }
  18823. if (!BABYLON.BoundingBox.Intersects(this.boundingBox, boundingInfo.boundingBox)) {
  18824. return false;
  18825. }
  18826. if (!precise) {
  18827. return true;
  18828. }
  18829. var box0 = this.boundingBox;
  18830. var box1 = boundingInfo.boundingBox;
  18831. if (!axisOverlap(box0.directions[0], box0, box1))
  18832. return false;
  18833. if (!axisOverlap(box0.directions[1], box0, box1))
  18834. return false;
  18835. if (!axisOverlap(box0.directions[2], box0, box1))
  18836. return false;
  18837. if (!axisOverlap(box1.directions[0], box0, box1))
  18838. return false;
  18839. if (!axisOverlap(box1.directions[1], box0, box1))
  18840. return false;
  18841. if (!axisOverlap(box1.directions[2], box0, box1))
  18842. return false;
  18843. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[0]), box0, box1))
  18844. return false;
  18845. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[1]), box0, box1))
  18846. return false;
  18847. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[2]), box0, box1))
  18848. return false;
  18849. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[0]), box0, box1))
  18850. return false;
  18851. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[1]), box0, box1))
  18852. return false;
  18853. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[2]), box0, box1))
  18854. return false;
  18855. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[0]), box0, box1))
  18856. return false;
  18857. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[1]), box0, box1))
  18858. return false;
  18859. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[2]), box0, box1))
  18860. return false;
  18861. return true;
  18862. };
  18863. return BoundingInfo;
  18864. }());
  18865. BABYLON.BoundingInfo = BoundingInfo;
  18866. })(BABYLON || (BABYLON = {}));
  18867. //# sourceMappingURL=babylon.boundingInfo.js.map
  18868. var BABYLON;
  18869. (function (BABYLON) {
  18870. var TransformNode = /** @class */ (function (_super) {
  18871. __extends(TransformNode, _super);
  18872. function TransformNode(name, scene, isPure) {
  18873. if (scene === void 0) { scene = null; }
  18874. if (isPure === void 0) { isPure = true; }
  18875. var _this = _super.call(this, name, scene) || this;
  18876. _this._forward = new BABYLON.Vector3(0, 0, 1);
  18877. _this._forwardInverted = new BABYLON.Vector3(0, 0, -1);
  18878. _this._up = new BABYLON.Vector3(0, 1, 0);
  18879. _this._right = new BABYLON.Vector3(1, 0, 0);
  18880. _this._rightInverted = new BABYLON.Vector3(-1, 0, 0);
  18881. // Properties
  18882. _this._position = BABYLON.Vector3.Zero();
  18883. _this._rotation = BABYLON.Vector3.Zero();
  18884. _this._scaling = BABYLON.Vector3.One();
  18885. _this._isDirty = false;
  18886. /**
  18887. * Set the billboard mode. Default is 0.
  18888. *
  18889. * | Value | Type | Description |
  18890. * | --- | --- | --- |
  18891. * | 0 | BILLBOARDMODE_NONE | |
  18892. * | 1 | BILLBOARDMODE_X | |
  18893. * | 2 | BILLBOARDMODE_Y | |
  18894. * | 4 | BILLBOARDMODE_Z | |
  18895. * | 7 | BILLBOARDMODE_ALL | |
  18896. *
  18897. */
  18898. _this.billboardMode = TransformNode.BILLBOARDMODE_NONE;
  18899. _this.scalingDeterminant = 1;
  18900. _this.infiniteDistance = false;
  18901. /**
  18902. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  18903. * By default the system will update normals to compensate
  18904. */
  18905. _this.ignoreNonUniformScaling = false;
  18906. _this._localWorld = BABYLON.Matrix.Zero();
  18907. _this._absolutePosition = BABYLON.Vector3.Zero();
  18908. _this._pivotMatrix = BABYLON.Matrix.Identity();
  18909. _this._postMultiplyPivotMatrix = false;
  18910. _this._isWorldMatrixFrozen = false;
  18911. /**
  18912. * An event triggered after the world matrix is updated
  18913. */
  18914. _this.onAfterWorldMatrixUpdateObservable = new BABYLON.Observable();
  18915. _this._nonUniformScaling = false;
  18916. if (isPure) {
  18917. _this.getScene().addTransformNode(_this);
  18918. }
  18919. return _this;
  18920. }
  18921. /**
  18922. * Gets a string identifying the name of the class
  18923. * @returns "TransformNode" string
  18924. */
  18925. TransformNode.prototype.getClassName = function () {
  18926. return "TransformNode";
  18927. };
  18928. Object.defineProperty(TransformNode.prototype, "position", {
  18929. /**
  18930. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  18931. */
  18932. get: function () {
  18933. return this._position;
  18934. },
  18935. set: function (newPosition) {
  18936. this._position = newPosition;
  18937. this._isDirty = true;
  18938. },
  18939. enumerable: true,
  18940. configurable: true
  18941. });
  18942. Object.defineProperty(TransformNode.prototype, "rotation", {
  18943. /**
  18944. * 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)).
  18945. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  18946. */
  18947. get: function () {
  18948. return this._rotation;
  18949. },
  18950. set: function (newRotation) {
  18951. this._rotation = newRotation;
  18952. this._isDirty = true;
  18953. },
  18954. enumerable: true,
  18955. configurable: true
  18956. });
  18957. Object.defineProperty(TransformNode.prototype, "scaling", {
  18958. /**
  18959. * 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)).
  18960. */
  18961. get: function () {
  18962. return this._scaling;
  18963. },
  18964. set: function (newScaling) {
  18965. this._scaling = newScaling;
  18966. this._isDirty = true;
  18967. },
  18968. enumerable: true,
  18969. configurable: true
  18970. });
  18971. Object.defineProperty(TransformNode.prototype, "rotationQuaternion", {
  18972. /**
  18973. * Gets or sets the rotation Quaternion property : this a Quaternion object defining the node rotation by using a unit quaternion (null by default).
  18974. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  18975. */
  18976. get: function () {
  18977. return this._rotationQuaternion;
  18978. },
  18979. set: function (quaternion) {
  18980. this._rotationQuaternion = quaternion;
  18981. //reset the rotation vector.
  18982. if (quaternion && this.rotation.length()) {
  18983. this.rotation.copyFromFloats(0.0, 0.0, 0.0);
  18984. }
  18985. },
  18986. enumerable: true,
  18987. configurable: true
  18988. });
  18989. Object.defineProperty(TransformNode.prototype, "forward", {
  18990. /**
  18991. * The forward direction of that transform in world space.
  18992. */
  18993. get: function () {
  18994. return BABYLON.Vector3.Normalize(BABYLON.Vector3.TransformNormal(this.getScene().useRightHandedSystem ? this._forwardInverted : this._forward, this.getWorldMatrix()));
  18995. },
  18996. enumerable: true,
  18997. configurable: true
  18998. });
  18999. Object.defineProperty(TransformNode.prototype, "up", {
  19000. /**
  19001. * The up direction of that transform in world space.
  19002. */
  19003. get: function () {
  19004. return BABYLON.Vector3.Normalize(BABYLON.Vector3.TransformNormal(this._up, this.getWorldMatrix()));
  19005. },
  19006. enumerable: true,
  19007. configurable: true
  19008. });
  19009. Object.defineProperty(TransformNode.prototype, "right", {
  19010. /**
  19011. * The right direction of that transform in world space.
  19012. */
  19013. get: function () {
  19014. return BABYLON.Vector3.Normalize(BABYLON.Vector3.TransformNormal(this.getScene().useRightHandedSystem ? this._rightInverted : this._right, this.getWorldMatrix()));
  19015. },
  19016. enumerable: true,
  19017. configurable: true
  19018. });
  19019. /**
  19020. * Copies the parameter passed Matrix into the mesh Pose matrix.
  19021. * Returns the TransformNode.
  19022. */
  19023. TransformNode.prototype.updatePoseMatrix = function (matrix) {
  19024. this._poseMatrix.copyFrom(matrix);
  19025. return this;
  19026. };
  19027. /**
  19028. * Returns the mesh Pose matrix.
  19029. * Returned object : Matrix
  19030. */
  19031. TransformNode.prototype.getPoseMatrix = function () {
  19032. return this._poseMatrix;
  19033. };
  19034. /** @hidden */
  19035. TransformNode.prototype._isSynchronized = function () {
  19036. if (this._isDirty) {
  19037. return false;
  19038. }
  19039. if (this.billboardMode !== this._cache.billboardMode || this.billboardMode !== TransformNode.BILLBOARDMODE_NONE)
  19040. return false;
  19041. if (this._cache.pivotMatrixUpdated) {
  19042. return false;
  19043. }
  19044. if (this.infiniteDistance) {
  19045. return false;
  19046. }
  19047. if (!this._cache.position.equals(this._position))
  19048. return false;
  19049. if (this._rotationQuaternion) {
  19050. if (!this._cache.rotationQuaternion.equals(this._rotationQuaternion))
  19051. return false;
  19052. }
  19053. if (!this._cache.rotation.equals(this._rotation))
  19054. return false;
  19055. if (!this._cache.scaling.equals(this._scaling))
  19056. return false;
  19057. return true;
  19058. };
  19059. /** @hidden */
  19060. TransformNode.prototype._initCache = function () {
  19061. _super.prototype._initCache.call(this);
  19062. this._cache.localMatrixUpdated = false;
  19063. this._cache.position = BABYLON.Vector3.Zero();
  19064. this._cache.scaling = BABYLON.Vector3.Zero();
  19065. this._cache.rotation = BABYLON.Vector3.Zero();
  19066. this._cache.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 0);
  19067. this._cache.billboardMode = -1;
  19068. };
  19069. TransformNode.prototype.markAsDirty = function (property) {
  19070. if (property === "rotation") {
  19071. this.rotationQuaternion = null;
  19072. }
  19073. this._currentRenderId = Number.MAX_VALUE;
  19074. this._isDirty = true;
  19075. return this;
  19076. };
  19077. Object.defineProperty(TransformNode.prototype, "absolutePosition", {
  19078. /**
  19079. * Returns the current mesh absolute position.
  19080. * Returns a Vector3.
  19081. */
  19082. get: function () {
  19083. return this._absolutePosition;
  19084. },
  19085. enumerable: true,
  19086. configurable: true
  19087. });
  19088. /**
  19089. * Sets a new matrix to apply before all other transformation
  19090. * @param matrix defines the transform matrix
  19091. * @returns the current TransformNode
  19092. */
  19093. TransformNode.prototype.setPreTransformMatrix = function (matrix) {
  19094. return this.setPivotMatrix(matrix, false);
  19095. };
  19096. /**
  19097. * Sets a new pivot matrix to the current node
  19098. * @param matrix defines the new pivot matrix to use
  19099. * @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
  19100. * @returns the current TransformNode
  19101. */
  19102. TransformNode.prototype.setPivotMatrix = function (matrix, postMultiplyPivotMatrix) {
  19103. if (postMultiplyPivotMatrix === void 0) { postMultiplyPivotMatrix = true; }
  19104. this._pivotMatrix = matrix.clone();
  19105. this._cache.pivotMatrixUpdated = true;
  19106. this._postMultiplyPivotMatrix = postMultiplyPivotMatrix;
  19107. if (this._postMultiplyPivotMatrix) {
  19108. if (!this._pivotMatrixInverse) {
  19109. this._pivotMatrixInverse = BABYLON.Matrix.Invert(this._pivotMatrix);
  19110. }
  19111. else {
  19112. this._pivotMatrix.invertToRef(this._pivotMatrixInverse);
  19113. }
  19114. }
  19115. return this;
  19116. };
  19117. /**
  19118. * Returns the mesh pivot matrix.
  19119. * Default : Identity.
  19120. * A Matrix is returned.
  19121. */
  19122. TransformNode.prototype.getPivotMatrix = function () {
  19123. return this._pivotMatrix;
  19124. };
  19125. /**
  19126. * Prevents the World matrix to be computed any longer.
  19127. * Returns the TransformNode.
  19128. */
  19129. TransformNode.prototype.freezeWorldMatrix = function () {
  19130. this._isWorldMatrixFrozen = false; // no guarantee world is not already frozen, switch off temporarily
  19131. this.computeWorldMatrix(true);
  19132. this._isWorldMatrixFrozen = true;
  19133. return this;
  19134. };
  19135. /**
  19136. * Allows back the World matrix computation.
  19137. * Returns the TransformNode.
  19138. */
  19139. TransformNode.prototype.unfreezeWorldMatrix = function () {
  19140. this._isWorldMatrixFrozen = false;
  19141. this.computeWorldMatrix(true);
  19142. return this;
  19143. };
  19144. Object.defineProperty(TransformNode.prototype, "isWorldMatrixFrozen", {
  19145. /**
  19146. * True if the World matrix has been frozen.
  19147. * Returns a boolean.
  19148. */
  19149. get: function () {
  19150. return this._isWorldMatrixFrozen;
  19151. },
  19152. enumerable: true,
  19153. configurable: true
  19154. });
  19155. /**
  19156. * Retuns the mesh absolute position in the World.
  19157. * Returns a Vector3.
  19158. */
  19159. TransformNode.prototype.getAbsolutePosition = function () {
  19160. this.computeWorldMatrix();
  19161. return this._absolutePosition;
  19162. };
  19163. /**
  19164. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  19165. * Returns the TransformNode.
  19166. */
  19167. TransformNode.prototype.setAbsolutePosition = function (absolutePosition) {
  19168. if (!absolutePosition) {
  19169. return this;
  19170. }
  19171. var absolutePositionX;
  19172. var absolutePositionY;
  19173. var absolutePositionZ;
  19174. if (absolutePosition.x === undefined) {
  19175. if (arguments.length < 3) {
  19176. return this;
  19177. }
  19178. absolutePositionX = arguments[0];
  19179. absolutePositionY = arguments[1];
  19180. absolutePositionZ = arguments[2];
  19181. }
  19182. else {
  19183. absolutePositionX = absolutePosition.x;
  19184. absolutePositionY = absolutePosition.y;
  19185. absolutePositionZ = absolutePosition.z;
  19186. }
  19187. if (this.parent) {
  19188. var invertParentWorldMatrix = this.parent.getWorldMatrix().clone();
  19189. invertParentWorldMatrix.invert();
  19190. var worldPosition = new BABYLON.Vector3(absolutePositionX, absolutePositionY, absolutePositionZ);
  19191. this.position = BABYLON.Vector3.TransformCoordinates(worldPosition, invertParentWorldMatrix);
  19192. }
  19193. else {
  19194. this.position.x = absolutePositionX;
  19195. this.position.y = absolutePositionY;
  19196. this.position.z = absolutePositionZ;
  19197. }
  19198. return this;
  19199. };
  19200. /**
  19201. * Sets the mesh position in its local space.
  19202. * Returns the TransformNode.
  19203. */
  19204. TransformNode.prototype.setPositionWithLocalVector = function (vector3) {
  19205. this.computeWorldMatrix();
  19206. this.position = BABYLON.Vector3.TransformNormal(vector3, this._localWorld);
  19207. return this;
  19208. };
  19209. /**
  19210. * Returns the mesh position in the local space from the current World matrix values.
  19211. * Returns a new Vector3.
  19212. */
  19213. TransformNode.prototype.getPositionExpressedInLocalSpace = function () {
  19214. this.computeWorldMatrix();
  19215. var invLocalWorldMatrix = this._localWorld.clone();
  19216. invLocalWorldMatrix.invert();
  19217. return BABYLON.Vector3.TransformNormal(this.position, invLocalWorldMatrix);
  19218. };
  19219. /**
  19220. * Translates the mesh along the passed Vector3 in its local space.
  19221. * Returns the TransformNode.
  19222. */
  19223. TransformNode.prototype.locallyTranslate = function (vector3) {
  19224. this.computeWorldMatrix(true);
  19225. this.position = BABYLON.Vector3.TransformCoordinates(vector3, this._localWorld);
  19226. return this;
  19227. };
  19228. /**
  19229. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  19230. * @param targetPoint the position (must be in same space as current mesh) to look at
  19231. * @param yawCor optional yaw (y-axis) correction in radians
  19232. * @param pitchCor optional pitch (x-axis) correction in radians
  19233. * @param rollCor optional roll (z-axis) correction in radians
  19234. * @param space the choosen space of the target
  19235. * @returns the TransformNode.
  19236. */
  19237. TransformNode.prototype.lookAt = function (targetPoint, yawCor, pitchCor, rollCor, space) {
  19238. if (yawCor === void 0) { yawCor = 0; }
  19239. if (pitchCor === void 0) { pitchCor = 0; }
  19240. if (rollCor === void 0) { rollCor = 0; }
  19241. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  19242. var dv = TransformNode._lookAtVectorCache;
  19243. var pos = space === BABYLON.Space.LOCAL ? this.position : this.getAbsolutePosition();
  19244. targetPoint.subtractToRef(pos, dv);
  19245. var yaw = -Math.atan2(dv.z, dv.x) - Math.PI / 2;
  19246. var len = Math.sqrt(dv.x * dv.x + dv.z * dv.z);
  19247. var pitch = Math.atan2(dv.y, len);
  19248. if (this.rotationQuaternion) {
  19249. BABYLON.Quaternion.RotationYawPitchRollToRef(yaw + yawCor, pitch + pitchCor, rollCor, this.rotationQuaternion);
  19250. }
  19251. else {
  19252. this.rotation.x = pitch + pitchCor;
  19253. this.rotation.y = yaw + yawCor;
  19254. this.rotation.z = rollCor;
  19255. }
  19256. return this;
  19257. };
  19258. /**
  19259. * Returns a new Vector3 what is the localAxis, expressed in the mesh local space, rotated like the mesh.
  19260. * This Vector3 is expressed in the World space.
  19261. */
  19262. TransformNode.prototype.getDirection = function (localAxis) {
  19263. var result = BABYLON.Vector3.Zero();
  19264. this.getDirectionToRef(localAxis, result);
  19265. return result;
  19266. };
  19267. /**
  19268. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  19269. * localAxis is expressed in the mesh local space.
  19270. * result is computed in the Wordl space from the mesh World matrix.
  19271. * Returns the TransformNode.
  19272. */
  19273. TransformNode.prototype.getDirectionToRef = function (localAxis, result) {
  19274. BABYLON.Vector3.TransformNormalToRef(localAxis, this.getWorldMatrix(), result);
  19275. return this;
  19276. };
  19277. /**
  19278. * Sets a new pivot point to the current node
  19279. * @param point defines the new pivot point to use
  19280. * @param space defines if the point is in world or local space (local by default)
  19281. * @returns the current TransformNode
  19282. */
  19283. TransformNode.prototype.setPivotPoint = function (point, space) {
  19284. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  19285. if (this.getScene().getRenderId() == 0) {
  19286. this.computeWorldMatrix(true);
  19287. }
  19288. var wm = this.getWorldMatrix();
  19289. if (space == BABYLON.Space.WORLD) {
  19290. var tmat = BABYLON.Tmp.Matrix[0];
  19291. wm.invertToRef(tmat);
  19292. point = BABYLON.Vector3.TransformCoordinates(point, tmat);
  19293. }
  19294. return this.setPivotMatrix(BABYLON.Matrix.Translation(-point.x, -point.y, -point.z), true);
  19295. };
  19296. /**
  19297. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  19298. */
  19299. TransformNode.prototype.getPivotPoint = function () {
  19300. var point = BABYLON.Vector3.Zero();
  19301. this.getPivotPointToRef(point);
  19302. return point;
  19303. };
  19304. /**
  19305. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  19306. * Returns the TransformNode.
  19307. */
  19308. TransformNode.prototype.getPivotPointToRef = function (result) {
  19309. result.x = -this._pivotMatrix.m[12];
  19310. result.y = -this._pivotMatrix.m[13];
  19311. result.z = -this._pivotMatrix.m[14];
  19312. return this;
  19313. };
  19314. /**
  19315. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  19316. */
  19317. TransformNode.prototype.getAbsolutePivotPoint = function () {
  19318. var point = BABYLON.Vector3.Zero();
  19319. this.getAbsolutePivotPointToRef(point);
  19320. return point;
  19321. };
  19322. /**
  19323. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  19324. * Returns the TransformNode.
  19325. */
  19326. TransformNode.prototype.getAbsolutePivotPointToRef = function (result) {
  19327. result.x = this._pivotMatrix.m[12];
  19328. result.y = this._pivotMatrix.m[13];
  19329. result.z = this._pivotMatrix.m[14];
  19330. this.getPivotPointToRef(result);
  19331. BABYLON.Vector3.TransformCoordinatesToRef(result, this.getWorldMatrix(), result);
  19332. return this;
  19333. };
  19334. /**
  19335. * Defines the passed node as the parent of the current node.
  19336. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  19337. * Returns the TransformNode.
  19338. */
  19339. TransformNode.prototype.setParent = function (node) {
  19340. if (!node && !this.parent) {
  19341. return this;
  19342. }
  19343. if (!node) {
  19344. var rotation = BABYLON.Tmp.Quaternion[0];
  19345. var position = BABYLON.Tmp.Vector3[0];
  19346. var scale = BABYLON.Tmp.Vector3[1];
  19347. if (this.parent && this.parent.computeWorldMatrix) {
  19348. this.parent.computeWorldMatrix(true);
  19349. }
  19350. this.computeWorldMatrix(true);
  19351. this.getWorldMatrix().decompose(scale, rotation, position);
  19352. if (this.rotationQuaternion) {
  19353. this.rotationQuaternion.copyFrom(rotation);
  19354. }
  19355. else {
  19356. rotation.toEulerAnglesToRef(this.rotation);
  19357. }
  19358. this.scaling.x = scale.x;
  19359. this.scaling.y = scale.y;
  19360. this.scaling.z = scale.z;
  19361. this.position.x = position.x;
  19362. this.position.y = position.y;
  19363. this.position.z = position.z;
  19364. }
  19365. else {
  19366. var rotation = BABYLON.Tmp.Quaternion[0];
  19367. var position = BABYLON.Tmp.Vector3[0];
  19368. var scale = BABYLON.Tmp.Vector3[1];
  19369. var diffMatrix = BABYLON.Tmp.Matrix[0];
  19370. var invParentMatrix = BABYLON.Tmp.Matrix[1];
  19371. this.computeWorldMatrix(true);
  19372. node.computeWorldMatrix(true);
  19373. node.getWorldMatrix().invertToRef(invParentMatrix);
  19374. this.getWorldMatrix().multiplyToRef(invParentMatrix, diffMatrix);
  19375. diffMatrix.decompose(scale, rotation, position);
  19376. if (this.rotationQuaternion) {
  19377. this.rotationQuaternion.copyFrom(rotation);
  19378. }
  19379. else {
  19380. rotation.toEulerAnglesToRef(this.rotation);
  19381. }
  19382. this.position.x = position.x;
  19383. this.position.y = position.y;
  19384. this.position.z = position.z;
  19385. this.scaling.x = scale.x;
  19386. this.scaling.y = scale.y;
  19387. this.scaling.z = scale.z;
  19388. }
  19389. this.parent = node;
  19390. return this;
  19391. };
  19392. Object.defineProperty(TransformNode.prototype, "nonUniformScaling", {
  19393. get: function () {
  19394. return this._nonUniformScaling;
  19395. },
  19396. enumerable: true,
  19397. configurable: true
  19398. });
  19399. /** @hidden */
  19400. TransformNode.prototype._updateNonUniformScalingState = function (value) {
  19401. if (this._nonUniformScaling === value) {
  19402. return false;
  19403. }
  19404. this._nonUniformScaling = value;
  19405. return true;
  19406. };
  19407. /**
  19408. * Attach the current TransformNode to another TransformNode associated with a bone
  19409. * @param bone Bone affecting the TransformNode
  19410. * @param affectedTransformNode TransformNode associated with the bone
  19411. */
  19412. TransformNode.prototype.attachToBone = function (bone, affectedTransformNode) {
  19413. this._transformToBoneReferal = affectedTransformNode;
  19414. this.parent = bone;
  19415. if (bone.getWorldMatrix().determinant() < 0) {
  19416. this.scalingDeterminant *= -1;
  19417. }
  19418. return this;
  19419. };
  19420. TransformNode.prototype.detachFromBone = function () {
  19421. if (!this.parent) {
  19422. return this;
  19423. }
  19424. if (this.parent.getWorldMatrix().determinant() < 0) {
  19425. this.scalingDeterminant *= -1;
  19426. }
  19427. this._transformToBoneReferal = null;
  19428. this.parent = null;
  19429. return this;
  19430. };
  19431. /**
  19432. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  19433. * space (default LOCAL) can be either BABYLON.Space.LOCAL, either BABYLON.Space.WORLD.
  19434. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  19435. * The passed axis is also normalized.
  19436. * Returns the TransformNode.
  19437. */
  19438. TransformNode.prototype.rotate = function (axis, amount, space) {
  19439. axis.normalize();
  19440. if (!this.rotationQuaternion) {
  19441. this.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);
  19442. this.rotation = BABYLON.Vector3.Zero();
  19443. }
  19444. var rotationQuaternion;
  19445. if (!space || space === BABYLON.Space.LOCAL) {
  19446. rotationQuaternion = BABYLON.Quaternion.RotationAxisToRef(axis, amount, TransformNode._rotationAxisCache);
  19447. this.rotationQuaternion.multiplyToRef(rotationQuaternion, this.rotationQuaternion);
  19448. }
  19449. else {
  19450. if (this.parent) {
  19451. var invertParentWorldMatrix = this.parent.getWorldMatrix().clone();
  19452. invertParentWorldMatrix.invert();
  19453. axis = BABYLON.Vector3.TransformNormal(axis, invertParentWorldMatrix);
  19454. }
  19455. rotationQuaternion = BABYLON.Quaternion.RotationAxisToRef(axis, amount, TransformNode._rotationAxisCache);
  19456. rotationQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  19457. }
  19458. return this;
  19459. };
  19460. /**
  19461. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  19462. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  19463. * The passed axis is also normalized.
  19464. * Returns the TransformNode.
  19465. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  19466. */
  19467. TransformNode.prototype.rotateAround = function (point, axis, amount) {
  19468. axis.normalize();
  19469. if (!this.rotationQuaternion) {
  19470. this.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);
  19471. this.rotation.copyFromFloats(0, 0, 0);
  19472. }
  19473. point.subtractToRef(this.position, BABYLON.Tmp.Vector3[0]);
  19474. BABYLON.Matrix.TranslationToRef(BABYLON.Tmp.Vector3[0].x, BABYLON.Tmp.Vector3[0].y, BABYLON.Tmp.Vector3[0].z, BABYLON.Tmp.Matrix[0]);
  19475. BABYLON.Tmp.Matrix[0].invertToRef(BABYLON.Tmp.Matrix[2]);
  19476. BABYLON.Matrix.RotationAxisToRef(axis, amount, BABYLON.Tmp.Matrix[1]);
  19477. BABYLON.Tmp.Matrix[2].multiplyToRef(BABYLON.Tmp.Matrix[1], BABYLON.Tmp.Matrix[2]);
  19478. BABYLON.Tmp.Matrix[2].multiplyToRef(BABYLON.Tmp.Matrix[0], BABYLON.Tmp.Matrix[2]);
  19479. BABYLON.Tmp.Matrix[2].decompose(BABYLON.Tmp.Vector3[0], BABYLON.Tmp.Quaternion[0], BABYLON.Tmp.Vector3[1]);
  19480. this.position.addInPlace(BABYLON.Tmp.Vector3[1]);
  19481. BABYLON.Tmp.Quaternion[0].multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  19482. return this;
  19483. };
  19484. /**
  19485. * Translates the mesh along the axis vector for the passed distance in the given space.
  19486. * space (default LOCAL) can be either BABYLON.Space.LOCAL, either BABYLON.Space.WORLD.
  19487. * Returns the TransformNode.
  19488. */
  19489. TransformNode.prototype.translate = function (axis, distance, space) {
  19490. var displacementVector = axis.scale(distance);
  19491. if (!space || space === BABYLON.Space.LOCAL) {
  19492. var tempV3 = this.getPositionExpressedInLocalSpace().add(displacementVector);
  19493. this.setPositionWithLocalVector(tempV3);
  19494. }
  19495. else {
  19496. this.setAbsolutePosition(this.getAbsolutePosition().add(displacementVector));
  19497. }
  19498. return this;
  19499. };
  19500. /**
  19501. * Adds a rotation step to the mesh current rotation.
  19502. * x, y, z are Euler angles expressed in radians.
  19503. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  19504. * This means this rotation is made in the mesh local space only.
  19505. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  19506. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  19507. * ```javascript
  19508. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  19509. * ```
  19510. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  19511. * 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.
  19512. * Returns the TransformNode.
  19513. */
  19514. TransformNode.prototype.addRotation = function (x, y, z) {
  19515. var rotationQuaternion;
  19516. if (this.rotationQuaternion) {
  19517. rotationQuaternion = this.rotationQuaternion;
  19518. }
  19519. else {
  19520. rotationQuaternion = BABYLON.Tmp.Quaternion[1];
  19521. BABYLON.Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, rotationQuaternion);
  19522. }
  19523. var accumulation = BABYLON.Tmp.Quaternion[0];
  19524. BABYLON.Quaternion.RotationYawPitchRollToRef(y, x, z, accumulation);
  19525. rotationQuaternion.multiplyInPlace(accumulation);
  19526. if (!this.rotationQuaternion) {
  19527. rotationQuaternion.toEulerAnglesToRef(this.rotation);
  19528. }
  19529. return this;
  19530. };
  19531. /**
  19532. * Computes the world matrix of the node
  19533. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  19534. * @returns the world matrix
  19535. */
  19536. TransformNode.prototype.computeWorldMatrix = function (force) {
  19537. if (this._isWorldMatrixFrozen) {
  19538. return this._worldMatrix;
  19539. }
  19540. if (!force && this.isSynchronized()) {
  19541. this._currentRenderId = this.getScene().getRenderId();
  19542. return this._worldMatrix;
  19543. }
  19544. this._updateCache();
  19545. this._cache.position.copyFrom(this.position);
  19546. this._cache.scaling.copyFrom(this.scaling);
  19547. this._cache.pivotMatrixUpdated = false;
  19548. this._cache.billboardMode = this.billboardMode;
  19549. this._currentRenderId = this.getScene().getRenderId();
  19550. this._childRenderId = this.getScene().getRenderId();
  19551. this._isDirty = false;
  19552. // Scaling
  19553. BABYLON.Matrix.ScalingToRef(this.scaling.x * this.scalingDeterminant, this.scaling.y * this.scalingDeterminant, this.scaling.z * this.scalingDeterminant, BABYLON.Tmp.Matrix[1]);
  19554. // Rotation
  19555. //rotate, if quaternion is set and rotation was used
  19556. if (this.rotationQuaternion) {
  19557. var len = this.rotation.length();
  19558. if (len) {
  19559. this.rotationQuaternion.multiplyInPlace(BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z));
  19560. this.rotation.copyFromFloats(0, 0, 0);
  19561. }
  19562. }
  19563. if (this.rotationQuaternion) {
  19564. this.rotationQuaternion.toRotationMatrix(BABYLON.Tmp.Matrix[0]);
  19565. this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);
  19566. }
  19567. else {
  19568. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, BABYLON.Tmp.Matrix[0]);
  19569. this._cache.rotation.copyFrom(this.rotation);
  19570. }
  19571. // Translation
  19572. var camera = this.getScene().activeCamera;
  19573. if (this.infiniteDistance && !this.parent && camera) {
  19574. var cameraWorldMatrix = camera.getWorldMatrix();
  19575. var cameraGlobalPosition = new BABYLON.Vector3(cameraWorldMatrix.m[12], cameraWorldMatrix.m[13], cameraWorldMatrix.m[14]);
  19576. BABYLON.Matrix.TranslationToRef(this.position.x + cameraGlobalPosition.x, this.position.y + cameraGlobalPosition.y, this.position.z + cameraGlobalPosition.z, BABYLON.Tmp.Matrix[2]);
  19577. }
  19578. else {
  19579. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, BABYLON.Tmp.Matrix[2]);
  19580. }
  19581. // Composing transformations
  19582. this._pivotMatrix.multiplyToRef(BABYLON.Tmp.Matrix[1], BABYLON.Tmp.Matrix[4]);
  19583. BABYLON.Tmp.Matrix[4].multiplyToRef(BABYLON.Tmp.Matrix[0], BABYLON.Tmp.Matrix[5]);
  19584. // Billboarding (testing PG:http://www.babylonjs-playground.com/#UJEIL#13)
  19585. if (this.billboardMode !== TransformNode.BILLBOARDMODE_NONE && camera) {
  19586. if ((this.billboardMode & TransformNode.BILLBOARDMODE_ALL) !== TransformNode.BILLBOARDMODE_ALL) {
  19587. // Need to decompose each rotation here
  19588. var currentPosition = BABYLON.Tmp.Vector3[3];
  19589. if (this.parent && this.parent.getWorldMatrix) {
  19590. if (this._transformToBoneReferal) {
  19591. this.parent.getWorldMatrix().multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), BABYLON.Tmp.Matrix[6]);
  19592. BABYLON.Vector3.TransformCoordinatesToRef(this.position, BABYLON.Tmp.Matrix[6], currentPosition);
  19593. }
  19594. else {
  19595. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), currentPosition);
  19596. }
  19597. }
  19598. else {
  19599. currentPosition.copyFrom(this.position);
  19600. }
  19601. currentPosition.subtractInPlace(camera.globalPosition);
  19602. var finalEuler = BABYLON.Tmp.Vector3[4].copyFromFloats(0, 0, 0);
  19603. if ((this.billboardMode & TransformNode.BILLBOARDMODE_X) === TransformNode.BILLBOARDMODE_X) {
  19604. finalEuler.x = Math.atan2(-currentPosition.y, currentPosition.z);
  19605. }
  19606. if ((this.billboardMode & TransformNode.BILLBOARDMODE_Y) === TransformNode.BILLBOARDMODE_Y) {
  19607. finalEuler.y = Math.atan2(currentPosition.x, currentPosition.z);
  19608. }
  19609. if ((this.billboardMode & TransformNode.BILLBOARDMODE_Z) === TransformNode.BILLBOARDMODE_Z) {
  19610. finalEuler.z = Math.atan2(currentPosition.y, currentPosition.x);
  19611. }
  19612. BABYLON.Matrix.RotationYawPitchRollToRef(finalEuler.y, finalEuler.x, finalEuler.z, BABYLON.Tmp.Matrix[0]);
  19613. }
  19614. else {
  19615. BABYLON.Tmp.Matrix[1].copyFrom(camera.getViewMatrix());
  19616. BABYLON.Tmp.Matrix[1].setTranslationFromFloats(0, 0, 0);
  19617. BABYLON.Tmp.Matrix[1].invertToRef(BABYLON.Tmp.Matrix[0]);
  19618. }
  19619. BABYLON.Tmp.Matrix[1].copyFrom(BABYLON.Tmp.Matrix[5]);
  19620. BABYLON.Tmp.Matrix[1].multiplyToRef(BABYLON.Tmp.Matrix[0], BABYLON.Tmp.Matrix[5]);
  19621. }
  19622. // Post multiply inverse of pivotMatrix
  19623. if (this._postMultiplyPivotMatrix) {
  19624. BABYLON.Tmp.Matrix[5].multiplyToRef(this._pivotMatrixInverse, BABYLON.Tmp.Matrix[5]);
  19625. }
  19626. // Local world
  19627. BABYLON.Tmp.Matrix[5].multiplyToRef(BABYLON.Tmp.Matrix[2], this._localWorld);
  19628. // Parent
  19629. if (this.parent && this.parent.getWorldMatrix) {
  19630. if (this.billboardMode !== TransformNode.BILLBOARDMODE_NONE) {
  19631. if (this._transformToBoneReferal) {
  19632. this.parent.getWorldMatrix().multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), BABYLON.Tmp.Matrix[6]);
  19633. BABYLON.Tmp.Matrix[5].copyFrom(BABYLON.Tmp.Matrix[6]);
  19634. }
  19635. else {
  19636. BABYLON.Tmp.Matrix[5].copyFrom(this.parent.getWorldMatrix());
  19637. }
  19638. this._localWorld.getTranslationToRef(BABYLON.Tmp.Vector3[5]);
  19639. BABYLON.Vector3.TransformCoordinatesToRef(BABYLON.Tmp.Vector3[5], BABYLON.Tmp.Matrix[5], BABYLON.Tmp.Vector3[5]);
  19640. this._worldMatrix.copyFrom(this._localWorld);
  19641. this._worldMatrix.setTranslation(BABYLON.Tmp.Vector3[5]);
  19642. }
  19643. else {
  19644. if (this._transformToBoneReferal) {
  19645. this._localWorld.multiplyToRef(this.parent.getWorldMatrix(), BABYLON.Tmp.Matrix[6]);
  19646. BABYLON.Tmp.Matrix[6].multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), this._worldMatrix);
  19647. }
  19648. else {
  19649. this._localWorld.multiplyToRef(this.parent.getWorldMatrix(), this._worldMatrix);
  19650. }
  19651. }
  19652. this._markSyncedWithParent();
  19653. }
  19654. else {
  19655. this._worldMatrix.copyFrom(this._localWorld);
  19656. }
  19657. // Normal matrix
  19658. if (!this.ignoreNonUniformScaling) {
  19659. if (this.scaling.isNonUniform) {
  19660. this._updateNonUniformScalingState(true);
  19661. }
  19662. else if (this.parent && this.parent._nonUniformScaling) {
  19663. this._updateNonUniformScalingState(this.parent._nonUniformScaling);
  19664. }
  19665. else {
  19666. this._updateNonUniformScalingState(false);
  19667. }
  19668. }
  19669. else {
  19670. this._updateNonUniformScalingState(false);
  19671. }
  19672. this._afterComputeWorldMatrix();
  19673. // Absolute position
  19674. this._absolutePosition.copyFromFloats(this._worldMatrix.m[12], this._worldMatrix.m[13], this._worldMatrix.m[14]);
  19675. // Callbacks
  19676. this.onAfterWorldMatrixUpdateObservable.notifyObservers(this);
  19677. if (!this._poseMatrix) {
  19678. this._poseMatrix = BABYLON.Matrix.Invert(this._worldMatrix);
  19679. }
  19680. // Cache the determinant
  19681. this._worldMatrixDeterminant = this._worldMatrix.determinant();
  19682. return this._worldMatrix;
  19683. };
  19684. TransformNode.prototype._afterComputeWorldMatrix = function () {
  19685. };
  19686. /**
  19687. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  19688. * @param func: callback function to add
  19689. *
  19690. * Returns the TransformNode.
  19691. */
  19692. TransformNode.prototype.registerAfterWorldMatrixUpdate = function (func) {
  19693. this.onAfterWorldMatrixUpdateObservable.add(func);
  19694. return this;
  19695. };
  19696. /**
  19697. * Removes a registered callback function.
  19698. * Returns the TransformNode.
  19699. */
  19700. TransformNode.prototype.unregisterAfterWorldMatrixUpdate = function (func) {
  19701. this.onAfterWorldMatrixUpdateObservable.removeCallback(func);
  19702. return this;
  19703. };
  19704. /**
  19705. * Clone the current transform node
  19706. * Returns the new transform node
  19707. * @param name Name of the new clone
  19708. * @param newParent New parent for the clone
  19709. * @param doNotCloneChildren Do not clone children hierarchy
  19710. */
  19711. TransformNode.prototype.clone = function (name, newParent, doNotCloneChildren) {
  19712. var _this = this;
  19713. var result = BABYLON.SerializationHelper.Clone(function () { return new TransformNode(name, _this.getScene()); }, this);
  19714. result.name = name;
  19715. result.id = name;
  19716. if (newParent) {
  19717. result.parent = newParent;
  19718. }
  19719. if (!doNotCloneChildren) {
  19720. // Children
  19721. var directDescendants = this.getDescendants(true);
  19722. for (var index = 0; index < directDescendants.length; index++) {
  19723. var child = directDescendants[index];
  19724. if (child.clone) {
  19725. child.clone(name + "." + child.name, result);
  19726. }
  19727. }
  19728. }
  19729. return result;
  19730. };
  19731. TransformNode.prototype.serialize = function (currentSerializationObject) {
  19732. var serializationObject = BABYLON.SerializationHelper.Serialize(this, currentSerializationObject);
  19733. serializationObject.type = this.getClassName();
  19734. // Parent
  19735. if (this.parent) {
  19736. serializationObject.parentId = this.parent.id;
  19737. }
  19738. if (BABYLON.Tags && BABYLON.Tags.HasTags(this)) {
  19739. serializationObject.tags = BABYLON.Tags.GetTags(this);
  19740. }
  19741. serializationObject.localMatrix = this.getPivotMatrix().asArray();
  19742. serializationObject.isEnabled = this.isEnabled();
  19743. // Parent
  19744. if (this.parent) {
  19745. serializationObject.parentId = this.parent.id;
  19746. }
  19747. return serializationObject;
  19748. };
  19749. // Statics
  19750. /**
  19751. * Returns a new TransformNode object parsed from the source provided.
  19752. * The parameter `parsedMesh` is the source.
  19753. * The parameter `rootUrl` is a string, it's the root URL to prefix the `delayLoadingFile` property with
  19754. */
  19755. TransformNode.Parse = function (parsedTransformNode, scene, rootUrl) {
  19756. var transformNode = BABYLON.SerializationHelper.Parse(function () { return new TransformNode(parsedTransformNode.name, scene); }, parsedTransformNode, scene, rootUrl);
  19757. if (BABYLON.Tags) {
  19758. BABYLON.Tags.AddTagsTo(transformNode, parsedTransformNode.tags);
  19759. }
  19760. if (parsedTransformNode.localMatrix) {
  19761. transformNode.setPreTransformMatrix(BABYLON.Matrix.FromArray(parsedTransformNode.localMatrix));
  19762. }
  19763. else if (parsedTransformNode.pivotMatrix) {
  19764. transformNode.setPivotMatrix(BABYLON.Matrix.FromArray(parsedTransformNode.pivotMatrix));
  19765. }
  19766. transformNode.setEnabled(parsedTransformNode.isEnabled);
  19767. // Parent
  19768. if (parsedTransformNode.parentId) {
  19769. transformNode._waitingParentId = parsedTransformNode.parentId;
  19770. }
  19771. return transformNode;
  19772. };
  19773. /**
  19774. * Releases resources associated with this transform node.
  19775. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  19776. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  19777. */
  19778. TransformNode.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  19779. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  19780. // Animations
  19781. this.getScene().stopAnimation(this);
  19782. // Remove from scene
  19783. this.getScene().removeTransformNode(this);
  19784. this.onAfterWorldMatrixUpdateObservable.clear();
  19785. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  19786. };
  19787. // Statics
  19788. TransformNode.BILLBOARDMODE_NONE = 0;
  19789. TransformNode.BILLBOARDMODE_X = 1;
  19790. TransformNode.BILLBOARDMODE_Y = 2;
  19791. TransformNode.BILLBOARDMODE_Z = 4;
  19792. TransformNode.BILLBOARDMODE_ALL = 7;
  19793. TransformNode._lookAtVectorCache = new BABYLON.Vector3(0, 0, 0);
  19794. TransformNode._rotationAxisCache = new BABYLON.Quaternion();
  19795. __decorate([
  19796. BABYLON.serializeAsVector3("position")
  19797. ], TransformNode.prototype, "_position", void 0);
  19798. __decorate([
  19799. BABYLON.serializeAsVector3("rotation")
  19800. ], TransformNode.prototype, "_rotation", void 0);
  19801. __decorate([
  19802. BABYLON.serializeAsQuaternion("rotationQuaternion")
  19803. ], TransformNode.prototype, "_rotationQuaternion", void 0);
  19804. __decorate([
  19805. BABYLON.serializeAsVector3("scaling")
  19806. ], TransformNode.prototype, "_scaling", void 0);
  19807. __decorate([
  19808. BABYLON.serialize()
  19809. ], TransformNode.prototype, "billboardMode", void 0);
  19810. __decorate([
  19811. BABYLON.serialize()
  19812. ], TransformNode.prototype, "scalingDeterminant", void 0);
  19813. __decorate([
  19814. BABYLON.serialize()
  19815. ], TransformNode.prototype, "infiniteDistance", void 0);
  19816. __decorate([
  19817. BABYLON.serialize()
  19818. ], TransformNode.prototype, "ignoreNonUniformScaling", void 0);
  19819. return TransformNode;
  19820. }(BABYLON.Node));
  19821. BABYLON.TransformNode = TransformNode;
  19822. })(BABYLON || (BABYLON = {}));
  19823. //# sourceMappingURL=babylon.transformNode.js.map
  19824. var BABYLON;
  19825. (function (BABYLON) {
  19826. /** @hidden */
  19827. var _FacetDataStorage = /** @class */ (function () {
  19828. function _FacetDataStorage() {
  19829. this.facetNb = 0; // facet number
  19830. this.partitioningSubdivisions = 10; // number of subdivisions per axis in the partioning space
  19831. this.partitioningBBoxRatio = 1.01; // the partioning array space is by default 1% bigger than the bounding box
  19832. this.facetDataEnabled = false; // is the facet data feature enabled on this mesh ?
  19833. this.facetParameters = {}; // keep a reference to the object parameters to avoid memory re-allocation
  19834. this.bbSize = BABYLON.Vector3.Zero(); // bbox size approximated for facet data
  19835. this.subDiv = {
  19836. max: 1,
  19837. X: 1,
  19838. Y: 1,
  19839. Z: 1
  19840. };
  19841. this.facetDepthSort = false; // is the facet depth sort to be computed
  19842. this.facetDepthSortEnabled = false; // is the facet depth sort initialized
  19843. }
  19844. return _FacetDataStorage;
  19845. }());
  19846. /**
  19847. * Class used to store all common mesh properties
  19848. */
  19849. var AbstractMesh = /** @class */ (function (_super) {
  19850. __extends(AbstractMesh, _super);
  19851. // Constructor
  19852. /**
  19853. * Creates a new AbstractMesh
  19854. * @param name defines the name of the mesh
  19855. * @param scene defines the hosting scene
  19856. */
  19857. function AbstractMesh(name, scene) {
  19858. if (scene === void 0) { scene = null; }
  19859. var _this = _super.call(this, name, scene, false) || this;
  19860. _this._facetData = new _FacetDataStorage();
  19861. /** Gets ot sets the culling strategy to use to find visible meshes */
  19862. _this.cullingStrategy = AbstractMesh.CULLINGSTRATEGY_STANDARD;
  19863. // Events
  19864. /**
  19865. * An event triggered when this mesh collides with another one
  19866. */
  19867. _this.onCollideObservable = new BABYLON.Observable();
  19868. /**
  19869. * An event triggered when the collision's position changes
  19870. */
  19871. _this.onCollisionPositionChangeObservable = new BABYLON.Observable();
  19872. /**
  19873. * An event triggered when material is changed
  19874. */
  19875. _this.onMaterialChangedObservable = new BABYLON.Observable();
  19876. // Properties
  19877. /**
  19878. * Gets or sets the orientation for POV movement & rotation
  19879. */
  19880. _this.definedFacingForward = true;
  19881. _this._visibility = 1.0;
  19882. /** Gets or sets the alpha index used to sort transparent meshes
  19883. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  19884. */
  19885. _this.alphaIndex = Number.MAX_VALUE;
  19886. /**
  19887. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  19888. */
  19889. _this.isVisible = true;
  19890. /**
  19891. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  19892. */
  19893. _this.isPickable = true;
  19894. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  19895. _this.showSubMeshesBoundingBox = false;
  19896. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  19897. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  19898. */
  19899. _this.isBlocker = false;
  19900. /**
  19901. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  19902. */
  19903. _this.enablePointerMoveEvents = false;
  19904. /**
  19905. * Specifies the rendering group id for this mesh (0 by default)
  19906. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  19907. */
  19908. _this.renderingGroupId = 0;
  19909. _this._receiveShadows = false;
  19910. /** Defines color to use when rendering outline */
  19911. _this.outlineColor = BABYLON.Color3.Red();
  19912. /** Define width to use when rendering outline */
  19913. _this.outlineWidth = 0.02;
  19914. /** Defines color to use when rendering overlay */
  19915. _this.overlayColor = BABYLON.Color3.Red();
  19916. /** Defines alpha to use when rendering overlay */
  19917. _this.overlayAlpha = 0.5;
  19918. _this._hasVertexAlpha = false;
  19919. _this._useVertexColors = true;
  19920. _this._computeBonesUsingShaders = true;
  19921. _this._numBoneInfluencers = 4;
  19922. _this._applyFog = true;
  19923. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  19924. _this.useOctreeForRenderingSelection = true;
  19925. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  19926. _this.useOctreeForPicking = true;
  19927. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  19928. _this.useOctreeForCollisions = true;
  19929. _this._layerMask = 0x0FFFFFFF;
  19930. /**
  19931. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  19932. */
  19933. _this.alwaysSelectAsActiveMesh = false;
  19934. /**
  19935. * Gets or sets the current action manager
  19936. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  19937. */
  19938. _this.actionManager = null;
  19939. // Collisions
  19940. _this._checkCollisions = false;
  19941. _this._collisionMask = -1;
  19942. _this._collisionGroup = -1;
  19943. /**
  19944. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  19945. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  19946. */
  19947. _this.ellipsoid = new BABYLON.Vector3(0.5, 1, 0.5);
  19948. /**
  19949. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  19950. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  19951. */
  19952. _this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
  19953. _this._oldPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
  19954. _this._diffPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
  19955. // Edges
  19956. /**
  19957. * Defines edge width used when edgesRenderer is enabled
  19958. * @see https://www.babylonjs-playground.com/#10OJSG#13
  19959. */
  19960. _this.edgesWidth = 1;
  19961. /**
  19962. * Defines edge color used when edgesRenderer is enabled
  19963. * @see https://www.babylonjs-playground.com/#10OJSG#13
  19964. */
  19965. _this.edgesColor = new BABYLON.Color4(1, 0, 0, 1);
  19966. // Cache
  19967. _this._collisionsTransformMatrix = BABYLON.Matrix.Zero();
  19968. _this._collisionsScalingMatrix = BABYLON.Matrix.Zero();
  19969. /** @hidden */
  19970. _this._renderId = 0;
  19971. /** @hidden */
  19972. _this._intersectionsInProgress = new Array();
  19973. /** @hidden */
  19974. _this._unIndexed = false;
  19975. /** @hidden */
  19976. _this._lightSources = new Array();
  19977. /**
  19978. * An event triggered when the mesh is rebuilt.
  19979. */
  19980. _this.onRebuildObservable = new BABYLON.Observable();
  19981. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  19982. if (collidedMesh === void 0) { collidedMesh = null; }
  19983. //TODO move this to the collision coordinator!
  19984. if (_this.getScene().workerCollisions)
  19985. newPosition.multiplyInPlace(_this._collider._radius);
  19986. newPosition.subtractToRef(_this._oldPositionForCollisions, _this._diffPositionForCollisions);
  19987. if (_this._diffPositionForCollisions.length() > BABYLON.Engine.CollisionsEpsilon) {
  19988. _this.position.addInPlace(_this._diffPositionForCollisions);
  19989. }
  19990. if (collidedMesh) {
  19991. _this.onCollideObservable.notifyObservers(collidedMesh);
  19992. }
  19993. _this.onCollisionPositionChangeObservable.notifyObservers(_this.position);
  19994. };
  19995. _this.getScene().addMesh(_this);
  19996. _this._resyncLightSources();
  19997. return _this;
  19998. }
  19999. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_NONE", {
  20000. /**
  20001. * No billboard
  20002. */
  20003. get: function () {
  20004. return BABYLON.TransformNode.BILLBOARDMODE_NONE;
  20005. },
  20006. enumerable: true,
  20007. configurable: true
  20008. });
  20009. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_X", {
  20010. /** Billboard on X axis */
  20011. get: function () {
  20012. return BABYLON.TransformNode.BILLBOARDMODE_X;
  20013. },
  20014. enumerable: true,
  20015. configurable: true
  20016. });
  20017. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_Y", {
  20018. /** Billboard on Y axis */
  20019. get: function () {
  20020. return BABYLON.TransformNode.BILLBOARDMODE_Y;
  20021. },
  20022. enumerable: true,
  20023. configurable: true
  20024. });
  20025. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_Z", {
  20026. /** Billboard on Z axis */
  20027. get: function () {
  20028. return BABYLON.TransformNode.BILLBOARDMODE_Z;
  20029. },
  20030. enumerable: true,
  20031. configurable: true
  20032. });
  20033. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_ALL", {
  20034. /** Billboard on all axes */
  20035. get: function () {
  20036. return BABYLON.TransformNode.BILLBOARDMODE_ALL;
  20037. },
  20038. enumerable: true,
  20039. configurable: true
  20040. });
  20041. Object.defineProperty(AbstractMesh.prototype, "facetNb", {
  20042. /**
  20043. * Gets the number of facets in the mesh
  20044. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  20045. */
  20046. get: function () {
  20047. return this._facetData.facetNb;
  20048. },
  20049. enumerable: true,
  20050. configurable: true
  20051. });
  20052. Object.defineProperty(AbstractMesh.prototype, "partitioningSubdivisions", {
  20053. /**
  20054. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  20055. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  20056. */
  20057. get: function () {
  20058. return this._facetData.partitioningSubdivisions;
  20059. },
  20060. set: function (nb) {
  20061. this._facetData.partitioningSubdivisions = nb;
  20062. },
  20063. enumerable: true,
  20064. configurable: true
  20065. });
  20066. Object.defineProperty(AbstractMesh.prototype, "partitioningBBoxRatio", {
  20067. /**
  20068. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  20069. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  20070. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  20071. */
  20072. get: function () {
  20073. return this._facetData.partitioningBBoxRatio;
  20074. },
  20075. set: function (ratio) {
  20076. this._facetData.partitioningBBoxRatio = ratio;
  20077. },
  20078. enumerable: true,
  20079. configurable: true
  20080. });
  20081. Object.defineProperty(AbstractMesh.prototype, "mustDepthSortFacets", {
  20082. /**
  20083. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  20084. * Works only for updatable meshes.
  20085. * Doesn't work with multi-materials
  20086. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  20087. */
  20088. get: function () {
  20089. return this._facetData.facetDepthSort;
  20090. },
  20091. set: function (sort) {
  20092. this._facetData.facetDepthSort = sort;
  20093. },
  20094. enumerable: true,
  20095. configurable: true
  20096. });
  20097. Object.defineProperty(AbstractMesh.prototype, "facetDepthSortFrom", {
  20098. /**
  20099. * The location (Vector3) where the facet depth sort must be computed from.
  20100. * By default, the active camera position.
  20101. * Used only when facet depth sort is enabled
  20102. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  20103. */
  20104. get: function () {
  20105. return this._facetData.facetDepthSortFrom;
  20106. },
  20107. set: function (location) {
  20108. this._facetData.facetDepthSortFrom = location;
  20109. },
  20110. enumerable: true,
  20111. configurable: true
  20112. });
  20113. Object.defineProperty(AbstractMesh.prototype, "isFacetDataEnabled", {
  20114. /**
  20115. * gets a boolean indicating if facetData is enabled
  20116. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  20117. */
  20118. get: function () {
  20119. return this._facetData.facetDataEnabled;
  20120. },
  20121. enumerable: true,
  20122. configurable: true
  20123. });
  20124. /** @hidden */
  20125. AbstractMesh.prototype._updateNonUniformScalingState = function (value) {
  20126. if (!_super.prototype._updateNonUniformScalingState.call(this, value)) {
  20127. return false;
  20128. }
  20129. this._markSubMeshesAsMiscDirty();
  20130. return true;
  20131. };
  20132. Object.defineProperty(AbstractMesh.prototype, "onCollide", {
  20133. /** Set a function to call when this mesh collides with another one */
  20134. set: function (callback) {
  20135. if (this._onCollideObserver) {
  20136. this.onCollideObservable.remove(this._onCollideObserver);
  20137. }
  20138. this._onCollideObserver = this.onCollideObservable.add(callback);
  20139. },
  20140. enumerable: true,
  20141. configurable: true
  20142. });
  20143. Object.defineProperty(AbstractMesh.prototype, "onCollisionPositionChange", {
  20144. /** Set a function to call when the collision's position changes */
  20145. set: function (callback) {
  20146. if (this._onCollisionPositionChangeObserver) {
  20147. this.onCollisionPositionChangeObservable.remove(this._onCollisionPositionChangeObserver);
  20148. }
  20149. this._onCollisionPositionChangeObserver = this.onCollisionPositionChangeObservable.add(callback);
  20150. },
  20151. enumerable: true,
  20152. configurable: true
  20153. });
  20154. Object.defineProperty(AbstractMesh.prototype, "visibility", {
  20155. /**
  20156. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  20157. */
  20158. get: function () {
  20159. return this._visibility;
  20160. },
  20161. /**
  20162. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  20163. */
  20164. set: function (value) {
  20165. if (this._visibility === value) {
  20166. return;
  20167. }
  20168. this._visibility = value;
  20169. this._markSubMeshesAsMiscDirty();
  20170. },
  20171. enumerable: true,
  20172. configurable: true
  20173. });
  20174. Object.defineProperty(AbstractMesh.prototype, "material", {
  20175. /** Gets or sets current material */
  20176. get: function () {
  20177. return this._material;
  20178. },
  20179. set: function (value) {
  20180. if (this._material === value) {
  20181. return;
  20182. }
  20183. this._material = value;
  20184. if (this.onMaterialChangedObservable.hasObservers) {
  20185. this.onMaterialChangedObservable.notifyObservers(this);
  20186. }
  20187. if (!this.subMeshes) {
  20188. return;
  20189. }
  20190. this._unBindEffect();
  20191. },
  20192. enumerable: true,
  20193. configurable: true
  20194. });
  20195. Object.defineProperty(AbstractMesh.prototype, "receiveShadows", {
  20196. /**
  20197. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  20198. * @see http://doc.babylonjs.com/babylon101/shadows
  20199. */
  20200. get: function () {
  20201. return this._receiveShadows;
  20202. },
  20203. set: function (value) {
  20204. if (this._receiveShadows === value) {
  20205. return;
  20206. }
  20207. this._receiveShadows = value;
  20208. this._markSubMeshesAsLightDirty();
  20209. },
  20210. enumerable: true,
  20211. configurable: true
  20212. });
  20213. Object.defineProperty(AbstractMesh.prototype, "hasVertexAlpha", {
  20214. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  20215. get: function () {
  20216. return this._hasVertexAlpha;
  20217. },
  20218. set: function (value) {
  20219. if (this._hasVertexAlpha === value) {
  20220. return;
  20221. }
  20222. this._hasVertexAlpha = value;
  20223. this._markSubMeshesAsAttributesDirty();
  20224. this._markSubMeshesAsMiscDirty();
  20225. },
  20226. enumerable: true,
  20227. configurable: true
  20228. });
  20229. Object.defineProperty(AbstractMesh.prototype, "useVertexColors", {
  20230. /** 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) */
  20231. get: function () {
  20232. return this._useVertexColors;
  20233. },
  20234. set: function (value) {
  20235. if (this._useVertexColors === value) {
  20236. return;
  20237. }
  20238. this._useVertexColors = value;
  20239. this._markSubMeshesAsAttributesDirty();
  20240. },
  20241. enumerable: true,
  20242. configurable: true
  20243. });
  20244. Object.defineProperty(AbstractMesh.prototype, "computeBonesUsingShaders", {
  20245. /**
  20246. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  20247. */
  20248. get: function () {
  20249. return this._computeBonesUsingShaders;
  20250. },
  20251. set: function (value) {
  20252. if (this._computeBonesUsingShaders === value) {
  20253. return;
  20254. }
  20255. this._computeBonesUsingShaders = value;
  20256. this._markSubMeshesAsAttributesDirty();
  20257. },
  20258. enumerable: true,
  20259. configurable: true
  20260. });
  20261. Object.defineProperty(AbstractMesh.prototype, "numBoneInfluencers", {
  20262. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  20263. get: function () {
  20264. return this._numBoneInfluencers;
  20265. },
  20266. set: function (value) {
  20267. if (this._numBoneInfluencers === value) {
  20268. return;
  20269. }
  20270. this._numBoneInfluencers = value;
  20271. this._markSubMeshesAsAttributesDirty();
  20272. },
  20273. enumerable: true,
  20274. configurable: true
  20275. });
  20276. Object.defineProperty(AbstractMesh.prototype, "applyFog", {
  20277. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  20278. get: function () {
  20279. return this._applyFog;
  20280. },
  20281. set: function (value) {
  20282. if (this._applyFog === value) {
  20283. return;
  20284. }
  20285. this._applyFog = value;
  20286. this._markSubMeshesAsMiscDirty();
  20287. },
  20288. enumerable: true,
  20289. configurable: true
  20290. });
  20291. Object.defineProperty(AbstractMesh.prototype, "layerMask", {
  20292. /**
  20293. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  20294. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  20295. */
  20296. get: function () {
  20297. return this._layerMask;
  20298. },
  20299. set: function (value) {
  20300. if (value === this._layerMask) {
  20301. return;
  20302. }
  20303. this._layerMask = value;
  20304. this._resyncLightSources();
  20305. },
  20306. enumerable: true,
  20307. configurable: true
  20308. });
  20309. Object.defineProperty(AbstractMesh.prototype, "collisionMask", {
  20310. /**
  20311. * Gets or sets a collision mask used to mask collisions (default is -1).
  20312. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  20313. */
  20314. get: function () {
  20315. return this._collisionMask;
  20316. },
  20317. set: function (mask) {
  20318. this._collisionMask = !isNaN(mask) ? mask : -1;
  20319. },
  20320. enumerable: true,
  20321. configurable: true
  20322. });
  20323. Object.defineProperty(AbstractMesh.prototype, "collisionGroup", {
  20324. /**
  20325. * Gets or sets the current collision group mask (-1 by default).
  20326. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  20327. */
  20328. get: function () {
  20329. return this._collisionGroup;
  20330. },
  20331. set: function (mask) {
  20332. this._collisionGroup = !isNaN(mask) ? mask : -1;
  20333. },
  20334. enumerable: true,
  20335. configurable: true
  20336. });
  20337. Object.defineProperty(AbstractMesh.prototype, "_positions", {
  20338. /** @hidden */
  20339. get: function () {
  20340. return null;
  20341. },
  20342. enumerable: true,
  20343. configurable: true
  20344. });
  20345. Object.defineProperty(AbstractMesh.prototype, "skeleton", {
  20346. get: function () {
  20347. return this._skeleton;
  20348. },
  20349. /**
  20350. * Gets or sets a skeleton to apply skining transformations
  20351. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  20352. */
  20353. set: function (value) {
  20354. if (this._skeleton && this._skeleton.needInitialSkinMatrix) {
  20355. this._skeleton._unregisterMeshWithPoseMatrix(this);
  20356. }
  20357. if (value && value.needInitialSkinMatrix) {
  20358. value._registerMeshWithPoseMatrix(this);
  20359. }
  20360. this._skeleton = value;
  20361. if (!this._skeleton) {
  20362. this._bonesTransformMatrices = null;
  20363. }
  20364. this._markSubMeshesAsAttributesDirty();
  20365. },
  20366. enumerable: true,
  20367. configurable: true
  20368. });
  20369. /**
  20370. * Returns the string "AbstractMesh"
  20371. * @returns "AbstractMesh"
  20372. */
  20373. AbstractMesh.prototype.getClassName = function () {
  20374. return "AbstractMesh";
  20375. };
  20376. /**
  20377. * Gets a string representation of the current mesh
  20378. * @param fullDetails defines a boolean indicating if full details must be included
  20379. * @returns a string representation of the current mesh
  20380. */
  20381. AbstractMesh.prototype.toString = function (fullDetails) {
  20382. var ret = "Name: " + this.name + ", isInstance: " + (this instanceof BABYLON.InstancedMesh ? "YES" : "NO");
  20383. ret += ", # of submeshes: " + (this.subMeshes ? this.subMeshes.length : 0);
  20384. if (this._skeleton) {
  20385. ret += ", skeleton: " + this._skeleton.name;
  20386. }
  20387. if (fullDetails) {
  20388. ret += ", billboard mode: " + (["NONE", "X", "Y", null, "Z", null, null, "ALL"])[this.billboardMode];
  20389. ret += ", freeze wrld mat: " + (this._isWorldMatrixFrozen || this._waitingFreezeWorldMatrix ? "YES" : "NO");
  20390. }
  20391. return ret;
  20392. };
  20393. /** @hidden */
  20394. AbstractMesh.prototype._rebuild = function () {
  20395. this.onRebuildObservable.notifyObservers(this);
  20396. if (this._occlusionQuery) {
  20397. this._occlusionQuery = null;
  20398. }
  20399. if (!this.subMeshes) {
  20400. return;
  20401. }
  20402. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  20403. var subMesh = _a[_i];
  20404. subMesh._rebuild();
  20405. }
  20406. };
  20407. /** @hidden */
  20408. AbstractMesh.prototype._resyncLightSources = function () {
  20409. this._lightSources.length = 0;
  20410. for (var _i = 0, _a = this.getScene().lights; _i < _a.length; _i++) {
  20411. var light = _a[_i];
  20412. if (!light.isEnabled()) {
  20413. continue;
  20414. }
  20415. if (light.canAffectMesh(this)) {
  20416. this._lightSources.push(light);
  20417. }
  20418. }
  20419. this._markSubMeshesAsLightDirty();
  20420. };
  20421. /** @hidden */
  20422. AbstractMesh.prototype._resyncLighSource = function (light) {
  20423. var isIn = light.isEnabled() && light.canAffectMesh(this);
  20424. var index = this._lightSources.indexOf(light);
  20425. if (index === -1) {
  20426. if (!isIn) {
  20427. return;
  20428. }
  20429. this._lightSources.push(light);
  20430. }
  20431. else {
  20432. if (isIn) {
  20433. return;
  20434. }
  20435. this._lightSources.splice(index, 1);
  20436. }
  20437. this._markSubMeshesAsLightDirty();
  20438. };
  20439. /** @hidden */
  20440. AbstractMesh.prototype._unBindEffect = function () {
  20441. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  20442. var subMesh = _a[_i];
  20443. subMesh.setEffect(null);
  20444. }
  20445. };
  20446. /** @hidden */
  20447. AbstractMesh.prototype._removeLightSource = function (light) {
  20448. var index = this._lightSources.indexOf(light);
  20449. if (index === -1) {
  20450. return;
  20451. }
  20452. this._lightSources.splice(index, 1);
  20453. this._markSubMeshesAsLightDirty();
  20454. };
  20455. AbstractMesh.prototype._markSubMeshesAsDirty = function (func) {
  20456. if (!this.subMeshes) {
  20457. return;
  20458. }
  20459. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  20460. var subMesh = _a[_i];
  20461. if (subMesh._materialDefines) {
  20462. func(subMesh._materialDefines);
  20463. }
  20464. }
  20465. };
  20466. /** @hidden */
  20467. AbstractMesh.prototype._markSubMeshesAsLightDirty = function () {
  20468. this._markSubMeshesAsDirty(function (defines) { return defines.markAsLightDirty(); });
  20469. };
  20470. /** @hidden */
  20471. AbstractMesh.prototype._markSubMeshesAsAttributesDirty = function () {
  20472. this._markSubMeshesAsDirty(function (defines) { return defines.markAsAttributesDirty(); });
  20473. };
  20474. /** @hidden */
  20475. AbstractMesh.prototype._markSubMeshesAsMiscDirty = function () {
  20476. if (!this.subMeshes) {
  20477. return;
  20478. }
  20479. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  20480. var subMesh = _a[_i];
  20481. var material = subMesh.getMaterial();
  20482. if (material) {
  20483. material.markAsDirty(BABYLON.Material.MiscDirtyFlag);
  20484. }
  20485. }
  20486. };
  20487. Object.defineProperty(AbstractMesh.prototype, "scaling", {
  20488. /**
  20489. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  20490. */
  20491. get: function () {
  20492. return this._scaling;
  20493. },
  20494. set: function (newScaling) {
  20495. this._scaling = newScaling;
  20496. if (this.physicsImpostor) {
  20497. this.physicsImpostor.forceUpdate();
  20498. }
  20499. },
  20500. enumerable: true,
  20501. configurable: true
  20502. });
  20503. Object.defineProperty(AbstractMesh.prototype, "isBlocked", {
  20504. // Methods
  20505. /**
  20506. * Returns true if the mesh is blocked. Implemented by child classes
  20507. */
  20508. get: function () {
  20509. return false;
  20510. },
  20511. enumerable: true,
  20512. configurable: true
  20513. });
  20514. /**
  20515. * Returns the mesh itself by default. Implemented by child classes
  20516. * @param camera defines the camera to use to pick the right LOD level
  20517. * @returns the currentAbstractMesh
  20518. */
  20519. AbstractMesh.prototype.getLOD = function (camera) {
  20520. return this;
  20521. };
  20522. /**
  20523. * Returns 0 by default. Implemented by child classes
  20524. * @returns an integer
  20525. */
  20526. AbstractMesh.prototype.getTotalVertices = function () {
  20527. return 0;
  20528. };
  20529. /**
  20530. * Returns null by default. Implemented by child classes
  20531. * @returns null
  20532. */
  20533. AbstractMesh.prototype.getIndices = function () {
  20534. return null;
  20535. };
  20536. /**
  20537. * Returns the array of the requested vertex data kind. Implemented by child classes
  20538. * @param kind defines the vertex data kind to use
  20539. * @returns null
  20540. */
  20541. AbstractMesh.prototype.getVerticesData = function (kind) {
  20542. return null;
  20543. };
  20544. /**
  20545. * Sets the vertex data of the mesh geometry for the requested `kind`.
  20546. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  20547. * Note that a new underlying VertexBuffer object is created each call.
  20548. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  20549. * @param kind defines vertex data kind:
  20550. * * BABYLON.VertexBuffer.PositionKind
  20551. * * BABYLON.VertexBuffer.UVKind
  20552. * * BABYLON.VertexBuffer.UV2Kind
  20553. * * BABYLON.VertexBuffer.UV3Kind
  20554. * * BABYLON.VertexBuffer.UV4Kind
  20555. * * BABYLON.VertexBuffer.UV5Kind
  20556. * * BABYLON.VertexBuffer.UV6Kind
  20557. * * BABYLON.VertexBuffer.ColorKind
  20558. * * BABYLON.VertexBuffer.MatricesIndicesKind
  20559. * * BABYLON.VertexBuffer.MatricesIndicesExtraKind
  20560. * * BABYLON.VertexBuffer.MatricesWeightsKind
  20561. * * BABYLON.VertexBuffer.MatricesWeightsExtraKind
  20562. * @param data defines the data source
  20563. * @param updatable defines if the data must be flagged as updatable (or static)
  20564. * @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
  20565. * @returns the current mesh
  20566. */
  20567. AbstractMesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
  20568. return this;
  20569. };
  20570. /**
  20571. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  20572. * If the mesh has no geometry, it is simply returned as it is.
  20573. * @param kind defines vertex data kind:
  20574. * * BABYLON.VertexBuffer.PositionKind
  20575. * * BABYLON.VertexBuffer.UVKind
  20576. * * BABYLON.VertexBuffer.UV2Kind
  20577. * * BABYLON.VertexBuffer.UV3Kind
  20578. * * BABYLON.VertexBuffer.UV4Kind
  20579. * * BABYLON.VertexBuffer.UV5Kind
  20580. * * BABYLON.VertexBuffer.UV6Kind
  20581. * * BABYLON.VertexBuffer.ColorKind
  20582. * * BABYLON.VertexBuffer.MatricesIndicesKind
  20583. * * BABYLON.VertexBuffer.MatricesIndicesExtraKind
  20584. * * BABYLON.VertexBuffer.MatricesWeightsKind
  20585. * * BABYLON.VertexBuffer.MatricesWeightsExtraKind
  20586. * @param data defines the data source
  20587. * @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
  20588. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  20589. * @returns the current mesh
  20590. */
  20591. AbstractMesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  20592. return this;
  20593. };
  20594. /**
  20595. * Sets the mesh indices,
  20596. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  20597. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  20598. * @param totalVertices Defines the total number of vertices
  20599. * @returns the current mesh
  20600. */
  20601. AbstractMesh.prototype.setIndices = function (indices, totalVertices) {
  20602. return this;
  20603. };
  20604. /**
  20605. * Gets a boolean indicating if specific vertex data is present
  20606. * @param kind defines the vertex data kind to use
  20607. * @returns true is data kind is present
  20608. */
  20609. AbstractMesh.prototype.isVerticesDataPresent = function (kind) {
  20610. return false;
  20611. };
  20612. /**
  20613. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined
  20614. * @returns a BoundingInfo
  20615. */
  20616. AbstractMesh.prototype.getBoundingInfo = function () {
  20617. if (this._masterMesh) {
  20618. return this._masterMesh.getBoundingInfo();
  20619. }
  20620. if (!this._boundingInfo) {
  20621. // this._boundingInfo is being created here
  20622. this._updateBoundingInfo();
  20623. }
  20624. // cannot be null.
  20625. return this._boundingInfo;
  20626. };
  20627. /**
  20628. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  20629. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box
  20630. * @returns the current mesh
  20631. */
  20632. AbstractMesh.prototype.normalizeToUnitCube = function (includeDescendants) {
  20633. if (includeDescendants === void 0) { includeDescendants = true; }
  20634. var boundingVectors = this.getHierarchyBoundingVectors(includeDescendants);
  20635. var sizeVec = boundingVectors.max.subtract(boundingVectors.min);
  20636. var maxDimension = Math.max(sizeVec.x, sizeVec.y, sizeVec.z);
  20637. if (maxDimension === 0) {
  20638. return this;
  20639. }
  20640. var scale = 1 / maxDimension;
  20641. this.scaling.scaleInPlace(scale);
  20642. return this;
  20643. };
  20644. /**
  20645. * Overwrite the current bounding info
  20646. * @param boundingInfo defines the new bounding info
  20647. * @returns the current mesh
  20648. */
  20649. AbstractMesh.prototype.setBoundingInfo = function (boundingInfo) {
  20650. this._boundingInfo = boundingInfo;
  20651. return this;
  20652. };
  20653. Object.defineProperty(AbstractMesh.prototype, "useBones", {
  20654. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  20655. get: function () {
  20656. return (this.skeleton && this.getScene().skeletonsEnabled && this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind) && this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind));
  20657. },
  20658. enumerable: true,
  20659. configurable: true
  20660. });
  20661. /** @hidden */
  20662. AbstractMesh.prototype._preActivate = function () {
  20663. };
  20664. /** @hidden */
  20665. AbstractMesh.prototype._preActivateForIntermediateRendering = function (renderId) {
  20666. };
  20667. /** @hidden */
  20668. AbstractMesh.prototype._activate = function (renderId) {
  20669. this._renderId = renderId;
  20670. };
  20671. /**
  20672. * Gets the current world matrix
  20673. * @returns a Matrix
  20674. */
  20675. AbstractMesh.prototype.getWorldMatrix = function () {
  20676. if (this._masterMesh) {
  20677. return this._masterMesh.getWorldMatrix();
  20678. }
  20679. return _super.prototype.getWorldMatrix.call(this);
  20680. };
  20681. /** @hidden */
  20682. AbstractMesh.prototype._getWorldMatrixDeterminant = function () {
  20683. if (this._masterMesh) {
  20684. return this._masterMesh._getWorldMatrixDeterminant();
  20685. }
  20686. return _super.prototype._getWorldMatrixDeterminant.call(this);
  20687. };
  20688. // ================================== Point of View Movement =================================
  20689. /**
  20690. * Perform relative position change from the point of view of behind the front of the mesh.
  20691. * This is performed taking into account the meshes current rotation, so you do not have to care.
  20692. * Supports definition of mesh facing forward or backward
  20693. * @param amountRight defines the distance on the right axis
  20694. * @param amountUp defines the distance on the up axis
  20695. * @param amountForward defines the distance on the forward axis
  20696. * @returns the current mesh
  20697. */
  20698. AbstractMesh.prototype.movePOV = function (amountRight, amountUp, amountForward) {
  20699. this.position.addInPlace(this.calcMovePOV(amountRight, amountUp, amountForward));
  20700. return this;
  20701. };
  20702. /**
  20703. * Calculate relative position change from the point of view of behind the front of the mesh.
  20704. * This is performed taking into account the meshes current rotation, so you do not have to care.
  20705. * Supports definition of mesh facing forward or backward
  20706. * @param amountRight defines the distance on the right axis
  20707. * @param amountUp defines the distance on the up axis
  20708. * @param amountForward defines the distance on the forward axis
  20709. * @returns the new displacement vector
  20710. */
  20711. AbstractMesh.prototype.calcMovePOV = function (amountRight, amountUp, amountForward) {
  20712. var rotMatrix = new BABYLON.Matrix();
  20713. var rotQuaternion = (this.rotationQuaternion) ? this.rotationQuaternion : BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);
  20714. rotQuaternion.toRotationMatrix(rotMatrix);
  20715. var translationDelta = BABYLON.Vector3.Zero();
  20716. var defForwardMult = this.definedFacingForward ? -1 : 1;
  20717. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(amountRight * defForwardMult, amountUp, amountForward * defForwardMult, rotMatrix, translationDelta);
  20718. return translationDelta;
  20719. };
  20720. // ================================== Point of View Rotation =================================
  20721. /**
  20722. * Perform relative rotation change from the point of view of behind the front of the mesh.
  20723. * Supports definition of mesh facing forward or backward
  20724. * @param flipBack defines the flip
  20725. * @param twirlClockwise defines the twirl
  20726. * @param tiltRight defines the tilt
  20727. * @returns the current mesh
  20728. */
  20729. AbstractMesh.prototype.rotatePOV = function (flipBack, twirlClockwise, tiltRight) {
  20730. this.rotation.addInPlace(this.calcRotatePOV(flipBack, twirlClockwise, tiltRight));
  20731. return this;
  20732. };
  20733. /**
  20734. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  20735. * Supports definition of mesh facing forward or backward.
  20736. * @param flipBack defines the flip
  20737. * @param twirlClockwise defines the twirl
  20738. * @param tiltRight defines the tilt
  20739. * @returns the new rotation vector
  20740. */
  20741. AbstractMesh.prototype.calcRotatePOV = function (flipBack, twirlClockwise, tiltRight) {
  20742. var defForwardMult = this.definedFacingForward ? 1 : -1;
  20743. return new BABYLON.Vector3(flipBack * defForwardMult, twirlClockwise, tiltRight * defForwardMult);
  20744. };
  20745. /**
  20746. * Return the minimum and maximum world vectors of the entire hierarchy under current mesh
  20747. * @param includeDescendants Include bounding info from descendants as well (true by default)
  20748. * @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
  20749. * @returns the new bounding vectors
  20750. */
  20751. AbstractMesh.prototype.getHierarchyBoundingVectors = function (includeDescendants, predicate) {
  20752. if (includeDescendants === void 0) { includeDescendants = true; }
  20753. if (predicate === void 0) { predicate = null; }
  20754. // Ensures that all world matrix will be recomputed.
  20755. this.getScene().incrementRenderId();
  20756. this.computeWorldMatrix(true);
  20757. var min;
  20758. var max;
  20759. var boundingInfo = this.getBoundingInfo();
  20760. if (!this.subMeshes) {
  20761. min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  20762. max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  20763. }
  20764. else {
  20765. min = boundingInfo.boundingBox.minimumWorld;
  20766. max = boundingInfo.boundingBox.maximumWorld;
  20767. }
  20768. if (includeDescendants) {
  20769. var descendants = this.getDescendants(false);
  20770. for (var _i = 0, descendants_1 = descendants; _i < descendants_1.length; _i++) {
  20771. var descendant = descendants_1[_i];
  20772. var childMesh = descendant;
  20773. childMesh.computeWorldMatrix(true);
  20774. // Filters meshes based on custom predicate function.
  20775. if (predicate && !predicate(childMesh)) {
  20776. continue;
  20777. }
  20778. //make sure we have the needed params to get mix and max
  20779. if (!childMesh.getBoundingInfo || childMesh.getTotalVertices() === 0) {
  20780. continue;
  20781. }
  20782. var childBoundingInfo = childMesh.getBoundingInfo();
  20783. var boundingBox = childBoundingInfo.boundingBox;
  20784. var minBox = boundingBox.minimumWorld;
  20785. var maxBox = boundingBox.maximumWorld;
  20786. BABYLON.Tools.CheckExtends(minBox, min, max);
  20787. BABYLON.Tools.CheckExtends(maxBox, min, max);
  20788. }
  20789. }
  20790. return {
  20791. min: min,
  20792. max: max
  20793. };
  20794. };
  20795. /** @hidden */
  20796. AbstractMesh.prototype._updateBoundingInfo = function () {
  20797. this._boundingInfo = this._boundingInfo || new BABYLON.BoundingInfo(this.absolutePosition, this.absolutePosition);
  20798. this._boundingInfo.update(this.worldMatrixFromCache);
  20799. this._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);
  20800. return this;
  20801. };
  20802. /** @hidden */
  20803. AbstractMesh.prototype._updateSubMeshesBoundingInfo = function (matrix) {
  20804. if (!this.subMeshes) {
  20805. return this;
  20806. }
  20807. for (var subIndex = 0; subIndex < this.subMeshes.length; subIndex++) {
  20808. var subMesh = this.subMeshes[subIndex];
  20809. if (!subMesh.IsGlobal) {
  20810. subMesh.updateBoundingInfo(matrix);
  20811. }
  20812. }
  20813. return this;
  20814. };
  20815. /** @hidden */
  20816. AbstractMesh.prototype._afterComputeWorldMatrix = function () {
  20817. // Bounding info
  20818. this._updateBoundingInfo();
  20819. };
  20820. /**
  20821. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  20822. * A mesh is in the frustum if its bounding box intersects the frustum
  20823. * @param frustumPlanes defines the frustum to test
  20824. * @returns true if the mesh is in the frustum planes
  20825. */
  20826. AbstractMesh.prototype.isInFrustum = function (frustumPlanes) {
  20827. return this._boundingInfo !== null && this._boundingInfo.isInFrustum(frustumPlanes, this.cullingStrategy);
  20828. };
  20829. /**
  20830. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  20831. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  20832. * @param frustumPlanes defines the frustum to test
  20833. * @returns true if the mesh is completely in the frustum planes
  20834. */
  20835. AbstractMesh.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  20836. return this._boundingInfo !== null && this._boundingInfo.isCompletelyInFrustum(frustumPlanes);
  20837. };
  20838. /**
  20839. * True if the mesh intersects another mesh or a SolidParticle object
  20840. * @param mesh defines a target mesh or SolidParticle to test
  20841. * @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)
  20842. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  20843. * @returns true if there is an intersection
  20844. */
  20845. AbstractMesh.prototype.intersectsMesh = function (mesh, precise, includeDescendants) {
  20846. if (precise === void 0) { precise = false; }
  20847. if (!this._boundingInfo || !mesh._boundingInfo) {
  20848. return false;
  20849. }
  20850. if (this._boundingInfo.intersects(mesh._boundingInfo, precise)) {
  20851. return true;
  20852. }
  20853. if (includeDescendants) {
  20854. for (var _i = 0, _a = this.getChildMeshes(); _i < _a.length; _i++) {
  20855. var child = _a[_i];
  20856. if (child.intersectsMesh(mesh, precise, true)) {
  20857. return true;
  20858. }
  20859. }
  20860. }
  20861. return false;
  20862. };
  20863. /**
  20864. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  20865. * @param point defines the point to test
  20866. * @returns true if there is an intersection
  20867. */
  20868. AbstractMesh.prototype.intersectsPoint = function (point) {
  20869. if (!this._boundingInfo) {
  20870. return false;
  20871. }
  20872. return this._boundingInfo.intersectsPoint(point);
  20873. };
  20874. /**
  20875. * Gets the position of the current mesh in camera space
  20876. * @param camera defines the camera to use
  20877. * @returns a position
  20878. */
  20879. AbstractMesh.prototype.getPositionInCameraSpace = function (camera) {
  20880. if (camera === void 0) { camera = null; }
  20881. if (!camera) {
  20882. camera = this.getScene().activeCamera;
  20883. }
  20884. return BABYLON.Vector3.TransformCoordinates(this.absolutePosition, camera.getViewMatrix());
  20885. };
  20886. /**
  20887. * Returns the distance from the mesh to the active camera
  20888. * @param camera defines the camera to use
  20889. * @returns the distance
  20890. */
  20891. AbstractMesh.prototype.getDistanceToCamera = function (camera) {
  20892. if (camera === void 0) { camera = null; }
  20893. if (!camera) {
  20894. camera = this.getScene().activeCamera;
  20895. }
  20896. return this.absolutePosition.subtract(camera.position).length();
  20897. };
  20898. Object.defineProperty(AbstractMesh.prototype, "checkCollisions", {
  20899. // Collisions
  20900. /**
  20901. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  20902. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  20903. */
  20904. get: function () {
  20905. return this._checkCollisions;
  20906. },
  20907. set: function (collisionEnabled) {
  20908. this._checkCollisions = collisionEnabled;
  20909. if (this.getScene().workerCollisions) {
  20910. this.getScene().collisionCoordinator.onMeshUpdated(this);
  20911. }
  20912. },
  20913. enumerable: true,
  20914. configurable: true
  20915. });
  20916. Object.defineProperty(AbstractMesh.prototype, "collider", {
  20917. /**
  20918. * Gets Collider object used to compute collisions (not physics)
  20919. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  20920. */
  20921. get: function () {
  20922. return this._collider;
  20923. },
  20924. enumerable: true,
  20925. configurable: true
  20926. });
  20927. /**
  20928. * Move the mesh using collision engine
  20929. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  20930. * @param displacement defines the requested displacement vector
  20931. * @returns the current mesh
  20932. */
  20933. AbstractMesh.prototype.moveWithCollisions = function (displacement) {
  20934. var globalPosition = this.getAbsolutePosition();
  20935. globalPosition.addToRef(this.ellipsoidOffset, this._oldPositionForCollisions);
  20936. if (!this._collider) {
  20937. this._collider = new BABYLON.Collider();
  20938. }
  20939. this._collider._radius = this.ellipsoid;
  20940. this.getScene().collisionCoordinator.getNewPosition(this._oldPositionForCollisions, displacement, this._collider, 3, this, this._onCollisionPositionChange, this.uniqueId);
  20941. return this;
  20942. };
  20943. // Collisions
  20944. /** @hidden */
  20945. AbstractMesh.prototype._collideForSubMesh = function (subMesh, transformMatrix, collider) {
  20946. this._generatePointsArray();
  20947. if (!this._positions) {
  20948. return this;
  20949. }
  20950. // Transformation
  20951. if (!subMesh._lastColliderWorldVertices || !subMesh._lastColliderTransformMatrix.equals(transformMatrix)) {
  20952. subMesh._lastColliderTransformMatrix = transformMatrix.clone();
  20953. subMesh._lastColliderWorldVertices = [];
  20954. subMesh._trianglePlanes = [];
  20955. var start = subMesh.verticesStart;
  20956. var end = (subMesh.verticesStart + subMesh.verticesCount);
  20957. for (var i = start; i < end; i++) {
  20958. subMesh._lastColliderWorldVertices.push(BABYLON.Vector3.TransformCoordinates(this._positions[i], transformMatrix));
  20959. }
  20960. }
  20961. // Collide
  20962. collider._collide(subMesh._trianglePlanes, subMesh._lastColliderWorldVertices, this.getIndices(), subMesh.indexStart, subMesh.indexStart + subMesh.indexCount, subMesh.verticesStart, !!subMesh.getMaterial());
  20963. if (collider.collisionFound) {
  20964. collider.collidedMesh = this;
  20965. }
  20966. return this;
  20967. };
  20968. /** @hidden */
  20969. AbstractMesh.prototype._processCollisionsForSubMeshes = function (collider, transformMatrix) {
  20970. var subMeshes = this._scene.getCollidingSubMeshCandidates(this, collider);
  20971. var len = subMeshes.length;
  20972. for (var index = 0; index < len; index++) {
  20973. var subMesh = subMeshes.data[index];
  20974. // Bounding test
  20975. if (len > 1 && !subMesh._checkCollision(collider))
  20976. continue;
  20977. this._collideForSubMesh(subMesh, transformMatrix, collider);
  20978. }
  20979. return this;
  20980. };
  20981. /** @hidden */
  20982. AbstractMesh.prototype._checkCollision = function (collider) {
  20983. // Bounding box test
  20984. if (!this._boundingInfo || !this._boundingInfo._checkCollision(collider))
  20985. return this;
  20986. // Transformation matrix
  20987. BABYLON.Matrix.ScalingToRef(1.0 / collider._radius.x, 1.0 / collider._radius.y, 1.0 / collider._radius.z, this._collisionsScalingMatrix);
  20988. this.worldMatrixFromCache.multiplyToRef(this._collisionsScalingMatrix, this._collisionsTransformMatrix);
  20989. this._processCollisionsForSubMeshes(collider, this._collisionsTransformMatrix);
  20990. return this;
  20991. };
  20992. // Picking
  20993. /** @hidden */
  20994. AbstractMesh.prototype._generatePointsArray = function () {
  20995. return false;
  20996. };
  20997. /**
  20998. * Checks if the passed Ray intersects with the mesh
  20999. * @param ray defines the ray to use
  21000. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  21001. * @returns the picking info
  21002. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  21003. */
  21004. AbstractMesh.prototype.intersects = function (ray, fastCheck) {
  21005. var pickingInfo = new BABYLON.PickingInfo();
  21006. if (!this.subMeshes || !this._boundingInfo || !ray.intersectsSphere(this._boundingInfo.boundingSphere) || !ray.intersectsBox(this._boundingInfo.boundingBox)) {
  21007. return pickingInfo;
  21008. }
  21009. if (!this._generatePointsArray()) {
  21010. return pickingInfo;
  21011. }
  21012. var intersectInfo = null;
  21013. var subMeshes = this._scene.getIntersectingSubMeshCandidates(this, ray);
  21014. var len = subMeshes.length;
  21015. for (var index = 0; index < len; index++) {
  21016. var subMesh = subMeshes.data[index];
  21017. // Bounding test
  21018. if (len > 1 && !subMesh.canIntersects(ray))
  21019. continue;
  21020. var currentIntersectInfo = subMesh.intersects(ray, this._positions, this.getIndices(), fastCheck);
  21021. if (currentIntersectInfo) {
  21022. if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {
  21023. intersectInfo = currentIntersectInfo;
  21024. intersectInfo.subMeshId = index;
  21025. if (fastCheck) {
  21026. break;
  21027. }
  21028. }
  21029. }
  21030. }
  21031. if (intersectInfo) {
  21032. // Get picked point
  21033. var world = this.getWorldMatrix();
  21034. var worldOrigin = BABYLON.Vector3.TransformCoordinates(ray.origin, world);
  21035. var direction = ray.direction.clone();
  21036. direction = direction.scale(intersectInfo.distance);
  21037. var worldDirection = BABYLON.Vector3.TransformNormal(direction, world);
  21038. var pickedPoint = worldOrigin.add(worldDirection);
  21039. // Return result
  21040. pickingInfo.hit = true;
  21041. pickingInfo.distance = BABYLON.Vector3.Distance(worldOrigin, pickedPoint);
  21042. pickingInfo.pickedPoint = pickedPoint;
  21043. pickingInfo.pickedMesh = this;
  21044. pickingInfo.bu = intersectInfo.bu || 0;
  21045. pickingInfo.bv = intersectInfo.bv || 0;
  21046. pickingInfo.faceId = intersectInfo.faceId;
  21047. pickingInfo.subMeshId = intersectInfo.subMeshId;
  21048. return pickingInfo;
  21049. }
  21050. return pickingInfo;
  21051. };
  21052. /**
  21053. * Clones the current mesh
  21054. * @param name defines the mesh name
  21055. * @param newParent defines the new mesh parent
  21056. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  21057. * @returns the new mesh
  21058. */
  21059. AbstractMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  21060. return null;
  21061. };
  21062. /**
  21063. * Disposes all the submeshes of the current meshnp
  21064. * @returns the current mesh
  21065. */
  21066. AbstractMesh.prototype.releaseSubMeshes = function () {
  21067. if (this.subMeshes) {
  21068. while (this.subMeshes.length) {
  21069. this.subMeshes[0].dispose();
  21070. }
  21071. }
  21072. else {
  21073. this.subMeshes = new Array();
  21074. }
  21075. return this;
  21076. };
  21077. /**
  21078. * Releases resources associated with this abstract mesh.
  21079. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  21080. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  21081. */
  21082. AbstractMesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  21083. var _this = this;
  21084. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  21085. var index;
  21086. // Smart Array Retainers.
  21087. this.getScene().freeActiveMeshes();
  21088. this.getScene().freeRenderingGroups();
  21089. // Action manager
  21090. if (this.actionManager !== undefined && this.actionManager !== null) {
  21091. this.actionManager.dispose();
  21092. this.actionManager = null;
  21093. }
  21094. // Skeleton
  21095. this._skeleton = null;
  21096. // Intersections in progress
  21097. for (index = 0; index < this._intersectionsInProgress.length; index++) {
  21098. var other = this._intersectionsInProgress[index];
  21099. var pos = other._intersectionsInProgress.indexOf(this);
  21100. other._intersectionsInProgress.splice(pos, 1);
  21101. }
  21102. this._intersectionsInProgress = [];
  21103. // Lights
  21104. var lights = this.getScene().lights;
  21105. lights.forEach(function (light) {
  21106. var meshIndex = light.includedOnlyMeshes.indexOf(_this);
  21107. if (meshIndex !== -1) {
  21108. light.includedOnlyMeshes.splice(meshIndex, 1);
  21109. }
  21110. meshIndex = light.excludedMeshes.indexOf(_this);
  21111. if (meshIndex !== -1) {
  21112. light.excludedMeshes.splice(meshIndex, 1);
  21113. }
  21114. // Shadow generators
  21115. var generator = light.getShadowGenerator();
  21116. if (generator) {
  21117. var shadowMap = generator.getShadowMap();
  21118. if (shadowMap && shadowMap.renderList) {
  21119. meshIndex = shadowMap.renderList.indexOf(_this);
  21120. if (meshIndex !== -1) {
  21121. shadowMap.renderList.splice(meshIndex, 1);
  21122. }
  21123. }
  21124. }
  21125. });
  21126. // SubMeshes
  21127. if (this.getClassName() !== "InstancedMesh") {
  21128. this.releaseSubMeshes();
  21129. }
  21130. // Query
  21131. var engine = this.getScene().getEngine();
  21132. if (this._occlusionQuery) {
  21133. this.isOcclusionQueryInProgress = false;
  21134. engine.deleteQuery(this._occlusionQuery);
  21135. this._occlusionQuery = null;
  21136. }
  21137. // Engine
  21138. engine.wipeCaches();
  21139. // Remove from scene
  21140. this.getScene().removeMesh(this);
  21141. if (disposeMaterialAndTextures) {
  21142. if (this.material) {
  21143. this.material.dispose(false, true);
  21144. }
  21145. }
  21146. if (!doNotRecurse) {
  21147. // Particles
  21148. for (index = 0; index < this.getScene().particleSystems.length; index++) {
  21149. if (this.getScene().particleSystems[index].emitter === this) {
  21150. this.getScene().particleSystems[index].dispose();
  21151. index--;
  21152. }
  21153. }
  21154. }
  21155. // facet data
  21156. if (this._facetData.facetDataEnabled) {
  21157. this.disableFacetData();
  21158. }
  21159. this.onAfterWorldMatrixUpdateObservable.clear();
  21160. this.onCollideObservable.clear();
  21161. this.onCollisionPositionChangeObservable.clear();
  21162. this.onRebuildObservable.clear();
  21163. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  21164. };
  21165. /**
  21166. * Adds the passed mesh as a child to the current mesh
  21167. * @param mesh defines the child mesh
  21168. * @returns the current mesh
  21169. */
  21170. AbstractMesh.prototype.addChild = function (mesh) {
  21171. mesh.setParent(this);
  21172. return this;
  21173. };
  21174. /**
  21175. * Removes the passed mesh from the current mesh children list
  21176. * @param mesh defines the child mesh
  21177. * @returns the current mesh
  21178. */
  21179. AbstractMesh.prototype.removeChild = function (mesh) {
  21180. mesh.setParent(null);
  21181. return this;
  21182. };
  21183. // Facet data
  21184. /** @hidden */
  21185. AbstractMesh.prototype._initFacetData = function () {
  21186. var data = this._facetData;
  21187. if (!data.facetNormals) {
  21188. data.facetNormals = new Array();
  21189. }
  21190. if (!data.facetPositions) {
  21191. data.facetPositions = new Array();
  21192. }
  21193. if (!data.facetPartitioning) {
  21194. data.facetPartitioning = new Array();
  21195. }
  21196. data.facetNb = (this.getIndices().length / 3) | 0;
  21197. data.partitioningSubdivisions = (data.partitioningSubdivisions) ? data.partitioningSubdivisions : 10; // default nb of partitioning subdivisions = 10
  21198. data.partitioningBBoxRatio = (data.partitioningBBoxRatio) ? data.partitioningBBoxRatio : 1.01; // default ratio 1.01 = the partitioning is 1% bigger than the bounding box
  21199. for (var f = 0; f < data.facetNb; f++) {
  21200. data.facetNormals[f] = BABYLON.Vector3.Zero();
  21201. data.facetPositions[f] = BABYLON.Vector3.Zero();
  21202. }
  21203. data.facetDataEnabled = true;
  21204. return this;
  21205. };
  21206. /**
  21207. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  21208. * This method can be called within the render loop.
  21209. * 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
  21210. * @returns the current mesh
  21211. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  21212. */
  21213. AbstractMesh.prototype.updateFacetData = function () {
  21214. var data = this._facetData;
  21215. if (!data.facetDataEnabled) {
  21216. this._initFacetData();
  21217. }
  21218. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  21219. var indices = this.getIndices();
  21220. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  21221. var bInfo = this.getBoundingInfo();
  21222. if (data.facetDepthSort && !data.facetDepthSortEnabled) {
  21223. // init arrays, matrix and sort function on first call
  21224. data.facetDepthSortEnabled = true;
  21225. if (indices instanceof Uint16Array) {
  21226. data.depthSortedIndices = new Uint16Array(indices);
  21227. }
  21228. else if (indices instanceof Uint32Array) {
  21229. data.depthSortedIndices = new Uint32Array(indices);
  21230. }
  21231. else {
  21232. var needs32bits = false;
  21233. for (var i = 0; i < indices.length; i++) {
  21234. if (indices[i] > 65535) {
  21235. needs32bits = true;
  21236. break;
  21237. }
  21238. }
  21239. if (needs32bits) {
  21240. data.depthSortedIndices = new Uint32Array(indices);
  21241. }
  21242. else {
  21243. data.depthSortedIndices = new Uint16Array(indices);
  21244. }
  21245. }
  21246. data.facetDepthSortFunction = function (f1, f2) {
  21247. return (f2.sqDistance - f1.sqDistance);
  21248. };
  21249. if (!data.facetDepthSortFrom) {
  21250. var camera = this.getScene().activeCamera;
  21251. data.facetDepthSortFrom = (camera) ? camera.position : BABYLON.Vector3.Zero();
  21252. }
  21253. data.depthSortedFacets = [];
  21254. for (var f = 0; f < data.facetNb; f++) {
  21255. var depthSortedFacet = { ind: f * 3, sqDistance: 0.0 };
  21256. data.depthSortedFacets.push(depthSortedFacet);
  21257. }
  21258. data.invertedMatrix = BABYLON.Matrix.Identity();
  21259. data.facetDepthSortOrigin = BABYLON.Vector3.Zero();
  21260. }
  21261. data.bbSize.x = (bInfo.maximum.x - bInfo.minimum.x > BABYLON.Epsilon) ? bInfo.maximum.x - bInfo.minimum.x : BABYLON.Epsilon;
  21262. data.bbSize.y = (bInfo.maximum.y - bInfo.minimum.y > BABYLON.Epsilon) ? bInfo.maximum.y - bInfo.minimum.y : BABYLON.Epsilon;
  21263. data.bbSize.z = (bInfo.maximum.z - bInfo.minimum.z > BABYLON.Epsilon) ? bInfo.maximum.z - bInfo.minimum.z : BABYLON.Epsilon;
  21264. var bbSizeMax = (data.bbSize.x > data.bbSize.y) ? data.bbSize.x : data.bbSize.y;
  21265. bbSizeMax = (bbSizeMax > data.bbSize.z) ? bbSizeMax : data.bbSize.z;
  21266. data.subDiv.max = data.partitioningSubdivisions;
  21267. data.subDiv.X = Math.floor(data.subDiv.max * data.bbSize.x / bbSizeMax); // adjust the number of subdivisions per axis
  21268. data.subDiv.Y = Math.floor(data.subDiv.max * data.bbSize.y / bbSizeMax); // according to each bbox size per axis
  21269. data.subDiv.Z = Math.floor(data.subDiv.max * data.bbSize.z / bbSizeMax);
  21270. data.subDiv.X = data.subDiv.X < 1 ? 1 : data.subDiv.X; // at least one subdivision
  21271. data.subDiv.Y = data.subDiv.Y < 1 ? 1 : data.subDiv.Y;
  21272. data.subDiv.Z = data.subDiv.Z < 1 ? 1 : data.subDiv.Z;
  21273. // set the parameters for ComputeNormals()
  21274. data.facetParameters.facetNormals = this.getFacetLocalNormals();
  21275. data.facetParameters.facetPositions = this.getFacetLocalPositions();
  21276. data.facetParameters.facetPartitioning = this.getFacetLocalPartitioning();
  21277. data.facetParameters.bInfo = bInfo;
  21278. data.facetParameters.bbSize = data.bbSize;
  21279. data.facetParameters.subDiv = data.subDiv;
  21280. data.facetParameters.ratio = this.partitioningBBoxRatio;
  21281. data.facetParameters.depthSort = data.facetDepthSort;
  21282. if (data.facetDepthSort && data.facetDepthSortEnabled) {
  21283. this.computeWorldMatrix(true);
  21284. this._worldMatrix.invertToRef(data.invertedMatrix);
  21285. BABYLON.Vector3.TransformCoordinatesToRef(data.facetDepthSortFrom, data.invertedMatrix, data.facetDepthSortOrigin);
  21286. data.facetParameters.distanceTo = data.facetDepthSortOrigin;
  21287. }
  21288. data.facetParameters.depthSortedFacets = data.depthSortedFacets;
  21289. BABYLON.VertexData.ComputeNormals(positions, indices, normals, data.facetParameters);
  21290. if (data.facetDepthSort && data.facetDepthSortEnabled) {
  21291. data.depthSortedFacets.sort(data.facetDepthSortFunction);
  21292. var l = (data.depthSortedIndices.length / 3) | 0;
  21293. for (var f = 0; f < l; f++) {
  21294. var sind = data.depthSortedFacets[f].ind;
  21295. data.depthSortedIndices[f * 3] = indices[sind];
  21296. data.depthSortedIndices[f * 3 + 1] = indices[sind + 1];
  21297. data.depthSortedIndices[f * 3 + 2] = indices[sind + 2];
  21298. }
  21299. this.updateIndices(data.depthSortedIndices);
  21300. }
  21301. return this;
  21302. };
  21303. /**
  21304. * Returns the facetLocalNormals array.
  21305. * The normals are expressed in the mesh local spac
  21306. * @returns an array of Vector3
  21307. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  21308. */
  21309. AbstractMesh.prototype.getFacetLocalNormals = function () {
  21310. if (!this._facetData.facetNormals) {
  21311. this.updateFacetData();
  21312. }
  21313. return this._facetData.facetNormals;
  21314. };
  21315. /**
  21316. * Returns the facetLocalPositions array.
  21317. * The facet positions are expressed in the mesh local space
  21318. * @returns an array of Vector3
  21319. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  21320. */
  21321. AbstractMesh.prototype.getFacetLocalPositions = function () {
  21322. if (!this._facetData.facetPositions) {
  21323. this.updateFacetData();
  21324. }
  21325. return this._facetData.facetPositions;
  21326. };
  21327. /**
  21328. * Returns the facetLocalPartioning array
  21329. * @returns an array of array of numbers
  21330. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  21331. */
  21332. AbstractMesh.prototype.getFacetLocalPartitioning = function () {
  21333. if (!this._facetData.facetPartitioning) {
  21334. this.updateFacetData();
  21335. }
  21336. return this._facetData.facetPartitioning;
  21337. };
  21338. /**
  21339. * Returns the i-th facet position in the world system.
  21340. * This method allocates a new Vector3 per call
  21341. * @param i defines the facet index
  21342. * @returns a new Vector3
  21343. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  21344. */
  21345. AbstractMesh.prototype.getFacetPosition = function (i) {
  21346. var pos = BABYLON.Vector3.Zero();
  21347. this.getFacetPositionToRef(i, pos);
  21348. return pos;
  21349. };
  21350. /**
  21351. * Sets the reference Vector3 with the i-th facet position in the world system
  21352. * @param i defines the facet index
  21353. * @param ref defines the target vector
  21354. * @returns the current mesh
  21355. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  21356. */
  21357. AbstractMesh.prototype.getFacetPositionToRef = function (i, ref) {
  21358. var localPos = (this.getFacetLocalPositions())[i];
  21359. var world = this.getWorldMatrix();
  21360. BABYLON.Vector3.TransformCoordinatesToRef(localPos, world, ref);
  21361. return this;
  21362. };
  21363. /**
  21364. * Returns the i-th facet normal in the world system.
  21365. * This method allocates a new Vector3 per call
  21366. * @param i defines the facet index
  21367. * @returns a new Vector3
  21368. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  21369. */
  21370. AbstractMesh.prototype.getFacetNormal = function (i) {
  21371. var norm = BABYLON.Vector3.Zero();
  21372. this.getFacetNormalToRef(i, norm);
  21373. return norm;
  21374. };
  21375. /**
  21376. * Sets the reference Vector3 with the i-th facet normal in the world system
  21377. * @param i defines the facet index
  21378. * @param ref defines the target vector
  21379. * @returns the current mesh
  21380. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  21381. */
  21382. AbstractMesh.prototype.getFacetNormalToRef = function (i, ref) {
  21383. var localNorm = (this.getFacetLocalNormals())[i];
  21384. BABYLON.Vector3.TransformNormalToRef(localNorm, this.getWorldMatrix(), ref);
  21385. return this;
  21386. };
  21387. /**
  21388. * 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)
  21389. * @param x defines x coordinate
  21390. * @param y defines y coordinate
  21391. * @param z defines z coordinate
  21392. * @returns the array of facet indexes
  21393. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  21394. */
  21395. AbstractMesh.prototype.getFacetsAtLocalCoordinates = function (x, y, z) {
  21396. var bInfo = this.getBoundingInfo();
  21397. var data = this._facetData;
  21398. var ox = Math.floor((x - bInfo.minimum.x * data.partitioningBBoxRatio) * data.subDiv.X * data.partitioningBBoxRatio / data.bbSize.x);
  21399. var oy = Math.floor((y - bInfo.minimum.y * data.partitioningBBoxRatio) * data.subDiv.Y * data.partitioningBBoxRatio / data.bbSize.y);
  21400. var oz = Math.floor((z - bInfo.minimum.z * data.partitioningBBoxRatio) * data.subDiv.Z * data.partitioningBBoxRatio / data.bbSize.z);
  21401. if (ox < 0 || ox > data.subDiv.max || oy < 0 || oy > data.subDiv.max || oz < 0 || oz > data.subDiv.max) {
  21402. return null;
  21403. }
  21404. return data.facetPartitioning[ox + data.subDiv.max * oy + data.subDiv.max * data.subDiv.max * oz];
  21405. };
  21406. /**
  21407. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  21408. * @param projected sets as the (x,y,z) world projection on the facet
  21409. * @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
  21410. * @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
  21411. * @param x defines x coordinate
  21412. * @param y defines y coordinate
  21413. * @param z defines z coordinate
  21414. * @returns the face index if found (or null instead)
  21415. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  21416. */
  21417. AbstractMesh.prototype.getClosestFacetAtCoordinates = function (x, y, z, projected, checkFace, facing) {
  21418. if (checkFace === void 0) { checkFace = false; }
  21419. if (facing === void 0) { facing = true; }
  21420. var world = this.getWorldMatrix();
  21421. var invMat = BABYLON.Tmp.Matrix[5];
  21422. world.invertToRef(invMat);
  21423. var invVect = BABYLON.Tmp.Vector3[8];
  21424. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, y, z, invMat, invVect); // transform (x,y,z) to coordinates in the mesh local space
  21425. var closest = this.getClosestFacetAtLocalCoordinates(invVect.x, invVect.y, invVect.z, projected, checkFace, facing);
  21426. if (projected) {
  21427. // tranform the local computed projected vector to world coordinates
  21428. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(projected.x, projected.y, projected.z, world, projected);
  21429. }
  21430. return closest;
  21431. };
  21432. /**
  21433. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  21434. * @param projected sets as the (x,y,z) local projection on the facet
  21435. * @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
  21436. * @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
  21437. * @param x defines x coordinate
  21438. * @param y defines y coordinate
  21439. * @param z defines z coordinate
  21440. * @returns the face index if found (or null instead)
  21441. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  21442. */
  21443. AbstractMesh.prototype.getClosestFacetAtLocalCoordinates = function (x, y, z, projected, checkFace, facing) {
  21444. if (checkFace === void 0) { checkFace = false; }
  21445. if (facing === void 0) { facing = true; }
  21446. var closest = null;
  21447. var tmpx = 0.0;
  21448. var tmpy = 0.0;
  21449. var tmpz = 0.0;
  21450. var d = 0.0; // tmp dot facet normal * facet position
  21451. var t0 = 0.0;
  21452. var projx = 0.0;
  21453. var projy = 0.0;
  21454. var projz = 0.0;
  21455. // Get all the facets in the same partitioning block than (x, y, z)
  21456. var facetPositions = this.getFacetLocalPositions();
  21457. var facetNormals = this.getFacetLocalNormals();
  21458. var facetsInBlock = this.getFacetsAtLocalCoordinates(x, y, z);
  21459. if (!facetsInBlock) {
  21460. return null;
  21461. }
  21462. // Get the closest facet to (x, y, z)
  21463. var shortest = Number.MAX_VALUE; // init distance vars
  21464. var tmpDistance = shortest;
  21465. var fib; // current facet in the block
  21466. var norm; // current facet normal
  21467. var p0; // current facet barycenter position
  21468. // loop on all the facets in the current partitioning block
  21469. for (var idx = 0; idx < facetsInBlock.length; idx++) {
  21470. fib = facetsInBlock[idx];
  21471. norm = facetNormals[fib];
  21472. p0 = facetPositions[fib];
  21473. d = (x - p0.x) * norm.x + (y - p0.y) * norm.y + (z - p0.z) * norm.z;
  21474. if (!checkFace || (checkFace && facing && d >= 0.0) || (checkFace && !facing && d <= 0.0)) {
  21475. // compute (x,y,z) projection on the facet = (projx, projy, projz)
  21476. d = norm.x * p0.x + norm.y * p0.y + norm.z * p0.z;
  21477. t0 = -(norm.x * x + norm.y * y + norm.z * z - d) / (norm.x * norm.x + norm.y * norm.y + norm.z * norm.z);
  21478. projx = x + norm.x * t0;
  21479. projy = y + norm.y * t0;
  21480. projz = z + norm.z * t0;
  21481. tmpx = projx - x;
  21482. tmpy = projy - y;
  21483. tmpz = projz - z;
  21484. tmpDistance = tmpx * tmpx + tmpy * tmpy + tmpz * tmpz; // compute length between (x, y, z) and its projection on the facet
  21485. if (tmpDistance < shortest) { // just keep the closest facet to (x, y, z)
  21486. shortest = tmpDistance;
  21487. closest = fib;
  21488. if (projected) {
  21489. projected.x = projx;
  21490. projected.y = projy;
  21491. projected.z = projz;
  21492. }
  21493. }
  21494. }
  21495. }
  21496. return closest;
  21497. };
  21498. /**
  21499. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  21500. * @returns the parameters
  21501. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  21502. */
  21503. AbstractMesh.prototype.getFacetDataParameters = function () {
  21504. return this._facetData.facetParameters;
  21505. };
  21506. /**
  21507. * Disables the feature FacetData and frees the related memory
  21508. * @returns the current mesh
  21509. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  21510. */
  21511. AbstractMesh.prototype.disableFacetData = function () {
  21512. if (this._facetData.facetDataEnabled) {
  21513. this._facetData.facetDataEnabled = false;
  21514. this._facetData.facetPositions = new Array();
  21515. this._facetData.facetNormals = new Array();
  21516. this._facetData.facetPartitioning = new Array();
  21517. this._facetData.facetParameters = null;
  21518. this._facetData.depthSortedIndices = new Uint32Array(0);
  21519. }
  21520. return this;
  21521. };
  21522. /**
  21523. * Updates the AbstractMesh indices array
  21524. * @param indices defines the data source
  21525. * @returns the current mesh
  21526. */
  21527. AbstractMesh.prototype.updateIndices = function (indices) {
  21528. return this;
  21529. };
  21530. /**
  21531. * Creates new normals data for the mesh
  21532. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  21533. * @returns the current mesh
  21534. */
  21535. AbstractMesh.prototype.createNormals = function (updatable) {
  21536. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  21537. var indices = this.getIndices();
  21538. var normals;
  21539. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  21540. normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  21541. }
  21542. else {
  21543. normals = [];
  21544. }
  21545. BABYLON.VertexData.ComputeNormals(positions, indices, normals, { useRightHandedSystem: this.getScene().useRightHandedSystem });
  21546. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatable);
  21547. return this;
  21548. };
  21549. /**
  21550. * Align the mesh with a normal
  21551. * @param normal defines the normal to use
  21552. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  21553. * @returns the current mesh
  21554. */
  21555. AbstractMesh.prototype.alignWithNormal = function (normal, upDirection) {
  21556. if (!upDirection) {
  21557. upDirection = BABYLON.Axis.Y;
  21558. }
  21559. var axisX = BABYLON.Tmp.Vector3[0];
  21560. var axisZ = BABYLON.Tmp.Vector3[1];
  21561. BABYLON.Vector3.CrossToRef(upDirection, normal, axisZ);
  21562. BABYLON.Vector3.CrossToRef(normal, axisZ, axisX);
  21563. if (this.rotationQuaternion) {
  21564. BABYLON.Quaternion.RotationQuaternionFromAxisToRef(axisX, normal, axisZ, this.rotationQuaternion);
  21565. }
  21566. else {
  21567. BABYLON.Vector3.RotationFromAxisToRef(axisX, normal, axisZ, this.rotation);
  21568. }
  21569. return this;
  21570. };
  21571. /** @hidden */
  21572. AbstractMesh.prototype._checkOcclusionQuery = function () {
  21573. return false;
  21574. };
  21575. /** No occlusion */
  21576. AbstractMesh.OCCLUSION_TYPE_NONE = 0;
  21577. /** Occlusion set to optimisitic */
  21578. AbstractMesh.OCCLUSION_TYPE_OPTIMISTIC = 1;
  21579. /** Occlusion set to strict */
  21580. AbstractMesh.OCCLUSION_TYPE_STRICT = 2;
  21581. /** Use an accurante occlusion algorithm */
  21582. AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE = 0;
  21583. /** Use a conservative occlusion algorithm */
  21584. AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE = 1;
  21585. /** Default culling strategy with bounding box and bounding sphere and then frustum culling */
  21586. AbstractMesh.CULLINGSTRATEGY_STANDARD = 0;
  21587. /** Culling strategy with bounding sphere only and then frustum culling */
  21588. AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY = 1;
  21589. return AbstractMesh;
  21590. }(BABYLON.TransformNode));
  21591. BABYLON.AbstractMesh = AbstractMesh;
  21592. })(BABYLON || (BABYLON = {}));
  21593. //# sourceMappingURL=babylon.abstractMesh.js.map
  21594. var BABYLON;
  21595. (function (BABYLON) {
  21596. /**
  21597. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  21598. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  21599. * 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.
  21600. */
  21601. var Light = /** @class */ (function (_super) {
  21602. __extends(Light, _super);
  21603. /**
  21604. * Creates a Light object in the scene.
  21605. * Documentation : http://doc.babylonjs.com/tutorials/lights
  21606. * @param name The firendly name of the light
  21607. * @param scene The scene the light belongs too
  21608. */
  21609. function Light(name, scene) {
  21610. var _this = _super.call(this, name, scene) || this;
  21611. /**
  21612. * Diffuse gives the basic color to an object.
  21613. */
  21614. _this.diffuse = new BABYLON.Color3(1.0, 1.0, 1.0);
  21615. /**
  21616. * Specular produces a highlight color on an object.
  21617. * Note: This is note affecting PBR materials.
  21618. */
  21619. _this.specular = new BABYLON.Color3(1.0, 1.0, 1.0);
  21620. /**
  21621. * Defines the falloff type for this light. This lets overrriding how punctual light are
  21622. * falling off base on range or angle.
  21623. * This can be set to any values in Light.FALLOFF_x.
  21624. *
  21625. * Note: This is only usefull for PBR Materials at the moment. This could be extended if required to
  21626. * other types of materials.
  21627. */
  21628. _this.falloffType = Light.FALLOFF_DEFAULT;
  21629. /**
  21630. * Strength of the light.
  21631. * Note: By default it is define in the framework own unit.
  21632. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  21633. */
  21634. _this.intensity = 1.0;
  21635. _this._range = Number.MAX_VALUE;
  21636. _this._inverseSquaredRange = 0;
  21637. /**
  21638. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  21639. * of light.
  21640. */
  21641. _this._photometricScale = 1.0;
  21642. _this._intensityMode = Light.INTENSITYMODE_AUTOMATIC;
  21643. _this._radius = 0.00001;
  21644. /**
  21645. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  21646. * exceeding the number allowed of the materials.
  21647. */
  21648. _this.renderPriority = 0;
  21649. _this._shadowEnabled = true;
  21650. _this._excludeWithLayerMask = 0;
  21651. _this._includeOnlyWithLayerMask = 0;
  21652. _this._lightmapMode = 0;
  21653. /**
  21654. * @hidden Internal use only.
  21655. */
  21656. _this._excludedMeshesIds = new Array();
  21657. /**
  21658. * @hidden Internal use only.
  21659. */
  21660. _this._includedOnlyMeshesIds = new Array();
  21661. _this.getScene().addLight(_this);
  21662. _this._uniformBuffer = new BABYLON.UniformBuffer(_this.getScene().getEngine());
  21663. _this._buildUniformLayout();
  21664. _this.includedOnlyMeshes = new Array();
  21665. _this.excludedMeshes = new Array();
  21666. _this._resyncMeshes();
  21667. return _this;
  21668. }
  21669. Object.defineProperty(Light.prototype, "range", {
  21670. /**
  21671. * Defines how far from the source the light is impacting in scene units.
  21672. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  21673. */
  21674. get: function () {
  21675. return this._range;
  21676. },
  21677. /**
  21678. * Defines how far from the source the light is impacting in scene units.
  21679. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  21680. */
  21681. set: function (value) {
  21682. this._range = value;
  21683. this._inverseSquaredRange = 1.0 / (this.range * this.range);
  21684. },
  21685. enumerable: true,
  21686. configurable: true
  21687. });
  21688. Object.defineProperty(Light.prototype, "intensityMode", {
  21689. /**
  21690. * Gets the photometric scale used to interpret the intensity.
  21691. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  21692. */
  21693. get: function () {
  21694. return this._intensityMode;
  21695. },
  21696. /**
  21697. * Sets the photometric scale used to interpret the intensity.
  21698. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  21699. */
  21700. set: function (value) {
  21701. this._intensityMode = value;
  21702. this._computePhotometricScale();
  21703. },
  21704. enumerable: true,
  21705. configurable: true
  21706. });
  21707. ;
  21708. ;
  21709. Object.defineProperty(Light.prototype, "radius", {
  21710. /**
  21711. * Gets the light radius used by PBR Materials to simulate soft area lights.
  21712. */
  21713. get: function () {
  21714. return this._radius;
  21715. },
  21716. /**
  21717. * sets the light radius used by PBR Materials to simulate soft area lights.
  21718. */
  21719. set: function (value) {
  21720. this._radius = value;
  21721. this._computePhotometricScale();
  21722. },
  21723. enumerable: true,
  21724. configurable: true
  21725. });
  21726. ;
  21727. ;
  21728. Object.defineProperty(Light.prototype, "shadowEnabled", {
  21729. /**
  21730. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  21731. * the current shadow generator.
  21732. */
  21733. get: function () {
  21734. return this._shadowEnabled;
  21735. },
  21736. /**
  21737. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  21738. * the current shadow generator.
  21739. */
  21740. set: function (value) {
  21741. if (this._shadowEnabled === value) {
  21742. return;
  21743. }
  21744. this._shadowEnabled = value;
  21745. this._markMeshesAsLightDirty();
  21746. },
  21747. enumerable: true,
  21748. configurable: true
  21749. });
  21750. Object.defineProperty(Light.prototype, "includedOnlyMeshes", {
  21751. /**
  21752. * Gets the only meshes impacted by this light.
  21753. */
  21754. get: function () {
  21755. return this._includedOnlyMeshes;
  21756. },
  21757. /**
  21758. * Sets the only meshes impacted by this light.
  21759. */
  21760. set: function (value) {
  21761. this._includedOnlyMeshes = value;
  21762. this._hookArrayForIncludedOnly(value);
  21763. },
  21764. enumerable: true,
  21765. configurable: true
  21766. });
  21767. Object.defineProperty(Light.prototype, "excludedMeshes", {
  21768. /**
  21769. * Gets the meshes not impacted by this light.
  21770. */
  21771. get: function () {
  21772. return this._excludedMeshes;
  21773. },
  21774. /**
  21775. * Sets the meshes not impacted by this light.
  21776. */
  21777. set: function (value) {
  21778. this._excludedMeshes = value;
  21779. this._hookArrayForExcluded(value);
  21780. },
  21781. enumerable: true,
  21782. configurable: true
  21783. });
  21784. Object.defineProperty(Light.prototype, "excludeWithLayerMask", {
  21785. /**
  21786. * Gets the layer id use to find what meshes are not impacted by the light.
  21787. * Inactive if 0
  21788. */
  21789. get: function () {
  21790. return this._excludeWithLayerMask;
  21791. },
  21792. /**
  21793. * Sets the layer id use to find what meshes are not impacted by the light.
  21794. * Inactive if 0
  21795. */
  21796. set: function (value) {
  21797. this._excludeWithLayerMask = value;
  21798. this._resyncMeshes();
  21799. },
  21800. enumerable: true,
  21801. configurable: true
  21802. });
  21803. Object.defineProperty(Light.prototype, "includeOnlyWithLayerMask", {
  21804. /**
  21805. * Gets the layer id use to find what meshes are impacted by the light.
  21806. * Inactive if 0
  21807. */
  21808. get: function () {
  21809. return this._includeOnlyWithLayerMask;
  21810. },
  21811. /**
  21812. * Sets the layer id use to find what meshes are impacted by the light.
  21813. * Inactive if 0
  21814. */
  21815. set: function (value) {
  21816. this._includeOnlyWithLayerMask = value;
  21817. this._resyncMeshes();
  21818. },
  21819. enumerable: true,
  21820. configurable: true
  21821. });
  21822. Object.defineProperty(Light.prototype, "lightmapMode", {
  21823. /**
  21824. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  21825. */
  21826. get: function () {
  21827. return this._lightmapMode;
  21828. },
  21829. /**
  21830. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  21831. */
  21832. set: function (value) {
  21833. if (this._lightmapMode === value) {
  21834. return;
  21835. }
  21836. this._lightmapMode = value;
  21837. this._markMeshesAsLightDirty();
  21838. },
  21839. enumerable: true,
  21840. configurable: true
  21841. });
  21842. /**
  21843. * Returns the string "Light".
  21844. * @returns the class name
  21845. */
  21846. Light.prototype.getClassName = function () {
  21847. return "Light";
  21848. };
  21849. /**
  21850. * Converts the light information to a readable string for debug purpose.
  21851. * @param fullDetails Supports for multiple levels of logging within scene loading
  21852. * @returns the human readable light info
  21853. */
  21854. Light.prototype.toString = function (fullDetails) {
  21855. var ret = "Name: " + this.name;
  21856. ret += ", type: " + (["Point", "Directional", "Spot", "Hemispheric"])[this.getTypeID()];
  21857. if (this.animations) {
  21858. for (var i = 0; i < this.animations.length; i++) {
  21859. ret += ", animation[0]: " + this.animations[i].toString(fullDetails);
  21860. }
  21861. }
  21862. if (fullDetails) {
  21863. }
  21864. return ret;
  21865. };
  21866. /** @hidden */
  21867. Light.prototype._syncParentEnabledState = function () {
  21868. _super.prototype._syncParentEnabledState.call(this);
  21869. this._resyncMeshes();
  21870. };
  21871. /**
  21872. * Set the enabled state of this node.
  21873. * @param value - the new enabled state
  21874. */
  21875. Light.prototype.setEnabled = function (value) {
  21876. _super.prototype.setEnabled.call(this, value);
  21877. this._resyncMeshes();
  21878. };
  21879. /**
  21880. * Returns the Light associated shadow generator if any.
  21881. * @return the associated shadow generator.
  21882. */
  21883. Light.prototype.getShadowGenerator = function () {
  21884. return this._shadowGenerator;
  21885. };
  21886. /**
  21887. * Returns a Vector3, the absolute light position in the World.
  21888. * @returns the world space position of the light
  21889. */
  21890. Light.prototype.getAbsolutePosition = function () {
  21891. return BABYLON.Vector3.Zero();
  21892. };
  21893. /**
  21894. * Specifies if the light will affect the passed mesh.
  21895. * @param mesh The mesh to test against the light
  21896. * @return true the mesh is affected otherwise, false.
  21897. */
  21898. Light.prototype.canAffectMesh = function (mesh) {
  21899. if (!mesh) {
  21900. return true;
  21901. }
  21902. if (this.includedOnlyMeshes && this.includedOnlyMeshes.length > 0 && this.includedOnlyMeshes.indexOf(mesh) === -1) {
  21903. return false;
  21904. }
  21905. if (this.excludedMeshes && this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1) {
  21906. return false;
  21907. }
  21908. if (this.includeOnlyWithLayerMask !== 0 && (this.includeOnlyWithLayerMask & mesh.layerMask) === 0) {
  21909. return false;
  21910. }
  21911. if (this.excludeWithLayerMask !== 0 && this.excludeWithLayerMask & mesh.layerMask) {
  21912. return false;
  21913. }
  21914. return true;
  21915. };
  21916. /**
  21917. * Sort function to order lights for rendering.
  21918. * @param a First Light object to compare to second.
  21919. * @param b Second Light object to compare first.
  21920. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  21921. */
  21922. Light.CompareLightsPriority = function (a, b) {
  21923. //shadow-casting lights have priority over non-shadow-casting lights
  21924. //the renderPrioirty is a secondary sort criterion
  21925. if (a.shadowEnabled !== b.shadowEnabled) {
  21926. return (b.shadowEnabled ? 1 : 0) - (a.shadowEnabled ? 1 : 0);
  21927. }
  21928. return b.renderPriority - a.renderPriority;
  21929. };
  21930. /**
  21931. * Releases resources associated with this node.
  21932. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  21933. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  21934. */
  21935. Light.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  21936. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  21937. if (this._shadowGenerator) {
  21938. this._shadowGenerator.dispose();
  21939. this._shadowGenerator = null;
  21940. }
  21941. // Animations
  21942. this.getScene().stopAnimation(this);
  21943. // Remove from meshes
  21944. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  21945. var mesh = _a[_i];
  21946. mesh._removeLightSource(this);
  21947. }
  21948. this._uniformBuffer.dispose();
  21949. // Remove from scene
  21950. this.getScene().removeLight(this);
  21951. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  21952. };
  21953. /**
  21954. * Returns the light type ID (integer).
  21955. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  21956. */
  21957. Light.prototype.getTypeID = function () {
  21958. return 0;
  21959. };
  21960. /**
  21961. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  21962. * @returns the scaled intensity in intensity mode unit
  21963. */
  21964. Light.prototype.getScaledIntensity = function () {
  21965. return this._photometricScale * this.intensity;
  21966. };
  21967. /**
  21968. * Returns a new Light object, named "name", from the current one.
  21969. * @param name The name of the cloned light
  21970. * @returns the new created light
  21971. */
  21972. Light.prototype.clone = function (name) {
  21973. var constructor = Light.GetConstructorFromName(this.getTypeID(), name, this.getScene());
  21974. if (!constructor) {
  21975. return null;
  21976. }
  21977. return BABYLON.SerializationHelper.Clone(constructor, this);
  21978. };
  21979. /**
  21980. * Serializes the current light into a Serialization object.
  21981. * @returns the serialized object.
  21982. */
  21983. Light.prototype.serialize = function () {
  21984. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  21985. // Type
  21986. serializationObject.type = this.getTypeID();
  21987. // Parent
  21988. if (this.parent) {
  21989. serializationObject.parentId = this.parent.id;
  21990. }
  21991. // Inclusion / exclusions
  21992. if (this.excludedMeshes.length > 0) {
  21993. serializationObject.excludedMeshesIds = [];
  21994. this.excludedMeshes.forEach(function (mesh) {
  21995. serializationObject.excludedMeshesIds.push(mesh.id);
  21996. });
  21997. }
  21998. if (this.includedOnlyMeshes.length > 0) {
  21999. serializationObject.includedOnlyMeshesIds = [];
  22000. this.includedOnlyMeshes.forEach(function (mesh) {
  22001. serializationObject.includedOnlyMeshesIds.push(mesh.id);
  22002. });
  22003. }
  22004. // Animations
  22005. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  22006. serializationObject.ranges = this.serializeAnimationRanges();
  22007. return serializationObject;
  22008. };
  22009. /**
  22010. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  22011. * This new light is named "name" and added to the passed scene.
  22012. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  22013. * @param name The friendly name of the light
  22014. * @param scene The scene the new light will belong to
  22015. * @returns the constructor function
  22016. */
  22017. Light.GetConstructorFromName = function (type, name, scene) {
  22018. var constructorFunc = BABYLON.Node.Construct("Light_Type_" + type, name, scene);
  22019. if (constructorFunc) {
  22020. return constructorFunc;
  22021. }
  22022. // Default to no light for none present once.
  22023. return null;
  22024. };
  22025. /**
  22026. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  22027. * @param parsedLight The JSON representation of the light
  22028. * @param scene The scene to create the parsed light in
  22029. * @returns the created light after parsing
  22030. */
  22031. Light.Parse = function (parsedLight, scene) {
  22032. var constructor = Light.GetConstructorFromName(parsedLight.type, parsedLight.name, scene);
  22033. if (!constructor) {
  22034. return null;
  22035. }
  22036. var light = BABYLON.SerializationHelper.Parse(constructor, parsedLight, scene);
  22037. // Inclusion / exclusions
  22038. if (parsedLight.excludedMeshesIds) {
  22039. light._excludedMeshesIds = parsedLight.excludedMeshesIds;
  22040. }
  22041. if (parsedLight.includedOnlyMeshesIds) {
  22042. light._includedOnlyMeshesIds = parsedLight.includedOnlyMeshesIds;
  22043. }
  22044. // Parent
  22045. if (parsedLight.parentId) {
  22046. light._waitingParentId = parsedLight.parentId;
  22047. }
  22048. // Animations
  22049. if (parsedLight.animations) {
  22050. for (var animationIndex = 0; animationIndex < parsedLight.animations.length; animationIndex++) {
  22051. var parsedAnimation = parsedLight.animations[animationIndex];
  22052. light.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  22053. }
  22054. BABYLON.Node.ParseAnimationRanges(light, parsedLight, scene);
  22055. }
  22056. if (parsedLight.autoAnimate) {
  22057. scene.beginAnimation(light, parsedLight.autoAnimateFrom, parsedLight.autoAnimateTo, parsedLight.autoAnimateLoop, parsedLight.autoAnimateSpeed || 1.0);
  22058. }
  22059. return light;
  22060. };
  22061. Light.prototype._hookArrayForExcluded = function (array) {
  22062. var _this = this;
  22063. var oldPush = array.push;
  22064. array.push = function () {
  22065. var items = [];
  22066. for (var _i = 0; _i < arguments.length; _i++) {
  22067. items[_i] = arguments[_i];
  22068. }
  22069. var result = oldPush.apply(array, items);
  22070. for (var _a = 0, items_1 = items; _a < items_1.length; _a++) {
  22071. var item = items_1[_a];
  22072. item._resyncLighSource(_this);
  22073. }
  22074. return result;
  22075. };
  22076. var oldSplice = array.splice;
  22077. array.splice = function (index, deleteCount) {
  22078. var deleted = oldSplice.apply(array, [index, deleteCount]);
  22079. for (var _i = 0, deleted_1 = deleted; _i < deleted_1.length; _i++) {
  22080. var item = deleted_1[_i];
  22081. item._resyncLighSource(_this);
  22082. }
  22083. return deleted;
  22084. };
  22085. for (var _i = 0, array_1 = array; _i < array_1.length; _i++) {
  22086. var item = array_1[_i];
  22087. item._resyncLighSource(this);
  22088. }
  22089. };
  22090. Light.prototype._hookArrayForIncludedOnly = function (array) {
  22091. var _this = this;
  22092. var oldPush = array.push;
  22093. array.push = function () {
  22094. var items = [];
  22095. for (var _i = 0; _i < arguments.length; _i++) {
  22096. items[_i] = arguments[_i];
  22097. }
  22098. var result = oldPush.apply(array, items);
  22099. _this._resyncMeshes();
  22100. return result;
  22101. };
  22102. var oldSplice = array.splice;
  22103. array.splice = function (index, deleteCount) {
  22104. var deleted = oldSplice.apply(array, [index, deleteCount]);
  22105. _this._resyncMeshes();
  22106. return deleted;
  22107. };
  22108. this._resyncMeshes();
  22109. };
  22110. Light.prototype._resyncMeshes = function () {
  22111. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  22112. var mesh = _a[_i];
  22113. mesh._resyncLighSource(this);
  22114. }
  22115. };
  22116. /**
  22117. * Forces the meshes to update their light related information in their rendering used effects
  22118. * @hidden Internal Use Only
  22119. */
  22120. Light.prototype._markMeshesAsLightDirty = function () {
  22121. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  22122. var mesh = _a[_i];
  22123. if (mesh._lightSources.indexOf(this) !== -1) {
  22124. mesh._markSubMeshesAsLightDirty();
  22125. }
  22126. }
  22127. };
  22128. /**
  22129. * Recomputes the cached photometric scale if needed.
  22130. */
  22131. Light.prototype._computePhotometricScale = function () {
  22132. this._photometricScale = this._getPhotometricScale();
  22133. this.getScene().resetCachedMaterial();
  22134. };
  22135. /**
  22136. * Returns the Photometric Scale according to the light type and intensity mode.
  22137. */
  22138. Light.prototype._getPhotometricScale = function () {
  22139. var photometricScale = 0.0;
  22140. var lightTypeID = this.getTypeID();
  22141. //get photometric mode
  22142. var photometricMode = this.intensityMode;
  22143. if (photometricMode === Light.INTENSITYMODE_AUTOMATIC) {
  22144. if (lightTypeID === Light.LIGHTTYPEID_DIRECTIONALLIGHT) {
  22145. photometricMode = Light.INTENSITYMODE_ILLUMINANCE;
  22146. }
  22147. else {
  22148. photometricMode = Light.INTENSITYMODE_LUMINOUSINTENSITY;
  22149. }
  22150. }
  22151. //compute photometric scale
  22152. switch (lightTypeID) {
  22153. case Light.LIGHTTYPEID_POINTLIGHT:
  22154. case Light.LIGHTTYPEID_SPOTLIGHT:
  22155. switch (photometricMode) {
  22156. case Light.INTENSITYMODE_LUMINOUSPOWER:
  22157. photometricScale = 1.0 / (4.0 * Math.PI);
  22158. break;
  22159. case Light.INTENSITYMODE_LUMINOUSINTENSITY:
  22160. photometricScale = 1.0;
  22161. break;
  22162. case Light.INTENSITYMODE_LUMINANCE:
  22163. photometricScale = this.radius * this.radius;
  22164. break;
  22165. }
  22166. break;
  22167. case Light.LIGHTTYPEID_DIRECTIONALLIGHT:
  22168. switch (photometricMode) {
  22169. case Light.INTENSITYMODE_ILLUMINANCE:
  22170. photometricScale = 1.0;
  22171. break;
  22172. case Light.INTENSITYMODE_LUMINANCE:
  22173. // When radius (and therefore solid angle) is non-zero a directional lights brightness can be specified via central (peak) luminance.
  22174. // For a directional light the 'radius' defines the angular radius (in radians) rather than world-space radius (e.g. in metres).
  22175. var apexAngleRadians = this.radius;
  22176. // Impose a minimum light angular size to avoid the light becoming an infinitely small angular light source (i.e. a dirac delta function).
  22177. apexAngleRadians = Math.max(apexAngleRadians, 0.001);
  22178. var solidAngle = 2.0 * Math.PI * (1.0 - Math.cos(apexAngleRadians));
  22179. photometricScale = solidAngle;
  22180. break;
  22181. }
  22182. break;
  22183. case Light.LIGHTTYPEID_HEMISPHERICLIGHT:
  22184. // No fall off in hemisperic light.
  22185. photometricScale = 1.0;
  22186. break;
  22187. }
  22188. return photometricScale;
  22189. };
  22190. /**
  22191. * Reorder the light in the scene according to their defined priority.
  22192. * @hidden Internal Use Only
  22193. */
  22194. Light.prototype._reorderLightsInScene = function () {
  22195. var scene = this.getScene();
  22196. if (this._renderPriority != 0) {
  22197. scene.requireLightSorting = true;
  22198. }
  22199. this.getScene().sortLightsByPriority();
  22200. };
  22201. /**
  22202. * Falloff Default: light is falling off following the material specification:
  22203. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  22204. */
  22205. Light.FALLOFF_DEFAULT = 0;
  22206. /**
  22207. * Falloff Physical: light is falling off following the inverse squared distance law.
  22208. */
  22209. Light.FALLOFF_PHYSICAL = 1;
  22210. /**
  22211. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  22212. * to enhance interoperability with other engines.
  22213. */
  22214. Light.FALLOFF_GLTF = 2;
  22215. /**
  22216. * Falloff Standard: light is falling off like in the standard material
  22217. * to enhance interoperability with other materials.
  22218. */
  22219. Light.FALLOFF_STANDARD = 3;
  22220. //lightmapMode Consts
  22221. /**
  22222. * If every light affecting the material is in this lightmapMode,
  22223. * material.lightmapTexture adds or multiplies
  22224. * (depends on material.useLightmapAsShadowmap)
  22225. * after every other light calculations.
  22226. */
  22227. Light.LIGHTMAP_DEFAULT = 0;
  22228. /**
  22229. * material.lightmapTexture as only diffuse lighting from this light
  22230. * adds only specular lighting from this light
  22231. * adds dynamic shadows
  22232. */
  22233. Light.LIGHTMAP_SPECULAR = 1;
  22234. /**
  22235. * material.lightmapTexture as only lighting
  22236. * no light calculation from this light
  22237. * only adds dynamic shadows from this light
  22238. */
  22239. Light.LIGHTMAP_SHADOWSONLY = 2;
  22240. // Intensity Mode Consts
  22241. /**
  22242. * Each light type uses the default quantity according to its type:
  22243. * point/spot lights use luminous intensity
  22244. * directional lights use illuminance
  22245. */
  22246. Light.INTENSITYMODE_AUTOMATIC = 0;
  22247. /**
  22248. * lumen (lm)
  22249. */
  22250. Light.INTENSITYMODE_LUMINOUSPOWER = 1;
  22251. /**
  22252. * candela (lm/sr)
  22253. */
  22254. Light.INTENSITYMODE_LUMINOUSINTENSITY = 2;
  22255. /**
  22256. * lux (lm/m^2)
  22257. */
  22258. Light.INTENSITYMODE_ILLUMINANCE = 3;
  22259. /**
  22260. * nit (cd/m^2)
  22261. */
  22262. Light.INTENSITYMODE_LUMINANCE = 4;
  22263. // Light types ids const.
  22264. /**
  22265. * Light type const id of the point light.
  22266. */
  22267. Light.LIGHTTYPEID_POINTLIGHT = 0;
  22268. /**
  22269. * Light type const id of the directional light.
  22270. */
  22271. Light.LIGHTTYPEID_DIRECTIONALLIGHT = 1;
  22272. /**
  22273. * Light type const id of the spot light.
  22274. */
  22275. Light.LIGHTTYPEID_SPOTLIGHT = 2;
  22276. /**
  22277. * Light type const id of the hemispheric light.
  22278. */
  22279. Light.LIGHTTYPEID_HEMISPHERICLIGHT = 3;
  22280. __decorate([
  22281. BABYLON.serializeAsColor3()
  22282. ], Light.prototype, "diffuse", void 0);
  22283. __decorate([
  22284. BABYLON.serializeAsColor3()
  22285. ], Light.prototype, "specular", void 0);
  22286. __decorate([
  22287. BABYLON.serialize()
  22288. ], Light.prototype, "falloffType", void 0);
  22289. __decorate([
  22290. BABYLON.serialize()
  22291. ], Light.prototype, "intensity", void 0);
  22292. __decorate([
  22293. BABYLON.serialize()
  22294. ], Light.prototype, "range", null);
  22295. __decorate([
  22296. BABYLON.serialize()
  22297. ], Light.prototype, "intensityMode", null);
  22298. __decorate([
  22299. BABYLON.serialize()
  22300. ], Light.prototype, "radius", null);
  22301. __decorate([
  22302. BABYLON.serialize()
  22303. ], Light.prototype, "_renderPriority", void 0);
  22304. __decorate([
  22305. BABYLON.expandToProperty("_reorderLightsInScene")
  22306. ], Light.prototype, "renderPriority", void 0);
  22307. __decorate([
  22308. BABYLON.serialize("shadowEnabled")
  22309. ], Light.prototype, "_shadowEnabled", void 0);
  22310. __decorate([
  22311. BABYLON.serialize("excludeWithLayerMask")
  22312. ], Light.prototype, "_excludeWithLayerMask", void 0);
  22313. __decorate([
  22314. BABYLON.serialize("includeOnlyWithLayerMask")
  22315. ], Light.prototype, "_includeOnlyWithLayerMask", void 0);
  22316. __decorate([
  22317. BABYLON.serialize("lightmapMode")
  22318. ], Light.prototype, "_lightmapMode", void 0);
  22319. return Light;
  22320. }(BABYLON.Node));
  22321. BABYLON.Light = Light;
  22322. })(BABYLON || (BABYLON = {}));
  22323. //# sourceMappingURL=babylon.light.js.map
  22324. var BABYLON;
  22325. (function (BABYLON) {
  22326. /**
  22327. * This is the base class of all the camera used in the application.
  22328. * @see http://doc.babylonjs.com/features/cameras
  22329. */
  22330. var Camera = /** @class */ (function (_super) {
  22331. __extends(Camera, _super);
  22332. /**
  22333. * Instantiates a new camera object.
  22334. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  22335. * @see http://doc.babylonjs.com/features/cameras
  22336. * @param name Defines the name of the camera in the scene
  22337. * @param position Defines the position of the camera
  22338. * @param scene Defines the scene the camera belongs too
  22339. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  22340. */
  22341. function Camera(name, position, scene, setActiveOnSceneIfNoneActive) {
  22342. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  22343. var _this = _super.call(this, name, scene) || this;
  22344. /**
  22345. * The vector the camera should consider as up.
  22346. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  22347. */
  22348. _this.upVector = BABYLON.Vector3.Up();
  22349. /**
  22350. * Define the current limit on the left side for an orthographic camera
  22351. * In scene unit
  22352. */
  22353. _this.orthoLeft = null;
  22354. /**
  22355. * Define the current limit on the right side for an orthographic camera
  22356. * In scene unit
  22357. */
  22358. _this.orthoRight = null;
  22359. /**
  22360. * Define the current limit on the bottom side for an orthographic camera
  22361. * In scene unit
  22362. */
  22363. _this.orthoBottom = null;
  22364. /**
  22365. * Define the current limit on the top side for an orthographic camera
  22366. * In scene unit
  22367. */
  22368. _this.orthoTop = null;
  22369. /**
  22370. * Field Of View is set in Radians. (default is 0.8)
  22371. */
  22372. _this.fov = 0.8;
  22373. /**
  22374. * Define the minimum distance the camera can see from.
  22375. * This is important to note that the depth buffer are not infinite and the closer it starts
  22376. * the more your scene might encounter depth fighting issue.
  22377. */
  22378. _this.minZ = 1;
  22379. /**
  22380. * Define the maximum distance the camera can see to.
  22381. * This is important to note that the depth buffer are not infinite and the further it end
  22382. * the more your scene might encounter depth fighting issue.
  22383. */
  22384. _this.maxZ = 10000.0;
  22385. /**
  22386. * Define the default inertia of the camera.
  22387. * This helps giving a smooth feeling to the camera movement.
  22388. */
  22389. _this.inertia = 0.9;
  22390. /**
  22391. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.PERSPECTIVE_ORTHOGRAPHIC)
  22392. */
  22393. _this.mode = Camera.PERSPECTIVE_CAMERA;
  22394. /**
  22395. * Define wether the camera is intermediate.
  22396. * This is usefull to not present the output directly to the screen in case of rig without post process for instance
  22397. */
  22398. _this.isIntermediate = false;
  22399. /**
  22400. * Define the viewport of the camera.
  22401. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  22402. */
  22403. _this.viewport = new BABYLON.Viewport(0, 0, 1.0, 1.0);
  22404. /**
  22405. * Restricts the camera to viewing objects with the same layerMask.
  22406. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  22407. */
  22408. _this.layerMask = 0x0FFFFFFF;
  22409. /**
  22410. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  22411. */
  22412. _this.fovMode = Camera.FOVMODE_VERTICAL_FIXED;
  22413. /**
  22414. * Rig mode of the camera.
  22415. * This is usefull to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  22416. * This is normally controlled byt the camera themselves as internal use.
  22417. */
  22418. _this.cameraRigMode = Camera.RIG_MODE_NONE;
  22419. /**
  22420. * Defines the list of custom render target the camera should render to.
  22421. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  22422. * else in the scene.
  22423. */
  22424. _this.customRenderTargets = new Array();
  22425. /**
  22426. * Observable triggered when the camera view matrix has changed.
  22427. */
  22428. _this.onViewMatrixChangedObservable = new BABYLON.Observable();
  22429. /**
  22430. * Observable triggered when the camera Projection matrix has changed.
  22431. */
  22432. _this.onProjectionMatrixChangedObservable = new BABYLON.Observable();
  22433. /**
  22434. * Observable triggered when the inputs have been processed.
  22435. */
  22436. _this.onAfterCheckInputsObservable = new BABYLON.Observable();
  22437. /**
  22438. * Observable triggered when reset has been called and applied to the camera.
  22439. */
  22440. _this.onRestoreStateObservable = new BABYLON.Observable();
  22441. /** @hidden */
  22442. _this._rigCameras = new Array();
  22443. _this._webvrViewMatrix = BABYLON.Matrix.Identity();
  22444. /** @hidden */
  22445. _this._skipRendering = false;
  22446. /** @hidden */
  22447. _this._projectionMatrix = new BABYLON.Matrix();
  22448. /** @hidden */
  22449. _this._postProcesses = new Array();
  22450. /** @hidden */
  22451. _this._activeMeshes = new BABYLON.SmartArray(256);
  22452. _this._globalPosition = BABYLON.Vector3.Zero();
  22453. _this._computedViewMatrix = BABYLON.Matrix.Identity();
  22454. _this._doNotComputeProjectionMatrix = false;
  22455. _this._transformMatrix = BABYLON.Matrix.Zero();
  22456. _this._refreshFrustumPlanes = true;
  22457. _this.getScene().addCamera(_this);
  22458. if (setActiveOnSceneIfNoneActive && !_this.getScene().activeCamera) {
  22459. _this.getScene().activeCamera = _this;
  22460. }
  22461. _this.position = position;
  22462. return _this;
  22463. }
  22464. /**
  22465. * Store current camera state (fov, position, etc..)
  22466. * @returns the camera
  22467. */
  22468. Camera.prototype.storeState = function () {
  22469. this._stateStored = true;
  22470. this._storedFov = this.fov;
  22471. return this;
  22472. };
  22473. /**
  22474. * Restores the camera state values if it has been stored. You must call storeState() first
  22475. */
  22476. Camera.prototype._restoreStateValues = function () {
  22477. if (!this._stateStored) {
  22478. return false;
  22479. }
  22480. this.fov = this._storedFov;
  22481. return true;
  22482. };
  22483. /**
  22484. * Restored camera state. You must call storeState() first.
  22485. * @returns true if restored and false otherwise
  22486. */
  22487. Camera.prototype.restoreState = function () {
  22488. if (this._restoreStateValues()) {
  22489. this.onRestoreStateObservable.notifyObservers(this);
  22490. return true;
  22491. }
  22492. return false;
  22493. };
  22494. /**
  22495. * Gets the class name of the camera.
  22496. * @returns the class name
  22497. */
  22498. Camera.prototype.getClassName = function () {
  22499. return "Camera";
  22500. };
  22501. /**
  22502. * Gets a string representation of the camera usefull for debug purpose.
  22503. * @param fullDetails Defines that a more verboe level of logging is required
  22504. * @returns the string representation
  22505. */
  22506. Camera.prototype.toString = function (fullDetails) {
  22507. var ret = "Name: " + this.name;
  22508. ret += ", type: " + this.getClassName();
  22509. if (this.animations) {
  22510. for (var i = 0; i < this.animations.length; i++) {
  22511. ret += ", animation[0]: " + this.animations[i].toString(fullDetails);
  22512. }
  22513. }
  22514. if (fullDetails) {
  22515. }
  22516. return ret;
  22517. };
  22518. Object.defineProperty(Camera.prototype, "globalPosition", {
  22519. /**
  22520. * Gets the current world space position of the camera.
  22521. */
  22522. get: function () {
  22523. return this._globalPosition;
  22524. },
  22525. enumerable: true,
  22526. configurable: true
  22527. });
  22528. /**
  22529. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  22530. * @returns the active meshe list
  22531. */
  22532. Camera.prototype.getActiveMeshes = function () {
  22533. return this._activeMeshes;
  22534. };
  22535. /**
  22536. * Check wether a mesh is part of the current active mesh list of the camera
  22537. * @param mesh Defines the mesh to check
  22538. * @returns true if active, false otherwise
  22539. */
  22540. Camera.prototype.isActiveMesh = function (mesh) {
  22541. return (this._activeMeshes.indexOf(mesh) !== -1);
  22542. };
  22543. /**
  22544. * Is this camera ready to be used/rendered
  22545. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  22546. * @return true if the camera is ready
  22547. */
  22548. Camera.prototype.isReady = function (completeCheck) {
  22549. if (completeCheck === void 0) { completeCheck = false; }
  22550. if (completeCheck) {
  22551. for (var _i = 0, _a = this._postProcesses; _i < _a.length; _i++) {
  22552. var pp = _a[_i];
  22553. if (pp && !pp.isReady()) {
  22554. return false;
  22555. }
  22556. }
  22557. }
  22558. return _super.prototype.isReady.call(this, completeCheck);
  22559. };
  22560. /** @hidden */
  22561. Camera.prototype._initCache = function () {
  22562. _super.prototype._initCache.call(this);
  22563. this._cache.position = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  22564. this._cache.upVector = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  22565. this._cache.mode = undefined;
  22566. this._cache.minZ = undefined;
  22567. this._cache.maxZ = undefined;
  22568. this._cache.fov = undefined;
  22569. this._cache.fovMode = undefined;
  22570. this._cache.aspectRatio = undefined;
  22571. this._cache.orthoLeft = undefined;
  22572. this._cache.orthoRight = undefined;
  22573. this._cache.orthoBottom = undefined;
  22574. this._cache.orthoTop = undefined;
  22575. this._cache.renderWidth = undefined;
  22576. this._cache.renderHeight = undefined;
  22577. };
  22578. /** @hidden */
  22579. Camera.prototype._updateCache = function (ignoreParentClass) {
  22580. if (!ignoreParentClass) {
  22581. _super.prototype._updateCache.call(this);
  22582. }
  22583. this._cache.position.copyFrom(this.position);
  22584. this._cache.upVector.copyFrom(this.upVector);
  22585. };
  22586. /** @hidden */
  22587. Camera.prototype._isSynchronized = function () {
  22588. return this._isSynchronizedViewMatrix() && this._isSynchronizedProjectionMatrix();
  22589. };
  22590. /** @hidden */
  22591. Camera.prototype._isSynchronizedViewMatrix = function () {
  22592. if (!_super.prototype._isSynchronized.call(this))
  22593. return false;
  22594. return this._cache.position.equals(this.position)
  22595. && this._cache.upVector.equals(this.upVector)
  22596. && this.isSynchronizedWithParent();
  22597. };
  22598. /** @hidden */
  22599. Camera.prototype._isSynchronizedProjectionMatrix = function () {
  22600. var check = this._cache.mode === this.mode
  22601. && this._cache.minZ === this.minZ
  22602. && this._cache.maxZ === this.maxZ;
  22603. if (!check) {
  22604. return false;
  22605. }
  22606. var engine = this.getEngine();
  22607. if (this.mode === Camera.PERSPECTIVE_CAMERA) {
  22608. check = this._cache.fov === this.fov
  22609. && this._cache.fovMode === this.fovMode
  22610. && this._cache.aspectRatio === engine.getAspectRatio(this);
  22611. }
  22612. else {
  22613. check = this._cache.orthoLeft === this.orthoLeft
  22614. && this._cache.orthoRight === this.orthoRight
  22615. && this._cache.orthoBottom === this.orthoBottom
  22616. && this._cache.orthoTop === this.orthoTop
  22617. && this._cache.renderWidth === engine.getRenderWidth()
  22618. && this._cache.renderHeight === engine.getRenderHeight();
  22619. }
  22620. return check;
  22621. };
  22622. /**
  22623. * Attach the input controls to a specific dom element to get the input from.
  22624. * @param element Defines the element the controls should be listened from
  22625. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  22626. */
  22627. Camera.prototype.attachControl = function (element, noPreventDefault) {
  22628. };
  22629. /**
  22630. * Detach the current controls from the specified dom element.
  22631. * @param element Defines the element to stop listening the inputs from
  22632. */
  22633. Camera.prototype.detachControl = function (element) {
  22634. };
  22635. /**
  22636. * Update the camera state according to the different inputs gathered during the frame.
  22637. */
  22638. Camera.prototype.update = function () {
  22639. this._checkInputs();
  22640. if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {
  22641. this._updateRigCameras();
  22642. }
  22643. };
  22644. /** @hidden */
  22645. Camera.prototype._checkInputs = function () {
  22646. this.onAfterCheckInputsObservable.notifyObservers(this);
  22647. };
  22648. Object.defineProperty(Camera.prototype, "rigCameras", {
  22649. /** @hidden */
  22650. get: function () {
  22651. return this._rigCameras;
  22652. },
  22653. enumerable: true,
  22654. configurable: true
  22655. });
  22656. Object.defineProperty(Camera.prototype, "rigPostProcess", {
  22657. get: function () {
  22658. return this._rigPostProcess;
  22659. },
  22660. enumerable: true,
  22661. configurable: true
  22662. });
  22663. /**
  22664. * Internal, gets the first post proces.
  22665. * @returns the first post process to be run on this camera.
  22666. */
  22667. Camera.prototype._getFirstPostProcess = function () {
  22668. for (var ppIndex = 0; ppIndex < this._postProcesses.length; ppIndex++) {
  22669. if (this._postProcesses[ppIndex] !== null) {
  22670. return this._postProcesses[ppIndex];
  22671. }
  22672. }
  22673. return null;
  22674. };
  22675. Camera.prototype._cascadePostProcessesToRigCams = function () {
  22676. // invalidate framebuffer
  22677. var firstPostProcess = this._getFirstPostProcess();
  22678. if (firstPostProcess) {
  22679. firstPostProcess.markTextureDirty();
  22680. }
  22681. // glue the rigPostProcess to the end of the user postprocesses & assign to each sub-camera
  22682. for (var i = 0, len = this._rigCameras.length; i < len; i++) {
  22683. var cam = this._rigCameras[i];
  22684. var rigPostProcess = cam._rigPostProcess;
  22685. // for VR rig, there does not have to be a post process
  22686. if (rigPostProcess) {
  22687. var isPass = rigPostProcess instanceof BABYLON.PassPostProcess;
  22688. if (isPass) {
  22689. // any rig which has a PassPostProcess for rig[0], cannot be isIntermediate when there are also user postProcesses
  22690. cam.isIntermediate = this._postProcesses.length === 0;
  22691. }
  22692. cam._postProcesses = this._postProcesses.slice(0).concat(rigPostProcess);
  22693. rigPostProcess.markTextureDirty();
  22694. }
  22695. else {
  22696. cam._postProcesses = this._postProcesses.slice(0);
  22697. }
  22698. }
  22699. };
  22700. /**
  22701. * Attach a post process to the camera.
  22702. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  22703. * @param postProcess The post process to attach to the camera
  22704. * @param insertAt The position of the post process in case several of them are in use in the scene
  22705. * @returns the position the post process has been inserted at
  22706. */
  22707. Camera.prototype.attachPostProcess = function (postProcess, insertAt) {
  22708. if (insertAt === void 0) { insertAt = null; }
  22709. if (!postProcess.isReusable() && this._postProcesses.indexOf(postProcess) > -1) {
  22710. BABYLON.Tools.Error("You're trying to reuse a post process not defined as reusable.");
  22711. return 0;
  22712. }
  22713. if (insertAt == null || insertAt < 0) {
  22714. this._postProcesses.push(postProcess);
  22715. }
  22716. else if (this._postProcesses[insertAt] === null) {
  22717. this._postProcesses[insertAt] = postProcess;
  22718. }
  22719. else {
  22720. this._postProcesses.splice(insertAt, 0, postProcess);
  22721. }
  22722. this._cascadePostProcessesToRigCams(); // also ensures framebuffer invalidated
  22723. return this._postProcesses.indexOf(postProcess);
  22724. };
  22725. /**
  22726. * Detach a post process to the camera.
  22727. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  22728. * @param postProcess The post process to detach from the camera
  22729. */
  22730. Camera.prototype.detachPostProcess = function (postProcess) {
  22731. var idx = this._postProcesses.indexOf(postProcess);
  22732. if (idx !== -1) {
  22733. this._postProcesses[idx] = null;
  22734. }
  22735. this._cascadePostProcessesToRigCams(); // also ensures framebuffer invalidated
  22736. };
  22737. /**
  22738. * Gets the current world matrix of the camera
  22739. */
  22740. Camera.prototype.getWorldMatrix = function () {
  22741. if (this._isSynchronizedViewMatrix()) {
  22742. return this._worldMatrix;
  22743. }
  22744. // Getting the the view matrix will also compute the world matrix.
  22745. this.getViewMatrix();
  22746. return this._worldMatrix;
  22747. };
  22748. /** @hidden */
  22749. Camera.prototype._getViewMatrix = function () {
  22750. return BABYLON.Matrix.Identity();
  22751. };
  22752. /**
  22753. * Gets the current view matrix of the camera.
  22754. * @param force forces the camera to recompute the matrix without looking at the cached state
  22755. * @returns the view matrix
  22756. */
  22757. Camera.prototype.getViewMatrix = function (force) {
  22758. if (!force && this._isSynchronizedViewMatrix()) {
  22759. return this._computedViewMatrix;
  22760. }
  22761. this.updateCache();
  22762. this._computedViewMatrix = this._getViewMatrix();
  22763. this._currentRenderId = this.getScene().getRenderId();
  22764. this._childRenderId = this._currentRenderId;
  22765. this._refreshFrustumPlanes = true;
  22766. if (this._cameraRigParams && this._cameraRigParams.vrPreViewMatrix) {
  22767. this._computedViewMatrix.multiplyToRef(this._cameraRigParams.vrPreViewMatrix, this._computedViewMatrix);
  22768. }
  22769. this.onViewMatrixChangedObservable.notifyObservers(this);
  22770. this._computedViewMatrix.invertToRef(this._worldMatrix);
  22771. return this._computedViewMatrix;
  22772. };
  22773. /**
  22774. * Freeze the projection matrix.
  22775. * It will prevent the cache check of the camera projection compute and can speed up perf
  22776. * if no parameter of the camera are meant to change
  22777. * @param projection Defines manually a projection if necessary
  22778. */
  22779. Camera.prototype.freezeProjectionMatrix = function (projection) {
  22780. this._doNotComputeProjectionMatrix = true;
  22781. if (projection !== undefined) {
  22782. this._projectionMatrix = projection;
  22783. }
  22784. };
  22785. ;
  22786. /**
  22787. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  22788. */
  22789. Camera.prototype.unfreezeProjectionMatrix = function () {
  22790. this._doNotComputeProjectionMatrix = false;
  22791. };
  22792. ;
  22793. /**
  22794. * Gets the current projection matrix of the camera.
  22795. * @param force forces the camera to recompute the matrix without looking at the cached state
  22796. * @returns the projection matrix
  22797. */
  22798. Camera.prototype.getProjectionMatrix = function (force) {
  22799. if (this._doNotComputeProjectionMatrix || (!force && this._isSynchronizedProjectionMatrix())) {
  22800. return this._projectionMatrix;
  22801. }
  22802. // Cache
  22803. this._cache.mode = this.mode;
  22804. this._cache.minZ = this.minZ;
  22805. this._cache.maxZ = this.maxZ;
  22806. // Matrix
  22807. this._refreshFrustumPlanes = true;
  22808. var engine = this.getEngine();
  22809. var scene = this.getScene();
  22810. if (this.mode === Camera.PERSPECTIVE_CAMERA) {
  22811. this._cache.fov = this.fov;
  22812. this._cache.fovMode = this.fovMode;
  22813. this._cache.aspectRatio = engine.getAspectRatio(this);
  22814. if (this.minZ <= 0) {
  22815. this.minZ = 0.1;
  22816. }
  22817. if (scene.useRightHandedSystem) {
  22818. BABYLON.Matrix.PerspectiveFovRHToRef(this.fov, engine.getAspectRatio(this), this.minZ, this.maxZ, this._projectionMatrix, this.fovMode === Camera.FOVMODE_VERTICAL_FIXED);
  22819. }
  22820. else {
  22821. BABYLON.Matrix.PerspectiveFovLHToRef(this.fov, engine.getAspectRatio(this), this.minZ, this.maxZ, this._projectionMatrix, this.fovMode === Camera.FOVMODE_VERTICAL_FIXED);
  22822. }
  22823. }
  22824. else {
  22825. var halfWidth = engine.getRenderWidth() / 2.0;
  22826. var halfHeight = engine.getRenderHeight() / 2.0;
  22827. if (scene.useRightHandedSystem) {
  22828. BABYLON.Matrix.OrthoOffCenterRHToRef(this.orthoLeft || -halfWidth, this.orthoRight || halfWidth, this.orthoBottom || -halfHeight, this.orthoTop || halfHeight, this.minZ, this.maxZ, this._projectionMatrix);
  22829. }
  22830. else {
  22831. BABYLON.Matrix.OrthoOffCenterLHToRef(this.orthoLeft || -halfWidth, this.orthoRight || halfWidth, this.orthoBottom || -halfHeight, this.orthoTop || halfHeight, this.minZ, this.maxZ, this._projectionMatrix);
  22832. }
  22833. this._cache.orthoLeft = this.orthoLeft;
  22834. this._cache.orthoRight = this.orthoRight;
  22835. this._cache.orthoBottom = this.orthoBottom;
  22836. this._cache.orthoTop = this.orthoTop;
  22837. this._cache.renderWidth = engine.getRenderWidth();
  22838. this._cache.renderHeight = engine.getRenderHeight();
  22839. }
  22840. this.onProjectionMatrixChangedObservable.notifyObservers(this);
  22841. return this._projectionMatrix;
  22842. };
  22843. /**
  22844. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  22845. * @returns a Matrix
  22846. */
  22847. Camera.prototype.getTransformationMatrix = function () {
  22848. this._computedViewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  22849. return this._transformMatrix;
  22850. };
  22851. Camera.prototype._updateFrustumPlanes = function () {
  22852. if (!this._refreshFrustumPlanes) {
  22853. return;
  22854. }
  22855. this.getTransformationMatrix();
  22856. if (!this._frustumPlanes) {
  22857. this._frustumPlanes = BABYLON.Frustum.GetPlanes(this._transformMatrix);
  22858. }
  22859. else {
  22860. BABYLON.Frustum.GetPlanesToRef(this._transformMatrix, this._frustumPlanes);
  22861. }
  22862. this._refreshFrustumPlanes = false;
  22863. };
  22864. /**
  22865. * Checks if a cullable object (mesh...) is in the camera frustum
  22866. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  22867. * @param target The object to check
  22868. * @returns true if the object is in frustum otherwise false
  22869. */
  22870. Camera.prototype.isInFrustum = function (target) {
  22871. this._updateFrustumPlanes();
  22872. return target.isInFrustum(this._frustumPlanes);
  22873. };
  22874. /**
  22875. * Checks if a cullable object (mesh...) is in the camera frustum
  22876. * Unlike isInFrustum this cheks the full bounding box
  22877. * @param target The object to check
  22878. * @returns true if the object is in frustum otherwise false
  22879. */
  22880. Camera.prototype.isCompletelyInFrustum = function (target) {
  22881. this._updateFrustumPlanes();
  22882. return target.isCompletelyInFrustum(this._frustumPlanes);
  22883. };
  22884. /**
  22885. * Gets a ray in the forward direction from the camera.
  22886. * @param length Defines the length of the ray to create
  22887. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  22888. * @param origin Defines the start point of the ray which defaults to the camera position
  22889. * @returns the forward ray
  22890. */
  22891. Camera.prototype.getForwardRay = function (length, transform, origin) {
  22892. if (length === void 0) { length = 100; }
  22893. if (!transform) {
  22894. transform = this.getWorldMatrix();
  22895. }
  22896. if (!origin) {
  22897. origin = this.position;
  22898. }
  22899. var forward = new BABYLON.Vector3(0, 0, 1);
  22900. var forwardWorld = BABYLON.Vector3.TransformNormal(forward, transform);
  22901. var direction = BABYLON.Vector3.Normalize(forwardWorld);
  22902. return new BABYLON.Ray(origin, direction, length);
  22903. };
  22904. /**
  22905. * Releases resources associated with this node.
  22906. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  22907. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  22908. */
  22909. Camera.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  22910. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  22911. // Observables
  22912. this.onViewMatrixChangedObservable.clear();
  22913. this.onProjectionMatrixChangedObservable.clear();
  22914. this.onAfterCheckInputsObservable.clear();
  22915. this.onRestoreStateObservable.clear();
  22916. // Inputs
  22917. if (this.inputs) {
  22918. this.inputs.clear();
  22919. }
  22920. // Animations
  22921. this.getScene().stopAnimation(this);
  22922. // Remove from scene
  22923. this.getScene().removeCamera(this);
  22924. while (this._rigCameras.length > 0) {
  22925. var camera = this._rigCameras.pop();
  22926. if (camera) {
  22927. camera.dispose();
  22928. }
  22929. }
  22930. // Postprocesses
  22931. if (this._rigPostProcess) {
  22932. this._rigPostProcess.dispose(this);
  22933. this._rigPostProcess = null;
  22934. this._postProcesses = [];
  22935. }
  22936. else if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {
  22937. this._rigPostProcess = null;
  22938. this._postProcesses = [];
  22939. }
  22940. else {
  22941. var i = this._postProcesses.length;
  22942. while (--i >= 0) {
  22943. var postProcess = this._postProcesses[i];
  22944. if (postProcess) {
  22945. postProcess.dispose(this);
  22946. }
  22947. }
  22948. }
  22949. // Render targets
  22950. var i = this.customRenderTargets.length;
  22951. while (--i >= 0) {
  22952. this.customRenderTargets[i].dispose();
  22953. }
  22954. this.customRenderTargets = [];
  22955. // Active Meshes
  22956. this._activeMeshes.dispose();
  22957. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  22958. };
  22959. Object.defineProperty(Camera.prototype, "leftCamera", {
  22960. /**
  22961. * Gets the left camera of a rig setup in case of Rigged Camera
  22962. */
  22963. get: function () {
  22964. if (this._rigCameras.length < 1) {
  22965. return null;
  22966. }
  22967. return this._rigCameras[0];
  22968. },
  22969. enumerable: true,
  22970. configurable: true
  22971. });
  22972. Object.defineProperty(Camera.prototype, "rightCamera", {
  22973. /**
  22974. * Gets the right camera of a rig setup in case of Rigged Camera
  22975. */
  22976. get: function () {
  22977. if (this._rigCameras.length < 2) {
  22978. return null;
  22979. }
  22980. return this._rigCameras[1];
  22981. },
  22982. enumerable: true,
  22983. configurable: true
  22984. });
  22985. /**
  22986. * Gets the left camera target of a rig setup in case of Rigged Camera
  22987. * @returns the target position
  22988. */
  22989. Camera.prototype.getLeftTarget = function () {
  22990. if (this._rigCameras.length < 1) {
  22991. return null;
  22992. }
  22993. return this._rigCameras[0].getTarget();
  22994. };
  22995. /**
  22996. * Gets the right camera target of a rig setup in case of Rigged Camera
  22997. * @returns the target position
  22998. */
  22999. Camera.prototype.getRightTarget = function () {
  23000. if (this._rigCameras.length < 2) {
  23001. return null;
  23002. }
  23003. return this._rigCameras[1].getTarget();
  23004. };
  23005. /**
  23006. * @hidden
  23007. */
  23008. Camera.prototype.setCameraRigMode = function (mode, rigParams) {
  23009. if (this.cameraRigMode === mode) {
  23010. return;
  23011. }
  23012. while (this._rigCameras.length > 0) {
  23013. var camera = this._rigCameras.pop();
  23014. if (camera) {
  23015. camera.dispose();
  23016. }
  23017. }
  23018. this.cameraRigMode = mode;
  23019. this._cameraRigParams = {};
  23020. //we have to implement stereo camera calcultating left and right viewpoints from interaxialDistance and target,
  23021. //not from a given angle as it is now, but until that complete code rewriting provisional stereoHalfAngle value is introduced
  23022. this._cameraRigParams.interaxialDistance = rigParams.interaxialDistance || 0.0637;
  23023. this._cameraRigParams.stereoHalfAngle = BABYLON.Tools.ToRadians(this._cameraRigParams.interaxialDistance / 0.0637);
  23024. // create the rig cameras, unless none
  23025. if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {
  23026. var leftCamera = this.createRigCamera(this.name + "_L", 0);
  23027. var rightCamera = this.createRigCamera(this.name + "_R", 1);
  23028. if (leftCamera && rightCamera) {
  23029. this._rigCameras.push(leftCamera);
  23030. this._rigCameras.push(rightCamera);
  23031. }
  23032. }
  23033. switch (this.cameraRigMode) {
  23034. case Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  23035. this._rigCameras[0]._rigPostProcess = new BABYLON.PassPostProcess(this.name + "_passthru", 1.0, this._rigCameras[0]);
  23036. this._rigCameras[1]._rigPostProcess = new BABYLON.AnaglyphPostProcess(this.name + "_anaglyph", 1.0, this._rigCameras);
  23037. break;
  23038. case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  23039. case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  23040. case Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  23041. var isStereoscopicHoriz = this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL || this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED;
  23042. this._rigCameras[0]._rigPostProcess = new BABYLON.PassPostProcess(this.name + "_passthru", 1.0, this._rigCameras[0]);
  23043. this._rigCameras[1]._rigPostProcess = new BABYLON.StereoscopicInterlacePostProcess(this.name + "_stereoInterlace", this._rigCameras, isStereoscopicHoriz);
  23044. break;
  23045. case Camera.RIG_MODE_VR:
  23046. var metrics = rigParams.vrCameraMetrics || BABYLON.VRCameraMetrics.GetDefault();
  23047. this._rigCameras[0]._cameraRigParams.vrMetrics = metrics;
  23048. this._rigCameras[0].viewport = new BABYLON.Viewport(0, 0, 0.5, 1.0);
  23049. this._rigCameras[0]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  23050. this._rigCameras[0]._cameraRigParams.vrHMatrix = metrics.leftHMatrix;
  23051. this._rigCameras[0]._cameraRigParams.vrPreViewMatrix = metrics.leftPreViewMatrix;
  23052. this._rigCameras[0].getProjectionMatrix = this._rigCameras[0]._getVRProjectionMatrix;
  23053. this._rigCameras[1]._cameraRigParams.vrMetrics = metrics;
  23054. this._rigCameras[1].viewport = new BABYLON.Viewport(0.5, 0, 0.5, 1.0);
  23055. this._rigCameras[1]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  23056. this._rigCameras[1]._cameraRigParams.vrHMatrix = metrics.rightHMatrix;
  23057. this._rigCameras[1]._cameraRigParams.vrPreViewMatrix = metrics.rightPreViewMatrix;
  23058. this._rigCameras[1].getProjectionMatrix = this._rigCameras[1]._getVRProjectionMatrix;
  23059. if (metrics.compensateDistortion) {
  23060. this._rigCameras[0]._rigPostProcess = new BABYLON.VRDistortionCorrectionPostProcess("VR_Distort_Compensation_Left", this._rigCameras[0], false, metrics);
  23061. this._rigCameras[1]._rigPostProcess = new BABYLON.VRDistortionCorrectionPostProcess("VR_Distort_Compensation_Right", this._rigCameras[1], true, metrics);
  23062. }
  23063. break;
  23064. case Camera.RIG_MODE_WEBVR:
  23065. if (rigParams.vrDisplay) {
  23066. var leftEye = rigParams.vrDisplay.getEyeParameters('left');
  23067. var rightEye = rigParams.vrDisplay.getEyeParameters('right');
  23068. //Left eye
  23069. this._rigCameras[0].viewport = new BABYLON.Viewport(0, 0, 0.5, 1.0);
  23070. this._rigCameras[0].setCameraRigParameter("left", true);
  23071. //leaving this for future reference
  23072. this._rigCameras[0].setCameraRigParameter("specs", rigParams.specs);
  23073. this._rigCameras[0].setCameraRigParameter("eyeParameters", leftEye);
  23074. this._rigCameras[0].setCameraRigParameter("frameData", rigParams.frameData);
  23075. this._rigCameras[0].setCameraRigParameter("parentCamera", rigParams.parentCamera);
  23076. this._rigCameras[0]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  23077. this._rigCameras[0].getProjectionMatrix = this._getWebVRProjectionMatrix;
  23078. this._rigCameras[0].parent = this;
  23079. this._rigCameras[0]._getViewMatrix = this._getWebVRViewMatrix;
  23080. //Right eye
  23081. this._rigCameras[1].viewport = new BABYLON.Viewport(0.5, 0, 0.5, 1.0);
  23082. this._rigCameras[1].setCameraRigParameter('eyeParameters', rightEye);
  23083. this._rigCameras[1].setCameraRigParameter("specs", rigParams.specs);
  23084. this._rigCameras[1].setCameraRigParameter("frameData", rigParams.frameData);
  23085. this._rigCameras[1].setCameraRigParameter("parentCamera", rigParams.parentCamera);
  23086. this._rigCameras[1]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  23087. this._rigCameras[1].getProjectionMatrix = this._getWebVRProjectionMatrix;
  23088. this._rigCameras[1].parent = this;
  23089. this._rigCameras[1]._getViewMatrix = this._getWebVRViewMatrix;
  23090. if (Camera.UseAlternateWebVRRendering) {
  23091. this._rigCameras[1]._skipRendering = true;
  23092. this._rigCameras[0]._alternateCamera = this._rigCameras[1];
  23093. }
  23094. }
  23095. break;
  23096. }
  23097. this._cascadePostProcessesToRigCams();
  23098. this.update();
  23099. };
  23100. Camera.prototype._getVRProjectionMatrix = function () {
  23101. BABYLON.Matrix.PerspectiveFovLHToRef(this._cameraRigParams.vrMetrics.aspectRatioFov, this._cameraRigParams.vrMetrics.aspectRatio, this.minZ, this.maxZ, this._cameraRigParams.vrWorkMatrix);
  23102. this._cameraRigParams.vrWorkMatrix.multiplyToRef(this._cameraRigParams.vrHMatrix, this._projectionMatrix);
  23103. return this._projectionMatrix;
  23104. };
  23105. Camera.prototype._updateCameraRotationMatrix = function () {
  23106. //Here for WebVR
  23107. };
  23108. Camera.prototype._updateWebVRCameraRotationMatrix = function () {
  23109. //Here for WebVR
  23110. };
  23111. /**
  23112. * This function MUST be overwritten by the different WebVR cameras available.
  23113. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  23114. */
  23115. Camera.prototype._getWebVRProjectionMatrix = function () {
  23116. return BABYLON.Matrix.Identity();
  23117. };
  23118. /**
  23119. * This function MUST be overwritten by the different WebVR cameras available.
  23120. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  23121. */
  23122. Camera.prototype._getWebVRViewMatrix = function () {
  23123. return BABYLON.Matrix.Identity();
  23124. };
  23125. /** @hidden */
  23126. Camera.prototype.setCameraRigParameter = function (name, value) {
  23127. if (!this._cameraRigParams) {
  23128. this._cameraRigParams = {};
  23129. }
  23130. this._cameraRigParams[name] = value;
  23131. //provisionnally:
  23132. if (name === "interaxialDistance") {
  23133. this._cameraRigParams.stereoHalfAngle = BABYLON.Tools.ToRadians(value / 0.0637);
  23134. }
  23135. };
  23136. /**
  23137. * needs to be overridden by children so sub has required properties to be copied
  23138. * @hidden
  23139. */
  23140. Camera.prototype.createRigCamera = function (name, cameraIndex) {
  23141. return null;
  23142. };
  23143. /**
  23144. * May need to be overridden by children
  23145. * @hidden
  23146. */
  23147. Camera.prototype._updateRigCameras = function () {
  23148. for (var i = 0; i < this._rigCameras.length; i++) {
  23149. this._rigCameras[i].minZ = this.minZ;
  23150. this._rigCameras[i].maxZ = this.maxZ;
  23151. this._rigCameras[i].fov = this.fov;
  23152. }
  23153. // only update viewport when ANAGLYPH
  23154. if (this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH) {
  23155. this._rigCameras[0].viewport = this._rigCameras[1].viewport = this.viewport;
  23156. }
  23157. };
  23158. /** @hidden */
  23159. Camera.prototype._setupInputs = function () {
  23160. };
  23161. /**
  23162. * Serialiaze the camera setup to a json represention
  23163. * @returns the JSON representation
  23164. */
  23165. Camera.prototype.serialize = function () {
  23166. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  23167. // Type
  23168. serializationObject.type = this.getClassName();
  23169. // Parent
  23170. if (this.parent) {
  23171. serializationObject.parentId = this.parent.id;
  23172. }
  23173. if (this.inputs) {
  23174. this.inputs.serialize(serializationObject);
  23175. }
  23176. // Animations
  23177. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  23178. serializationObject.ranges = this.serializeAnimationRanges();
  23179. return serializationObject;
  23180. };
  23181. /**
  23182. * Clones the current camera.
  23183. * @param name The cloned camera name
  23184. * @returns the cloned camera
  23185. */
  23186. Camera.prototype.clone = function (name) {
  23187. return BABYLON.SerializationHelper.Clone(Camera.GetConstructorFromName(this.getClassName(), name, this.getScene(), this.interaxialDistance, this.isStereoscopicSideBySide), this);
  23188. };
  23189. /**
  23190. * Gets the direction of the camera relative to a given local axis.
  23191. * @param localAxis Defines the reference axis to provide a relative direction.
  23192. * @return the direction
  23193. */
  23194. Camera.prototype.getDirection = function (localAxis) {
  23195. var result = BABYLON.Vector3.Zero();
  23196. this.getDirectionToRef(localAxis, result);
  23197. return result;
  23198. };
  23199. /**
  23200. * Gets the direction of the camera relative to a given local axis into a passed vector.
  23201. * @param localAxis Defines the reference axis to provide a relative direction.
  23202. * @param result Defines the vector to store the result in
  23203. */
  23204. Camera.prototype.getDirectionToRef = function (localAxis, result) {
  23205. BABYLON.Vector3.TransformNormalToRef(localAxis, this.getWorldMatrix(), result);
  23206. };
  23207. /**
  23208. * Gets a camera constructor for a given camera type
  23209. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  23210. * @param name The name of the camera the result will be able to instantiate
  23211. * @param scene The scene the result will construct the camera in
  23212. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  23213. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  23214. * @returns a factory method to construc the camera
  23215. */
  23216. Camera.GetConstructorFromName = function (type, name, scene, interaxial_distance, isStereoscopicSideBySide) {
  23217. if (interaxial_distance === void 0) { interaxial_distance = 0; }
  23218. if (isStereoscopicSideBySide === void 0) { isStereoscopicSideBySide = true; }
  23219. var constructorFunc = BABYLON.Node.Construct(type, name, scene, {
  23220. interaxial_distance: interaxial_distance,
  23221. isStereoscopicSideBySide: isStereoscopicSideBySide
  23222. });
  23223. if (constructorFunc) {
  23224. return constructorFunc;
  23225. }
  23226. // Default to universal camera
  23227. return function () { return new BABYLON.UniversalCamera(name, BABYLON.Vector3.Zero(), scene); };
  23228. };
  23229. /**
  23230. * Compute the world matrix of the camera.
  23231. * @returns the camera workd matrix
  23232. */
  23233. Camera.prototype.computeWorldMatrix = function () {
  23234. return this.getWorldMatrix();
  23235. };
  23236. /**
  23237. * Parse a JSON and creates the camera from the parsed information
  23238. * @param parsedCamera The JSON to parse
  23239. * @param scene The scene to instantiate the camera in
  23240. * @returns the newly constructed camera
  23241. */
  23242. Camera.Parse = function (parsedCamera, scene) {
  23243. var type = parsedCamera.type;
  23244. var construct = Camera.GetConstructorFromName(type, parsedCamera.name, scene, parsedCamera.interaxial_distance, parsedCamera.isStereoscopicSideBySide);
  23245. var camera = BABYLON.SerializationHelper.Parse(construct, parsedCamera, scene);
  23246. // Parent
  23247. if (parsedCamera.parentId) {
  23248. camera._waitingParentId = parsedCamera.parentId;
  23249. }
  23250. //If camera has an input manager, let it parse inputs settings
  23251. if (camera.inputs) {
  23252. camera.inputs.parse(parsedCamera);
  23253. camera._setupInputs();
  23254. }
  23255. if (camera.setPosition) { // need to force position
  23256. camera.position.copyFromFloats(0, 0, 0);
  23257. camera.setPosition(BABYLON.Vector3.FromArray(parsedCamera.position));
  23258. }
  23259. // Target
  23260. if (parsedCamera.target) {
  23261. if (camera.setTarget) {
  23262. camera.setTarget(BABYLON.Vector3.FromArray(parsedCamera.target));
  23263. }
  23264. }
  23265. // Apply 3d rig, when found
  23266. if (parsedCamera.cameraRigMode) {
  23267. var rigParams = (parsedCamera.interaxial_distance) ? { interaxialDistance: parsedCamera.interaxial_distance } : {};
  23268. camera.setCameraRigMode(parsedCamera.cameraRigMode, rigParams);
  23269. }
  23270. // Animations
  23271. if (parsedCamera.animations) {
  23272. for (var animationIndex = 0; animationIndex < parsedCamera.animations.length; animationIndex++) {
  23273. var parsedAnimation = parsedCamera.animations[animationIndex];
  23274. camera.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  23275. }
  23276. BABYLON.Node.ParseAnimationRanges(camera, parsedCamera, scene);
  23277. }
  23278. if (parsedCamera.autoAnimate) {
  23279. scene.beginAnimation(camera, parsedCamera.autoAnimateFrom, parsedCamera.autoAnimateTo, parsedCamera.autoAnimateLoop, parsedCamera.autoAnimateSpeed || 1.0);
  23280. }
  23281. return camera;
  23282. };
  23283. /**
  23284. * This is the default projection mode used by the cameras.
  23285. * It helps recreating a feeling of perspective and better appreciate depth.
  23286. * This is the best way to simulate real life cameras.
  23287. */
  23288. Camera.PERSPECTIVE_CAMERA = 0;
  23289. /**
  23290. * This helps creating camera with an orthographic mode.
  23291. * 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.
  23292. */
  23293. Camera.ORTHOGRAPHIC_CAMERA = 1;
  23294. /**
  23295. * This is the default FOV mode for perspective cameras.
  23296. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  23297. */
  23298. Camera.FOVMODE_VERTICAL_FIXED = 0;
  23299. /**
  23300. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  23301. */
  23302. Camera.FOVMODE_HORIZONTAL_FIXED = 1;
  23303. /**
  23304. * This specifies ther is no need for a camera rig.
  23305. * Basically only one eye is rendered corresponding to the camera.
  23306. */
  23307. Camera.RIG_MODE_NONE = 0;
  23308. /**
  23309. * Simulates a camera Rig with one blue eye and one red eye.
  23310. * This can be use with 3d blue and red glasses.
  23311. */
  23312. Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH = 10;
  23313. /**
  23314. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  23315. */
  23316. Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL = 11;
  23317. /**
  23318. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  23319. */
  23320. Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED = 12;
  23321. /**
  23322. * Defines that both eyes of the camera will be rendered over under each other.
  23323. */
  23324. Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER = 13;
  23325. /**
  23326. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  23327. */
  23328. Camera.RIG_MODE_VR = 20;
  23329. /**
  23330. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  23331. */
  23332. Camera.RIG_MODE_WEBVR = 21;
  23333. /**
  23334. * Defines if by default attaching controls should prevent the default javascript event to continue.
  23335. */
  23336. Camera.ForceAttachControlToAlwaysPreventDefault = false;
  23337. /**
  23338. * @hidden
  23339. * Might be removed once multiview will be a thing
  23340. */
  23341. Camera.UseAlternateWebVRRendering = false;
  23342. __decorate([
  23343. BABYLON.serializeAsVector3()
  23344. ], Camera.prototype, "position", void 0);
  23345. __decorate([
  23346. BABYLON.serializeAsVector3()
  23347. ], Camera.prototype, "upVector", void 0);
  23348. __decorate([
  23349. BABYLON.serialize()
  23350. ], Camera.prototype, "orthoLeft", void 0);
  23351. __decorate([
  23352. BABYLON.serialize()
  23353. ], Camera.prototype, "orthoRight", void 0);
  23354. __decorate([
  23355. BABYLON.serialize()
  23356. ], Camera.prototype, "orthoBottom", void 0);
  23357. __decorate([
  23358. BABYLON.serialize()
  23359. ], Camera.prototype, "orthoTop", void 0);
  23360. __decorate([
  23361. BABYLON.serialize()
  23362. ], Camera.prototype, "fov", void 0);
  23363. __decorate([
  23364. BABYLON.serialize()
  23365. ], Camera.prototype, "minZ", void 0);
  23366. __decorate([
  23367. BABYLON.serialize()
  23368. ], Camera.prototype, "maxZ", void 0);
  23369. __decorate([
  23370. BABYLON.serialize()
  23371. ], Camera.prototype, "inertia", void 0);
  23372. __decorate([
  23373. BABYLON.serialize()
  23374. ], Camera.prototype, "mode", void 0);
  23375. __decorate([
  23376. BABYLON.serialize()
  23377. ], Camera.prototype, "layerMask", void 0);
  23378. __decorate([
  23379. BABYLON.serialize()
  23380. ], Camera.prototype, "fovMode", void 0);
  23381. __decorate([
  23382. BABYLON.serialize()
  23383. ], Camera.prototype, "cameraRigMode", void 0);
  23384. __decorate([
  23385. BABYLON.serialize()
  23386. ], Camera.prototype, "interaxialDistance", void 0);
  23387. __decorate([
  23388. BABYLON.serialize()
  23389. ], Camera.prototype, "isStereoscopicSideBySide", void 0);
  23390. return Camera;
  23391. }(BABYLON.Node));
  23392. BABYLON.Camera = Camera;
  23393. })(BABYLON || (BABYLON = {}));
  23394. //# sourceMappingURL=babylon.camera.js.map
  23395. var BABYLON;
  23396. (function (BABYLON) {
  23397. /**
  23398. * This is the manager responsible of all the rendering for meshes sprites and particles.
  23399. * It is enable to manage the different groups as well as the different necessary sort functions.
  23400. * This should not be used directly aside of the few static configurations
  23401. */
  23402. var RenderingManager = /** @class */ (function () {
  23403. /**
  23404. * Instantiates a new rendering group for a particular scene
  23405. * @param scene Defines the scene the groups belongs to
  23406. */
  23407. function RenderingManager(scene) {
  23408. /**
  23409. * @hidden
  23410. */
  23411. this._useSceneAutoClearSetup = false;
  23412. this._renderingGroups = new Array();
  23413. this._autoClearDepthStencil = {};
  23414. this._customOpaqueSortCompareFn = {};
  23415. this._customAlphaTestSortCompareFn = {};
  23416. this._customTransparentSortCompareFn = {};
  23417. this._renderingGroupInfo = new BABYLON.RenderingGroupInfo();
  23418. this._scene = scene;
  23419. for (var i = RenderingManager.MIN_RENDERINGGROUPS; i < RenderingManager.MAX_RENDERINGGROUPS; i++) {
  23420. this._autoClearDepthStencil[i] = { autoClear: true, depth: true, stencil: true };
  23421. }
  23422. }
  23423. RenderingManager.prototype._clearDepthStencilBuffer = function (depth, stencil) {
  23424. if (depth === void 0) { depth = true; }
  23425. if (stencil === void 0) { stencil = true; }
  23426. if (this._depthStencilBufferAlreadyCleaned) {
  23427. return;
  23428. }
  23429. this._scene.getEngine().clear(null, false, depth, stencil);
  23430. this._depthStencilBufferAlreadyCleaned = true;
  23431. };
  23432. /**
  23433. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  23434. * @hidden
  23435. */
  23436. RenderingManager.prototype.render = function (customRenderFunction, activeMeshes, renderParticles, renderSprites) {
  23437. // Update the observable context (not null as it only goes away on dispose)
  23438. var info = this._renderingGroupInfo;
  23439. info.scene = this._scene;
  23440. info.camera = this._scene.activeCamera;
  23441. // Dispatch sprites
  23442. if (this._scene.spriteManagers && renderSprites) {
  23443. for (var index = 0; index < this._scene.spriteManagers.length; index++) {
  23444. var manager = this._scene.spriteManagers[index];
  23445. this.dispatchSprites(manager);
  23446. }
  23447. }
  23448. // Render
  23449. for (var index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
  23450. this._depthStencilBufferAlreadyCleaned = index === RenderingManager.MIN_RENDERINGGROUPS;
  23451. var renderingGroup = this._renderingGroups[index];
  23452. if (!renderingGroup)
  23453. continue;
  23454. var renderingGroupMask = Math.pow(2, index);
  23455. info.renderingGroupId = index;
  23456. // Before Observable
  23457. this._scene.onBeforeRenderingGroupObservable.notifyObservers(info, renderingGroupMask);
  23458. // Clear depth/stencil if needed
  23459. if (RenderingManager.AUTOCLEAR) {
  23460. var autoClear = this._useSceneAutoClearSetup ?
  23461. this._scene.getAutoClearDepthStencilSetup(index) :
  23462. this._autoClearDepthStencil[index];
  23463. if (autoClear && autoClear.autoClear) {
  23464. this._clearDepthStencilBuffer(autoClear.depth, autoClear.stencil);
  23465. }
  23466. }
  23467. // Render
  23468. for (var _i = 0, _a = this._scene._beforeRenderingGroupDrawStage; _i < _a.length; _i++) {
  23469. var step = _a[_i];
  23470. step.action(index);
  23471. }
  23472. renderingGroup.render(customRenderFunction, renderSprites, renderParticles, activeMeshes);
  23473. for (var _b = 0, _c = this._scene._afterRenderingGroupDrawStage; _b < _c.length; _b++) {
  23474. var step = _c[_b];
  23475. step.action(index);
  23476. }
  23477. // After Observable
  23478. this._scene.onAfterRenderingGroupObservable.notifyObservers(info, renderingGroupMask);
  23479. }
  23480. };
  23481. /**
  23482. * Resets the different information of the group to prepare a new frame
  23483. * @hidden
  23484. */
  23485. RenderingManager.prototype.reset = function () {
  23486. for (var index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
  23487. var renderingGroup = this._renderingGroups[index];
  23488. if (renderingGroup) {
  23489. renderingGroup.prepare();
  23490. }
  23491. }
  23492. };
  23493. /**
  23494. * Dispose and release the group and its associated resources.
  23495. * @hidden
  23496. */
  23497. RenderingManager.prototype.dispose = function () {
  23498. this.freeRenderingGroups();
  23499. this._renderingGroups.length = 0;
  23500. this._renderingGroupInfo = null;
  23501. };
  23502. /**
  23503. * Clear the info related to rendering groups preventing retention points during dispose.
  23504. */
  23505. RenderingManager.prototype.freeRenderingGroups = function () {
  23506. for (var index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
  23507. var renderingGroup = this._renderingGroups[index];
  23508. if (renderingGroup) {
  23509. renderingGroup.dispose();
  23510. }
  23511. }
  23512. };
  23513. RenderingManager.prototype._prepareRenderingGroup = function (renderingGroupId) {
  23514. if (this._renderingGroups[renderingGroupId] === undefined) {
  23515. this._renderingGroups[renderingGroupId] = new BABYLON.RenderingGroup(renderingGroupId, this._scene, this._customOpaqueSortCompareFn[renderingGroupId], this._customAlphaTestSortCompareFn[renderingGroupId], this._customTransparentSortCompareFn[renderingGroupId]);
  23516. }
  23517. };
  23518. /**
  23519. * Add a sprite manager to the rendering manager in order to render it this frame.
  23520. * @param spriteManager Define the sprite manager to render
  23521. */
  23522. RenderingManager.prototype.dispatchSprites = function (spriteManager) {
  23523. var renderingGroupId = spriteManager.renderingGroupId || 0;
  23524. this._prepareRenderingGroup(renderingGroupId);
  23525. this._renderingGroups[renderingGroupId].dispatchSprites(spriteManager);
  23526. };
  23527. /**
  23528. * Add a particle system to the rendering manager in order to render it this frame.
  23529. * @param particleSystem Define the particle system to render
  23530. */
  23531. RenderingManager.prototype.dispatchParticles = function (particleSystem) {
  23532. var renderingGroupId = particleSystem.renderingGroupId || 0;
  23533. this._prepareRenderingGroup(renderingGroupId);
  23534. this._renderingGroups[renderingGroupId].dispatchParticles(particleSystem);
  23535. };
  23536. /**
  23537. * Add a submesh to the manager in order to render it this frame
  23538. * @param subMesh The submesh to dispatch
  23539. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  23540. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  23541. */
  23542. RenderingManager.prototype.dispatch = function (subMesh, mesh, material) {
  23543. if (mesh === undefined) {
  23544. mesh = subMesh.getMesh();
  23545. }
  23546. var renderingGroupId = mesh.renderingGroupId || 0;
  23547. this._prepareRenderingGroup(renderingGroupId);
  23548. this._renderingGroups[renderingGroupId].dispatch(subMesh, mesh, material);
  23549. };
  23550. /**
  23551. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  23552. * This allowed control for front to back rendering or reversly depending of the special needs.
  23553. *
  23554. * @param renderingGroupId The rendering group id corresponding to its index
  23555. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  23556. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  23557. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  23558. */
  23559. RenderingManager.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  23560. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  23561. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  23562. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  23563. this._customOpaqueSortCompareFn[renderingGroupId] = opaqueSortCompareFn;
  23564. this._customAlphaTestSortCompareFn[renderingGroupId] = alphaTestSortCompareFn;
  23565. this._customTransparentSortCompareFn[renderingGroupId] = transparentSortCompareFn;
  23566. if (this._renderingGroups[renderingGroupId]) {
  23567. var group = this._renderingGroups[renderingGroupId];
  23568. group.opaqueSortCompareFn = this._customOpaqueSortCompareFn[renderingGroupId];
  23569. group.alphaTestSortCompareFn = this._customAlphaTestSortCompareFn[renderingGroupId];
  23570. group.transparentSortCompareFn = this._customTransparentSortCompareFn[renderingGroupId];
  23571. }
  23572. };
  23573. /**
  23574. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  23575. *
  23576. * @param renderingGroupId The rendering group id corresponding to its index
  23577. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  23578. * @param depth Automatically clears depth between groups if true and autoClear is true.
  23579. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  23580. */
  23581. RenderingManager.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil, depth, stencil) {
  23582. if (depth === void 0) { depth = true; }
  23583. if (stencil === void 0) { stencil = true; }
  23584. this._autoClearDepthStencil[renderingGroupId] = {
  23585. autoClear: autoClearDepthStencil,
  23586. depth: depth,
  23587. stencil: stencil
  23588. };
  23589. };
  23590. /**
  23591. * Gets the current auto clear configuration for one rendering group of the rendering
  23592. * manager.
  23593. * @param index the rendering group index to get the information for
  23594. * @returns The auto clear setup for the requested rendering group
  23595. */
  23596. RenderingManager.prototype.getAutoClearDepthStencilSetup = function (index) {
  23597. return this._autoClearDepthStencil[index];
  23598. };
  23599. /**
  23600. * The max id used for rendering groups (not included)
  23601. */
  23602. RenderingManager.MAX_RENDERINGGROUPS = 4;
  23603. /**
  23604. * The min id used for rendering groups (included)
  23605. */
  23606. RenderingManager.MIN_RENDERINGGROUPS = 0;
  23607. /**
  23608. * Used to globally prevent autoclearing scenes.
  23609. */
  23610. RenderingManager.AUTOCLEAR = true;
  23611. return RenderingManager;
  23612. }());
  23613. BABYLON.RenderingManager = RenderingManager;
  23614. })(BABYLON || (BABYLON = {}));
  23615. //# sourceMappingURL=babylon.renderingManager.js.map
  23616. var BABYLON;
  23617. (function (BABYLON) {
  23618. /**
  23619. * This represents the object necessary to create a rendering group.
  23620. * This is exclusively used and created by the rendering manager.
  23621. * To modify the behavior, you use the available helpers in your scene or meshes.
  23622. * @hidden
  23623. */
  23624. var RenderingGroup = /** @class */ (function () {
  23625. /**
  23626. * Creates a new rendering group.
  23627. * @param index The rendering group index
  23628. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  23629. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  23630. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  23631. */
  23632. function RenderingGroup(index, scene, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  23633. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  23634. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  23635. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  23636. this.index = index;
  23637. this._opaqueSubMeshes = new BABYLON.SmartArray(256);
  23638. this._transparentSubMeshes = new BABYLON.SmartArray(256);
  23639. this._alphaTestSubMeshes = new BABYLON.SmartArray(256);
  23640. this._depthOnlySubMeshes = new BABYLON.SmartArray(256);
  23641. this._particleSystems = new BABYLON.SmartArray(256);
  23642. this._spriteManagers = new BABYLON.SmartArray(256);
  23643. this._edgesRenderers = new BABYLON.SmartArray(16);
  23644. this._scene = scene;
  23645. this.opaqueSortCompareFn = opaqueSortCompareFn;
  23646. this.alphaTestSortCompareFn = alphaTestSortCompareFn;
  23647. this.transparentSortCompareFn = transparentSortCompareFn;
  23648. }
  23649. Object.defineProperty(RenderingGroup.prototype, "opaqueSortCompareFn", {
  23650. /**
  23651. * Set the opaque sort comparison function.
  23652. * If null the sub meshes will be render in the order they were created
  23653. */
  23654. set: function (value) {
  23655. this._opaqueSortCompareFn = value;
  23656. if (value) {
  23657. this._renderOpaque = this.renderOpaqueSorted;
  23658. }
  23659. else {
  23660. this._renderOpaque = RenderingGroup.renderUnsorted;
  23661. }
  23662. },
  23663. enumerable: true,
  23664. configurable: true
  23665. });
  23666. Object.defineProperty(RenderingGroup.prototype, "alphaTestSortCompareFn", {
  23667. /**
  23668. * Set the alpha test sort comparison function.
  23669. * If null the sub meshes will be render in the order they were created
  23670. */
  23671. set: function (value) {
  23672. this._alphaTestSortCompareFn = value;
  23673. if (value) {
  23674. this._renderAlphaTest = this.renderAlphaTestSorted;
  23675. }
  23676. else {
  23677. this._renderAlphaTest = RenderingGroup.renderUnsorted;
  23678. }
  23679. },
  23680. enumerable: true,
  23681. configurable: true
  23682. });
  23683. Object.defineProperty(RenderingGroup.prototype, "transparentSortCompareFn", {
  23684. /**
  23685. * Set the transparent sort comparison function.
  23686. * If null the sub meshes will be render in the order they were created
  23687. */
  23688. set: function (value) {
  23689. if (value) {
  23690. this._transparentSortCompareFn = value;
  23691. }
  23692. else {
  23693. this._transparentSortCompareFn = RenderingGroup.defaultTransparentSortCompare;
  23694. }
  23695. this._renderTransparent = this.renderTransparentSorted;
  23696. },
  23697. enumerable: true,
  23698. configurable: true
  23699. });
  23700. /**
  23701. * Render all the sub meshes contained in the group.
  23702. * @param customRenderFunction Used to override the default render behaviour of the group.
  23703. * @returns true if rendered some submeshes.
  23704. */
  23705. RenderingGroup.prototype.render = function (customRenderFunction, renderSprites, renderParticles, activeMeshes) {
  23706. if (customRenderFunction) {
  23707. customRenderFunction(this._opaqueSubMeshes, this._alphaTestSubMeshes, this._transparentSubMeshes, this._depthOnlySubMeshes);
  23708. return;
  23709. }
  23710. var engine = this._scene.getEngine();
  23711. // Depth only
  23712. if (this._depthOnlySubMeshes.length !== 0) {
  23713. engine.setColorWrite(false);
  23714. this._renderAlphaTest(this._depthOnlySubMeshes);
  23715. engine.setColorWrite(true);
  23716. }
  23717. // Opaque
  23718. if (this._opaqueSubMeshes.length !== 0) {
  23719. this._renderOpaque(this._opaqueSubMeshes);
  23720. }
  23721. // Alpha test
  23722. if (this._alphaTestSubMeshes.length !== 0) {
  23723. this._renderAlphaTest(this._alphaTestSubMeshes);
  23724. }
  23725. var stencilState = engine.getStencilBuffer();
  23726. engine.setStencilBuffer(false);
  23727. // Sprites
  23728. if (renderSprites) {
  23729. this._renderSprites();
  23730. }
  23731. // Particles
  23732. if (renderParticles) {
  23733. this._renderParticles(activeMeshes);
  23734. }
  23735. if (this.onBeforeTransparentRendering) {
  23736. this.onBeforeTransparentRendering();
  23737. }
  23738. // Transparent
  23739. if (this._transparentSubMeshes.length !== 0) {
  23740. this._renderTransparent(this._transparentSubMeshes);
  23741. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  23742. }
  23743. // Set back stencil to false in case it changes before the edge renderer.
  23744. engine.setStencilBuffer(false);
  23745. // Edges
  23746. if (this._edgesRenderers.length) {
  23747. for (var edgesRendererIndex = 0; edgesRendererIndex < this._edgesRenderers.length; edgesRendererIndex++) {
  23748. this._edgesRenderers.data[edgesRendererIndex].render();
  23749. }
  23750. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  23751. }
  23752. // Restore Stencil state.
  23753. engine.setStencilBuffer(stencilState);
  23754. };
  23755. /**
  23756. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  23757. * @param subMeshes The submeshes to render
  23758. */
  23759. RenderingGroup.prototype.renderOpaqueSorted = function (subMeshes) {
  23760. return RenderingGroup.renderSorted(subMeshes, this._opaqueSortCompareFn, this._scene.activeCamera, false);
  23761. };
  23762. /**
  23763. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  23764. * @param subMeshes The submeshes to render
  23765. */
  23766. RenderingGroup.prototype.renderAlphaTestSorted = function (subMeshes) {
  23767. return RenderingGroup.renderSorted(subMeshes, this._alphaTestSortCompareFn, this._scene.activeCamera, false);
  23768. };
  23769. /**
  23770. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  23771. * @param subMeshes The submeshes to render
  23772. */
  23773. RenderingGroup.prototype.renderTransparentSorted = function (subMeshes) {
  23774. return RenderingGroup.renderSorted(subMeshes, this._transparentSortCompareFn, this._scene.activeCamera, true);
  23775. };
  23776. /**
  23777. * Renders the submeshes in a specified order.
  23778. * @param subMeshes The submeshes to sort before render
  23779. * @param sortCompareFn The comparison function use to sort
  23780. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  23781. * @param transparent Specifies to activate blending if true
  23782. */
  23783. RenderingGroup.renderSorted = function (subMeshes, sortCompareFn, camera, transparent) {
  23784. var subIndex = 0;
  23785. var subMesh;
  23786. var cameraPosition = camera ? camera.globalPosition : BABYLON.Vector3.Zero();
  23787. for (; subIndex < subMeshes.length; subIndex++) {
  23788. subMesh = subMeshes.data[subIndex];
  23789. subMesh._alphaIndex = subMesh.getMesh().alphaIndex;
  23790. subMesh._distanceToCamera = subMesh.getBoundingInfo().boundingSphere.centerWorld.subtract(cameraPosition).length();
  23791. }
  23792. var sortedArray = subMeshes.data.slice(0, subMeshes.length);
  23793. if (sortCompareFn) {
  23794. sortedArray.sort(sortCompareFn);
  23795. }
  23796. for (subIndex = 0; subIndex < sortedArray.length; subIndex++) {
  23797. subMesh = sortedArray[subIndex];
  23798. if (transparent) {
  23799. var material = subMesh.getMaterial();
  23800. if (material && material.needDepthPrePass) {
  23801. var engine = material.getScene().getEngine();
  23802. engine.setColorWrite(false);
  23803. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  23804. subMesh.render(false);
  23805. engine.setColorWrite(true);
  23806. }
  23807. }
  23808. subMesh.render(transparent);
  23809. }
  23810. };
  23811. /**
  23812. * Renders the submeshes in the order they were dispatched (no sort applied).
  23813. * @param subMeshes The submeshes to render
  23814. */
  23815. RenderingGroup.renderUnsorted = function (subMeshes) {
  23816. for (var subIndex = 0; subIndex < subMeshes.length; subIndex++) {
  23817. var submesh = subMeshes.data[subIndex];
  23818. submesh.render(false);
  23819. }
  23820. };
  23821. /**
  23822. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  23823. * are rendered back to front if in the same alpha index.
  23824. *
  23825. * @param a The first submesh
  23826. * @param b The second submesh
  23827. * @returns The result of the comparison
  23828. */
  23829. RenderingGroup.defaultTransparentSortCompare = function (a, b) {
  23830. // Alpha index first
  23831. if (a._alphaIndex > b._alphaIndex) {
  23832. return 1;
  23833. }
  23834. if (a._alphaIndex < b._alphaIndex) {
  23835. return -1;
  23836. }
  23837. // Then distance to camera
  23838. return RenderingGroup.backToFrontSortCompare(a, b);
  23839. };
  23840. /**
  23841. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  23842. * are rendered back to front.
  23843. *
  23844. * @param a The first submesh
  23845. * @param b The second submesh
  23846. * @returns The result of the comparison
  23847. */
  23848. RenderingGroup.backToFrontSortCompare = function (a, b) {
  23849. // Then distance to camera
  23850. if (a._distanceToCamera < b._distanceToCamera) {
  23851. return 1;
  23852. }
  23853. if (a._distanceToCamera > b._distanceToCamera) {
  23854. return -1;
  23855. }
  23856. return 0;
  23857. };
  23858. /**
  23859. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  23860. * are rendered front to back (prevent overdraw).
  23861. *
  23862. * @param a The first submesh
  23863. * @param b The second submesh
  23864. * @returns The result of the comparison
  23865. */
  23866. RenderingGroup.frontToBackSortCompare = function (a, b) {
  23867. // Then distance to camera
  23868. if (a._distanceToCamera < b._distanceToCamera) {
  23869. return -1;
  23870. }
  23871. if (a._distanceToCamera > b._distanceToCamera) {
  23872. return 1;
  23873. }
  23874. return 0;
  23875. };
  23876. /**
  23877. * Resets the different lists of submeshes to prepare a new frame.
  23878. */
  23879. RenderingGroup.prototype.prepare = function () {
  23880. this._opaqueSubMeshes.reset();
  23881. this._transparentSubMeshes.reset();
  23882. this._alphaTestSubMeshes.reset();
  23883. this._depthOnlySubMeshes.reset();
  23884. this._particleSystems.reset();
  23885. this._spriteManagers.reset();
  23886. this._edgesRenderers.reset();
  23887. };
  23888. RenderingGroup.prototype.dispose = function () {
  23889. this._opaqueSubMeshes.dispose();
  23890. this._transparentSubMeshes.dispose();
  23891. this._alphaTestSubMeshes.dispose();
  23892. this._depthOnlySubMeshes.dispose();
  23893. this._particleSystems.dispose();
  23894. this._spriteManagers.dispose();
  23895. this._edgesRenderers.dispose();
  23896. };
  23897. /**
  23898. * Inserts the submesh in its correct queue depending on its material.
  23899. * @param subMesh The submesh to dispatch
  23900. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  23901. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  23902. */
  23903. RenderingGroup.prototype.dispatch = function (subMesh, mesh, material) {
  23904. // Get mesh and materials if not provided
  23905. if (mesh === undefined) {
  23906. mesh = subMesh.getMesh();
  23907. }
  23908. if (material === undefined) {
  23909. material = subMesh.getMaterial();
  23910. }
  23911. if (material === null || material === undefined) {
  23912. return;
  23913. }
  23914. if (material.needAlphaBlendingForMesh(mesh)) { // Transparent
  23915. this._transparentSubMeshes.push(subMesh);
  23916. }
  23917. else if (material.needAlphaTesting()) { // Alpha test
  23918. if (material.needDepthPrePass) {
  23919. this._depthOnlySubMeshes.push(subMesh);
  23920. }
  23921. this._alphaTestSubMeshes.push(subMesh);
  23922. }
  23923. else {
  23924. if (material.needDepthPrePass) {
  23925. this._depthOnlySubMeshes.push(subMesh);
  23926. }
  23927. this._opaqueSubMeshes.push(subMesh); // Opaque
  23928. }
  23929. if (mesh._edgesRenderer && mesh._edgesRenderer.isEnabled) {
  23930. this._edgesRenderers.push(mesh._edgesRenderer);
  23931. }
  23932. };
  23933. RenderingGroup.prototype.dispatchSprites = function (spriteManager) {
  23934. this._spriteManagers.push(spriteManager);
  23935. };
  23936. RenderingGroup.prototype.dispatchParticles = function (particleSystem) {
  23937. this._particleSystems.push(particleSystem);
  23938. };
  23939. RenderingGroup.prototype._renderParticles = function (activeMeshes) {
  23940. if (this._particleSystems.length === 0) {
  23941. return;
  23942. }
  23943. // Particles
  23944. var activeCamera = this._scene.activeCamera;
  23945. this._scene.onBeforeParticlesRenderingObservable.notifyObservers(this._scene);
  23946. for (var particleIndex = 0; particleIndex < this._particleSystems.length; particleIndex++) {
  23947. var particleSystem = this._particleSystems.data[particleIndex];
  23948. if ((activeCamera && activeCamera.layerMask & particleSystem.layerMask) === 0) {
  23949. continue;
  23950. }
  23951. var emitter = particleSystem.emitter;
  23952. if (!emitter.position || !activeMeshes || activeMeshes.indexOf(emitter) !== -1) {
  23953. this._scene._activeParticles.addCount(particleSystem.render(), false);
  23954. }
  23955. }
  23956. this._scene.onAfterParticlesRenderingObservable.notifyObservers(this._scene);
  23957. };
  23958. RenderingGroup.prototype._renderSprites = function () {
  23959. if (!this._scene.spritesEnabled || this._spriteManagers.length === 0) {
  23960. return;
  23961. }
  23962. // Sprites
  23963. var activeCamera = this._scene.activeCamera;
  23964. this._scene.onBeforeSpritesRenderingObservable.notifyObservers(this._scene);
  23965. for (var id = 0; id < this._spriteManagers.length; id++) {
  23966. var spriteManager = this._spriteManagers.data[id];
  23967. if (((activeCamera && activeCamera.layerMask & spriteManager.layerMask) !== 0)) {
  23968. spriteManager.render();
  23969. }
  23970. }
  23971. this._scene.onAfterSpritesRenderingObservable.notifyObservers(this._scene);
  23972. };
  23973. return RenderingGroup;
  23974. }());
  23975. BABYLON.RenderingGroup = RenderingGroup;
  23976. })(BABYLON || (BABYLON = {}));
  23977. //# sourceMappingURL=babylon.renderingGroup.js.map
  23978. var BABYLON;
  23979. (function (BABYLON) {
  23980. /**
  23981. * Groups all the scene component constants in one place to ease maintenance.
  23982. * @hidden
  23983. */
  23984. var SceneComponentConstants = /** @class */ (function () {
  23985. function SceneComponentConstants() {
  23986. }
  23987. SceneComponentConstants.NAME_EFFECTLAYER = "EffectLayer";
  23988. SceneComponentConstants.NAME_LAYER = "Layer";
  23989. SceneComponentConstants.NAME_LENSFLARESYSTEM = "LensFlareSystem";
  23990. SceneComponentConstants.NAME_BOUNDINGBOXRENDERER = "BoundingBoxRenderer";
  23991. SceneComponentConstants.NAME_PARTICLESYSTEM = "ParticleSystem";
  23992. SceneComponentConstants.NAME_GAMEPAD = "Gamepad";
  23993. SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE = "SimplificationQueue";
  23994. SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER = "GeometryBufferRenderer";
  23995. SceneComponentConstants.NAME_DEPTHRENDERER = "DepthRenderer";
  23996. SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER = "PostProcessRenderPipelineManager";
  23997. SceneComponentConstants.NAME_SPRITE = "Sprite";
  23998. SceneComponentConstants.NAME_OUTLINERENDERER = "Outline";
  23999. SceneComponentConstants.NAME_PROCEDURALTEXTURE = "ProceduralTexture";
  24000. SceneComponentConstants.NAME_SHADOWGENERATOR = "ShadowGenerator";
  24001. SceneComponentConstants.NAME_OCTREE = "Octree";
  24002. SceneComponentConstants.NAME_PHYSICSENGINE = "PhysicsEngine";
  24003. SceneComponentConstants.NAME_AUDIO = "Audio";
  24004. SceneComponentConstants.STEP_ISREADYFORMESH_EFFECTLAYER = 0;
  24005. SceneComponentConstants.STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER = 0;
  24006. SceneComponentConstants.STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER = 0;
  24007. SceneComponentConstants.STEP_ACTIVEMESH_BOUNDINGBOXRENDERER = 0;
  24008. SceneComponentConstants.STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER = 1;
  24009. SceneComponentConstants.STEP_BEFORECAMERADRAW_EFFECTLAYER = 0;
  24010. SceneComponentConstants.STEP_BEFORECAMERADRAW_LAYER = 1;
  24011. SceneComponentConstants.STEP_BEFORERENDERINGMESH_OUTLINE = 0;
  24012. SceneComponentConstants.STEP_AFTERRENDERINGMESH_OUTLINE = 0;
  24013. SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW = 0;
  24014. SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER = 1;
  24015. SceneComponentConstants.STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE = 0;
  24016. SceneComponentConstants.STEP_BEFORECAMERAUPDATE_GAMEPAD = 1;
  24017. SceneComponentConstants.STEP_BEFORECLEAR_PROCEDURALTEXTURE = 0;
  24018. SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER = 0;
  24019. SceneComponentConstants.STEP_AFTERCAMERADRAW_LENSFLARESYSTEM = 1;
  24020. SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW = 2;
  24021. SceneComponentConstants.STEP_AFTERCAMERADRAW_LAYER = 3;
  24022. SceneComponentConstants.STEP_AFTERRENDER_AUDIO = 0;
  24023. SceneComponentConstants.STEP_GATHERRENDERTARGETS_SHADOWGENERATOR = 0;
  24024. SceneComponentConstants.STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER = 1;
  24025. SceneComponentConstants.STEP_GATHERRENDERTARGETS_DEPTHRENDERER = 2;
  24026. SceneComponentConstants.STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER = 3;
  24027. SceneComponentConstants.STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER = 0;
  24028. SceneComponentConstants.STEP_POINTERMOVE_SPRITE = 0;
  24029. SceneComponentConstants.STEP_POINTERDOWN_SPRITE = 0;
  24030. SceneComponentConstants.STEP_POINTERUP_SPRITE = 0;
  24031. return SceneComponentConstants;
  24032. }());
  24033. BABYLON.SceneComponentConstants = SceneComponentConstants;
  24034. /**
  24035. * Repressentation of a stage in the scene (Basically a list of ordered steps)
  24036. * @hidden
  24037. */
  24038. var Stage = /** @class */ (function (_super) {
  24039. __extends(Stage, _super);
  24040. /**
  24041. * Hide ctor from the rest of the world.
  24042. * @param items The items to add.
  24043. */
  24044. function Stage(items) {
  24045. return _super.apply(this, items) || this;
  24046. }
  24047. /**
  24048. * Creates a new Stage.
  24049. * @returns A new instance of a Stage
  24050. */
  24051. Stage.Create = function () {
  24052. return Object.create(Stage.prototype);
  24053. };
  24054. /**
  24055. * Registers a step in an ordered way in the targeted stage.
  24056. * @param index Defines the position to register the step in
  24057. * @param component Defines the component attached to the step
  24058. * @param action Defines the action to launch during the step
  24059. */
  24060. Stage.prototype.registerStep = function (index, component, action) {
  24061. var i = 0;
  24062. var maxIndex = Number.MAX_VALUE;
  24063. for (; i < this.length && i < maxIndex; i++) {
  24064. var step = this[i];
  24065. maxIndex = step.index;
  24066. }
  24067. this.splice(i, 0, { index: index, component: component, action: action.bind(component) });
  24068. };
  24069. /**
  24070. * Clears all the steps from the stage.
  24071. */
  24072. Stage.prototype.clear = function () {
  24073. this.length = 0;
  24074. };
  24075. return Stage;
  24076. }(Array));
  24077. BABYLON.Stage = Stage;
  24078. })(BABYLON || (BABYLON = {}));
  24079. //# sourceMappingURL=babylon.sceneComponent.js.map
  24080. var BABYLON;
  24081. (function (BABYLON) {
  24082. /**
  24083. * Base class of the scene acting as a container for the different elements composing a scene.
  24084. * This class is dynamically extended by the different components of the scene increasing
  24085. * flexibility and reducing coupling
  24086. */
  24087. var AbstractScene = /** @class */ (function () {
  24088. function AbstractScene() {
  24089. /**
  24090. * Gets the list of root nodes (ie. nodes with no parent)
  24091. */
  24092. this.rootNodes = new Array();
  24093. /** All of the cameras added to this scene
  24094. * @see http://doc.babylonjs.com/babylon101/cameras
  24095. */
  24096. this.cameras = new Array();
  24097. /**
  24098. * All of the lights added to this scene
  24099. * @see http://doc.babylonjs.com/babylon101/lights
  24100. */
  24101. this.lights = new Array();
  24102. /**
  24103. * All of the (abstract) meshes added to this scene
  24104. */
  24105. this.meshes = new Array();
  24106. /**
  24107. * The list of skeletons added to the scene
  24108. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  24109. */
  24110. this.skeletons = new Array();
  24111. /**
  24112. * All of the particle systems added to this scene
  24113. * @see http://doc.babylonjs.com/babylon101/particles
  24114. */
  24115. this.particleSystems = new Array();
  24116. /**
  24117. * Gets a list of Animations associated with the scene
  24118. */
  24119. this.animations = [];
  24120. /**
  24121. * All of the animation groups added to this scene
  24122. * @see http://doc.babylonjs.com/how_to/group
  24123. */
  24124. this.animationGroups = new Array();
  24125. /**
  24126. * All of the multi-materials added to this scene
  24127. * @see http://doc.babylonjs.com/how_to/multi_materials
  24128. */
  24129. this.multiMaterials = new Array();
  24130. /**
  24131. * All of the materials added to this scene
  24132. * @see http://doc.babylonjs.com/babylon101/materials
  24133. */
  24134. this.materials = new Array();
  24135. /**
  24136. * The list of morph target managers added to the scene
  24137. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  24138. */
  24139. this.morphTargetManagers = new Array();
  24140. /**
  24141. * The list of geometries used in the scene.
  24142. */
  24143. this.geometries = new Array();
  24144. /**
  24145. * All of the tranform nodes added to this scene
  24146. * @see http://doc.babylonjs.com/how_to/transformnode
  24147. */
  24148. this.transformNodes = new Array();
  24149. /**
  24150. * ActionManagers available on the scene.
  24151. */
  24152. this.actionManagers = new Array();
  24153. /**
  24154. * Textures to keep.
  24155. */
  24156. this.textures = new Array();
  24157. }
  24158. /**
  24159. * Adds a parser in the list of available ones
  24160. * @param name Defines the name of the parser
  24161. * @param parser Defines the parser to add
  24162. */
  24163. AbstractScene.AddParser = function (name, parser) {
  24164. this._BabylonFileParsers[name] = parser;
  24165. };
  24166. /**
  24167. * Gets a general parser from the list of avaialble ones
  24168. * @param name Defines the name of the parser
  24169. * @returns the requested parser or null
  24170. */
  24171. AbstractScene.GetParser = function (name) {
  24172. if (this._BabylonFileParsers[name]) {
  24173. return this._BabylonFileParsers[name];
  24174. }
  24175. return null;
  24176. };
  24177. /**
  24178. * Adds n individual parser in the list of available ones
  24179. * @param name Defines the name of the parser
  24180. * @param parser Defines the parser to add
  24181. */
  24182. AbstractScene.AddIndividualParser = function (name, parser) {
  24183. this._IndividualBabylonFileParsers[name] = parser;
  24184. };
  24185. /**
  24186. * Gets an individual parser from the list of avaialble ones
  24187. * @param name Defines the name of the parser
  24188. * @returns the requested parser or null
  24189. */
  24190. AbstractScene.GetIndividualParser = function (name) {
  24191. if (this._IndividualBabylonFileParsers[name]) {
  24192. return this._IndividualBabylonFileParsers[name];
  24193. }
  24194. return null;
  24195. };
  24196. /**
  24197. * Parser json data and populate both a scene and its associated container object
  24198. * @param jsonData Defines the data to parse
  24199. * @param scene Defines the scene to parse the data for
  24200. * @param container Defines the container attached to the parsing sequence
  24201. * @param rootUrl Defines the root url of the data
  24202. */
  24203. AbstractScene.Parse = function (jsonData, scene, container, rootUrl) {
  24204. for (var parserName in this._BabylonFileParsers) {
  24205. if (this._BabylonFileParsers.hasOwnProperty(parserName)) {
  24206. this._BabylonFileParsers[parserName](jsonData, scene, container, rootUrl);
  24207. }
  24208. }
  24209. };
  24210. /**
  24211. * Stores the list of available parsers in the application.
  24212. */
  24213. AbstractScene._BabylonFileParsers = {};
  24214. /**
  24215. * Stores the list of available individual parsers in the application.
  24216. */
  24217. AbstractScene._IndividualBabylonFileParsers = {};
  24218. return AbstractScene;
  24219. }());
  24220. BABYLON.AbstractScene = AbstractScene;
  24221. })(BABYLON || (BABYLON = {}));
  24222. //# sourceMappingURL=babylon.abstractScene.js.map
  24223. var BABYLON;
  24224. (function (BABYLON) {
  24225. /** @hidden */
  24226. var ClickInfo = /** @class */ (function () {
  24227. function ClickInfo() {
  24228. this._singleClick = false;
  24229. this._doubleClick = false;
  24230. this._hasSwiped = false;
  24231. this._ignore = false;
  24232. }
  24233. Object.defineProperty(ClickInfo.prototype, "singleClick", {
  24234. get: function () {
  24235. return this._singleClick;
  24236. },
  24237. set: function (b) {
  24238. this._singleClick = b;
  24239. },
  24240. enumerable: true,
  24241. configurable: true
  24242. });
  24243. Object.defineProperty(ClickInfo.prototype, "doubleClick", {
  24244. get: function () {
  24245. return this._doubleClick;
  24246. },
  24247. set: function (b) {
  24248. this._doubleClick = b;
  24249. },
  24250. enumerable: true,
  24251. configurable: true
  24252. });
  24253. Object.defineProperty(ClickInfo.prototype, "hasSwiped", {
  24254. get: function () {
  24255. return this._hasSwiped;
  24256. },
  24257. set: function (b) {
  24258. this._hasSwiped = b;
  24259. },
  24260. enumerable: true,
  24261. configurable: true
  24262. });
  24263. Object.defineProperty(ClickInfo.prototype, "ignore", {
  24264. get: function () {
  24265. return this._ignore;
  24266. },
  24267. set: function (b) {
  24268. this._ignore = b;
  24269. },
  24270. enumerable: true,
  24271. configurable: true
  24272. });
  24273. return ClickInfo;
  24274. }());
  24275. /**
  24276. * This class is used by the onRenderingGroupObservable
  24277. */
  24278. var RenderingGroupInfo = /** @class */ (function () {
  24279. function RenderingGroupInfo() {
  24280. }
  24281. return RenderingGroupInfo;
  24282. }());
  24283. BABYLON.RenderingGroupInfo = RenderingGroupInfo;
  24284. /**
  24285. * Represents a scene to be rendered by the engine.
  24286. * @see http://doc.babylonjs.com/features/scene
  24287. */
  24288. var Scene = /** @class */ (function (_super) {
  24289. __extends(Scene, _super);
  24290. /**
  24291. * Creates a new Scene
  24292. * @param engine defines the engine to use to render this scene
  24293. */
  24294. function Scene(engine) {
  24295. var _this = _super.call(this) || this;
  24296. // Members
  24297. /**
  24298. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  24299. */
  24300. _this.autoClear = true;
  24301. /**
  24302. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  24303. */
  24304. _this.autoClearDepthAndStencil = true;
  24305. /**
  24306. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  24307. */
  24308. _this.clearColor = new BABYLON.Color4(0.2, 0.2, 0.3, 1.0);
  24309. /**
  24310. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  24311. */
  24312. _this.ambientColor = new BABYLON.Color3(0, 0, 0);
  24313. _this._forceWireframe = false;
  24314. _this._forcePointsCloud = false;
  24315. /**
  24316. * Gets or sets a boolean indicating if animations are enabled
  24317. */
  24318. _this.animationsEnabled = true;
  24319. _this._animationPropertiesOverride = null;
  24320. /**
  24321. * Gets or sets a boolean indicating if a constant deltatime has to be used
  24322. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  24323. */
  24324. _this.useConstantAnimationDeltaTime = false;
  24325. /**
  24326. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  24327. * Please note that it requires to run a ray cast through the scene on every frame
  24328. */
  24329. _this.constantlyUpdateMeshUnderPointer = false;
  24330. /**
  24331. * Defines the HTML cursor to use when hovering over interactive elements
  24332. */
  24333. _this.hoverCursor = "pointer";
  24334. /**
  24335. * Defines the HTML default cursor to use (empty by default)
  24336. */
  24337. _this.defaultCursor = "";
  24338. /**
  24339. * This is used to call preventDefault() on pointer down
  24340. * in order to block unwanted artifacts like system double clicks
  24341. */
  24342. _this.preventDefaultOnPointerDown = true;
  24343. // Metadata
  24344. /**
  24345. * Gets or sets user defined metadata
  24346. */
  24347. _this.metadata = null;
  24348. /**
  24349. * Use this array to add regular expressions used to disable offline support for specific urls
  24350. */
  24351. _this.disableOfflineSupportExceptionRules = new Array();
  24352. /**
  24353. * An event triggered when the scene is disposed.
  24354. */
  24355. _this.onDisposeObservable = new BABYLON.Observable();
  24356. _this._onDisposeObserver = null;
  24357. /**
  24358. * An event triggered before rendering the scene (right after animations and physics)
  24359. */
  24360. _this.onBeforeRenderObservable = new BABYLON.Observable();
  24361. _this._onBeforeRenderObserver = null;
  24362. /**
  24363. * An event triggered after rendering the scene
  24364. */
  24365. _this.onAfterRenderObservable = new BABYLON.Observable();
  24366. _this._onAfterRenderObserver = null;
  24367. /**
  24368. * An event triggered before animating the scene
  24369. */
  24370. _this.onBeforeAnimationsObservable = new BABYLON.Observable();
  24371. /**
  24372. * An event triggered after animations processing
  24373. */
  24374. _this.onAfterAnimationsObservable = new BABYLON.Observable();
  24375. /**
  24376. * An event triggered before draw calls are ready to be sent
  24377. */
  24378. _this.onBeforeDrawPhaseObservable = new BABYLON.Observable();
  24379. /**
  24380. * An event triggered after draw calls have been sent
  24381. */
  24382. _this.onAfterDrawPhaseObservable = new BABYLON.Observable();
  24383. /**
  24384. * An event triggered when the scene is ready
  24385. */
  24386. _this.onReadyObservable = new BABYLON.Observable();
  24387. /**
  24388. * An event triggered before rendering a camera
  24389. */
  24390. _this.onBeforeCameraRenderObservable = new BABYLON.Observable();
  24391. _this._onBeforeCameraRenderObserver = null;
  24392. /**
  24393. * An event triggered after rendering a camera
  24394. */
  24395. _this.onAfterCameraRenderObservable = new BABYLON.Observable();
  24396. _this._onAfterCameraRenderObserver = null;
  24397. /**
  24398. * An event triggered when active meshes evaluation is about to start
  24399. */
  24400. _this.onBeforeActiveMeshesEvaluationObservable = new BABYLON.Observable();
  24401. /**
  24402. * An event triggered when active meshes evaluation is done
  24403. */
  24404. _this.onAfterActiveMeshesEvaluationObservable = new BABYLON.Observable();
  24405. /**
  24406. * An event triggered when particles rendering is about to start
  24407. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  24408. */
  24409. _this.onBeforeParticlesRenderingObservable = new BABYLON.Observable();
  24410. /**
  24411. * An event triggered when particles rendering is done
  24412. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  24413. */
  24414. _this.onAfterParticlesRenderingObservable = new BABYLON.Observable();
  24415. /**
  24416. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  24417. */
  24418. _this.onDataLoadedObservable = new BABYLON.Observable();
  24419. /**
  24420. * An event triggered when a camera is created
  24421. */
  24422. _this.onNewCameraAddedObservable = new BABYLON.Observable();
  24423. /**
  24424. * An event triggered when a camera is removed
  24425. */
  24426. _this.onCameraRemovedObservable = new BABYLON.Observable();
  24427. /**
  24428. * An event triggered when a light is created
  24429. */
  24430. _this.onNewLightAddedObservable = new BABYLON.Observable();
  24431. /**
  24432. * An event triggered when a light is removed
  24433. */
  24434. _this.onLightRemovedObservable = new BABYLON.Observable();
  24435. /**
  24436. * An event triggered when a geometry is created
  24437. */
  24438. _this.onNewGeometryAddedObservable = new BABYLON.Observable();
  24439. /**
  24440. * An event triggered when a geometry is removed
  24441. */
  24442. _this.onGeometryRemovedObservable = new BABYLON.Observable();
  24443. /**
  24444. * An event triggered when a transform node is created
  24445. */
  24446. _this.onNewTransformNodeAddedObservable = new BABYLON.Observable();
  24447. /**
  24448. * An event triggered when a transform node is removed
  24449. */
  24450. _this.onTransformNodeRemovedObservable = new BABYLON.Observable();
  24451. /**
  24452. * An event triggered when a mesh is created
  24453. */
  24454. _this.onNewMeshAddedObservable = new BABYLON.Observable();
  24455. /**
  24456. * An event triggered when a mesh is removed
  24457. */
  24458. _this.onMeshRemovedObservable = new BABYLON.Observable();
  24459. /**
  24460. * An event triggered when a material is created
  24461. */
  24462. _this.onNewMaterialAddedObservable = new BABYLON.Observable();
  24463. /**
  24464. * An event triggered when a material is removed
  24465. */
  24466. _this.onMaterialRemovedObservable = new BABYLON.Observable();
  24467. /**
  24468. * An event triggered when a texture is created
  24469. */
  24470. _this.onNewTextureAddedObservable = new BABYLON.Observable();
  24471. /**
  24472. * An event triggered when a texture is removed
  24473. */
  24474. _this.onTextureRemovedObservable = new BABYLON.Observable();
  24475. /**
  24476. * An event triggered when render targets are about to be rendered
  24477. * Can happen multiple times per frame.
  24478. */
  24479. _this.onBeforeRenderTargetsRenderObservable = new BABYLON.Observable();
  24480. /**
  24481. * An event triggered when render targets were rendered.
  24482. * Can happen multiple times per frame.
  24483. */
  24484. _this.onAfterRenderTargetsRenderObservable = new BABYLON.Observable();
  24485. /**
  24486. * An event triggered before calculating deterministic simulation step
  24487. */
  24488. _this.onBeforeStepObservable = new BABYLON.Observable();
  24489. /**
  24490. * An event triggered after calculating deterministic simulation step
  24491. */
  24492. _this.onAfterStepObservable = new BABYLON.Observable();
  24493. /**
  24494. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  24495. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  24496. * 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)
  24497. */
  24498. _this.onBeforeRenderingGroupObservable = new BABYLON.Observable();
  24499. /**
  24500. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  24501. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  24502. * 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)
  24503. */
  24504. _this.onAfterRenderingGroupObservable = new BABYLON.Observable();
  24505. /**
  24506. * This Observable will when a mesh has been imported into the scene.
  24507. */
  24508. _this.onMeshImportedObservable = new BABYLON.Observable();
  24509. // Animations
  24510. _this._registeredForLateAnimationBindings = new BABYLON.SmartArrayNoDuplicate(256);
  24511. /**
  24512. * 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).
  24513. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  24514. */
  24515. _this.onPrePointerObservable = new BABYLON.Observable();
  24516. /**
  24517. * Observable event triggered each time an input event is received from the rendering canvas
  24518. */
  24519. _this.onPointerObservable = new BABYLON.Observable();
  24520. _this._meshPickProceed = false;
  24521. _this._currentPickResult = null;
  24522. _this._previousPickResult = null;
  24523. _this._totalPointersPressed = 0;
  24524. _this._doubleClickOccured = false;
  24525. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  24526. _this.cameraToUseForPointers = null;
  24527. _this._pointerX = 0;
  24528. _this._pointerY = 0;
  24529. _this._startingPointerPosition = new BABYLON.Vector2(0, 0);
  24530. _this._previousStartingPointerPosition = new BABYLON.Vector2(0, 0);
  24531. _this._startingPointerTime = 0;
  24532. _this._previousStartingPointerTime = 0;
  24533. _this._pointerCaptures = {};
  24534. // Deterministic lockstep
  24535. _this._timeAccumulator = 0;
  24536. _this._currentStepId = 0;
  24537. _this._currentInternalStep = 0;
  24538. // Keyboard
  24539. /**
  24540. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  24541. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  24542. */
  24543. _this.onPreKeyboardObservable = new BABYLON.Observable();
  24544. /**
  24545. * Observable event triggered each time an keyboard event is received from the hosting window
  24546. */
  24547. _this.onKeyboardObservable = new BABYLON.Observable();
  24548. // Coordinates system
  24549. _this._useRightHandedSystem = false;
  24550. // Fog
  24551. _this._fogEnabled = true;
  24552. _this._fogMode = Scene.FOGMODE_NONE;
  24553. /**
  24554. * Gets or sets the fog color to use
  24555. * @see http://doc.babylonjs.com/babylon101/environment#fog
  24556. * (Default is Color3(0.2, 0.2, 0.3))
  24557. */
  24558. _this.fogColor = new BABYLON.Color3(0.2, 0.2, 0.3);
  24559. /**
  24560. * Gets or sets the fog density to use
  24561. * @see http://doc.babylonjs.com/babylon101/environment#fog
  24562. * (Default is 0.1)
  24563. */
  24564. _this.fogDensity = 0.1;
  24565. /**
  24566. * Gets or sets the fog start distance to use
  24567. * @see http://doc.babylonjs.com/babylon101/environment#fog
  24568. * (Default is 0)
  24569. */
  24570. _this.fogStart = 0;
  24571. /**
  24572. * Gets or sets the fog end distance to use
  24573. * @see http://doc.babylonjs.com/babylon101/environment#fog
  24574. * (Default is 1000)
  24575. */
  24576. _this.fogEnd = 1000.0;
  24577. // Lights
  24578. _this._shadowsEnabled = true;
  24579. _this._lightsEnabled = true;
  24580. /** All of the active cameras added to this scene. */
  24581. _this.activeCameras = new Array();
  24582. // Textures
  24583. _this._texturesEnabled = true;
  24584. // Particles
  24585. /**
  24586. * Gets or sets a boolean indicating if particles are enabled on this scene
  24587. */
  24588. _this.particlesEnabled = true;
  24589. // Sprites
  24590. /**
  24591. * Gets or sets a boolean indicating if sprites are enabled on this scene
  24592. */
  24593. _this.spritesEnabled = true;
  24594. // Skeletons
  24595. _this._skeletonsEnabled = true;
  24596. // Lens flares
  24597. /**
  24598. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  24599. */
  24600. _this.lensFlaresEnabled = true;
  24601. // Collisions
  24602. /**
  24603. * Gets or sets a boolean indicating if collisions are enabled on this scene
  24604. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  24605. */
  24606. _this.collisionsEnabled = true;
  24607. /**
  24608. * Defines the gravity applied to this scene (used only for collisions)
  24609. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  24610. */
  24611. _this.gravity = new BABYLON.Vector3(0, -9.807, 0);
  24612. // Postprocesses
  24613. /**
  24614. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  24615. */
  24616. _this.postProcessesEnabled = true;
  24617. /**
  24618. * The list of postprocesses added to the scene
  24619. */
  24620. _this.postProcesses = new Array();
  24621. // Customs render targets
  24622. /**
  24623. * Gets or sets a boolean indicating if render targets are enabled on this scene
  24624. */
  24625. _this.renderTargetsEnabled = true;
  24626. /**
  24627. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  24628. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  24629. */
  24630. _this.dumpNextRenderTargets = false;
  24631. /**
  24632. * The list of user defined render targets added to the scene
  24633. */
  24634. _this.customRenderTargets = new Array();
  24635. /**
  24636. * Gets the list of meshes imported to the scene through SceneLoader
  24637. */
  24638. _this.importedMeshesFiles = new Array();
  24639. // Probes
  24640. /**
  24641. * Gets or sets a boolean indicating if probes are enabled on this scene
  24642. */
  24643. _this.probesEnabled = true;
  24644. _this._meshesForIntersections = new BABYLON.SmartArrayNoDuplicate(256);
  24645. // Procedural textures
  24646. /**
  24647. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  24648. */
  24649. _this.proceduralTexturesEnabled = true;
  24650. // Performance counters
  24651. _this._totalVertices = new BABYLON.PerfCounter();
  24652. /** @hidden */
  24653. _this._activeIndices = new BABYLON.PerfCounter();
  24654. /** @hidden */
  24655. _this._activeParticles = new BABYLON.PerfCounter();
  24656. /** @hidden */
  24657. _this._activeBones = new BABYLON.PerfCounter();
  24658. _this._animationTime = 0;
  24659. /**
  24660. * Gets or sets a general scale for animation speed
  24661. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  24662. */
  24663. _this.animationTimeScale = 1;
  24664. _this._renderId = 0;
  24665. _this._frameId = 0;
  24666. _this._executeWhenReadyTimeoutId = -1;
  24667. _this._intermediateRendering = false;
  24668. _this._viewUpdateFlag = -1;
  24669. _this._projectionUpdateFlag = -1;
  24670. _this._alternateViewUpdateFlag = -1;
  24671. _this._alternateProjectionUpdateFlag = -1;
  24672. /** @hidden */
  24673. _this._toBeDisposed = new Array(256);
  24674. _this._activeRequests = new Array();
  24675. _this._pendingData = new Array();
  24676. _this._isDisposed = false;
  24677. /**
  24678. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  24679. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  24680. */
  24681. _this.dispatchAllSubMeshesOfActiveMeshes = false;
  24682. _this._activeMeshes = new BABYLON.SmartArray(256);
  24683. _this._processedMaterials = new BABYLON.SmartArray(256);
  24684. _this._renderTargets = new BABYLON.SmartArrayNoDuplicate(256);
  24685. /** @hidden */
  24686. _this._activeParticleSystems = new BABYLON.SmartArray(256);
  24687. _this._activeSkeletons = new BABYLON.SmartArrayNoDuplicate(32);
  24688. _this._softwareSkinnedMeshes = new BABYLON.SmartArrayNoDuplicate(32);
  24689. /** @hidden */
  24690. _this._activeAnimatables = new Array();
  24691. _this._transformMatrix = BABYLON.Matrix.Zero();
  24692. _this._useAlternateCameraConfiguration = false;
  24693. _this._alternateRendering = false;
  24694. /**
  24695. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  24696. * This is useful if there are more lights that the maximum simulteanous authorized
  24697. */
  24698. _this.requireLightSorting = false;
  24699. /**
  24700. * @hidden
  24701. * Backing store of defined scene components.
  24702. */
  24703. _this._components = [];
  24704. /**
  24705. * @hidden
  24706. * Backing store of defined scene components.
  24707. */
  24708. _this._serializableComponents = [];
  24709. /**
  24710. * List of components to register on the next registration step.
  24711. */
  24712. _this._transientComponents = [];
  24713. /**
  24714. * @hidden
  24715. * Defines the actions happening before camera updates.
  24716. */
  24717. _this._beforeCameraUpdateStage = BABYLON.Stage.Create();
  24718. /**
  24719. * @hidden
  24720. * Defines the actions happening before clear the canvas.
  24721. */
  24722. _this._beforeClearStage = BABYLON.Stage.Create();
  24723. /**
  24724. * @hidden
  24725. * Defines the actions when collecting render targets for the frame.
  24726. */
  24727. _this._gatherRenderTargetsStage = BABYLON.Stage.Create();
  24728. /**
  24729. * @hidden
  24730. * Defines the actions happening for one camera in the frame.
  24731. */
  24732. _this._gatherActiveCameraRenderTargetsStage = BABYLON.Stage.Create();
  24733. /**
  24734. * @hidden
  24735. * Defines the actions happening during the per mesh ready checks.
  24736. */
  24737. _this._isReadyForMeshStage = BABYLON.Stage.Create();
  24738. /**
  24739. * @hidden
  24740. * Defines the actions happening before evaluate active mesh checks.
  24741. */
  24742. _this._beforeEvaluateActiveMeshStage = BABYLON.Stage.Create();
  24743. /**
  24744. * @hidden
  24745. * Defines the actions happening during the evaluate sub mesh checks.
  24746. */
  24747. _this._evaluateSubMeshStage = BABYLON.Stage.Create();
  24748. /**
  24749. * @hidden
  24750. * Defines the actions happening during the active mesh stage.
  24751. */
  24752. _this._activeMeshStage = BABYLON.Stage.Create();
  24753. /**
  24754. * @hidden
  24755. * Defines the actions happening during the per camera render target step.
  24756. */
  24757. _this._cameraDrawRenderTargetStage = BABYLON.Stage.Create();
  24758. /**
  24759. * @hidden
  24760. * Defines the actions happening just before the active camera is drawing.
  24761. */
  24762. _this._beforeCameraDrawStage = BABYLON.Stage.Create();
  24763. /**
  24764. * @hidden
  24765. * Defines the actions happening just before a rendering group is drawing.
  24766. */
  24767. _this._beforeRenderingGroupDrawStage = BABYLON.Stage.Create();
  24768. /**
  24769. * @hidden
  24770. * Defines the actions happening just before a mesh is drawing.
  24771. */
  24772. _this._beforeRenderingMeshStage = BABYLON.Stage.Create();
  24773. /**
  24774. * @hidden
  24775. * Defines the actions happening just after a mesh has been drawn.
  24776. */
  24777. _this._afterRenderingMeshStage = BABYLON.Stage.Create();
  24778. /**
  24779. * @hidden
  24780. * Defines the actions happening just after a rendering group has been drawn.
  24781. */
  24782. _this._afterRenderingGroupDrawStage = BABYLON.Stage.Create();
  24783. /**
  24784. * @hidden
  24785. * Defines the actions happening just after the active camera has been drawn.
  24786. */
  24787. _this._afterCameraDrawStage = BABYLON.Stage.Create();
  24788. /**
  24789. * @hidden
  24790. * Defines the actions happening just after rendering all cameras and computing intersections.
  24791. */
  24792. _this._afterRenderStage = BABYLON.Stage.Create();
  24793. /**
  24794. * @hidden
  24795. * Defines the actions happening when a pointer move event happens.
  24796. */
  24797. _this._pointerMoveStage = BABYLON.Stage.Create();
  24798. /**
  24799. * @hidden
  24800. * Defines the actions happening when a pointer down event happens.
  24801. */
  24802. _this._pointerDownStage = BABYLON.Stage.Create();
  24803. /**
  24804. * @hidden
  24805. * Defines the actions happening when a pointer up event happens.
  24806. */
  24807. _this._pointerUpStage = BABYLON.Stage.Create();
  24808. _this._defaultMeshCandidates = {
  24809. data: [],
  24810. length: 0
  24811. };
  24812. _this._defaultSubMeshCandidates = {
  24813. data: [],
  24814. length: 0
  24815. };
  24816. _this._activeMeshesFrozen = false;
  24817. /** @hidden */
  24818. _this._allowPostProcessClearColor = true;
  24819. /**
  24820. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  24821. */
  24822. _this.getDeterministicFrameTime = function () {
  24823. return 1000.0 / 60.0; // frame time in ms
  24824. };
  24825. _this._tempPickingRay = BABYLON.Ray ? BABYLON.Ray.Zero() : null;
  24826. _this._blockMaterialDirtyMechanism = false;
  24827. _this._engine = engine || BABYLON.Engine.LastCreatedEngine;
  24828. _this._engine.scenes.push(_this);
  24829. _this._uid = null;
  24830. _this._renderingManager = new BABYLON.RenderingManager(_this);
  24831. if (BABYLON.PostProcessManager) {
  24832. _this.postProcessManager = new BABYLON.PostProcessManager(_this);
  24833. }
  24834. if (BABYLON.Tools.IsWindowObjectExist()) {
  24835. _this.attachControl();
  24836. }
  24837. //collision coordinator initialization. For now legacy per default.
  24838. _this.workerCollisions = false; //(!!Worker && (!!BABYLON.CollisionWorker || BABYLON.WorkerIncluded));
  24839. // Uniform Buffer
  24840. _this._createUbo();
  24841. // Default Image processing definition
  24842. if (BABYLON.ImageProcessingConfiguration) {
  24843. _this._imageProcessingConfiguration = new BABYLON.ImageProcessingConfiguration();
  24844. }
  24845. _this.setDefaultCandidateProviders();
  24846. return _this;
  24847. }
  24848. Object.defineProperty(Scene.prototype, "environmentTexture", {
  24849. /**
  24850. * Texture used in all pbr material as the reflection texture.
  24851. * As in the majority of the scene they are the same (exception for multi room and so on),
  24852. * this is easier to reference from here than from all the materials.
  24853. */
  24854. get: function () {
  24855. return this._environmentTexture;
  24856. },
  24857. /**
  24858. * Texture used in all pbr material as the reflection texture.
  24859. * As in the majority of the scene they are the same (exception for multi room and so on),
  24860. * this is easier to set here than in all the materials.
  24861. */
  24862. set: function (value) {
  24863. if (this._environmentTexture === value) {
  24864. return;
  24865. }
  24866. this._environmentTexture = value;
  24867. this.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  24868. },
  24869. enumerable: true,
  24870. configurable: true
  24871. });
  24872. Object.defineProperty(Scene.prototype, "imageProcessingConfiguration", {
  24873. /**
  24874. * Default image processing configuration used either in the rendering
  24875. * Forward main pass or through the imageProcessingPostProcess if present.
  24876. * As in the majority of the scene they are the same (exception for multi camera),
  24877. * this is easier to reference from here than from all the materials and post process.
  24878. *
  24879. * No setter as we it is a shared configuration, you can set the values instead.
  24880. */
  24881. get: function () {
  24882. return this._imageProcessingConfiguration;
  24883. },
  24884. enumerable: true,
  24885. configurable: true
  24886. });
  24887. Object.defineProperty(Scene.prototype, "forceWireframe", {
  24888. get: function () {
  24889. return this._forceWireframe;
  24890. },
  24891. /**
  24892. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  24893. */
  24894. set: function (value) {
  24895. if (this._forceWireframe === value) {
  24896. return;
  24897. }
  24898. this._forceWireframe = value;
  24899. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  24900. },
  24901. enumerable: true,
  24902. configurable: true
  24903. });
  24904. Object.defineProperty(Scene.prototype, "forcePointsCloud", {
  24905. get: function () {
  24906. return this._forcePointsCloud;
  24907. },
  24908. /**
  24909. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  24910. */
  24911. set: function (value) {
  24912. if (this._forcePointsCloud === value) {
  24913. return;
  24914. }
  24915. this._forcePointsCloud = value;
  24916. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  24917. },
  24918. enumerable: true,
  24919. configurable: true
  24920. });
  24921. Object.defineProperty(Scene.prototype, "animationPropertiesOverride", {
  24922. /**
  24923. * Gets or sets the animation properties override
  24924. */
  24925. get: function () {
  24926. return this._animationPropertiesOverride;
  24927. },
  24928. set: function (value) {
  24929. this._animationPropertiesOverride = value;
  24930. },
  24931. enumerable: true,
  24932. configurable: true
  24933. });
  24934. Object.defineProperty(Scene.prototype, "onDispose", {
  24935. /** Sets a function to be executed when this scene is disposed. */
  24936. set: function (callback) {
  24937. if (this._onDisposeObserver) {
  24938. this.onDisposeObservable.remove(this._onDisposeObserver);
  24939. }
  24940. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  24941. },
  24942. enumerable: true,
  24943. configurable: true
  24944. });
  24945. Object.defineProperty(Scene.prototype, "beforeRender", {
  24946. /** Sets a function to be executed before rendering this scene */
  24947. set: function (callback) {
  24948. if (this._onBeforeRenderObserver) {
  24949. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  24950. }
  24951. if (callback) {
  24952. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  24953. }
  24954. },
  24955. enumerable: true,
  24956. configurable: true
  24957. });
  24958. Object.defineProperty(Scene.prototype, "afterRender", {
  24959. /** Sets a function to be executed after rendering this scene */
  24960. set: function (callback) {
  24961. if (this._onAfterRenderObserver) {
  24962. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  24963. }
  24964. if (callback) {
  24965. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  24966. }
  24967. },
  24968. enumerable: true,
  24969. configurable: true
  24970. });
  24971. Object.defineProperty(Scene.prototype, "beforeCameraRender", {
  24972. /** Sets a function to be executed before rendering a camera*/
  24973. set: function (callback) {
  24974. if (this._onBeforeCameraRenderObserver) {
  24975. this.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);
  24976. }
  24977. this._onBeforeCameraRenderObserver = this.onBeforeCameraRenderObservable.add(callback);
  24978. },
  24979. enumerable: true,
  24980. configurable: true
  24981. });
  24982. Object.defineProperty(Scene.prototype, "afterCameraRender", {
  24983. /** Sets a function to be executed after rendering a camera*/
  24984. set: function (callback) {
  24985. if (this._onAfterCameraRenderObserver) {
  24986. this.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);
  24987. }
  24988. this._onAfterCameraRenderObserver = this.onAfterCameraRenderObservable.add(callback);
  24989. },
  24990. enumerable: true,
  24991. configurable: true
  24992. });
  24993. Object.defineProperty(Scene.prototype, "unTranslatedPointer", {
  24994. /**
  24995. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  24996. */
  24997. get: function () {
  24998. return new BABYLON.Vector2(this._unTranslatedPointerX, this._unTranslatedPointerY);
  24999. },
  25000. enumerable: true,
  25001. configurable: true
  25002. });
  25003. Object.defineProperty(Scene.prototype, "useRightHandedSystem", {
  25004. get: function () {
  25005. return this._useRightHandedSystem;
  25006. },
  25007. /**
  25008. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  25009. */
  25010. set: function (value) {
  25011. if (this._useRightHandedSystem === value) {
  25012. return;
  25013. }
  25014. this._useRightHandedSystem = value;
  25015. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  25016. },
  25017. enumerable: true,
  25018. configurable: true
  25019. });
  25020. /**
  25021. * Sets the step Id used by deterministic lock step
  25022. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  25023. * @param newStepId defines the step Id
  25024. */
  25025. Scene.prototype.setStepId = function (newStepId) {
  25026. this._currentStepId = newStepId;
  25027. };
  25028. ;
  25029. /**
  25030. * Gets the step Id used by deterministic lock step
  25031. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  25032. * @returns the step Id
  25033. */
  25034. Scene.prototype.getStepId = function () {
  25035. return this._currentStepId;
  25036. };
  25037. ;
  25038. /**
  25039. * Gets the internal step used by deterministic lock step
  25040. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  25041. * @returns the internal step
  25042. */
  25043. Scene.prototype.getInternalStep = function () {
  25044. return this._currentInternalStep;
  25045. };
  25046. ;
  25047. Object.defineProperty(Scene.prototype, "fogEnabled", {
  25048. get: function () {
  25049. return this._fogEnabled;
  25050. },
  25051. /**
  25052. * Gets or sets a boolean indicating if fog is enabled on this scene
  25053. * @see http://doc.babylonjs.com/babylon101/environment#fog
  25054. * (Default is true)
  25055. */
  25056. set: function (value) {
  25057. if (this._fogEnabled === value) {
  25058. return;
  25059. }
  25060. this._fogEnabled = value;
  25061. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  25062. },
  25063. enumerable: true,
  25064. configurable: true
  25065. });
  25066. Object.defineProperty(Scene.prototype, "fogMode", {
  25067. get: function () {
  25068. return this._fogMode;
  25069. },
  25070. /**
  25071. * Gets or sets the fog mode to use
  25072. * @see http://doc.babylonjs.com/babylon101/environment#fog
  25073. * | mode | value |
  25074. * | --- | --- |
  25075. * | FOGMODE_NONE | 0 |
  25076. * | FOGMODE_EXP | 1 |
  25077. * | FOGMODE_EXP2 | 2 |
  25078. * | FOGMODE_LINEAR | 3 |
  25079. */
  25080. set: function (value) {
  25081. if (this._fogMode === value) {
  25082. return;
  25083. }
  25084. this._fogMode = value;
  25085. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  25086. },
  25087. enumerable: true,
  25088. configurable: true
  25089. });
  25090. Object.defineProperty(Scene.prototype, "shadowsEnabled", {
  25091. get: function () {
  25092. return this._shadowsEnabled;
  25093. },
  25094. /**
  25095. * Gets or sets a boolean indicating if shadows are enabled on this scene
  25096. */
  25097. set: function (value) {
  25098. if (this._shadowsEnabled === value) {
  25099. return;
  25100. }
  25101. this._shadowsEnabled = value;
  25102. this.markAllMaterialsAsDirty(BABYLON.Material.LightDirtyFlag);
  25103. },
  25104. enumerable: true,
  25105. configurable: true
  25106. });
  25107. Object.defineProperty(Scene.prototype, "lightsEnabled", {
  25108. get: function () {
  25109. return this._lightsEnabled;
  25110. },
  25111. /**
  25112. * Gets or sets a boolean indicating if lights are enabled on this scene
  25113. */
  25114. set: function (value) {
  25115. if (this._lightsEnabled === value) {
  25116. return;
  25117. }
  25118. this._lightsEnabled = value;
  25119. this.markAllMaterialsAsDirty(BABYLON.Material.LightDirtyFlag);
  25120. },
  25121. enumerable: true,
  25122. configurable: true
  25123. });
  25124. Object.defineProperty(Scene.prototype, "defaultMaterial", {
  25125. /** The default material used on meshes when no material is affected */
  25126. get: function () {
  25127. if (!this._defaultMaterial) {
  25128. this._defaultMaterial = new BABYLON.StandardMaterial("default material", this);
  25129. }
  25130. return this._defaultMaterial;
  25131. },
  25132. /** The default material used on meshes when no material is affected */
  25133. set: function (value) {
  25134. this._defaultMaterial = value;
  25135. },
  25136. enumerable: true,
  25137. configurable: true
  25138. });
  25139. Object.defineProperty(Scene.prototype, "texturesEnabled", {
  25140. get: function () {
  25141. return this._texturesEnabled;
  25142. },
  25143. /**
  25144. * Gets or sets a boolean indicating if textures are enabled on this scene
  25145. */
  25146. set: function (value) {
  25147. if (this._texturesEnabled === value) {
  25148. return;
  25149. }
  25150. this._texturesEnabled = value;
  25151. this.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  25152. },
  25153. enumerable: true,
  25154. configurable: true
  25155. });
  25156. Object.defineProperty(Scene.prototype, "skeletonsEnabled", {
  25157. get: function () {
  25158. return this._skeletonsEnabled;
  25159. },
  25160. /**
  25161. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  25162. */
  25163. set: function (value) {
  25164. if (this._skeletonsEnabled === value) {
  25165. return;
  25166. }
  25167. this._skeletonsEnabled = value;
  25168. this.markAllMaterialsAsDirty(BABYLON.Material.AttributesDirtyFlag);
  25169. },
  25170. enumerable: true,
  25171. configurable: true
  25172. });
  25173. Object.defineProperty(Scene.prototype, "_isAlternateRenderingEnabled", {
  25174. /** @hidden */
  25175. get: function () {
  25176. return this._alternateRendering;
  25177. },
  25178. enumerable: true,
  25179. configurable: true
  25180. });
  25181. Object.defineProperty(Scene.prototype, "frustumPlanes", {
  25182. /**
  25183. * Gets the list of frustum planes (built from the active camera)
  25184. */
  25185. get: function () {
  25186. return this._frustumPlanes;
  25187. },
  25188. enumerable: true,
  25189. configurable: true
  25190. });
  25191. /**
  25192. * Registers the transient components if needed.
  25193. */
  25194. Scene.prototype._registerTransientComponents = function () {
  25195. // Register components that have been associated lately to the scene.
  25196. if (this._transientComponents.length > 0) {
  25197. for (var _i = 0, _a = this._transientComponents; _i < _a.length; _i++) {
  25198. var component = _a[_i];
  25199. component.register();
  25200. }
  25201. this._transientComponents = [];
  25202. }
  25203. };
  25204. /**
  25205. * @hidden
  25206. * Add a component to the scene.
  25207. * Note that the ccomponent could be registered on th next frame if this is called after
  25208. * the register component stage.
  25209. * @param component Defines the component to add to the scene
  25210. */
  25211. Scene.prototype._addComponent = function (component) {
  25212. this._components.push(component);
  25213. this._transientComponents.push(component);
  25214. var serializableComponent = component;
  25215. if (serializableComponent.addFromContainer) {
  25216. this._serializableComponents.push(serializableComponent);
  25217. }
  25218. };
  25219. /**
  25220. * @hidden
  25221. * Gets a component from the scene.
  25222. * @param name defines the name of the component to retrieve
  25223. * @returns the component or null if not present
  25224. */
  25225. Scene.prototype._getComponent = function (name) {
  25226. for (var _i = 0, _a = this._components; _i < _a.length; _i++) {
  25227. var component = _a[_i];
  25228. if (component.name === name) {
  25229. return component;
  25230. }
  25231. }
  25232. return null;
  25233. };
  25234. /**
  25235. * @hidden
  25236. */
  25237. Scene.prototype._getDefaultMeshCandidates = function () {
  25238. this._defaultMeshCandidates.data = this.meshes;
  25239. this._defaultMeshCandidates.length = this.meshes.length;
  25240. return this._defaultMeshCandidates;
  25241. };
  25242. /**
  25243. * @hidden
  25244. */
  25245. Scene.prototype._getDefaultSubMeshCandidates = function (mesh) {
  25246. this._defaultSubMeshCandidates.data = mesh.subMeshes;
  25247. this._defaultSubMeshCandidates.length = mesh.subMeshes.length;
  25248. return this._defaultSubMeshCandidates;
  25249. };
  25250. /**
  25251. * Sets the default candidate providers for the scene.
  25252. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  25253. * and getCollidingSubMeshCandidates to their default function
  25254. */
  25255. Scene.prototype.setDefaultCandidateProviders = function () {
  25256. this.getActiveMeshCandidates = this._getDefaultMeshCandidates.bind(this);
  25257. this.getActiveSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);
  25258. this.getIntersectingSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);
  25259. this.getCollidingSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);
  25260. };
  25261. Object.defineProperty(Scene.prototype, "workerCollisions", {
  25262. /**
  25263. * Gets a boolean indicating if collisions are processed on a web worker
  25264. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#web-worker-based-collision-system-since-21
  25265. */
  25266. get: function () {
  25267. return this._workerCollisions;
  25268. },
  25269. set: function (enabled) {
  25270. if (!BABYLON.CollisionCoordinatorLegacy) {
  25271. return;
  25272. }
  25273. enabled = (enabled && !!Worker && !!BABYLON.CollisionWorker);
  25274. this._workerCollisions = enabled;
  25275. if (this.collisionCoordinator) {
  25276. this.collisionCoordinator.destroy();
  25277. }
  25278. this.collisionCoordinator = enabled ? new BABYLON.CollisionCoordinatorWorker() : new BABYLON.CollisionCoordinatorLegacy();
  25279. this.collisionCoordinator.init(this);
  25280. },
  25281. enumerable: true,
  25282. configurable: true
  25283. });
  25284. Object.defineProperty(Scene.prototype, "meshUnderPointer", {
  25285. /**
  25286. * Gets the mesh that is currently under the pointer
  25287. */
  25288. get: function () {
  25289. return this._pointerOverMesh;
  25290. },
  25291. enumerable: true,
  25292. configurable: true
  25293. });
  25294. Object.defineProperty(Scene.prototype, "pointerX", {
  25295. /**
  25296. * Gets the current on-screen X position of the pointer
  25297. */
  25298. get: function () {
  25299. return this._pointerX;
  25300. },
  25301. enumerable: true,
  25302. configurable: true
  25303. });
  25304. Object.defineProperty(Scene.prototype, "pointerY", {
  25305. /**
  25306. * Gets the current on-screen Y position of the pointer
  25307. */
  25308. get: function () {
  25309. return this._pointerY;
  25310. },
  25311. enumerable: true,
  25312. configurable: true
  25313. });
  25314. /**
  25315. * Gets the cached material (ie. the latest rendered one)
  25316. * @returns the cached material
  25317. */
  25318. Scene.prototype.getCachedMaterial = function () {
  25319. return this._cachedMaterial;
  25320. };
  25321. /**
  25322. * Gets the cached effect (ie. the latest rendered one)
  25323. * @returns the cached effect
  25324. */
  25325. Scene.prototype.getCachedEffect = function () {
  25326. return this._cachedEffect;
  25327. };
  25328. /**
  25329. * Gets the cached visibility state (ie. the latest rendered one)
  25330. * @returns the cached visibility state
  25331. */
  25332. Scene.prototype.getCachedVisibility = function () {
  25333. return this._cachedVisibility;
  25334. };
  25335. /**
  25336. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  25337. * @param material defines the current material
  25338. * @param effect defines the current effect
  25339. * @param visibility defines the current visibility state
  25340. * @returns true if one parameter is not cached
  25341. */
  25342. Scene.prototype.isCachedMaterialInvalid = function (material, effect, visibility) {
  25343. if (visibility === void 0) { visibility = 1; }
  25344. return this._cachedEffect !== effect || this._cachedMaterial !== material || this._cachedVisibility !== visibility;
  25345. };
  25346. /**
  25347. * Gets the engine associated with the scene
  25348. * @returns an Engine
  25349. */
  25350. Scene.prototype.getEngine = function () {
  25351. return this._engine;
  25352. };
  25353. /**
  25354. * Gets the total number of vertices rendered per frame
  25355. * @returns the total number of vertices rendered per frame
  25356. */
  25357. Scene.prototype.getTotalVertices = function () {
  25358. return this._totalVertices.current;
  25359. };
  25360. Object.defineProperty(Scene.prototype, "totalVerticesPerfCounter", {
  25361. /**
  25362. * Gets the performance counter for total vertices
  25363. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  25364. */
  25365. get: function () {
  25366. return this._totalVertices;
  25367. },
  25368. enumerable: true,
  25369. configurable: true
  25370. });
  25371. /**
  25372. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  25373. * @returns the total number of active indices rendered per frame
  25374. */
  25375. Scene.prototype.getActiveIndices = function () {
  25376. return this._activeIndices.current;
  25377. };
  25378. Object.defineProperty(Scene.prototype, "totalActiveIndicesPerfCounter", {
  25379. /**
  25380. * Gets the performance counter for active indices
  25381. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  25382. */
  25383. get: function () {
  25384. return this._activeIndices;
  25385. },
  25386. enumerable: true,
  25387. configurable: true
  25388. });
  25389. /**
  25390. * Gets the total number of active particles rendered per frame
  25391. * @returns the total number of active particles rendered per frame
  25392. */
  25393. Scene.prototype.getActiveParticles = function () {
  25394. return this._activeParticles.current;
  25395. };
  25396. Object.defineProperty(Scene.prototype, "activeParticlesPerfCounter", {
  25397. /**
  25398. * Gets the performance counter for active particles
  25399. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  25400. */
  25401. get: function () {
  25402. return this._activeParticles;
  25403. },
  25404. enumerable: true,
  25405. configurable: true
  25406. });
  25407. /**
  25408. * Gets the total number of active bones rendered per frame
  25409. * @returns the total number of active bones rendered per frame
  25410. */
  25411. Scene.prototype.getActiveBones = function () {
  25412. return this._activeBones.current;
  25413. };
  25414. Object.defineProperty(Scene.prototype, "activeBonesPerfCounter", {
  25415. /**
  25416. * Gets the performance counter for active bones
  25417. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  25418. */
  25419. get: function () {
  25420. return this._activeBones;
  25421. },
  25422. enumerable: true,
  25423. configurable: true
  25424. });
  25425. /** @hidden */
  25426. Scene.prototype.getInterFramePerfCounter = function () {
  25427. BABYLON.Tools.Warn("getInterFramePerfCounter is deprecated. Please use SceneInstrumentation class");
  25428. return 0;
  25429. };
  25430. Object.defineProperty(Scene.prototype, "interFramePerfCounter", {
  25431. /** @hidden */
  25432. get: function () {
  25433. BABYLON.Tools.Warn("interFramePerfCounter is deprecated. Please use SceneInstrumentation class");
  25434. return null;
  25435. },
  25436. enumerable: true,
  25437. configurable: true
  25438. });
  25439. /** @hidden */
  25440. Scene.prototype.getLastFrameDuration = function () {
  25441. BABYLON.Tools.Warn("getLastFrameDuration is deprecated. Please use SceneInstrumentation class");
  25442. return 0;
  25443. };
  25444. Object.defineProperty(Scene.prototype, "lastFramePerfCounter", {
  25445. /** @hidden */
  25446. get: function () {
  25447. BABYLON.Tools.Warn("lastFramePerfCounter is deprecated. Please use SceneInstrumentation class");
  25448. return null;
  25449. },
  25450. enumerable: true,
  25451. configurable: true
  25452. });
  25453. /** @hidden */
  25454. Scene.prototype.getEvaluateActiveMeshesDuration = function () {
  25455. BABYLON.Tools.Warn("getEvaluateActiveMeshesDuration is deprecated. Please use SceneInstrumentation class");
  25456. return 0;
  25457. };
  25458. Object.defineProperty(Scene.prototype, "evaluateActiveMeshesDurationPerfCounter", {
  25459. /** @hidden */
  25460. get: function () {
  25461. BABYLON.Tools.Warn("evaluateActiveMeshesDurationPerfCounter is deprecated. Please use SceneInstrumentation class");
  25462. return null;
  25463. },
  25464. enumerable: true,
  25465. configurable: true
  25466. });
  25467. /**
  25468. * Gets the array of active meshes
  25469. * @returns an array of AbstractMesh
  25470. */
  25471. Scene.prototype.getActiveMeshes = function () {
  25472. return this._activeMeshes;
  25473. };
  25474. /** @hidden */
  25475. Scene.prototype.getRenderTargetsDuration = function () {
  25476. BABYLON.Tools.Warn("getRenderTargetsDuration is deprecated. Please use SceneInstrumentation class");
  25477. return 0;
  25478. };
  25479. /** @hidden */
  25480. Scene.prototype.getRenderDuration = function () {
  25481. BABYLON.Tools.Warn("getRenderDuration is deprecated. Please use SceneInstrumentation class");
  25482. return 0;
  25483. };
  25484. Object.defineProperty(Scene.prototype, "renderDurationPerfCounter", {
  25485. /** @hidden */
  25486. get: function () {
  25487. BABYLON.Tools.Warn("renderDurationPerfCounter is deprecated. Please use SceneInstrumentation class");
  25488. return null;
  25489. },
  25490. enumerable: true,
  25491. configurable: true
  25492. });
  25493. /** @hidden */
  25494. Scene.prototype.getParticlesDuration = function () {
  25495. BABYLON.Tools.Warn("getParticlesDuration is deprecated. Please use SceneInstrumentation class");
  25496. return 0;
  25497. };
  25498. Object.defineProperty(Scene.prototype, "particlesDurationPerfCounter", {
  25499. /** @hidden */
  25500. get: function () {
  25501. BABYLON.Tools.Warn("particlesDurationPerfCounter is deprecated. Please use SceneInstrumentation class");
  25502. return null;
  25503. },
  25504. enumerable: true,
  25505. configurable: true
  25506. });
  25507. /** @hidden */
  25508. Scene.prototype.getSpritesDuration = function () {
  25509. BABYLON.Tools.Warn("getSpritesDuration is deprecated. Please use SceneInstrumentation class");
  25510. return 0;
  25511. };
  25512. Object.defineProperty(Scene.prototype, "spriteDuractionPerfCounter", {
  25513. /** @hidden */
  25514. get: function () {
  25515. BABYLON.Tools.Warn("spriteDuractionPerfCounter is deprecated. Please use SceneInstrumentation class");
  25516. return null;
  25517. },
  25518. enumerable: true,
  25519. configurable: true
  25520. });
  25521. /**
  25522. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  25523. * @returns a number
  25524. */
  25525. Scene.prototype.getAnimationRatio = function () {
  25526. return this._animationRatio !== undefined ? this._animationRatio : 1;
  25527. };
  25528. /**
  25529. * Gets an unique Id for the current render phase
  25530. * @returns a number
  25531. */
  25532. Scene.prototype.getRenderId = function () {
  25533. return this._renderId;
  25534. };
  25535. /**
  25536. * Gets an unique Id for the current frame
  25537. * @returns a number
  25538. */
  25539. Scene.prototype.getFrameId = function () {
  25540. return this._frameId;
  25541. };
  25542. /** Call this function if you want to manually increment the render Id*/
  25543. Scene.prototype.incrementRenderId = function () {
  25544. this._renderId++;
  25545. };
  25546. Scene.prototype._updatePointerPosition = function (evt) {
  25547. var canvasRect = this._engine.getRenderingCanvasClientRect();
  25548. if (!canvasRect) {
  25549. return;
  25550. }
  25551. this._pointerX = evt.clientX - canvasRect.left;
  25552. this._pointerY = evt.clientY - canvasRect.top;
  25553. this._unTranslatedPointerX = this._pointerX;
  25554. this._unTranslatedPointerY = this._pointerY;
  25555. };
  25556. Scene.prototype._createUbo = function () {
  25557. this._sceneUbo = new BABYLON.UniformBuffer(this._engine, undefined, true);
  25558. this._sceneUbo.addUniform("viewProjection", 16);
  25559. this._sceneUbo.addUniform("view", 16);
  25560. };
  25561. Scene.prototype._createAlternateUbo = function () {
  25562. this._alternateSceneUbo = new BABYLON.UniformBuffer(this._engine, undefined, true);
  25563. this._alternateSceneUbo.addUniform("viewProjection", 16);
  25564. this._alternateSceneUbo.addUniform("view", 16);
  25565. };
  25566. // Pointers handling
  25567. Scene.prototype._setRayOnPointerInfo = function (pointerInfo) {
  25568. if (pointerInfo.pickInfo) {
  25569. if (!pointerInfo.pickInfo.ray) {
  25570. pointerInfo.pickInfo.ray = this.createPickingRay(pointerInfo.event.offsetX, pointerInfo.event.offsetY, BABYLON.Matrix.Identity(), this.activeCamera);
  25571. }
  25572. }
  25573. };
  25574. /**
  25575. * Use this method to simulate a pointer move on a mesh
  25576. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  25577. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  25578. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  25579. * @returns the current scene
  25580. */
  25581. Scene.prototype.simulatePointerMove = function (pickResult, pointerEventInit) {
  25582. var evt = new PointerEvent("pointermove", pointerEventInit);
  25583. if (this._checkPrePointerObservable(pickResult, evt, BABYLON.PointerEventTypes.POINTERMOVE)) {
  25584. return this;
  25585. }
  25586. return this._processPointerMove(pickResult, evt);
  25587. };
  25588. Scene.prototype._processPointerMove = function (pickResult, evt) {
  25589. var canvas = this._engine.getRenderingCanvas();
  25590. if (!canvas) {
  25591. return this;
  25592. }
  25593. // Restore pointer
  25594. canvas.style.cursor = this.defaultCursor;
  25595. var isMeshPicked = (pickResult && pickResult.hit && pickResult.pickedMesh) ? true : false;
  25596. if (isMeshPicked) {
  25597. this.setPointerOverMesh(pickResult.pickedMesh);
  25598. if (this._pointerOverMesh && this._pointerOverMesh.actionManager && this._pointerOverMesh.actionManager.hasPointerTriggers) {
  25599. if (this._pointerOverMesh.actionManager.hoverCursor) {
  25600. canvas.style.cursor = this._pointerOverMesh.actionManager.hoverCursor;
  25601. }
  25602. else {
  25603. canvas.style.cursor = this.hoverCursor;
  25604. }
  25605. }
  25606. }
  25607. else {
  25608. this.setPointerOverMesh(null);
  25609. }
  25610. for (var _i = 0, _a = this._pointerMoveStage; _i < _a.length; _i++) {
  25611. var step = _a[_i];
  25612. pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, isMeshPicked, canvas);
  25613. }
  25614. if (pickResult) {
  25615. var type = evt.type === "mousewheel" || evt.type === "DOMMouseScroll" ? BABYLON.PointerEventTypes.POINTERWHEEL : BABYLON.PointerEventTypes.POINTERMOVE;
  25616. if (this.onPointerMove) {
  25617. this.onPointerMove(evt, pickResult, type);
  25618. }
  25619. if (this.onPointerObservable.hasObservers()) {
  25620. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  25621. this._setRayOnPointerInfo(pi);
  25622. this.onPointerObservable.notifyObservers(pi, type);
  25623. }
  25624. }
  25625. return this;
  25626. };
  25627. Scene.prototype._checkPrePointerObservable = function (pickResult, evt, type) {
  25628. var pi = new BABYLON.PointerInfoPre(type, evt, this._unTranslatedPointerX, this._unTranslatedPointerY);
  25629. if (pickResult) {
  25630. pi.ray = pickResult.ray;
  25631. }
  25632. this.onPrePointerObservable.notifyObservers(pi, type);
  25633. if (pi.skipOnPointerObservable) {
  25634. return true;
  25635. }
  25636. else {
  25637. return false;
  25638. }
  25639. };
  25640. /**
  25641. * Use this method to simulate a pointer down on a mesh
  25642. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  25643. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  25644. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  25645. * @returns the current scene
  25646. */
  25647. Scene.prototype.simulatePointerDown = function (pickResult, pointerEventInit) {
  25648. var evt = new PointerEvent("pointerdown", pointerEventInit);
  25649. if (this._checkPrePointerObservable(pickResult, evt, BABYLON.PointerEventTypes.POINTERDOWN)) {
  25650. return this;
  25651. }
  25652. return this._processPointerDown(pickResult, evt);
  25653. };
  25654. Scene.prototype._processPointerDown = function (pickResult, evt) {
  25655. var _this = this;
  25656. if (pickResult && pickResult.hit && pickResult.pickedMesh) {
  25657. this._pickedDownMesh = pickResult.pickedMesh;
  25658. var actionManager = pickResult.pickedMesh.actionManager;
  25659. if (actionManager) {
  25660. if (actionManager.hasPickTriggers) {
  25661. actionManager.processTrigger(BABYLON.ActionManager.OnPickDownTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  25662. switch (evt.button) {
  25663. case 0:
  25664. actionManager.processTrigger(BABYLON.ActionManager.OnLeftPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  25665. break;
  25666. case 1:
  25667. actionManager.processTrigger(BABYLON.ActionManager.OnCenterPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  25668. break;
  25669. case 2:
  25670. actionManager.processTrigger(BABYLON.ActionManager.OnRightPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  25671. break;
  25672. }
  25673. }
  25674. if (actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnLongPressTrigger)) {
  25675. window.setTimeout(function () {
  25676. 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);
  25677. if (pickResult && pickResult.hit && pickResult.pickedMesh && actionManager) {
  25678. if (_this._totalPointersPressed !== 0 &&
  25679. ((Date.now() - _this._startingPointerTime) > Scene.LongPressDelay) &&
  25680. !_this._isPointerSwiping()) {
  25681. _this._startingPointerTime = 0;
  25682. actionManager.processTrigger(BABYLON.ActionManager.OnLongPressTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  25683. }
  25684. }
  25685. }, Scene.LongPressDelay);
  25686. }
  25687. }
  25688. }
  25689. else {
  25690. for (var _i = 0, _a = this._pointerDownStage; _i < _a.length; _i++) {
  25691. var step = _a[_i];
  25692. pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, evt);
  25693. }
  25694. }
  25695. if (pickResult) {
  25696. var type = BABYLON.PointerEventTypes.POINTERDOWN;
  25697. if (this.onPointerDown) {
  25698. this.onPointerDown(evt, pickResult, type);
  25699. }
  25700. if (this.onPointerObservable.hasObservers()) {
  25701. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  25702. this._setRayOnPointerInfo(pi);
  25703. this.onPointerObservable.notifyObservers(pi, type);
  25704. }
  25705. }
  25706. return this;
  25707. };
  25708. /**
  25709. * Use this method to simulate a pointer up on a mesh
  25710. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  25711. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  25712. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  25713. * @returns the current scene
  25714. */
  25715. Scene.prototype.simulatePointerUp = function (pickResult, pointerEventInit) {
  25716. var evt = new PointerEvent("pointerup", pointerEventInit);
  25717. var clickInfo = new ClickInfo();
  25718. clickInfo.singleClick = true;
  25719. clickInfo.ignore = true;
  25720. if (this._checkPrePointerObservable(pickResult, evt, BABYLON.PointerEventTypes.POINTERUP)) {
  25721. return this;
  25722. }
  25723. return this._processPointerUp(pickResult, evt, clickInfo);
  25724. };
  25725. Scene.prototype._processPointerUp = function (pickResult, evt, clickInfo) {
  25726. if (pickResult && pickResult && pickResult.pickedMesh) {
  25727. this._pickedUpMesh = pickResult.pickedMesh;
  25728. if (this._pickedDownMesh === this._pickedUpMesh) {
  25729. if (this.onPointerPick) {
  25730. this.onPointerPick(evt, pickResult);
  25731. }
  25732. if (clickInfo.singleClick && !clickInfo.ignore && this.onPointerObservable.hasObservers()) {
  25733. var type_1 = BABYLON.PointerEventTypes.POINTERPICK;
  25734. var pi = new BABYLON.PointerInfo(type_1, evt, pickResult);
  25735. this._setRayOnPointerInfo(pi);
  25736. this.onPointerObservable.notifyObservers(pi, type_1);
  25737. }
  25738. }
  25739. if (pickResult.pickedMesh.actionManager) {
  25740. if (clickInfo.ignore) {
  25741. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickUpTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  25742. }
  25743. if (!clickInfo.hasSwiped && !clickInfo.ignore && clickInfo.singleClick) {
  25744. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  25745. }
  25746. if (clickInfo.doubleClick && !clickInfo.ignore && pickResult.pickedMesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger)) {
  25747. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnDoublePickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  25748. }
  25749. }
  25750. }
  25751. else {
  25752. if (!clickInfo.ignore) {
  25753. for (var _i = 0, _a = this._pointerUpStage; _i < _a.length; _i++) {
  25754. var step = _a[_i];
  25755. pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, evt);
  25756. }
  25757. }
  25758. }
  25759. if (this._pickedDownMesh &&
  25760. this._pickedDownMesh.actionManager &&
  25761. this._pickedDownMesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnPickOutTrigger) &&
  25762. this._pickedDownMesh !== this._pickedUpMesh) {
  25763. this._pickedDownMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickOutTrigger, BABYLON.ActionEvent.CreateNew(this._pickedDownMesh, evt));
  25764. }
  25765. var type = BABYLON.PointerEventTypes.POINTERUP;
  25766. if (this.onPointerObservable.hasObservers()) {
  25767. if (!clickInfo.ignore) {
  25768. if (!clickInfo.hasSwiped) {
  25769. if (clickInfo.singleClick && this.onPointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP)) {
  25770. var type_2 = BABYLON.PointerEventTypes.POINTERTAP;
  25771. var pi = new BABYLON.PointerInfo(type_2, evt, pickResult);
  25772. this._setRayOnPointerInfo(pi);
  25773. this.onPointerObservable.notifyObservers(pi, type_2);
  25774. }
  25775. if (clickInfo.doubleClick && this.onPointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP)) {
  25776. var type_3 = BABYLON.PointerEventTypes.POINTERDOUBLETAP;
  25777. var pi = new BABYLON.PointerInfo(type_3, evt, pickResult);
  25778. this._setRayOnPointerInfo(pi);
  25779. this.onPointerObservable.notifyObservers(pi, type_3);
  25780. }
  25781. }
  25782. }
  25783. else {
  25784. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  25785. this._setRayOnPointerInfo(pi);
  25786. this.onPointerObservable.notifyObservers(pi, type);
  25787. }
  25788. }
  25789. if (this.onPointerUp) {
  25790. this.onPointerUp(evt, pickResult, type);
  25791. }
  25792. return this;
  25793. };
  25794. /**
  25795. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  25796. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  25797. * @returns true if the pointer was captured
  25798. */
  25799. Scene.prototype.isPointerCaptured = function (pointerId) {
  25800. if (pointerId === void 0) { pointerId = 0; }
  25801. return this._pointerCaptures[pointerId];
  25802. };
  25803. /** @hidden */
  25804. Scene.prototype._isPointerSwiping = function () {
  25805. return Math.abs(this._startingPointerPosition.x - this._pointerX) > Scene.DragMovementThreshold ||
  25806. Math.abs(this._startingPointerPosition.y - this._pointerY) > Scene.DragMovementThreshold;
  25807. };
  25808. /**
  25809. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  25810. * @param attachUp defines if you want to attach events to pointerup
  25811. * @param attachDown defines if you want to attach events to pointerdown
  25812. * @param attachMove defines if you want to attach events to pointermove
  25813. */
  25814. Scene.prototype.attachControl = function (attachUp, attachDown, attachMove) {
  25815. var _this = this;
  25816. if (attachUp === void 0) { attachUp = true; }
  25817. if (attachDown === void 0) { attachDown = true; }
  25818. if (attachMove === void 0) { attachMove = true; }
  25819. this._initActionManager = function (act, clickInfo) {
  25820. if (!_this._meshPickProceed) {
  25821. var pickResult = _this.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, _this.pointerDownPredicate, false, _this.cameraToUseForPointers);
  25822. _this._currentPickResult = pickResult;
  25823. if (pickResult) {
  25824. act = (pickResult.hit && pickResult.pickedMesh) ? pickResult.pickedMesh.actionManager : null;
  25825. }
  25826. _this._meshPickProceed = true;
  25827. }
  25828. return act;
  25829. };
  25830. this._delayedSimpleClick = function (btn, clickInfo, cb) {
  25831. // double click delay is over and that no double click has been raised since, or the 2 consecutive keys pressed are different
  25832. if ((Date.now() - _this._previousStartingPointerTime > Scene.DoubleClickDelay && !_this._doubleClickOccured) ||
  25833. btn !== _this._previousButtonPressed) {
  25834. _this._doubleClickOccured = false;
  25835. clickInfo.singleClick = true;
  25836. clickInfo.ignore = false;
  25837. cb(clickInfo, _this._currentPickResult);
  25838. }
  25839. };
  25840. this._initClickEvent = function (obs1, obs2, evt, cb) {
  25841. var clickInfo = new ClickInfo();
  25842. _this._currentPickResult = null;
  25843. var act = null;
  25844. var checkPicking = obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERPICK) || obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERPICK)
  25845. || obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP) || obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP)
  25846. || obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP) || obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  25847. if (!checkPicking && BABYLON.ActionManager && BABYLON.ActionManager.HasPickTriggers) {
  25848. act = _this._initActionManager(act, clickInfo);
  25849. if (act)
  25850. checkPicking = act.hasPickTriggers;
  25851. }
  25852. if (checkPicking) {
  25853. var btn = evt.button;
  25854. clickInfo.hasSwiped = _this._isPointerSwiping();
  25855. if (!clickInfo.hasSwiped) {
  25856. var checkSingleClickImmediately = !Scene.ExclusiveDoubleClickMode;
  25857. if (!checkSingleClickImmediately) {
  25858. checkSingleClickImmediately = !obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP) &&
  25859. !obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  25860. if (checkSingleClickImmediately && !BABYLON.ActionManager.HasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger)) {
  25861. act = _this._initActionManager(act, clickInfo);
  25862. if (act)
  25863. checkSingleClickImmediately = !act.hasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger);
  25864. }
  25865. }
  25866. if (checkSingleClickImmediately) {
  25867. // single click detected if double click delay is over or two different successive keys pressed without exclusive double click or no double click required
  25868. if (Date.now() - _this._previousStartingPointerTime > Scene.DoubleClickDelay ||
  25869. btn !== _this._previousButtonPressed) {
  25870. clickInfo.singleClick = true;
  25871. cb(clickInfo, _this._currentPickResult);
  25872. }
  25873. }
  25874. // at least one double click is required to be check and exclusive double click is enabled
  25875. else {
  25876. // wait that no double click has been raised during the double click delay
  25877. _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;
  25878. _this._delayedSimpleClickTimeout = window.setTimeout(_this._delayedSimpleClick.bind(_this, btn, clickInfo, cb), Scene.DoubleClickDelay);
  25879. }
  25880. var checkDoubleClick = obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP) ||
  25881. obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  25882. if (!checkDoubleClick && BABYLON.ActionManager.HasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger)) {
  25883. act = _this._initActionManager(act, clickInfo);
  25884. if (act)
  25885. checkDoubleClick = act.hasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger);
  25886. }
  25887. if (checkDoubleClick) {
  25888. // two successive keys pressed are equal, double click delay is not over and double click has not just occurred
  25889. if (btn === _this._previousButtonPressed &&
  25890. Date.now() - _this._previousStartingPointerTime < Scene.DoubleClickDelay &&
  25891. !_this._doubleClickOccured) {
  25892. // pointer has not moved for 2 clicks, it's a double click
  25893. if (!clickInfo.hasSwiped &&
  25894. !_this._isPointerSwiping()) {
  25895. _this._previousStartingPointerTime = 0;
  25896. _this._doubleClickOccured = true;
  25897. clickInfo.doubleClick = true;
  25898. clickInfo.ignore = false;
  25899. if (Scene.ExclusiveDoubleClickMode && _this._previousDelayedSimpleClickTimeout) {
  25900. clearTimeout(_this._previousDelayedSimpleClickTimeout);
  25901. }
  25902. _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;
  25903. cb(clickInfo, _this._currentPickResult);
  25904. }
  25905. // if the two successive clicks are too far, it's just two simple clicks
  25906. else {
  25907. _this._doubleClickOccured = false;
  25908. _this._previousStartingPointerTime = _this._startingPointerTime;
  25909. _this._previousStartingPointerPosition.x = _this._startingPointerPosition.x;
  25910. _this._previousStartingPointerPosition.y = _this._startingPointerPosition.y;
  25911. _this._previousButtonPressed = btn;
  25912. if (Scene.ExclusiveDoubleClickMode) {
  25913. if (_this._previousDelayedSimpleClickTimeout) {
  25914. clearTimeout(_this._previousDelayedSimpleClickTimeout);
  25915. }
  25916. _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;
  25917. cb(clickInfo, _this._previousPickResult);
  25918. }
  25919. else {
  25920. cb(clickInfo, _this._currentPickResult);
  25921. }
  25922. }
  25923. }
  25924. // just the first click of the double has been raised
  25925. else {
  25926. _this._doubleClickOccured = false;
  25927. _this._previousStartingPointerTime = _this._startingPointerTime;
  25928. _this._previousStartingPointerPosition.x = _this._startingPointerPosition.x;
  25929. _this._previousStartingPointerPosition.y = _this._startingPointerPosition.y;
  25930. _this._previousButtonPressed = btn;
  25931. }
  25932. }
  25933. }
  25934. }
  25935. clickInfo.ignore = true;
  25936. cb(clickInfo, _this._currentPickResult);
  25937. };
  25938. this._onPointerMove = function (evt) {
  25939. _this._updatePointerPosition(evt);
  25940. // PreObservable support
  25941. if (_this._checkPrePointerObservable(null, evt, evt.type === "mousewheel" || evt.type === "DOMMouseScroll" ? BABYLON.PointerEventTypes.POINTERWHEEL : BABYLON.PointerEventTypes.POINTERMOVE)) {
  25942. return;
  25943. }
  25944. if (!_this.cameraToUseForPointers && !_this.activeCamera) {
  25945. return;
  25946. }
  25947. if (!_this.pointerMovePredicate) {
  25948. _this.pointerMovePredicate = function (mesh) { return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled() && (mesh.enablePointerMoveEvents || _this.constantlyUpdateMeshUnderPointer || (mesh.actionManager !== null && mesh.actionManager !== undefined)); };
  25949. }
  25950. // Meshes
  25951. var pickResult = _this.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, _this.pointerMovePredicate, false, _this.cameraToUseForPointers);
  25952. _this._processPointerMove(pickResult, evt);
  25953. };
  25954. this._onPointerDown = function (evt) {
  25955. _this._totalPointersPressed++;
  25956. _this._pickedDownMesh = null;
  25957. _this._meshPickProceed = false;
  25958. _this._updatePointerPosition(evt);
  25959. if (_this.preventDefaultOnPointerDown && canvas) {
  25960. evt.preventDefault();
  25961. canvas.focus();
  25962. }
  25963. // PreObservable support
  25964. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERDOWN)) {
  25965. return;
  25966. }
  25967. if (!_this.cameraToUseForPointers && !_this.activeCamera) {
  25968. return;
  25969. }
  25970. _this._pointerCaptures[evt.pointerId] = true;
  25971. _this._startingPointerPosition.x = _this._pointerX;
  25972. _this._startingPointerPosition.y = _this._pointerY;
  25973. _this._startingPointerTime = Date.now();
  25974. if (!_this.pointerDownPredicate) {
  25975. _this.pointerDownPredicate = function (mesh) {
  25976. return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled();
  25977. };
  25978. }
  25979. // Meshes
  25980. _this._pickedDownMesh = null;
  25981. var pickResult = _this.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, _this.pointerDownPredicate, false, _this.cameraToUseForPointers);
  25982. _this._processPointerDown(pickResult, evt);
  25983. };
  25984. this._onPointerUp = function (evt) {
  25985. if (_this._totalPointersPressed === 0) { // We are attaching the pointer up to windows because of a bug in FF
  25986. return; // So we need to test it the pointer down was pressed before.
  25987. }
  25988. _this._totalPointersPressed--;
  25989. _this._pickedUpMesh = null;
  25990. _this._meshPickProceed = false;
  25991. _this._updatePointerPosition(evt);
  25992. _this._initClickEvent(_this.onPrePointerObservable, _this.onPointerObservable, evt, function (clickInfo, pickResult) {
  25993. // PreObservable support
  25994. if (_this.onPrePointerObservable.hasObservers()) {
  25995. if (!clickInfo.ignore) {
  25996. if (!clickInfo.hasSwiped) {
  25997. if (clickInfo.singleClick && _this.onPrePointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP)) {
  25998. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERTAP)) {
  25999. return;
  26000. }
  26001. }
  26002. if (clickInfo.doubleClick && _this.onPrePointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP)) {
  26003. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERDOUBLETAP)) {
  26004. return;
  26005. }
  26006. }
  26007. }
  26008. }
  26009. else {
  26010. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERUP)) {
  26011. return;
  26012. }
  26013. }
  26014. }
  26015. if (!_this.cameraToUseForPointers && !_this.activeCamera) {
  26016. return;
  26017. }
  26018. _this._pointerCaptures[evt.pointerId] = false;
  26019. if (!_this.pointerUpPredicate) {
  26020. _this.pointerUpPredicate = function (mesh) {
  26021. return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled();
  26022. };
  26023. }
  26024. // Meshes
  26025. if (!_this._meshPickProceed && (BABYLON.ActionManager && BABYLON.ActionManager.HasTriggers || _this.onPointerObservable.hasObservers())) {
  26026. _this._initActionManager(null, clickInfo);
  26027. }
  26028. if (!pickResult) {
  26029. pickResult = _this._currentPickResult;
  26030. }
  26031. _this._processPointerUp(pickResult, evt, clickInfo);
  26032. _this._previousPickResult = _this._currentPickResult;
  26033. });
  26034. };
  26035. this._onKeyDown = function (evt) {
  26036. var type = BABYLON.KeyboardEventTypes.KEYDOWN;
  26037. if (_this.onPreKeyboardObservable.hasObservers()) {
  26038. var pi = new BABYLON.KeyboardInfoPre(type, evt);
  26039. _this.onPreKeyboardObservable.notifyObservers(pi, type);
  26040. if (pi.skipOnPointerObservable) {
  26041. return;
  26042. }
  26043. }
  26044. if (_this.onKeyboardObservable.hasObservers()) {
  26045. var pi = new BABYLON.KeyboardInfo(type, evt);
  26046. _this.onKeyboardObservable.notifyObservers(pi, type);
  26047. }
  26048. if (_this.actionManager) {
  26049. _this.actionManager.processTrigger(BABYLON.ActionManager.OnKeyDownTrigger, BABYLON.ActionEvent.CreateNewFromScene(_this, evt));
  26050. }
  26051. };
  26052. this._onKeyUp = function (evt) {
  26053. var type = BABYLON.KeyboardEventTypes.KEYUP;
  26054. if (_this.onPreKeyboardObservable.hasObservers()) {
  26055. var pi = new BABYLON.KeyboardInfoPre(type, evt);
  26056. _this.onPreKeyboardObservable.notifyObservers(pi, type);
  26057. if (pi.skipOnPointerObservable) {
  26058. return;
  26059. }
  26060. }
  26061. if (_this.onKeyboardObservable.hasObservers()) {
  26062. var pi = new BABYLON.KeyboardInfo(type, evt);
  26063. _this.onKeyboardObservable.notifyObservers(pi, type);
  26064. }
  26065. if (_this.actionManager) {
  26066. _this.actionManager.processTrigger(BABYLON.ActionManager.OnKeyUpTrigger, BABYLON.ActionEvent.CreateNewFromScene(_this, evt));
  26067. }
  26068. };
  26069. var engine = this.getEngine();
  26070. this._onCanvasFocusObserver = engine.onCanvasFocusObservable.add(function () {
  26071. if (!canvas) {
  26072. return;
  26073. }
  26074. canvas.addEventListener("keydown", _this._onKeyDown, false);
  26075. canvas.addEventListener("keyup", _this._onKeyUp, false);
  26076. });
  26077. this._onCanvasBlurObserver = engine.onCanvasBlurObservable.add(function () {
  26078. if (!canvas) {
  26079. return;
  26080. }
  26081. canvas.removeEventListener("keydown", _this._onKeyDown);
  26082. canvas.removeEventListener("keyup", _this._onKeyUp);
  26083. });
  26084. var eventPrefix = BABYLON.Tools.GetPointerPrefix();
  26085. var canvas = this._engine.getRenderingCanvas();
  26086. if (!canvas) {
  26087. return;
  26088. }
  26089. if (attachMove) {
  26090. canvas.addEventListener(eventPrefix + "move", this._onPointerMove, false);
  26091. // Wheel
  26092. canvas.addEventListener('mousewheel', this._onPointerMove, false);
  26093. canvas.addEventListener('DOMMouseScroll', this._onPointerMove, false);
  26094. }
  26095. if (attachDown) {
  26096. canvas.addEventListener(eventPrefix + "down", this._onPointerDown, false);
  26097. }
  26098. if (attachUp) {
  26099. window.addEventListener(eventPrefix + "up", this._onPointerUp, false);
  26100. }
  26101. canvas.tabIndex = 1;
  26102. };
  26103. /** Detaches all event handlers*/
  26104. Scene.prototype.detachControl = function () {
  26105. var engine = this.getEngine();
  26106. var eventPrefix = BABYLON.Tools.GetPointerPrefix();
  26107. var canvas = engine.getRenderingCanvas();
  26108. if (!canvas) {
  26109. return;
  26110. }
  26111. canvas.removeEventListener(eventPrefix + "move", this._onPointerMove);
  26112. canvas.removeEventListener(eventPrefix + "down", this._onPointerDown);
  26113. window.removeEventListener(eventPrefix + "up", this._onPointerUp);
  26114. if (this._onCanvasBlurObserver) {
  26115. engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  26116. }
  26117. if (this._onCanvasFocusObserver) {
  26118. engine.onCanvasFocusObservable.remove(this._onCanvasFocusObserver);
  26119. }
  26120. // Wheel
  26121. canvas.removeEventListener('mousewheel', this._onPointerMove);
  26122. canvas.removeEventListener('DOMMouseScroll', this._onPointerMove);
  26123. // Keyboard
  26124. canvas.removeEventListener("keydown", this._onKeyDown);
  26125. canvas.removeEventListener("keyup", this._onKeyUp);
  26126. // Observables
  26127. this.onKeyboardObservable.clear();
  26128. this.onPreKeyboardObservable.clear();
  26129. this.onPointerObservable.clear();
  26130. this.onPrePointerObservable.clear();
  26131. };
  26132. /**
  26133. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  26134. * Delay loaded resources are not taking in account
  26135. * @return true if all required resources are ready
  26136. */
  26137. Scene.prototype.isReady = function () {
  26138. if (this._isDisposed) {
  26139. return false;
  26140. }
  26141. if (this._pendingData.length > 0) {
  26142. return false;
  26143. }
  26144. var index;
  26145. var engine = this.getEngine();
  26146. // Geometries
  26147. for (index = 0; index < this.geometries.length; index++) {
  26148. var geometry = this.geometries[index];
  26149. if (geometry.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  26150. return false;
  26151. }
  26152. }
  26153. // Meshes
  26154. for (index = 0; index < this.meshes.length; index++) {
  26155. var mesh = this.meshes[index];
  26156. if (!mesh.isEnabled()) {
  26157. continue;
  26158. }
  26159. if (!mesh.subMeshes || mesh.subMeshes.length === 0) {
  26160. continue;
  26161. }
  26162. if (!mesh.isReady(true)) {
  26163. return false;
  26164. }
  26165. var hardwareInstancedRendering = mesh.getClassName() === "InstancedMesh" || engine.getCaps().instancedArrays && mesh.instances.length > 0;
  26166. // Is Ready For Mesh
  26167. for (var _i = 0, _a = this._isReadyForMeshStage; _i < _a.length; _i++) {
  26168. var step = _a[_i];
  26169. if (!step.action(mesh, hardwareInstancedRendering)) {
  26170. return false;
  26171. }
  26172. }
  26173. }
  26174. // Post-processes
  26175. if (this.activeCameras && this.activeCameras.length > 0) {
  26176. for (var _b = 0, _c = this.activeCameras; _b < _c.length; _b++) {
  26177. var camera = _c[_b];
  26178. if (!camera.isReady(true)) {
  26179. return false;
  26180. }
  26181. }
  26182. }
  26183. else if (this.activeCamera) {
  26184. if (!this.activeCamera.isReady(true)) {
  26185. return false;
  26186. }
  26187. }
  26188. // Particles
  26189. for (var _d = 0, _e = this.particleSystems; _d < _e.length; _d++) {
  26190. var particleSystem = _e[_d];
  26191. if (!particleSystem.isReady()) {
  26192. return false;
  26193. }
  26194. }
  26195. return true;
  26196. };
  26197. /** Resets all cached information relative to material (including effect and visibility) */
  26198. Scene.prototype.resetCachedMaterial = function () {
  26199. this._cachedMaterial = null;
  26200. this._cachedEffect = null;
  26201. this._cachedVisibility = null;
  26202. };
  26203. /**
  26204. * Registers a function to be called before every frame render
  26205. * @param func defines the function to register
  26206. */
  26207. Scene.prototype.registerBeforeRender = function (func) {
  26208. this.onBeforeRenderObservable.add(func);
  26209. };
  26210. /**
  26211. * Unregisters a function called before every frame render
  26212. * @param func defines the function to unregister
  26213. */
  26214. Scene.prototype.unregisterBeforeRender = function (func) {
  26215. this.onBeforeRenderObservable.removeCallback(func);
  26216. };
  26217. /**
  26218. * Registers a function to be called after every frame render
  26219. * @param func defines the function to register
  26220. */
  26221. Scene.prototype.registerAfterRender = function (func) {
  26222. this.onAfterRenderObservable.add(func);
  26223. };
  26224. /**
  26225. * Unregisters a function called after every frame render
  26226. * @param func defines the function to unregister
  26227. */
  26228. Scene.prototype.unregisterAfterRender = function (func) {
  26229. this.onAfterRenderObservable.removeCallback(func);
  26230. };
  26231. Scene.prototype._executeOnceBeforeRender = function (func) {
  26232. var _this = this;
  26233. var execFunc = function () {
  26234. func();
  26235. setTimeout(function () {
  26236. _this.unregisterBeforeRender(execFunc);
  26237. });
  26238. };
  26239. this.registerBeforeRender(execFunc);
  26240. };
  26241. /**
  26242. * The provided function will run before render once and will be disposed afterwards.
  26243. * A timeout delay can be provided so that the function will be executed in N ms.
  26244. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  26245. * @param func The function to be executed.
  26246. * @param timeout optional delay in ms
  26247. */
  26248. Scene.prototype.executeOnceBeforeRender = function (func, timeout) {
  26249. var _this = this;
  26250. if (timeout !== undefined) {
  26251. setTimeout(function () {
  26252. _this._executeOnceBeforeRender(func);
  26253. }, timeout);
  26254. }
  26255. else {
  26256. this._executeOnceBeforeRender(func);
  26257. }
  26258. };
  26259. /** @hidden */
  26260. Scene.prototype._addPendingData = function (data) {
  26261. this._pendingData.push(data);
  26262. };
  26263. /** @hidden */
  26264. Scene.prototype._removePendingData = function (data) {
  26265. var wasLoading = this.isLoading;
  26266. var index = this._pendingData.indexOf(data);
  26267. if (index !== -1) {
  26268. this._pendingData.splice(index, 1);
  26269. }
  26270. if (wasLoading && !this.isLoading) {
  26271. this.onDataLoadedObservable.notifyObservers(this);
  26272. }
  26273. };
  26274. /**
  26275. * Returns the number of items waiting to be loaded
  26276. * @returns the number of items waiting to be loaded
  26277. */
  26278. Scene.prototype.getWaitingItemsCount = function () {
  26279. return this._pendingData.length;
  26280. };
  26281. Object.defineProperty(Scene.prototype, "isLoading", {
  26282. /**
  26283. * Returns a boolean indicating if the scene is still loading data
  26284. */
  26285. get: function () {
  26286. return this._pendingData.length > 0;
  26287. },
  26288. enumerable: true,
  26289. configurable: true
  26290. });
  26291. /**
  26292. * Registers a function to be executed when the scene is ready
  26293. * @param {Function} func - the function to be executed
  26294. */
  26295. Scene.prototype.executeWhenReady = function (func) {
  26296. var _this = this;
  26297. this.onReadyObservable.add(func);
  26298. if (this._executeWhenReadyTimeoutId !== -1) {
  26299. return;
  26300. }
  26301. this._executeWhenReadyTimeoutId = setTimeout(function () {
  26302. _this._checkIsReady();
  26303. }, 150);
  26304. };
  26305. /**
  26306. * Returns a promise that resolves when the scene is ready
  26307. * @returns A promise that resolves when the scene is ready
  26308. */
  26309. Scene.prototype.whenReadyAsync = function () {
  26310. var _this = this;
  26311. return new Promise(function (resolve) {
  26312. _this.executeWhenReady(function () {
  26313. resolve();
  26314. });
  26315. });
  26316. };
  26317. /** @hidden */
  26318. Scene.prototype._checkIsReady = function () {
  26319. var _this = this;
  26320. this._registerTransientComponents();
  26321. if (this.isReady()) {
  26322. this.onReadyObservable.notifyObservers(this);
  26323. this.onReadyObservable.clear();
  26324. this._executeWhenReadyTimeoutId = -1;
  26325. return;
  26326. }
  26327. this._executeWhenReadyTimeoutId = setTimeout(function () {
  26328. _this._checkIsReady();
  26329. }, 150);
  26330. };
  26331. // Animations
  26332. /**
  26333. * Will start the animation sequence of a given target
  26334. * @param target defines the target
  26335. * @param from defines from which frame should animation start
  26336. * @param to defines until which frame should animation run.
  26337. * @param weight defines the weight to apply to the animation (1.0 by default)
  26338. * @param loop defines if the animation loops
  26339. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  26340. * @param onAnimationEnd defines the function to be executed when the animation ends
  26341. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  26342. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  26343. * @returns the animatable object created for this animation
  26344. */
  26345. Scene.prototype.beginWeightedAnimation = function (target, from, to, weight, loop, speedRatio, onAnimationEnd, animatable, targetMask) {
  26346. if (weight === void 0) { weight = 1.0; }
  26347. if (speedRatio === void 0) { speedRatio = 1.0; }
  26348. var returnedAnimatable = this.beginAnimation(target, from, to, loop, speedRatio, onAnimationEnd, animatable, false, targetMask);
  26349. returnedAnimatable.weight = weight;
  26350. return returnedAnimatable;
  26351. };
  26352. /**
  26353. * Will start the animation sequence of a given target
  26354. * @param target defines the target
  26355. * @param from defines from which frame should animation start
  26356. * @param to defines until which frame should animation run.
  26357. * @param loop defines if the animation loops
  26358. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  26359. * @param onAnimationEnd defines the function to be executed when the animation ends
  26360. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  26361. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  26362. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  26363. * @returns the animatable object created for this animation
  26364. */
  26365. Scene.prototype.beginAnimation = function (target, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask) {
  26366. if (speedRatio === void 0) { speedRatio = 1.0; }
  26367. if (stopCurrent === void 0) { stopCurrent = true; }
  26368. if (from > to && speedRatio > 0) {
  26369. speedRatio *= -1;
  26370. }
  26371. if (stopCurrent) {
  26372. this.stopAnimation(target, undefined, targetMask);
  26373. }
  26374. if (!animatable) {
  26375. animatable = new BABYLON.Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd);
  26376. }
  26377. var shouldRunTargetAnimations = targetMask ? targetMask(target) : true;
  26378. // Local animations
  26379. if (target.animations && shouldRunTargetAnimations) {
  26380. animatable.appendAnimations(target, target.animations);
  26381. }
  26382. // Children animations
  26383. if (target.getAnimatables) {
  26384. var animatables = target.getAnimatables();
  26385. for (var index = 0; index < animatables.length; index++) {
  26386. this.beginAnimation(animatables[index], from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask);
  26387. }
  26388. }
  26389. animatable.reset();
  26390. return animatable;
  26391. };
  26392. /**
  26393. * Begin a new animation on a given node
  26394. * @param target defines the target where the animation will take place
  26395. * @param animations defines the list of animations to start
  26396. * @param from defines the initial value
  26397. * @param to defines the final value
  26398. * @param loop defines if you want animation to loop (off by default)
  26399. * @param speedRatio defines the speed ratio to apply to all animations
  26400. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  26401. * @returns the list of created animatables
  26402. */
  26403. Scene.prototype.beginDirectAnimation = function (target, animations, from, to, loop, speedRatio, onAnimationEnd) {
  26404. if (speedRatio === undefined) {
  26405. speedRatio = 1.0;
  26406. }
  26407. var animatable = new BABYLON.Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd, animations);
  26408. return animatable;
  26409. };
  26410. /**
  26411. * Begin a new animation on a given node and its hierarchy
  26412. * @param target defines the root node where the animation will take place
  26413. * @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.
  26414. * @param animations defines the list of animations to start
  26415. * @param from defines the initial value
  26416. * @param to defines the final value
  26417. * @param loop defines if you want animation to loop (off by default)
  26418. * @param speedRatio defines the speed ratio to apply to all animations
  26419. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  26420. * @returns the list of animatables created for all nodes
  26421. */
  26422. Scene.prototype.beginDirectHierarchyAnimation = function (target, directDescendantsOnly, animations, from, to, loop, speedRatio, onAnimationEnd) {
  26423. var children = target.getDescendants(directDescendantsOnly);
  26424. var result = [];
  26425. result.push(this.beginDirectAnimation(target, animations, from, to, loop, speedRatio, onAnimationEnd));
  26426. for (var _i = 0, children_1 = children; _i < children_1.length; _i++) {
  26427. var child = children_1[_i];
  26428. result.push(this.beginDirectAnimation(child, animations, from, to, loop, speedRatio, onAnimationEnd));
  26429. }
  26430. return result;
  26431. };
  26432. /**
  26433. * Gets the animatable associated with a specific target
  26434. * @param target defines the target of the animatable
  26435. * @returns the required animatable if found
  26436. */
  26437. Scene.prototype.getAnimatableByTarget = function (target) {
  26438. for (var index = 0; index < this._activeAnimatables.length; index++) {
  26439. if (this._activeAnimatables[index].target === target) {
  26440. return this._activeAnimatables[index];
  26441. }
  26442. }
  26443. return null;
  26444. };
  26445. /**
  26446. * Gets all animatables associated with a given target
  26447. * @param target defines the target to look animatables for
  26448. * @returns an array of Animatables
  26449. */
  26450. Scene.prototype.getAllAnimatablesByTarget = function (target) {
  26451. var result = [];
  26452. for (var index = 0; index < this._activeAnimatables.length; index++) {
  26453. if (this._activeAnimatables[index].target === target) {
  26454. result.push(this._activeAnimatables[index]);
  26455. }
  26456. }
  26457. return result;
  26458. };
  26459. Object.defineProperty(Scene.prototype, "animatables", {
  26460. /**
  26461. * Gets all animatable attached to the scene
  26462. */
  26463. get: function () {
  26464. return this._activeAnimatables;
  26465. },
  26466. enumerable: true,
  26467. configurable: true
  26468. });
  26469. /**
  26470. * Will stop the animation of the given target
  26471. * @param target - the target
  26472. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  26473. * @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)
  26474. */
  26475. Scene.prototype.stopAnimation = function (target, animationName, targetMask) {
  26476. var animatables = this.getAllAnimatablesByTarget(target);
  26477. for (var _i = 0, animatables_1 = animatables; _i < animatables_1.length; _i++) {
  26478. var animatable = animatables_1[_i];
  26479. animatable.stop(animationName, targetMask);
  26480. }
  26481. };
  26482. /**
  26483. * Stops and removes all animations that have been applied to the scene
  26484. */
  26485. Scene.prototype.stopAllAnimations = function () {
  26486. if (this._activeAnimatables) {
  26487. for (var i = 0; i < this._activeAnimatables.length; i++) {
  26488. this._activeAnimatables[i].stop();
  26489. }
  26490. this._activeAnimatables = [];
  26491. }
  26492. for (var _i = 0, _a = this.animationGroups; _i < _a.length; _i++) {
  26493. var group = _a[_i];
  26494. group.stop();
  26495. }
  26496. };
  26497. Scene.prototype._animate = function () {
  26498. if (!this.animationsEnabled || this._activeAnimatables.length === 0) {
  26499. return;
  26500. }
  26501. // Getting time
  26502. var now = BABYLON.Tools.Now;
  26503. if (!this._animationTimeLast) {
  26504. if (this._pendingData.length > 0) {
  26505. return;
  26506. }
  26507. this._animationTimeLast = now;
  26508. }
  26509. var deltaTime = this.useConstantAnimationDeltaTime ? 16.0 : (now - this._animationTimeLast) * this.animationTimeScale;
  26510. this._animationTime += deltaTime;
  26511. this._animationTimeLast = now;
  26512. for (var index = 0; index < this._activeAnimatables.length; index++) {
  26513. this._activeAnimatables[index]._animate(this._animationTime);
  26514. }
  26515. // Late animation bindings
  26516. this._processLateAnimationBindings();
  26517. };
  26518. /** @hidden */
  26519. Scene.prototype._registerTargetForLateAnimationBinding = function (runtimeAnimation, originalValue) {
  26520. var target = runtimeAnimation.target;
  26521. this._registeredForLateAnimationBindings.pushNoDuplicate(target);
  26522. if (!target._lateAnimationHolders) {
  26523. target._lateAnimationHolders = {};
  26524. }
  26525. if (!target._lateAnimationHolders[runtimeAnimation.targetPath]) {
  26526. target._lateAnimationHolders[runtimeAnimation.targetPath] = {
  26527. totalWeight: 0,
  26528. animations: [],
  26529. originalValue: originalValue
  26530. };
  26531. }
  26532. target._lateAnimationHolders[runtimeAnimation.targetPath].animations.push(runtimeAnimation);
  26533. target._lateAnimationHolders[runtimeAnimation.targetPath].totalWeight += runtimeAnimation.weight;
  26534. };
  26535. Scene.prototype._processLateAnimationBindingsForMatrices = function (holder) {
  26536. var normalizer = 1.0;
  26537. var finalPosition = BABYLON.Tmp.Vector3[0];
  26538. var finalScaling = BABYLON.Tmp.Vector3[1];
  26539. var finalQuaternion = BABYLON.Tmp.Quaternion[0];
  26540. var startIndex = 0;
  26541. var originalAnimation = holder.animations[0];
  26542. var originalValue = holder.originalValue;
  26543. var scale = 1;
  26544. if (holder.totalWeight < 1.0) {
  26545. // We need to mix the original value in
  26546. originalValue.decompose(finalScaling, finalQuaternion, finalPosition);
  26547. scale = 1.0 - holder.totalWeight;
  26548. }
  26549. else {
  26550. startIndex = 1;
  26551. // We need to normalize the weights
  26552. normalizer = holder.totalWeight;
  26553. originalAnimation.currentValue.decompose(finalScaling, finalQuaternion, finalPosition);
  26554. scale = originalAnimation.weight / normalizer;
  26555. if (scale == 1) {
  26556. return originalAnimation.currentValue;
  26557. }
  26558. }
  26559. finalScaling.scaleInPlace(scale);
  26560. finalPosition.scaleInPlace(scale);
  26561. finalQuaternion.scaleInPlace(scale);
  26562. for (var animIndex = startIndex; animIndex < holder.animations.length; animIndex++) {
  26563. var runtimeAnimation = holder.animations[animIndex];
  26564. var scale = runtimeAnimation.weight / normalizer;
  26565. var currentPosition = BABYLON.Tmp.Vector3[2];
  26566. var currentScaling = BABYLON.Tmp.Vector3[3];
  26567. var currentQuaternion = BABYLON.Tmp.Quaternion[1];
  26568. runtimeAnimation.currentValue.decompose(currentScaling, currentQuaternion, currentPosition);
  26569. currentScaling.scaleAndAddToRef(scale, finalScaling);
  26570. currentQuaternion.scaleAndAddToRef(scale, finalQuaternion);
  26571. currentPosition.scaleAndAddToRef(scale, finalPosition);
  26572. }
  26573. BABYLON.Matrix.ComposeToRef(finalScaling, finalQuaternion, finalPosition, originalAnimation._workValue);
  26574. return originalAnimation._workValue;
  26575. };
  26576. Scene.prototype._processLateAnimationBindingsForQuaternions = function (holder, refQuaternion) {
  26577. var originalAnimation = holder.animations[0];
  26578. var originalValue = holder.originalValue;
  26579. if (holder.animations.length === 1) {
  26580. BABYLON.Quaternion.SlerpToRef(originalValue, originalAnimation.currentValue, Math.min(1.0, holder.totalWeight), refQuaternion);
  26581. return refQuaternion;
  26582. }
  26583. var normalizer = 1.0;
  26584. var quaternions;
  26585. var weights;
  26586. if (holder.totalWeight < 1.0) {
  26587. var scale = 1.0 - holder.totalWeight;
  26588. quaternions = [];
  26589. weights = [];
  26590. quaternions.push(originalValue);
  26591. weights.push(scale);
  26592. }
  26593. else {
  26594. if (holder.animations.length === 2) { // Slerp as soon as we can
  26595. BABYLON.Quaternion.SlerpToRef(holder.animations[0].currentValue, holder.animations[1].currentValue, holder.animations[1].weight / holder.totalWeight, refQuaternion);
  26596. return refQuaternion;
  26597. }
  26598. quaternions = [];
  26599. weights = [];
  26600. normalizer = holder.totalWeight;
  26601. }
  26602. for (var animIndex = 0; animIndex < holder.animations.length; animIndex++) {
  26603. var runtimeAnimation = holder.animations[animIndex];
  26604. quaternions.push(runtimeAnimation.currentValue);
  26605. weights.push(runtimeAnimation.weight / normalizer);
  26606. }
  26607. // https://gamedev.stackexchange.com/questions/62354/method-for-interpolation-between-3-quaternions
  26608. var cumulativeAmount = 0;
  26609. var cumulativeQuaternion = null;
  26610. for (var index = 0; index < quaternions.length;) {
  26611. if (!cumulativeQuaternion) {
  26612. BABYLON.Quaternion.SlerpToRef(quaternions[index], quaternions[index + 1], weights[index + 1] / (weights[index] + weights[index + 1]), refQuaternion);
  26613. cumulativeQuaternion = refQuaternion;
  26614. cumulativeAmount = weights[index] + weights[index + 1];
  26615. index += 2;
  26616. continue;
  26617. }
  26618. cumulativeAmount += weights[index];
  26619. BABYLON.Quaternion.SlerpToRef(cumulativeQuaternion, quaternions[index], weights[index] / cumulativeAmount, cumulativeQuaternion);
  26620. index++;
  26621. }
  26622. return cumulativeQuaternion;
  26623. };
  26624. Scene.prototype._processLateAnimationBindings = function () {
  26625. if (!this._registeredForLateAnimationBindings.length) {
  26626. return;
  26627. }
  26628. for (var index = 0; index < this._registeredForLateAnimationBindings.length; index++) {
  26629. var target = this._registeredForLateAnimationBindings.data[index];
  26630. for (var path in target._lateAnimationHolders) {
  26631. var holder = target._lateAnimationHolders[path];
  26632. var originalAnimation = holder.animations[0];
  26633. var originalValue = holder.originalValue;
  26634. var matrixDecomposeMode = BABYLON.Animation.AllowMatrixDecomposeForInterpolation && originalValue.m; // ie. data is matrix
  26635. var finalValue = target[path];
  26636. if (matrixDecomposeMode) {
  26637. finalValue = this._processLateAnimationBindingsForMatrices(holder);
  26638. }
  26639. else {
  26640. var quaternionMode = originalValue.w !== undefined;
  26641. if (quaternionMode) {
  26642. finalValue = this._processLateAnimationBindingsForQuaternions(holder, finalValue || BABYLON.Quaternion.Identity());
  26643. }
  26644. else {
  26645. var startIndex = 0;
  26646. var normalizer = 1.0;
  26647. if (holder.totalWeight < 1.0) {
  26648. // We need to mix the original value in
  26649. if (originalValue.scale) {
  26650. finalValue = originalValue.scale(1.0 - holder.totalWeight);
  26651. }
  26652. else {
  26653. finalValue = originalValue * (1.0 - holder.totalWeight);
  26654. }
  26655. }
  26656. else {
  26657. // We need to normalize the weights
  26658. normalizer = holder.totalWeight;
  26659. var scale_1 = originalAnimation.weight / normalizer;
  26660. if (scale_1 !== 1) {
  26661. if (originalAnimation.currentValue.scale) {
  26662. finalValue = originalAnimation.currentValue.scale(scale_1);
  26663. }
  26664. else {
  26665. finalValue = originalAnimation.currentValue * scale_1;
  26666. }
  26667. }
  26668. else {
  26669. finalValue = originalAnimation.currentValue;
  26670. }
  26671. startIndex = 1;
  26672. }
  26673. for (var animIndex = startIndex; animIndex < holder.animations.length; animIndex++) {
  26674. var runtimeAnimation = holder.animations[animIndex];
  26675. var scale = runtimeAnimation.weight / normalizer;
  26676. if (runtimeAnimation.currentValue.scaleAndAddToRef) {
  26677. runtimeAnimation.currentValue.scaleAndAddToRef(scale, finalValue);
  26678. }
  26679. else {
  26680. finalValue += runtimeAnimation.currentValue * scale;
  26681. }
  26682. }
  26683. }
  26684. }
  26685. target[path] = finalValue;
  26686. }
  26687. target._lateAnimationHolders = {};
  26688. }
  26689. this._registeredForLateAnimationBindings.reset();
  26690. };
  26691. // Matrix
  26692. /** @hidden */
  26693. Scene.prototype._switchToAlternateCameraConfiguration = function (active) {
  26694. this._useAlternateCameraConfiguration = active;
  26695. };
  26696. /**
  26697. * Gets the current view matrix
  26698. * @returns a Matrix
  26699. */
  26700. Scene.prototype.getViewMatrix = function () {
  26701. return this._useAlternateCameraConfiguration ? this._alternateViewMatrix : this._viewMatrix;
  26702. };
  26703. /**
  26704. * Gets the current projection matrix
  26705. * @returns a Matrix
  26706. */
  26707. Scene.prototype.getProjectionMatrix = function () {
  26708. return this._useAlternateCameraConfiguration ? this._alternateProjectionMatrix : this._projectionMatrix;
  26709. };
  26710. /**
  26711. * Gets the current transform matrix
  26712. * @returns a Matrix made of View * Projection
  26713. */
  26714. Scene.prototype.getTransformMatrix = function () {
  26715. return this._useAlternateCameraConfiguration ? this._alternateTransformMatrix : this._transformMatrix;
  26716. };
  26717. /**
  26718. * Sets the current transform matrix
  26719. * @param view defines the View matrix to use
  26720. * @param projection defines the Projection matrix to use
  26721. */
  26722. Scene.prototype.setTransformMatrix = function (view, projection) {
  26723. if (this._viewUpdateFlag === view.updateFlag && this._projectionUpdateFlag === projection.updateFlag) {
  26724. return;
  26725. }
  26726. this._viewUpdateFlag = view.updateFlag;
  26727. this._projectionUpdateFlag = projection.updateFlag;
  26728. this._viewMatrix = view;
  26729. this._projectionMatrix = projection;
  26730. this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  26731. // Update frustum
  26732. if (!this._frustumPlanes) {
  26733. this._frustumPlanes = BABYLON.Frustum.GetPlanes(this._transformMatrix);
  26734. }
  26735. else {
  26736. BABYLON.Frustum.GetPlanesToRef(this._transformMatrix, this._frustumPlanes);
  26737. }
  26738. if (this.activeCamera && this.activeCamera._alternateCamera) {
  26739. var otherCamera = this.activeCamera._alternateCamera;
  26740. otherCamera.getViewMatrix().multiplyToRef(otherCamera.getProjectionMatrix(), BABYLON.Tmp.Matrix[0]);
  26741. BABYLON.Frustum.GetRightPlaneToRef(BABYLON.Tmp.Matrix[0], this._frustumPlanes[3]); // Replace right plane by second camera right plane
  26742. }
  26743. if (this._sceneUbo.useUbo) {
  26744. this._sceneUbo.updateMatrix("viewProjection", this._transformMatrix);
  26745. this._sceneUbo.updateMatrix("view", this._viewMatrix);
  26746. this._sceneUbo.update();
  26747. }
  26748. };
  26749. /** @hidden */
  26750. Scene.prototype._setAlternateTransformMatrix = function (view, projection) {
  26751. if (this._alternateViewUpdateFlag === view.updateFlag && this._alternateProjectionUpdateFlag === projection.updateFlag) {
  26752. return;
  26753. }
  26754. this._alternateViewUpdateFlag = view.updateFlag;
  26755. this._alternateProjectionUpdateFlag = projection.updateFlag;
  26756. this._alternateViewMatrix = view;
  26757. this._alternateProjectionMatrix = projection;
  26758. if (!this._alternateTransformMatrix) {
  26759. this._alternateTransformMatrix = BABYLON.Matrix.Zero();
  26760. }
  26761. this._alternateViewMatrix.multiplyToRef(this._alternateProjectionMatrix, this._alternateTransformMatrix);
  26762. if (!this._alternateSceneUbo) {
  26763. this._createAlternateUbo();
  26764. }
  26765. if (this._alternateSceneUbo.useUbo) {
  26766. this._alternateSceneUbo.updateMatrix("viewProjection", this._alternateTransformMatrix);
  26767. this._alternateSceneUbo.updateMatrix("view", this._alternateViewMatrix);
  26768. this._alternateSceneUbo.update();
  26769. }
  26770. };
  26771. /**
  26772. * Gets the uniform buffer used to store scene data
  26773. * @returns a UniformBuffer
  26774. */
  26775. Scene.prototype.getSceneUniformBuffer = function () {
  26776. return this._useAlternateCameraConfiguration ? this._alternateSceneUbo : this._sceneUbo;
  26777. };
  26778. /**
  26779. * Gets an unique (relatively to the current scene) Id
  26780. * @returns an unique number for the scene
  26781. */
  26782. Scene.prototype.getUniqueId = function () {
  26783. var result = Scene._uniqueIdCounter;
  26784. Scene._uniqueIdCounter++;
  26785. return result;
  26786. };
  26787. /**
  26788. * Add a mesh to the list of scene's meshes
  26789. * @param newMesh defines the mesh to add
  26790. * @param recursive if all child meshes should also be added to the scene
  26791. */
  26792. Scene.prototype.addMesh = function (newMesh, recursive) {
  26793. var _this = this;
  26794. if (recursive === void 0) { recursive = false; }
  26795. this.meshes.push(newMesh);
  26796. //notify the collision coordinator
  26797. if (this.collisionCoordinator) {
  26798. this.collisionCoordinator.onMeshAdded(newMesh);
  26799. }
  26800. newMesh._resyncLightSources();
  26801. this.onNewMeshAddedObservable.notifyObservers(newMesh);
  26802. if (recursive) {
  26803. newMesh.getChildMeshes().forEach(function (m) {
  26804. _this.addMesh(m);
  26805. });
  26806. }
  26807. };
  26808. /**
  26809. * Remove a mesh for the list of scene's meshes
  26810. * @param toRemove defines the mesh to remove
  26811. * @param recursive if all child meshes should also be removed from the scene
  26812. * @returns the index where the mesh was in the mesh list
  26813. */
  26814. Scene.prototype.removeMesh = function (toRemove, recursive) {
  26815. var _this = this;
  26816. if (recursive === void 0) { recursive = false; }
  26817. var index = this.meshes.indexOf(toRemove);
  26818. if (index !== -1) {
  26819. // Remove from the scene if mesh found
  26820. this.meshes.splice(index, 1);
  26821. }
  26822. this.onMeshRemovedObservable.notifyObservers(toRemove);
  26823. if (recursive) {
  26824. toRemove.getChildMeshes().forEach(function (m) {
  26825. _this.removeMesh(m);
  26826. });
  26827. }
  26828. return index;
  26829. };
  26830. /**
  26831. * Add a transform node to the list of scene's transform nodes
  26832. * @param newTransformNode defines the transform node to add
  26833. */
  26834. Scene.prototype.addTransformNode = function (newTransformNode) {
  26835. this.transformNodes.push(newTransformNode);
  26836. this.onNewTransformNodeAddedObservable.notifyObservers(newTransformNode);
  26837. };
  26838. /**
  26839. * Remove a transform node for the list of scene's transform nodes
  26840. * @param toRemove defines the transform node to remove
  26841. * @returns the index where the transform node was in the transform node list
  26842. */
  26843. Scene.prototype.removeTransformNode = function (toRemove) {
  26844. var index = this.transformNodes.indexOf(toRemove);
  26845. if (index !== -1) {
  26846. // Remove from the scene if found
  26847. this.transformNodes.splice(index, 1);
  26848. }
  26849. this.onTransformNodeRemovedObservable.notifyObservers(toRemove);
  26850. return index;
  26851. };
  26852. /**
  26853. * Remove a skeleton for the list of scene's skeletons
  26854. * @param toRemove defines the skeleton to remove
  26855. * @returns the index where the skeleton was in the skeleton list
  26856. */
  26857. Scene.prototype.removeSkeleton = function (toRemove) {
  26858. var index = this.skeletons.indexOf(toRemove);
  26859. if (index !== -1) {
  26860. // Remove from the scene if found
  26861. this.skeletons.splice(index, 1);
  26862. }
  26863. return index;
  26864. };
  26865. /**
  26866. * Remove a morph target for the list of scene's morph targets
  26867. * @param toRemove defines the morph target to remove
  26868. * @returns the index where the morph target was in the morph target list
  26869. */
  26870. Scene.prototype.removeMorphTargetManager = function (toRemove) {
  26871. var index = this.morphTargetManagers.indexOf(toRemove);
  26872. if (index !== -1) {
  26873. // Remove from the scene if found
  26874. this.morphTargetManagers.splice(index, 1);
  26875. }
  26876. return index;
  26877. };
  26878. /**
  26879. * Remove a light for the list of scene's lights
  26880. * @param toRemove defines the light to remove
  26881. * @returns the index where the light was in the light list
  26882. */
  26883. Scene.prototype.removeLight = function (toRemove) {
  26884. var index = this.lights.indexOf(toRemove);
  26885. if (index !== -1) {
  26886. // Remove from meshes
  26887. for (var _i = 0, _a = this.meshes; _i < _a.length; _i++) {
  26888. var mesh = _a[_i];
  26889. mesh._removeLightSource(toRemove);
  26890. }
  26891. // Remove from the scene if mesh found
  26892. this.lights.splice(index, 1);
  26893. this.sortLightsByPriority();
  26894. }
  26895. this.onLightRemovedObservable.notifyObservers(toRemove);
  26896. return index;
  26897. };
  26898. /**
  26899. * Remove a camera for the list of scene's cameras
  26900. * @param toRemove defines the camera to remove
  26901. * @returns the index where the camera was in the camera list
  26902. */
  26903. Scene.prototype.removeCamera = function (toRemove) {
  26904. var index = this.cameras.indexOf(toRemove);
  26905. if (index !== -1) {
  26906. // Remove from the scene if mesh found
  26907. this.cameras.splice(index, 1);
  26908. }
  26909. // Remove from activeCameras
  26910. var index2 = this.activeCameras.indexOf(toRemove);
  26911. if (index2 !== -1) {
  26912. // Remove from the scene if mesh found
  26913. this.activeCameras.splice(index2, 1);
  26914. }
  26915. // Reset the activeCamera
  26916. if (this.activeCamera === toRemove) {
  26917. if (this.cameras.length > 0) {
  26918. this.activeCamera = this.cameras[0];
  26919. }
  26920. else {
  26921. this.activeCamera = null;
  26922. }
  26923. }
  26924. this.onCameraRemovedObservable.notifyObservers(toRemove);
  26925. return index;
  26926. };
  26927. /**
  26928. * Remove a particle system for the list of scene's particle systems
  26929. * @param toRemove defines the particle system to remove
  26930. * @returns the index where the particle system was in the particle system list
  26931. */
  26932. Scene.prototype.removeParticleSystem = function (toRemove) {
  26933. var index = this.particleSystems.indexOf(toRemove);
  26934. if (index !== -1) {
  26935. this.particleSystems.splice(index, 1);
  26936. }
  26937. return index;
  26938. };
  26939. /**
  26940. * Remove a animation for the list of scene's animations
  26941. * @param toRemove defines the animation to remove
  26942. * @returns the index where the animation was in the animation list
  26943. */
  26944. Scene.prototype.removeAnimation = function (toRemove) {
  26945. var index = this.animations.indexOf(toRemove);
  26946. if (index !== -1) {
  26947. this.animations.splice(index, 1);
  26948. }
  26949. return index;
  26950. };
  26951. /**
  26952. * Removes the given animation group from this scene.
  26953. * @param toRemove The animation group to remove
  26954. * @returns The index of the removed animation group
  26955. */
  26956. Scene.prototype.removeAnimationGroup = function (toRemove) {
  26957. var index = this.animationGroups.indexOf(toRemove);
  26958. if (index !== -1) {
  26959. this.animationGroups.splice(index, 1);
  26960. }
  26961. return index;
  26962. };
  26963. /**
  26964. * Removes the given multi-material from this scene.
  26965. * @param toRemove The multi-material to remove
  26966. * @returns The index of the removed multi-material
  26967. */
  26968. Scene.prototype.removeMultiMaterial = function (toRemove) {
  26969. var index = this.multiMaterials.indexOf(toRemove);
  26970. if (index !== -1) {
  26971. this.multiMaterials.splice(index, 1);
  26972. }
  26973. return index;
  26974. };
  26975. /**
  26976. * Removes the given material from this scene.
  26977. * @param toRemove The material to remove
  26978. * @returns The index of the removed material
  26979. */
  26980. Scene.prototype.removeMaterial = function (toRemove) {
  26981. var index = this.materials.indexOf(toRemove);
  26982. if (index !== -1) {
  26983. this.materials.splice(index, 1);
  26984. }
  26985. this.onMaterialRemovedObservable.notifyObservers(toRemove);
  26986. return index;
  26987. };
  26988. /**
  26989. * Removes the given action manager from this scene.
  26990. * @param toRemove The action manager to remove
  26991. * @returns The index of the removed action manager
  26992. */
  26993. Scene.prototype.removeActionManager = function (toRemove) {
  26994. var index = this.actionManagers.indexOf(toRemove);
  26995. if (index !== -1) {
  26996. this.actionManagers.splice(index, 1);
  26997. }
  26998. return index;
  26999. };
  27000. /**
  27001. * Removes the given texture from this scene.
  27002. * @param toRemove The texture to remove
  27003. * @returns The index of the removed texture
  27004. */
  27005. Scene.prototype.removeTexture = function (toRemove) {
  27006. var index = this.textures.indexOf(toRemove);
  27007. if (index !== -1) {
  27008. this.textures.splice(index, 1);
  27009. }
  27010. this.onTextureRemovedObservable.notifyObservers(toRemove);
  27011. return index;
  27012. };
  27013. /**
  27014. * Adds the given light to this scene
  27015. * @param newLight The light to add
  27016. */
  27017. Scene.prototype.addLight = function (newLight) {
  27018. this.lights.push(newLight);
  27019. this.sortLightsByPriority();
  27020. // Add light to all meshes (To support if the light is removed and then readded)
  27021. for (var _i = 0, _a = this.meshes; _i < _a.length; _i++) {
  27022. var mesh = _a[_i];
  27023. if (mesh._lightSources.indexOf(newLight) === -1) {
  27024. mesh._lightSources.push(newLight);
  27025. mesh._resyncLightSources();
  27026. }
  27027. }
  27028. this.onNewLightAddedObservable.notifyObservers(newLight);
  27029. };
  27030. /**
  27031. * Sorts the list list based on light priorities
  27032. */
  27033. Scene.prototype.sortLightsByPriority = function () {
  27034. if (this.requireLightSorting) {
  27035. this.lights.sort(BABYLON.Light.CompareLightsPriority);
  27036. }
  27037. };
  27038. /**
  27039. * Adds the given camera to this scene
  27040. * @param newCamera The camera to add
  27041. */
  27042. Scene.prototype.addCamera = function (newCamera) {
  27043. this.cameras.push(newCamera);
  27044. this.onNewCameraAddedObservable.notifyObservers(newCamera);
  27045. };
  27046. /**
  27047. * Adds the given skeleton to this scene
  27048. * @param newSkeleton The skeleton to add
  27049. */
  27050. Scene.prototype.addSkeleton = function (newSkeleton) {
  27051. this.skeletons.push(newSkeleton);
  27052. };
  27053. /**
  27054. * Adds the given particle system to this scene
  27055. * @param newParticleSystem The particle system to add
  27056. */
  27057. Scene.prototype.addParticleSystem = function (newParticleSystem) {
  27058. this.particleSystems.push(newParticleSystem);
  27059. };
  27060. /**
  27061. * Adds the given animation to this scene
  27062. * @param newAnimation The animation to add
  27063. */
  27064. Scene.prototype.addAnimation = function (newAnimation) {
  27065. this.animations.push(newAnimation);
  27066. };
  27067. /**
  27068. * Adds the given animation group to this scene.
  27069. * @param newAnimationGroup The animation group to add
  27070. */
  27071. Scene.prototype.addAnimationGroup = function (newAnimationGroup) {
  27072. this.animationGroups.push(newAnimationGroup);
  27073. };
  27074. /**
  27075. * Adds the given multi-material to this scene
  27076. * @param newMultiMaterial The multi-material to add
  27077. */
  27078. Scene.prototype.addMultiMaterial = function (newMultiMaterial) {
  27079. this.multiMaterials.push(newMultiMaterial);
  27080. };
  27081. /**
  27082. * Adds the given material to this scene
  27083. * @param newMaterial The material to add
  27084. */
  27085. Scene.prototype.addMaterial = function (newMaterial) {
  27086. this.materials.push(newMaterial);
  27087. this.onNewMaterialAddedObservable.notifyObservers(newMaterial);
  27088. };
  27089. /**
  27090. * Adds the given morph target to this scene
  27091. * @param newMorphTargetManager The morph target to add
  27092. */
  27093. Scene.prototype.addMorphTargetManager = function (newMorphTargetManager) {
  27094. this.morphTargetManagers.push(newMorphTargetManager);
  27095. };
  27096. /**
  27097. * Adds the given geometry to this scene
  27098. * @param newGeometry The geometry to add
  27099. */
  27100. Scene.prototype.addGeometry = function (newGeometry) {
  27101. this.geometries.push(newGeometry);
  27102. };
  27103. /**
  27104. * Adds the given action manager to this scene
  27105. * @param newActionManager The action manager to add
  27106. */
  27107. Scene.prototype.addActionManager = function (newActionManager) {
  27108. this.actionManagers.push(newActionManager);
  27109. };
  27110. /**
  27111. * Adds the given texture to this scene.
  27112. * @param newTexture The texture to add
  27113. */
  27114. Scene.prototype.addTexture = function (newTexture) {
  27115. this.textures.push(newTexture);
  27116. this.onNewTextureAddedObservable.notifyObservers(newTexture);
  27117. };
  27118. /**
  27119. * Switch active camera
  27120. * @param newCamera defines the new active camera
  27121. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  27122. */
  27123. Scene.prototype.switchActiveCamera = function (newCamera, attachControl) {
  27124. if (attachControl === void 0) { attachControl = true; }
  27125. var canvas = this._engine.getRenderingCanvas();
  27126. if (!canvas) {
  27127. return;
  27128. }
  27129. if (this.activeCamera) {
  27130. this.activeCamera.detachControl(canvas);
  27131. }
  27132. this.activeCamera = newCamera;
  27133. if (attachControl) {
  27134. newCamera.attachControl(canvas);
  27135. }
  27136. };
  27137. /**
  27138. * sets the active camera of the scene using its ID
  27139. * @param id defines the camera's ID
  27140. * @return the new active camera or null if none found.
  27141. */
  27142. Scene.prototype.setActiveCameraByID = function (id) {
  27143. var camera = this.getCameraByID(id);
  27144. if (camera) {
  27145. this.activeCamera = camera;
  27146. return camera;
  27147. }
  27148. return null;
  27149. };
  27150. /**
  27151. * sets the active camera of the scene using its name
  27152. * @param name defines the camera's name
  27153. * @returns the new active camera or null if none found.
  27154. */
  27155. Scene.prototype.setActiveCameraByName = function (name) {
  27156. var camera = this.getCameraByName(name);
  27157. if (camera) {
  27158. this.activeCamera = camera;
  27159. return camera;
  27160. }
  27161. return null;
  27162. };
  27163. /**
  27164. * get an animation group using its name
  27165. * @param name defines the material's name
  27166. * @return the animation group or null if none found.
  27167. */
  27168. Scene.prototype.getAnimationGroupByName = function (name) {
  27169. for (var index = 0; index < this.animationGroups.length; index++) {
  27170. if (this.animationGroups[index].name === name) {
  27171. return this.animationGroups[index];
  27172. }
  27173. }
  27174. return null;
  27175. };
  27176. /**
  27177. * get a material using its id
  27178. * @param id defines the material's ID
  27179. * @return the material or null if none found.
  27180. */
  27181. Scene.prototype.getMaterialByID = function (id) {
  27182. for (var index = 0; index < this.materials.length; index++) {
  27183. if (this.materials[index].id === id) {
  27184. return this.materials[index];
  27185. }
  27186. }
  27187. return null;
  27188. };
  27189. /**
  27190. * Gets a material using its name
  27191. * @param name defines the material's name
  27192. * @return the material or null if none found.
  27193. */
  27194. Scene.prototype.getMaterialByName = function (name) {
  27195. for (var index = 0; index < this.materials.length; index++) {
  27196. if (this.materials[index].name === name) {
  27197. return this.materials[index];
  27198. }
  27199. }
  27200. return null;
  27201. };
  27202. /**
  27203. * Gets a camera using its id
  27204. * @param id defines the id to look for
  27205. * @returns the camera or null if not found
  27206. */
  27207. Scene.prototype.getCameraByID = function (id) {
  27208. for (var index = 0; index < this.cameras.length; index++) {
  27209. if (this.cameras[index].id === id) {
  27210. return this.cameras[index];
  27211. }
  27212. }
  27213. return null;
  27214. };
  27215. /**
  27216. * Gets a camera using its unique id
  27217. * @param uniqueId defines the unique id to look for
  27218. * @returns the camera or null if not found
  27219. */
  27220. Scene.prototype.getCameraByUniqueID = function (uniqueId) {
  27221. for (var index = 0; index < this.cameras.length; index++) {
  27222. if (this.cameras[index].uniqueId === uniqueId) {
  27223. return this.cameras[index];
  27224. }
  27225. }
  27226. return null;
  27227. };
  27228. /**
  27229. * Gets a camera using its name
  27230. * @param name defines the camera's name
  27231. * @return the camera or null if none found.
  27232. */
  27233. Scene.prototype.getCameraByName = function (name) {
  27234. for (var index = 0; index < this.cameras.length; index++) {
  27235. if (this.cameras[index].name === name) {
  27236. return this.cameras[index];
  27237. }
  27238. }
  27239. return null;
  27240. };
  27241. /**
  27242. * Gets a bone using its id
  27243. * @param id defines the bone's id
  27244. * @return the bone or null if not found
  27245. */
  27246. Scene.prototype.getBoneByID = function (id) {
  27247. for (var skeletonIndex = 0; skeletonIndex < this.skeletons.length; skeletonIndex++) {
  27248. var skeleton = this.skeletons[skeletonIndex];
  27249. for (var boneIndex = 0; boneIndex < skeleton.bones.length; boneIndex++) {
  27250. if (skeleton.bones[boneIndex].id === id) {
  27251. return skeleton.bones[boneIndex];
  27252. }
  27253. }
  27254. }
  27255. return null;
  27256. };
  27257. /**
  27258. * Gets a bone using its id
  27259. * @param name defines the bone's name
  27260. * @return the bone or null if not found
  27261. */
  27262. Scene.prototype.getBoneByName = function (name) {
  27263. for (var skeletonIndex = 0; skeletonIndex < this.skeletons.length; skeletonIndex++) {
  27264. var skeleton = this.skeletons[skeletonIndex];
  27265. for (var boneIndex = 0; boneIndex < skeleton.bones.length; boneIndex++) {
  27266. if (skeleton.bones[boneIndex].name === name) {
  27267. return skeleton.bones[boneIndex];
  27268. }
  27269. }
  27270. }
  27271. return null;
  27272. };
  27273. /**
  27274. * Gets a light node using its name
  27275. * @param name defines the the light's name
  27276. * @return the light or null if none found.
  27277. */
  27278. Scene.prototype.getLightByName = function (name) {
  27279. for (var index = 0; index < this.lights.length; index++) {
  27280. if (this.lights[index].name === name) {
  27281. return this.lights[index];
  27282. }
  27283. }
  27284. return null;
  27285. };
  27286. /**
  27287. * Gets a light node using its id
  27288. * @param id defines the light's id
  27289. * @return the light or null if none found.
  27290. */
  27291. Scene.prototype.getLightByID = function (id) {
  27292. for (var index = 0; index < this.lights.length; index++) {
  27293. if (this.lights[index].id === id) {
  27294. return this.lights[index];
  27295. }
  27296. }
  27297. return null;
  27298. };
  27299. /**
  27300. * Gets a light node using its scene-generated unique ID
  27301. * @param uniqueId defines the light's unique id
  27302. * @return the light or null if none found.
  27303. */
  27304. Scene.prototype.getLightByUniqueID = function (uniqueId) {
  27305. for (var index = 0; index < this.lights.length; index++) {
  27306. if (this.lights[index].uniqueId === uniqueId) {
  27307. return this.lights[index];
  27308. }
  27309. }
  27310. return null;
  27311. };
  27312. /**
  27313. * Gets a particle system by id
  27314. * @param id defines the particle system id
  27315. * @return the corresponding system or null if none found
  27316. */
  27317. Scene.prototype.getParticleSystemByID = function (id) {
  27318. for (var index = 0; index < this.particleSystems.length; index++) {
  27319. if (this.particleSystems[index].id === id) {
  27320. return this.particleSystems[index];
  27321. }
  27322. }
  27323. return null;
  27324. };
  27325. /**
  27326. * Gets a geometry using its ID
  27327. * @param id defines the geometry's id
  27328. * @return the geometry or null if none found.
  27329. */
  27330. Scene.prototype.getGeometryByID = function (id) {
  27331. for (var index = 0; index < this.geometries.length; index++) {
  27332. if (this.geometries[index].id === id) {
  27333. return this.geometries[index];
  27334. }
  27335. }
  27336. return null;
  27337. };
  27338. /**
  27339. * Add a new geometry to this scene
  27340. * @param geometry defines the geometry to be added to the scene.
  27341. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  27342. * @return a boolean defining if the geometry was added or not
  27343. */
  27344. Scene.prototype.pushGeometry = function (geometry, force) {
  27345. if (!force && this.getGeometryByID(geometry.id)) {
  27346. return false;
  27347. }
  27348. this.geometries.push(geometry);
  27349. //notify the collision coordinator
  27350. if (this.collisionCoordinator) {
  27351. this.collisionCoordinator.onGeometryAdded(geometry);
  27352. }
  27353. this.onNewGeometryAddedObservable.notifyObservers(geometry);
  27354. return true;
  27355. };
  27356. /**
  27357. * Removes an existing geometry
  27358. * @param geometry defines the geometry to be removed from the scene
  27359. * @return a boolean defining if the geometry was removed or not
  27360. */
  27361. Scene.prototype.removeGeometry = function (geometry) {
  27362. var index = this.geometries.indexOf(geometry);
  27363. if (index > -1) {
  27364. this.geometries.splice(index, 1);
  27365. //notify the collision coordinator
  27366. if (this.collisionCoordinator) {
  27367. this.collisionCoordinator.onGeometryDeleted(geometry);
  27368. }
  27369. this.onGeometryRemovedObservable.notifyObservers(geometry);
  27370. return true;
  27371. }
  27372. return false;
  27373. };
  27374. /**
  27375. * Gets the list of geometries attached to the scene
  27376. * @returns an array of Geometry
  27377. */
  27378. Scene.prototype.getGeometries = function () {
  27379. return this.geometries;
  27380. };
  27381. /**
  27382. * Gets the first added mesh found of a given ID
  27383. * @param id defines the id to search for
  27384. * @return the mesh found or null if not found at all
  27385. */
  27386. Scene.prototype.getMeshByID = function (id) {
  27387. for (var index = 0; index < this.meshes.length; index++) {
  27388. if (this.meshes[index].id === id) {
  27389. return this.meshes[index];
  27390. }
  27391. }
  27392. return null;
  27393. };
  27394. /**
  27395. * Gets a list of meshes using their id
  27396. * @param id defines the id to search for
  27397. * @returns a list of meshes
  27398. */
  27399. Scene.prototype.getMeshesByID = function (id) {
  27400. return this.meshes.filter(function (m) {
  27401. return m.id === id;
  27402. });
  27403. };
  27404. /**
  27405. * Gets the first added transform node found of a given ID
  27406. * @param id defines the id to search for
  27407. * @return the found transform node or null if not found at all.
  27408. */
  27409. Scene.prototype.getTransformNodeByID = function (id) {
  27410. for (var index = 0; index < this.transformNodes.length; index++) {
  27411. if (this.transformNodes[index].id === id) {
  27412. return this.transformNodes[index];
  27413. }
  27414. }
  27415. return null;
  27416. };
  27417. /**
  27418. * Gets a list of transform nodes using their id
  27419. * @param id defines the id to search for
  27420. * @returns a list of transform nodes
  27421. */
  27422. Scene.prototype.getTransformNodesByID = function (id) {
  27423. return this.transformNodes.filter(function (m) {
  27424. return m.id === id;
  27425. });
  27426. };
  27427. /**
  27428. * Gets a mesh with its auto-generated unique id
  27429. * @param uniqueId defines the unique id to search for
  27430. * @return the found mesh or null if not found at all.
  27431. */
  27432. Scene.prototype.getMeshByUniqueID = function (uniqueId) {
  27433. for (var index = 0; index < this.meshes.length; index++) {
  27434. if (this.meshes[index].uniqueId === uniqueId) {
  27435. return this.meshes[index];
  27436. }
  27437. }
  27438. return null;
  27439. };
  27440. /**
  27441. * Gets a the last added mesh using a given id
  27442. * @param id defines the id to search for
  27443. * @return the found mesh or null if not found at all.
  27444. */
  27445. Scene.prototype.getLastMeshByID = function (id) {
  27446. for (var index = this.meshes.length - 1; index >= 0; index--) {
  27447. if (this.meshes[index].id === id) {
  27448. return this.meshes[index];
  27449. }
  27450. }
  27451. return null;
  27452. };
  27453. /**
  27454. * Gets a the last added node (Mesh, Camera, Light) using a given id
  27455. * @param id defines the id to search for
  27456. * @return the found node or null if not found at all
  27457. */
  27458. Scene.prototype.getLastEntryByID = function (id) {
  27459. var index;
  27460. for (index = this.meshes.length - 1; index >= 0; index--) {
  27461. if (this.meshes[index].id === id) {
  27462. return this.meshes[index];
  27463. }
  27464. }
  27465. for (index = this.transformNodes.length - 1; index >= 0; index--) {
  27466. if (this.transformNodes[index].id === id) {
  27467. return this.transformNodes[index];
  27468. }
  27469. }
  27470. for (index = this.cameras.length - 1; index >= 0; index--) {
  27471. if (this.cameras[index].id === id) {
  27472. return this.cameras[index];
  27473. }
  27474. }
  27475. for (index = this.lights.length - 1; index >= 0; index--) {
  27476. if (this.lights[index].id === id) {
  27477. return this.lights[index];
  27478. }
  27479. }
  27480. return null;
  27481. };
  27482. /**
  27483. * Gets a node (Mesh, Camera, Light) using a given id
  27484. * @param id defines the id to search for
  27485. * @return the found node or null if not found at all
  27486. */
  27487. Scene.prototype.getNodeByID = function (id) {
  27488. var mesh = this.getMeshByID(id);
  27489. if (mesh) {
  27490. return mesh;
  27491. }
  27492. var light = this.getLightByID(id);
  27493. if (light) {
  27494. return light;
  27495. }
  27496. var camera = this.getCameraByID(id);
  27497. if (camera) {
  27498. return camera;
  27499. }
  27500. var bone = this.getBoneByID(id);
  27501. return bone;
  27502. };
  27503. /**
  27504. * Gets a node (Mesh, Camera, Light) using a given name
  27505. * @param name defines the name to search for
  27506. * @return the found node or null if not found at all.
  27507. */
  27508. Scene.prototype.getNodeByName = function (name) {
  27509. var mesh = this.getMeshByName(name);
  27510. if (mesh) {
  27511. return mesh;
  27512. }
  27513. var light = this.getLightByName(name);
  27514. if (light) {
  27515. return light;
  27516. }
  27517. var camera = this.getCameraByName(name);
  27518. if (camera) {
  27519. return camera;
  27520. }
  27521. var bone = this.getBoneByName(name);
  27522. return bone;
  27523. };
  27524. /**
  27525. * Gets a mesh using a given name
  27526. * @param name defines the name to search for
  27527. * @return the found mesh or null if not found at all.
  27528. */
  27529. Scene.prototype.getMeshByName = function (name) {
  27530. for (var index = 0; index < this.meshes.length; index++) {
  27531. if (this.meshes[index].name === name) {
  27532. return this.meshes[index];
  27533. }
  27534. }
  27535. return null;
  27536. };
  27537. /**
  27538. * Gets a transform node using a given name
  27539. * @param name defines the name to search for
  27540. * @return the found transform node or null if not found at all.
  27541. */
  27542. Scene.prototype.getTransformNodeByName = function (name) {
  27543. for (var index = 0; index < this.transformNodes.length; index++) {
  27544. if (this.transformNodes[index].name === name) {
  27545. return this.transformNodes[index];
  27546. }
  27547. }
  27548. return null;
  27549. };
  27550. /**
  27551. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  27552. * @param id defines the id to search for
  27553. * @return the found skeleton or null if not found at all.
  27554. */
  27555. Scene.prototype.getLastSkeletonByID = function (id) {
  27556. for (var index = this.skeletons.length - 1; index >= 0; index--) {
  27557. if (this.skeletons[index].id === id) {
  27558. return this.skeletons[index];
  27559. }
  27560. }
  27561. return null;
  27562. };
  27563. /**
  27564. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  27565. * @param id defines the id to search for
  27566. * @return the found skeleton or null if not found at all.
  27567. */
  27568. Scene.prototype.getSkeletonById = function (id) {
  27569. for (var index = 0; index < this.skeletons.length; index++) {
  27570. if (this.skeletons[index].id === id) {
  27571. return this.skeletons[index];
  27572. }
  27573. }
  27574. return null;
  27575. };
  27576. /**
  27577. * Gets a skeleton using a given name
  27578. * @param name defines the name to search for
  27579. * @return the found skeleton or null if not found at all.
  27580. */
  27581. Scene.prototype.getSkeletonByName = function (name) {
  27582. for (var index = 0; index < this.skeletons.length; index++) {
  27583. if (this.skeletons[index].name === name) {
  27584. return this.skeletons[index];
  27585. }
  27586. }
  27587. return null;
  27588. };
  27589. /**
  27590. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  27591. * @param id defines the id to search for
  27592. * @return the found morph target manager or null if not found at all.
  27593. */
  27594. Scene.prototype.getMorphTargetManagerById = function (id) {
  27595. for (var index = 0; index < this.morphTargetManagers.length; index++) {
  27596. if (this.morphTargetManagers[index].uniqueId === id) {
  27597. return this.morphTargetManagers[index];
  27598. }
  27599. }
  27600. return null;
  27601. };
  27602. /**
  27603. * Gets a boolean indicating if the given mesh is active
  27604. * @param mesh defines the mesh to look for
  27605. * @returns true if the mesh is in the active list
  27606. */
  27607. Scene.prototype.isActiveMesh = function (mesh) {
  27608. return (this._activeMeshes.indexOf(mesh) !== -1);
  27609. };
  27610. Object.defineProperty(Scene.prototype, "uid", {
  27611. /**
  27612. * Return a unique id as a string which can serve as an identifier for the scene
  27613. */
  27614. get: function () {
  27615. if (!this._uid) {
  27616. this._uid = BABYLON.Tools.RandomId();
  27617. }
  27618. return this._uid;
  27619. },
  27620. enumerable: true,
  27621. configurable: true
  27622. });
  27623. /**
  27624. * Add an externaly attached data from its key.
  27625. * This method call will fail and return false, if such key already exists.
  27626. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  27627. * @param key the unique key that identifies the data
  27628. * @param data the data object to associate to the key for this Engine instance
  27629. * @return true if no such key were already present and the data was added successfully, false otherwise
  27630. */
  27631. Scene.prototype.addExternalData = function (key, data) {
  27632. if (!this._externalData) {
  27633. this._externalData = new BABYLON.StringDictionary();
  27634. }
  27635. return this._externalData.add(key, data);
  27636. };
  27637. /**
  27638. * Get an externaly attached data from its key
  27639. * @param key the unique key that identifies the data
  27640. * @return the associated data, if present (can be null), or undefined if not present
  27641. */
  27642. Scene.prototype.getExternalData = function (key) {
  27643. if (!this._externalData) {
  27644. return null;
  27645. }
  27646. return this._externalData.get(key);
  27647. };
  27648. /**
  27649. * Get an externaly attached data from its key, create it using a factory if it's not already present
  27650. * @param key the unique key that identifies the data
  27651. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  27652. * @return the associated data, can be null if the factory returned null.
  27653. */
  27654. Scene.prototype.getOrAddExternalDataWithFactory = function (key, factory) {
  27655. if (!this._externalData) {
  27656. this._externalData = new BABYLON.StringDictionary();
  27657. }
  27658. return this._externalData.getOrAddWithFactory(key, factory);
  27659. };
  27660. /**
  27661. * Remove an externaly attached data from the Engine instance
  27662. * @param key the unique key that identifies the data
  27663. * @return true if the data was successfully removed, false if it doesn't exist
  27664. */
  27665. Scene.prototype.removeExternalData = function (key) {
  27666. return this._externalData.remove(key);
  27667. };
  27668. Scene.prototype._evaluateSubMesh = function (subMesh, mesh) {
  27669. if (this.dispatchAllSubMeshesOfActiveMeshes || mesh.alwaysSelectAsActiveMesh || mesh.subMeshes.length === 1 || subMesh.isInFrustum(this._frustumPlanes)) {
  27670. for (var _i = 0, _a = this._evaluateSubMeshStage; _i < _a.length; _i++) {
  27671. var step = _a[_i];
  27672. step.action(mesh, subMesh);
  27673. }
  27674. var material = subMesh.getMaterial();
  27675. if (material !== null && material !== undefined) {
  27676. // Render targets
  27677. if (material.hasRenderTargetTextures && material.getRenderTargetTextures !== undefined) {
  27678. if (this._processedMaterials.indexOf(material) === -1) {
  27679. this._processedMaterials.push(material);
  27680. this._renderTargets.concatWithNoDuplicate(material.getRenderTargetTextures());
  27681. }
  27682. }
  27683. // Dispatch
  27684. this._activeIndices.addCount(subMesh.indexCount, false);
  27685. this._renderingManager.dispatch(subMesh, mesh, material);
  27686. }
  27687. }
  27688. };
  27689. /**
  27690. * Clear the processed materials smart array preventing retention point in material dispose.
  27691. */
  27692. Scene.prototype.freeProcessedMaterials = function () {
  27693. this._processedMaterials.dispose();
  27694. };
  27695. /**
  27696. * Clear the active meshes smart array preventing retention point in mesh dispose.
  27697. */
  27698. Scene.prototype.freeActiveMeshes = function () {
  27699. this._activeMeshes.dispose();
  27700. if (this.activeCamera && this.activeCamera._activeMeshes) {
  27701. this.activeCamera._activeMeshes.dispose();
  27702. }
  27703. if (this.activeCameras) {
  27704. for (var i = 0; i < this.activeCameras.length; i++) {
  27705. var activeCamera = this.activeCameras[i];
  27706. if (activeCamera && activeCamera._activeMeshes) {
  27707. activeCamera._activeMeshes.dispose();
  27708. }
  27709. }
  27710. }
  27711. };
  27712. /**
  27713. * Clear the info related to rendering groups preventing retention points during dispose.
  27714. */
  27715. Scene.prototype.freeRenderingGroups = function () {
  27716. if (this._renderingManager) {
  27717. this._renderingManager.freeRenderingGroups();
  27718. }
  27719. if (this.textures) {
  27720. for (var i = 0; i < this.textures.length; i++) {
  27721. var texture = this.textures[i];
  27722. if (texture && texture.renderList) {
  27723. texture.freeRenderingGroups();
  27724. }
  27725. }
  27726. }
  27727. };
  27728. /** @hidden */
  27729. Scene.prototype._isInIntermediateRendering = function () {
  27730. return this._intermediateRendering;
  27731. };
  27732. /**
  27733. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  27734. * @returns the current scene
  27735. */
  27736. Scene.prototype.freezeActiveMeshes = function () {
  27737. if (!this.activeCamera) {
  27738. return this;
  27739. }
  27740. if (!this._frustumPlanes) {
  27741. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix());
  27742. }
  27743. this._evaluateActiveMeshes();
  27744. this._activeMeshesFrozen = true;
  27745. return this;
  27746. };
  27747. /**
  27748. * Use this function to restart evaluating active meshes on every frame
  27749. * @returns the current scene
  27750. */
  27751. Scene.prototype.unfreezeActiveMeshes = function () {
  27752. this._activeMeshesFrozen = false;
  27753. return this;
  27754. };
  27755. Scene.prototype._evaluateActiveMeshes = function () {
  27756. if (this._activeMeshesFrozen && this._activeMeshes.length) {
  27757. return;
  27758. }
  27759. if (!this.activeCamera) {
  27760. return;
  27761. }
  27762. this.onBeforeActiveMeshesEvaluationObservable.notifyObservers(this);
  27763. this.activeCamera._activeMeshes.reset();
  27764. this._activeMeshes.reset();
  27765. this._renderingManager.reset();
  27766. this._processedMaterials.reset();
  27767. this._activeParticleSystems.reset();
  27768. this._activeSkeletons.reset();
  27769. this._softwareSkinnedMeshes.reset();
  27770. for (var _i = 0, _a = this._beforeEvaluateActiveMeshStage; _i < _a.length; _i++) {
  27771. var step = _a[_i];
  27772. step.action();
  27773. }
  27774. // Determine mesh candidates
  27775. var meshes = this.getActiveMeshCandidates();
  27776. // Check each mesh
  27777. var len = meshes.length;
  27778. for (var i = 0; i < len; i++) {
  27779. var mesh = meshes.data[i];
  27780. if (mesh.isBlocked) {
  27781. continue;
  27782. }
  27783. this._totalVertices.addCount(mesh.getTotalVertices(), false);
  27784. if (!mesh.isReady() || !mesh.isEnabled()) {
  27785. continue;
  27786. }
  27787. mesh.computeWorldMatrix();
  27788. // Intersections
  27789. if (mesh.actionManager && mesh.actionManager.hasSpecificTriggers2(BABYLON.ActionManager.OnIntersectionEnterTrigger, BABYLON.ActionManager.OnIntersectionExitTrigger)) {
  27790. this._meshesForIntersections.pushNoDuplicate(mesh);
  27791. }
  27792. // Switch to current LOD
  27793. var meshLOD = mesh.getLOD(this.activeCamera);
  27794. if (meshLOD === undefined || meshLOD === null) {
  27795. continue;
  27796. }
  27797. mesh._preActivate();
  27798. if (mesh.isVisible && mesh.visibility > 0 && (mesh.alwaysSelectAsActiveMesh || ((mesh.layerMask & this.activeCamera.layerMask) !== 0 && mesh.isInFrustum(this._frustumPlanes)))) {
  27799. this._activeMeshes.push(mesh);
  27800. this.activeCamera._activeMeshes.push(mesh);
  27801. mesh._activate(this._renderId);
  27802. if (meshLOD !== mesh) {
  27803. meshLOD._activate(this._renderId);
  27804. }
  27805. this._activeMesh(mesh, meshLOD);
  27806. }
  27807. }
  27808. this.onAfterActiveMeshesEvaluationObservable.notifyObservers(this);
  27809. // Particle systems
  27810. if (this.particlesEnabled) {
  27811. this.onBeforeParticlesRenderingObservable.notifyObservers(this);
  27812. for (var particleIndex = 0; particleIndex < this.particleSystems.length; particleIndex++) {
  27813. var particleSystem = this.particleSystems[particleIndex];
  27814. if (!particleSystem.isStarted() || !particleSystem.emitter) {
  27815. continue;
  27816. }
  27817. var emitter = particleSystem.emitter;
  27818. if (!emitter.position || emitter.isEnabled()) {
  27819. this._activeParticleSystems.push(particleSystem);
  27820. particleSystem.animate();
  27821. this._renderingManager.dispatchParticles(particleSystem);
  27822. }
  27823. }
  27824. this.onAfterParticlesRenderingObservable.notifyObservers(this);
  27825. }
  27826. };
  27827. Scene.prototype._activeMesh = function (sourceMesh, mesh) {
  27828. if (this._skeletonsEnabled && mesh.skeleton !== null && mesh.skeleton !== undefined) {
  27829. if (this._activeSkeletons.pushNoDuplicate(mesh.skeleton)) {
  27830. mesh.skeleton.prepare();
  27831. }
  27832. if (!mesh.computeBonesUsingShaders) {
  27833. this._softwareSkinnedMeshes.pushNoDuplicate(mesh);
  27834. }
  27835. }
  27836. for (var _i = 0, _a = this._activeMeshStage; _i < _a.length; _i++) {
  27837. var step = _a[_i];
  27838. step.action(sourceMesh, mesh);
  27839. }
  27840. if (mesh !== undefined && mesh !== null
  27841. && mesh.subMeshes !== undefined && mesh.subMeshes !== null && mesh.subMeshes.length > 0) {
  27842. var subMeshes = this.getActiveSubMeshCandidates(mesh);
  27843. var len = subMeshes.length;
  27844. for (var i = 0; i < len; i++) {
  27845. var subMesh = subMeshes.data[i];
  27846. this._evaluateSubMesh(subMesh, mesh);
  27847. }
  27848. }
  27849. };
  27850. /**
  27851. * Update the transform matrix to update from the current active camera
  27852. * @param force defines a boolean used to force the update even if cache is up to date
  27853. */
  27854. Scene.prototype.updateTransformMatrix = function (force) {
  27855. if (!this.activeCamera) {
  27856. return;
  27857. }
  27858. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(force));
  27859. };
  27860. /**
  27861. * 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)
  27862. * @param alternateCamera defines the camera to use
  27863. */
  27864. Scene.prototype.updateAlternateTransformMatrix = function (alternateCamera) {
  27865. this._setAlternateTransformMatrix(alternateCamera.getViewMatrix(), alternateCamera.getProjectionMatrix());
  27866. };
  27867. Scene.prototype._renderForCamera = function (camera, rigParent) {
  27868. if (camera && camera._skipRendering) {
  27869. return;
  27870. }
  27871. var engine = this._engine;
  27872. this.activeCamera = camera;
  27873. if (!this.activeCamera)
  27874. throw new Error("Active camera not set");
  27875. // Viewport
  27876. engine.setViewport(this.activeCamera.viewport);
  27877. // Camera
  27878. this.resetCachedMaterial();
  27879. this._renderId++;
  27880. this.updateTransformMatrix();
  27881. if (camera._alternateCamera) {
  27882. this.updateAlternateTransformMatrix(camera._alternateCamera);
  27883. this._alternateRendering = true;
  27884. }
  27885. this.onBeforeCameraRenderObservable.notifyObservers(this.activeCamera);
  27886. // Meshes
  27887. this._evaluateActiveMeshes();
  27888. // Software skinning
  27889. for (var softwareSkinnedMeshIndex = 0; softwareSkinnedMeshIndex < this._softwareSkinnedMeshes.length; softwareSkinnedMeshIndex++) {
  27890. var mesh = this._softwareSkinnedMeshes.data[softwareSkinnedMeshIndex];
  27891. mesh.applySkeleton(mesh.skeleton);
  27892. }
  27893. // Render targets
  27894. this.onBeforeRenderTargetsRenderObservable.notifyObservers(this);
  27895. if (camera.customRenderTargets && camera.customRenderTargets.length > 0) {
  27896. this._renderTargets.concatWithNoDuplicate(camera.customRenderTargets);
  27897. }
  27898. if (rigParent && rigParent.customRenderTargets && rigParent.customRenderTargets.length > 0) {
  27899. this._renderTargets.concatWithNoDuplicate(rigParent.customRenderTargets);
  27900. }
  27901. // Collects render targets from external components.
  27902. for (var _i = 0, _a = this._gatherActiveCameraRenderTargetsStage; _i < _a.length; _i++) {
  27903. var step = _a[_i];
  27904. step.action(this._renderTargets);
  27905. }
  27906. if (this.renderTargetsEnabled) {
  27907. this._intermediateRendering = true;
  27908. if (this._renderTargets.length > 0) {
  27909. BABYLON.Tools.StartPerformanceCounter("Render targets", this._renderTargets.length > 0);
  27910. for (var renderIndex = 0; renderIndex < this._renderTargets.length; renderIndex++) {
  27911. var renderTarget = this._renderTargets.data[renderIndex];
  27912. if (renderTarget._shouldRender()) {
  27913. this._renderId++;
  27914. var hasSpecialRenderTargetCamera = renderTarget.activeCamera && renderTarget.activeCamera !== this.activeCamera;
  27915. renderTarget.render(hasSpecialRenderTargetCamera, this.dumpNextRenderTargets);
  27916. }
  27917. }
  27918. BABYLON.Tools.EndPerformanceCounter("Render targets", this._renderTargets.length > 0);
  27919. this._renderId++;
  27920. }
  27921. for (var _b = 0, _c = this._cameraDrawRenderTargetStage; _b < _c.length; _b++) {
  27922. var step = _c[_b];
  27923. step.action(this.activeCamera);
  27924. }
  27925. this._intermediateRendering = false;
  27926. engine.restoreDefaultFramebuffer(); // Restore back buffer if needed
  27927. }
  27928. this.onAfterRenderTargetsRenderObservable.notifyObservers(this);
  27929. // Prepare Frame
  27930. if (this.postProcessManager) {
  27931. this.postProcessManager._prepareFrame();
  27932. }
  27933. // Before Camera Draw
  27934. for (var _d = 0, _e = this._beforeCameraDrawStage; _d < _e.length; _d++) {
  27935. var step = _e[_d];
  27936. step.action(this.activeCamera);
  27937. }
  27938. // Render
  27939. this.onBeforeDrawPhaseObservable.notifyObservers(this);
  27940. this._renderingManager.render(null, null, true, true);
  27941. this.onAfterDrawPhaseObservable.notifyObservers(this);
  27942. // After Camera Draw
  27943. for (var _f = 0, _g = this._afterCameraDrawStage; _f < _g.length; _f++) {
  27944. var step = _g[_f];
  27945. step.action(this.activeCamera);
  27946. }
  27947. // Finalize frame
  27948. if (this.postProcessManager) {
  27949. this.postProcessManager._finalizeFrame(camera.isIntermediate);
  27950. }
  27951. // Reset some special arrays
  27952. this._renderTargets.reset();
  27953. this._alternateRendering = false;
  27954. this.onAfterCameraRenderObservable.notifyObservers(this.activeCamera);
  27955. };
  27956. Scene.prototype._processSubCameras = function (camera) {
  27957. if (camera.cameraRigMode === BABYLON.Camera.RIG_MODE_NONE) {
  27958. this._renderForCamera(camera);
  27959. return;
  27960. }
  27961. // rig cameras
  27962. for (var index = 0; index < camera._rigCameras.length; index++) {
  27963. this._renderForCamera(camera._rigCameras[index], camera);
  27964. }
  27965. this.activeCamera = camera;
  27966. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix());
  27967. };
  27968. Scene.prototype._checkIntersections = function () {
  27969. for (var index = 0; index < this._meshesForIntersections.length; index++) {
  27970. var sourceMesh = this._meshesForIntersections.data[index];
  27971. if (!sourceMesh.actionManager) {
  27972. continue;
  27973. }
  27974. for (var actionIndex = 0; actionIndex < sourceMesh.actionManager.actions.length; actionIndex++) {
  27975. var action = sourceMesh.actionManager.actions[actionIndex];
  27976. if (action.trigger === BABYLON.ActionManager.OnIntersectionEnterTrigger || action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  27977. var parameters = action.getTriggerParameter();
  27978. var otherMesh = parameters instanceof BABYLON.AbstractMesh ? parameters : parameters.mesh;
  27979. var areIntersecting = otherMesh.intersectsMesh(sourceMesh, parameters.usePreciseIntersection);
  27980. var currentIntersectionInProgress = sourceMesh._intersectionsInProgress.indexOf(otherMesh);
  27981. if (areIntersecting && currentIntersectionInProgress === -1) {
  27982. if (action.trigger === BABYLON.ActionManager.OnIntersectionEnterTrigger) {
  27983. action._executeCurrent(BABYLON.ActionEvent.CreateNew(sourceMesh, undefined, otherMesh));
  27984. sourceMesh._intersectionsInProgress.push(otherMesh);
  27985. }
  27986. else if (action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  27987. sourceMesh._intersectionsInProgress.push(otherMesh);
  27988. }
  27989. }
  27990. else if (!areIntersecting && currentIntersectionInProgress > -1) {
  27991. //They intersected, and now they don't.
  27992. //is this trigger an exit trigger? execute an event.
  27993. if (action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  27994. action._executeCurrent(BABYLON.ActionEvent.CreateNew(sourceMesh, undefined, otherMesh));
  27995. }
  27996. //if this is an exit trigger, or no exit trigger exists, remove the id from the intersection in progress array.
  27997. if (!sourceMesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnIntersectionExitTrigger, function (parameter) {
  27998. var parameterMesh = parameter instanceof BABYLON.AbstractMesh ? parameter : parameter.mesh;
  27999. return otherMesh === parameterMesh;
  28000. }) || action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  28001. sourceMesh._intersectionsInProgress.splice(currentIntersectionInProgress, 1);
  28002. }
  28003. }
  28004. }
  28005. }
  28006. }
  28007. };
  28008. /** @hidden */
  28009. Scene.prototype._advancePhysicsEngineStep = function (step) {
  28010. // Do nothing. Code will be replaced if physics engine component is referenced
  28011. };
  28012. /**
  28013. * Render the scene
  28014. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  28015. */
  28016. Scene.prototype.render = function (updateCameras) {
  28017. if (updateCameras === void 0) { updateCameras = true; }
  28018. if (this.isDisposed) {
  28019. return;
  28020. }
  28021. this._frameId++;
  28022. // Register components that have been associated lately to the scene.
  28023. this._registerTransientComponents();
  28024. this._activeParticles.fetchNewFrame();
  28025. this._totalVertices.fetchNewFrame();
  28026. this._activeIndices.fetchNewFrame();
  28027. this._activeBones.fetchNewFrame();
  28028. this._meshesForIntersections.reset();
  28029. this.resetCachedMaterial();
  28030. this.onBeforeAnimationsObservable.notifyObservers(this);
  28031. // Actions
  28032. if (this.actionManager) {
  28033. this.actionManager.processTrigger(BABYLON.ActionManager.OnEveryFrameTrigger);
  28034. }
  28035. if (this._engine.isDeterministicLockStep()) {
  28036. var deltaTime = Math.max(Scene.MinDeltaTime, Math.min(this._engine.getDeltaTime(), Scene.MaxDeltaTime)) + this._timeAccumulator;
  28037. var defaultFPS = (60.0 / 1000.0);
  28038. var defaultFrameTime = this.getDeterministicFrameTime();
  28039. var stepsTaken = 0;
  28040. var maxSubSteps = this._engine.getLockstepMaxSteps();
  28041. var internalSteps = Math.floor(deltaTime / (1000 * defaultFPS));
  28042. internalSteps = Math.min(internalSteps, maxSubSteps);
  28043. do {
  28044. this.onBeforeStepObservable.notifyObservers(this);
  28045. // Animations
  28046. this._animationRatio = defaultFrameTime * defaultFPS;
  28047. this._animate();
  28048. this.onAfterAnimationsObservable.notifyObservers(this);
  28049. // Physics
  28050. this._advancePhysicsEngineStep(defaultFrameTime);
  28051. this.onAfterStepObservable.notifyObservers(this);
  28052. this._currentStepId++;
  28053. stepsTaken++;
  28054. deltaTime -= defaultFrameTime;
  28055. } while (deltaTime > 0 && stepsTaken < internalSteps);
  28056. this._timeAccumulator = deltaTime < 0 ? 0 : deltaTime;
  28057. }
  28058. else {
  28059. // Animations
  28060. var deltaTime = this.useConstantAnimationDeltaTime ? 16 : Math.max(Scene.MinDeltaTime, Math.min(this._engine.getDeltaTime(), Scene.MaxDeltaTime));
  28061. this._animationRatio = deltaTime * (60.0 / 1000.0);
  28062. this._animate();
  28063. this.onAfterAnimationsObservable.notifyObservers(this);
  28064. // Physics
  28065. this._advancePhysicsEngineStep(deltaTime);
  28066. }
  28067. // Before camera update steps
  28068. for (var _i = 0, _a = this._beforeCameraUpdateStage; _i < _a.length; _i++) {
  28069. var step = _a[_i];
  28070. step.action();
  28071. }
  28072. // Update Cameras
  28073. if (updateCameras) {
  28074. if (this.activeCameras.length > 0) {
  28075. for (var cameraIndex = 0; cameraIndex < this.activeCameras.length; cameraIndex++) {
  28076. var camera = this.activeCameras[cameraIndex];
  28077. camera.update();
  28078. if (camera.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE) {
  28079. // rig cameras
  28080. for (var index = 0; index < camera._rigCameras.length; index++) {
  28081. camera._rigCameras[index].update();
  28082. }
  28083. }
  28084. }
  28085. }
  28086. else if (this.activeCamera) {
  28087. this.activeCamera.update();
  28088. if (this.activeCamera.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE) {
  28089. // rig cameras
  28090. for (var index = 0; index < this.activeCamera._rigCameras.length; index++) {
  28091. this.activeCamera._rigCameras[index].update();
  28092. }
  28093. }
  28094. }
  28095. }
  28096. // Before render
  28097. this.onBeforeRenderObservable.notifyObservers(this);
  28098. // Customs render targets
  28099. this.onBeforeRenderTargetsRenderObservable.notifyObservers(this);
  28100. var engine = this.getEngine();
  28101. var currentActiveCamera = this.activeCamera;
  28102. if (this.renderTargetsEnabled) {
  28103. BABYLON.Tools.StartPerformanceCounter("Custom render targets", this.customRenderTargets.length > 0);
  28104. this._intermediateRendering = true;
  28105. for (var customIndex = 0; customIndex < this.customRenderTargets.length; customIndex++) {
  28106. var renderTarget = this.customRenderTargets[customIndex];
  28107. if (renderTarget._shouldRender()) {
  28108. this._renderId++;
  28109. this.activeCamera = renderTarget.activeCamera || this.activeCamera;
  28110. if (!this.activeCamera)
  28111. throw new Error("Active camera not set");
  28112. // Viewport
  28113. engine.setViewport(this.activeCamera.viewport);
  28114. // Camera
  28115. this.updateTransformMatrix();
  28116. renderTarget.render(currentActiveCamera !== this.activeCamera, this.dumpNextRenderTargets);
  28117. }
  28118. }
  28119. BABYLON.Tools.EndPerformanceCounter("Custom render targets", this.customRenderTargets.length > 0);
  28120. this._intermediateRendering = false;
  28121. this._renderId++;
  28122. }
  28123. // Restore back buffer
  28124. if (this.customRenderTargets.length > 0) {
  28125. engine.restoreDefaultFramebuffer();
  28126. }
  28127. this.onAfterRenderTargetsRenderObservable.notifyObservers(this);
  28128. this.activeCamera = currentActiveCamera;
  28129. for (var _b = 0, _c = this._beforeClearStage; _b < _c.length; _b++) {
  28130. var step = _c[_b];
  28131. step.action();
  28132. }
  28133. // Clear
  28134. if (this.autoClearDepthAndStencil || this.autoClear) {
  28135. this._engine.clear(this.clearColor, this.autoClear || this.forceWireframe || this.forcePointsCloud, this.autoClearDepthAndStencil, this.autoClearDepthAndStencil);
  28136. }
  28137. // Collects render targets from external components.
  28138. for (var _d = 0, _e = this._gatherRenderTargetsStage; _d < _e.length; _d++) {
  28139. var step = _e[_d];
  28140. step.action(this._renderTargets);
  28141. }
  28142. // Multi-cameras?
  28143. if (this.activeCameras.length > 0) {
  28144. for (var cameraIndex = 0; cameraIndex < this.activeCameras.length; cameraIndex++) {
  28145. if (cameraIndex > 0) {
  28146. this._engine.clear(null, false, true, true);
  28147. }
  28148. this._processSubCameras(this.activeCameras[cameraIndex]);
  28149. }
  28150. }
  28151. else {
  28152. if (!this.activeCamera) {
  28153. throw new Error("No camera defined");
  28154. }
  28155. this._processSubCameras(this.activeCamera);
  28156. }
  28157. // Intersection checks
  28158. this._checkIntersections();
  28159. // Executes the after render stage actions.
  28160. for (var _f = 0, _g = this._afterRenderStage; _f < _g.length; _f++) {
  28161. var step = _g[_f];
  28162. step.action();
  28163. }
  28164. // After render
  28165. if (this.afterRender) {
  28166. this.afterRender();
  28167. }
  28168. this.onAfterRenderObservable.notifyObservers(this);
  28169. // Cleaning
  28170. if (this._toBeDisposed.length) {
  28171. for (var index = 0; index < this._toBeDisposed.length; index++) {
  28172. var data = this._toBeDisposed[index];
  28173. if (data) {
  28174. data.dispose();
  28175. }
  28176. }
  28177. this._toBeDisposed = [];
  28178. }
  28179. if (this.dumpNextRenderTargets) {
  28180. this.dumpNextRenderTargets = false;
  28181. }
  28182. this._activeBones.addCount(0, true);
  28183. this._activeIndices.addCount(0, true);
  28184. this._activeParticles.addCount(0, true);
  28185. };
  28186. /**
  28187. * Freeze all materials
  28188. * A frozen material will not be updatable but should be faster to render
  28189. */
  28190. Scene.prototype.freezeMaterials = function () {
  28191. for (var i = 0; i < this.materials.length; i++) {
  28192. this.materials[i].freeze();
  28193. }
  28194. };
  28195. /**
  28196. * Unfreeze all materials
  28197. * A frozen material will not be updatable but should be faster to render
  28198. */
  28199. Scene.prototype.unfreezeMaterials = function () {
  28200. for (var i = 0; i < this.materials.length; i++) {
  28201. this.materials[i].unfreeze();
  28202. }
  28203. };
  28204. /**
  28205. * Releases all held ressources
  28206. */
  28207. Scene.prototype.dispose = function () {
  28208. this.beforeRender = null;
  28209. this.afterRender = null;
  28210. this.skeletons = [];
  28211. this.morphTargetManagers = [];
  28212. this._transientComponents = [];
  28213. this._isReadyForMeshStage.clear();
  28214. this._beforeEvaluateActiveMeshStage.clear();
  28215. this._evaluateSubMeshStage.clear();
  28216. this._activeMeshStage.clear();
  28217. this._cameraDrawRenderTargetStage.clear();
  28218. this._beforeCameraDrawStage.clear();
  28219. this._beforeRenderingGroupDrawStage.clear();
  28220. this._beforeRenderingMeshStage.clear();
  28221. this._afterRenderingMeshStage.clear();
  28222. this._afterRenderingGroupDrawStage.clear();
  28223. this._afterCameraDrawStage.clear();
  28224. this._afterRenderStage.clear();
  28225. this._beforeCameraUpdateStage.clear();
  28226. this._beforeClearStage.clear();
  28227. this._gatherRenderTargetsStage.clear();
  28228. this._gatherActiveCameraRenderTargetsStage.clear();
  28229. this._pointerMoveStage.clear();
  28230. this._pointerDownStage.clear();
  28231. this._pointerUpStage.clear();
  28232. for (var _i = 0, _a = this._components; _i < _a.length; _i++) {
  28233. var component = _a[_i];
  28234. component.dispose();
  28235. }
  28236. this.importedMeshesFiles = new Array();
  28237. this.stopAllAnimations();
  28238. this.resetCachedMaterial();
  28239. // Smart arrays
  28240. if (this.activeCamera) {
  28241. this.activeCamera._activeMeshes.dispose();
  28242. this.activeCamera = null;
  28243. }
  28244. this._activeMeshes.dispose();
  28245. this._renderingManager.dispose();
  28246. this._processedMaterials.dispose();
  28247. this._activeParticleSystems.dispose();
  28248. this._activeSkeletons.dispose();
  28249. this._softwareSkinnedMeshes.dispose();
  28250. this._renderTargets.dispose();
  28251. this._registeredForLateAnimationBindings.dispose();
  28252. this._meshesForIntersections.dispose();
  28253. this._toBeDisposed = [];
  28254. // Abort active requests
  28255. for (var _b = 0, _c = this._activeRequests; _b < _c.length; _b++) {
  28256. var request = _c[_b];
  28257. request.abort();
  28258. }
  28259. // Events
  28260. this.onDisposeObservable.notifyObservers(this);
  28261. this.onDisposeObservable.clear();
  28262. this.onBeforeRenderObservable.clear();
  28263. this.onAfterRenderObservable.clear();
  28264. this.onBeforeRenderTargetsRenderObservable.clear();
  28265. this.onAfterRenderTargetsRenderObservable.clear();
  28266. this.onAfterStepObservable.clear();
  28267. this.onBeforeStepObservable.clear();
  28268. this.onBeforeActiveMeshesEvaluationObservable.clear();
  28269. this.onAfterActiveMeshesEvaluationObservable.clear();
  28270. this.onBeforeParticlesRenderingObservable.clear();
  28271. this.onAfterParticlesRenderingObservable.clear();
  28272. this.onBeforeDrawPhaseObservable.clear();
  28273. this.onAfterDrawPhaseObservable.clear();
  28274. this.onBeforeAnimationsObservable.clear();
  28275. this.onAfterAnimationsObservable.clear();
  28276. this.onDataLoadedObservable.clear();
  28277. this.onBeforeRenderingGroupObservable.clear();
  28278. this.onAfterRenderingGroupObservable.clear();
  28279. this.onMeshImportedObservable.clear();
  28280. this.onBeforeCameraRenderObservable.clear();
  28281. this.onAfterCameraRenderObservable.clear();
  28282. this.onReadyObservable.clear();
  28283. this.onNewCameraAddedObservable.clear();
  28284. this.onCameraRemovedObservable.clear();
  28285. this.onNewLightAddedObservable.clear();
  28286. this.onLightRemovedObservable.clear();
  28287. this.onNewGeometryAddedObservable.clear();
  28288. this.onGeometryRemovedObservable.clear();
  28289. this.onNewTransformNodeAddedObservable.clear();
  28290. this.onTransformNodeRemovedObservable.clear();
  28291. this.onNewMeshAddedObservable.clear();
  28292. this.onMeshRemovedObservable.clear();
  28293. this.onNewMaterialAddedObservable.clear();
  28294. this.onMaterialRemovedObservable.clear();
  28295. this.onNewTextureAddedObservable.clear();
  28296. this.onTextureRemovedObservable.clear();
  28297. this.onPrePointerObservable.clear();
  28298. this.onPointerObservable.clear();
  28299. this.onPreKeyboardObservable.clear();
  28300. this.onKeyboardObservable.clear();
  28301. this.detachControl();
  28302. // Detach cameras
  28303. var canvas = this._engine.getRenderingCanvas();
  28304. if (canvas) {
  28305. var index;
  28306. for (index = 0; index < this.cameras.length; index++) {
  28307. this.cameras[index].detachControl(canvas);
  28308. }
  28309. }
  28310. // Release animation groups
  28311. while (this.animationGroups.length) {
  28312. this.animationGroups[0].dispose();
  28313. }
  28314. // Release lights
  28315. while (this.lights.length) {
  28316. this.lights[0].dispose();
  28317. }
  28318. // Release meshes
  28319. while (this.meshes.length) {
  28320. this.meshes[0].dispose(true);
  28321. }
  28322. while (this.transformNodes.length) {
  28323. this.removeTransformNode(this.transformNodes[0]);
  28324. }
  28325. // Release cameras
  28326. while (this.cameras.length) {
  28327. this.cameras[0].dispose();
  28328. }
  28329. // Release materials
  28330. if (this.defaultMaterial) {
  28331. this.defaultMaterial.dispose();
  28332. }
  28333. while (this.multiMaterials.length) {
  28334. this.multiMaterials[0].dispose();
  28335. }
  28336. while (this.materials.length) {
  28337. this.materials[0].dispose();
  28338. }
  28339. // Release particles
  28340. while (this.particleSystems.length) {
  28341. this.particleSystems[0].dispose();
  28342. }
  28343. // Release postProcesses
  28344. while (this.postProcesses.length) {
  28345. this.postProcesses[0].dispose();
  28346. }
  28347. // Release textures
  28348. while (this.textures.length) {
  28349. this.textures[0].dispose();
  28350. }
  28351. // Release UBO
  28352. this._sceneUbo.dispose();
  28353. if (this._alternateSceneUbo) {
  28354. this._alternateSceneUbo.dispose();
  28355. }
  28356. // Post-processes
  28357. this.postProcessManager.dispose();
  28358. // Remove from engine
  28359. index = this._engine.scenes.indexOf(this);
  28360. if (index > -1) {
  28361. this._engine.scenes.splice(index, 1);
  28362. }
  28363. this._engine.wipeCaches(true);
  28364. this._isDisposed = true;
  28365. };
  28366. Object.defineProperty(Scene.prototype, "isDisposed", {
  28367. /**
  28368. * Gets if the scene is already disposed
  28369. */
  28370. get: function () {
  28371. return this._isDisposed;
  28372. },
  28373. enumerable: true,
  28374. configurable: true
  28375. });
  28376. /**
  28377. * Call this function to reduce memory footprint of the scene.
  28378. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  28379. */
  28380. Scene.prototype.clearCachedVertexData = function () {
  28381. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  28382. var mesh = this.meshes[meshIndex];
  28383. var geometry = mesh.geometry;
  28384. if (geometry) {
  28385. geometry._indices = [];
  28386. for (var vbName in geometry._vertexBuffers) {
  28387. if (!geometry._vertexBuffers.hasOwnProperty(vbName)) {
  28388. continue;
  28389. }
  28390. geometry._vertexBuffers[vbName]._buffer._data = null;
  28391. }
  28392. }
  28393. }
  28394. };
  28395. /**
  28396. * This function will remove the local cached buffer data from texture.
  28397. * It will save memory but will prevent the texture from being rebuilt
  28398. */
  28399. Scene.prototype.cleanCachedTextureBuffer = function () {
  28400. for (var _i = 0, _a = this.textures; _i < _a.length; _i++) {
  28401. var baseTexture = _a[_i];
  28402. var buffer = baseTexture._buffer;
  28403. if (buffer) {
  28404. baseTexture._buffer = null;
  28405. }
  28406. }
  28407. };
  28408. /**
  28409. * Get the world extend vectors with an optional filter
  28410. *
  28411. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  28412. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  28413. */
  28414. Scene.prototype.getWorldExtends = function (filterPredicate) {
  28415. var min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  28416. var max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  28417. filterPredicate = filterPredicate || (function () { return true; });
  28418. this.meshes.filter(filterPredicate).forEach(function (mesh) {
  28419. mesh.computeWorldMatrix(true);
  28420. if (!mesh.subMeshes || mesh.subMeshes.length === 0 || mesh.infiniteDistance) {
  28421. return;
  28422. }
  28423. var boundingInfo = mesh.getBoundingInfo();
  28424. var minBox = boundingInfo.boundingBox.minimumWorld;
  28425. var maxBox = boundingInfo.boundingBox.maximumWorld;
  28426. BABYLON.Tools.CheckExtends(minBox, min, max);
  28427. BABYLON.Tools.CheckExtends(maxBox, min, max);
  28428. });
  28429. return {
  28430. min: min,
  28431. max: max
  28432. };
  28433. };
  28434. // Picking
  28435. /**
  28436. * Creates a ray that can be used to pick in the scene
  28437. * @param x defines the x coordinate of the origin (on-screen)
  28438. * @param y defines the y coordinate of the origin (on-screen)
  28439. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  28440. * @param camera defines the camera to use for the picking
  28441. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  28442. * @returns a Ray
  28443. */
  28444. Scene.prototype.createPickingRay = function (x, y, world, camera, cameraViewSpace) {
  28445. if (cameraViewSpace === void 0) { cameraViewSpace = false; }
  28446. var result = BABYLON.Ray.Zero();
  28447. this.createPickingRayToRef(x, y, world, result, camera, cameraViewSpace);
  28448. return result;
  28449. };
  28450. /**
  28451. * Creates a ray that can be used to pick in the scene
  28452. * @param x defines the x coordinate of the origin (on-screen)
  28453. * @param y defines the y coordinate of the origin (on-screen)
  28454. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  28455. * @param result defines the ray where to store the picking ray
  28456. * @param camera defines the camera to use for the picking
  28457. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  28458. * @returns the current scene
  28459. */
  28460. Scene.prototype.createPickingRayToRef = function (x, y, world, result, camera, cameraViewSpace) {
  28461. if (cameraViewSpace === void 0) { cameraViewSpace = false; }
  28462. var engine = this._engine;
  28463. if (!camera) {
  28464. if (!this.activeCamera)
  28465. throw new Error("Active camera not set");
  28466. camera = this.activeCamera;
  28467. }
  28468. var cameraViewport = camera.viewport;
  28469. var viewport = cameraViewport.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  28470. // Moving coordinates to local viewport world
  28471. x = x / this._engine.getHardwareScalingLevel() - viewport.x;
  28472. y = y / this._engine.getHardwareScalingLevel() - (this._engine.getRenderHeight() - viewport.y - viewport.height);
  28473. result.update(x, y, viewport.width, viewport.height, world ? world : BABYLON.Matrix.Identity(), cameraViewSpace ? BABYLON.Matrix.Identity() : camera.getViewMatrix(), camera.getProjectionMatrix());
  28474. return this;
  28475. };
  28476. /**
  28477. * Creates a ray that can be used to pick in the scene
  28478. * @param x defines the x coordinate of the origin (on-screen)
  28479. * @param y defines the y coordinate of the origin (on-screen)
  28480. * @param camera defines the camera to use for the picking
  28481. * @returns a Ray
  28482. */
  28483. Scene.prototype.createPickingRayInCameraSpace = function (x, y, camera) {
  28484. var result = BABYLON.Ray.Zero();
  28485. this.createPickingRayInCameraSpaceToRef(x, y, result, camera);
  28486. return result;
  28487. };
  28488. /**
  28489. * Creates a ray that can be used to pick in the scene
  28490. * @param x defines the x coordinate of the origin (on-screen)
  28491. * @param y defines the y coordinate of the origin (on-screen)
  28492. * @param result defines the ray where to store the picking ray
  28493. * @param camera defines the camera to use for the picking
  28494. * @returns the current scene
  28495. */
  28496. Scene.prototype.createPickingRayInCameraSpaceToRef = function (x, y, result, camera) {
  28497. if (!BABYLON.PickingInfo) {
  28498. return this;
  28499. }
  28500. var engine = this._engine;
  28501. if (!camera) {
  28502. if (!this.activeCamera)
  28503. throw new Error("Active camera not set");
  28504. camera = this.activeCamera;
  28505. }
  28506. var cameraViewport = camera.viewport;
  28507. var viewport = cameraViewport.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  28508. var identity = BABYLON.Matrix.Identity();
  28509. // Moving coordinates to local viewport world
  28510. x = x / this._engine.getHardwareScalingLevel() - viewport.x;
  28511. y = y / this._engine.getHardwareScalingLevel() - (this._engine.getRenderHeight() - viewport.y - viewport.height);
  28512. result.update(x, y, viewport.width, viewport.height, identity, identity, camera.getProjectionMatrix());
  28513. return this;
  28514. };
  28515. Scene.prototype._internalPick = function (rayFunction, predicate, fastCheck) {
  28516. if (!BABYLON.PickingInfo) {
  28517. return null;
  28518. }
  28519. var pickingInfo = null;
  28520. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  28521. var mesh = this.meshes[meshIndex];
  28522. if (predicate) {
  28523. if (!predicate(mesh)) {
  28524. continue;
  28525. }
  28526. }
  28527. else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {
  28528. continue;
  28529. }
  28530. var world = mesh.getWorldMatrix();
  28531. var ray = rayFunction(world);
  28532. var result = mesh.intersects(ray, fastCheck);
  28533. if (!result || !result.hit)
  28534. continue;
  28535. if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance)
  28536. continue;
  28537. pickingInfo = result;
  28538. if (fastCheck) {
  28539. break;
  28540. }
  28541. }
  28542. return pickingInfo || new BABYLON.PickingInfo();
  28543. };
  28544. Scene.prototype._internalMultiPick = function (rayFunction, predicate) {
  28545. if (!BABYLON.PickingInfo) {
  28546. return null;
  28547. }
  28548. var pickingInfos = new Array();
  28549. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  28550. var mesh = this.meshes[meshIndex];
  28551. if (predicate) {
  28552. if (!predicate(mesh)) {
  28553. continue;
  28554. }
  28555. }
  28556. else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {
  28557. continue;
  28558. }
  28559. var world = mesh.getWorldMatrix();
  28560. var ray = rayFunction(world);
  28561. var result = mesh.intersects(ray, false);
  28562. if (!result || !result.hit)
  28563. continue;
  28564. pickingInfos.push(result);
  28565. }
  28566. return pickingInfos;
  28567. };
  28568. /** Launch a ray to try to pick a mesh in the scene
  28569. * @param x position on screen
  28570. * @param y position on screen
  28571. * @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
  28572. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  28573. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  28574. * @returns a PickingInfo
  28575. */
  28576. Scene.prototype.pick = function (x, y, predicate, fastCheck, camera) {
  28577. var _this = this;
  28578. if (!BABYLON.PickingInfo) {
  28579. return null;
  28580. }
  28581. var result = this._internalPick(function (world) {
  28582. _this.createPickingRayToRef(x, y, world, _this._tempPickingRay, camera || null);
  28583. return _this._tempPickingRay;
  28584. }, predicate, fastCheck);
  28585. if (result) {
  28586. result.ray = this.createPickingRay(x, y, BABYLON.Matrix.Identity(), camera || null);
  28587. }
  28588. return result;
  28589. };
  28590. /** Use the given ray to pick a mesh in the scene
  28591. * @param ray The ray to use to pick meshes
  28592. * @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
  28593. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  28594. * @returns a PickingInfo
  28595. */
  28596. Scene.prototype.pickWithRay = function (ray, predicate, fastCheck) {
  28597. var _this = this;
  28598. var result = this._internalPick(function (world) {
  28599. if (!_this._pickWithRayInverseMatrix) {
  28600. _this._pickWithRayInverseMatrix = BABYLON.Matrix.Identity();
  28601. }
  28602. world.invertToRef(_this._pickWithRayInverseMatrix);
  28603. if (!_this._cachedRayForTransform) {
  28604. _this._cachedRayForTransform = BABYLON.Ray.Zero();
  28605. }
  28606. BABYLON.Ray.TransformToRef(ray, _this._pickWithRayInverseMatrix, _this._cachedRayForTransform);
  28607. return _this._cachedRayForTransform;
  28608. }, predicate, fastCheck);
  28609. if (result) {
  28610. result.ray = ray;
  28611. }
  28612. return result;
  28613. };
  28614. /**
  28615. * Launch a ray to try to pick a mesh in the scene
  28616. * @param x X position on screen
  28617. * @param y Y position on screen
  28618. * @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
  28619. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  28620. * @returns an array of PickingInfo
  28621. */
  28622. Scene.prototype.multiPick = function (x, y, predicate, camera) {
  28623. var _this = this;
  28624. return this._internalMultiPick(function (world) { return _this.createPickingRay(x, y, world, camera || null); }, predicate);
  28625. };
  28626. /**
  28627. * Launch a ray to try to pick a mesh in the scene
  28628. * @param ray Ray to use
  28629. * @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
  28630. * @returns an array of PickingInfo
  28631. */
  28632. Scene.prototype.multiPickWithRay = function (ray, predicate) {
  28633. var _this = this;
  28634. return this._internalMultiPick(function (world) {
  28635. if (!_this._pickWithRayInverseMatrix) {
  28636. _this._pickWithRayInverseMatrix = BABYLON.Matrix.Identity();
  28637. }
  28638. world.invertToRef(_this._pickWithRayInverseMatrix);
  28639. if (!_this._cachedRayForTransform) {
  28640. _this._cachedRayForTransform = BABYLON.Ray.Zero();
  28641. }
  28642. BABYLON.Ray.TransformToRef(ray, _this._pickWithRayInverseMatrix, _this._cachedRayForTransform);
  28643. return _this._cachedRayForTransform;
  28644. }, predicate);
  28645. };
  28646. /**
  28647. * Force the value of meshUnderPointer
  28648. * @param mesh defines the mesh to use
  28649. */
  28650. Scene.prototype.setPointerOverMesh = function (mesh) {
  28651. if (this._pointerOverMesh === mesh) {
  28652. return;
  28653. }
  28654. if (this._pointerOverMesh && this._pointerOverMesh.actionManager) {
  28655. this._pointerOverMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOutTrigger, BABYLON.ActionEvent.CreateNew(this._pointerOverMesh));
  28656. }
  28657. this._pointerOverMesh = mesh;
  28658. if (this._pointerOverMesh && this._pointerOverMesh.actionManager) {
  28659. this._pointerOverMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOverTrigger, BABYLON.ActionEvent.CreateNew(this._pointerOverMesh));
  28660. }
  28661. };
  28662. /**
  28663. * Gets the mesh under the pointer
  28664. * @returns a Mesh or null if no mesh is under the pointer
  28665. */
  28666. Scene.prototype.getPointerOverMesh = function () {
  28667. return this._pointerOverMesh;
  28668. };
  28669. // Misc.
  28670. /** @hidden */
  28671. Scene.prototype._rebuildGeometries = function () {
  28672. for (var _i = 0, _a = this.geometries; _i < _a.length; _i++) {
  28673. var geometry = _a[_i];
  28674. geometry._rebuild();
  28675. }
  28676. for (var _b = 0, _c = this.meshes; _b < _c.length; _b++) {
  28677. var mesh = _c[_b];
  28678. mesh._rebuild();
  28679. }
  28680. if (this.postProcessManager) {
  28681. this.postProcessManager._rebuild();
  28682. }
  28683. for (var _d = 0, _e = this._components; _d < _e.length; _d++) {
  28684. var component = _e[_d];
  28685. component.rebuild();
  28686. }
  28687. for (var _f = 0, _g = this.particleSystems; _f < _g.length; _f++) {
  28688. var system = _g[_f];
  28689. system.rebuild();
  28690. }
  28691. };
  28692. /** @hidden */
  28693. Scene.prototype._rebuildTextures = function () {
  28694. for (var _i = 0, _a = this.textures; _i < _a.length; _i++) {
  28695. var texture = _a[_i];
  28696. texture._rebuild();
  28697. }
  28698. this.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  28699. };
  28700. // Tags
  28701. Scene.prototype._getByTags = function (list, tagsQuery, forEach) {
  28702. if (tagsQuery === undefined) {
  28703. // returns the complete list (could be done with BABYLON.Tags.MatchesQuery but no need to have a for-loop here)
  28704. return list;
  28705. }
  28706. var listByTags = [];
  28707. forEach = forEach || (function (item) { return; });
  28708. for (var i in list) {
  28709. var item = list[i];
  28710. if (BABYLON.Tags && BABYLON.Tags.MatchesQuery(item, tagsQuery)) {
  28711. listByTags.push(item);
  28712. forEach(item);
  28713. }
  28714. }
  28715. return listByTags;
  28716. };
  28717. /**
  28718. * Get a list of meshes by tags
  28719. * @param tagsQuery defines the tags query to use
  28720. * @param forEach defines a predicate used to filter results
  28721. * @returns an array of Mesh
  28722. */
  28723. Scene.prototype.getMeshesByTags = function (tagsQuery, forEach) {
  28724. return this._getByTags(this.meshes, tagsQuery, forEach);
  28725. };
  28726. /**
  28727. * Get a list of cameras by tags
  28728. * @param tagsQuery defines the tags query to use
  28729. * @param forEach defines a predicate used to filter results
  28730. * @returns an array of Camera
  28731. */
  28732. Scene.prototype.getCamerasByTags = function (tagsQuery, forEach) {
  28733. return this._getByTags(this.cameras, tagsQuery, forEach);
  28734. };
  28735. /**
  28736. * Get a list of lights by tags
  28737. * @param tagsQuery defines the tags query to use
  28738. * @param forEach defines a predicate used to filter results
  28739. * @returns an array of Light
  28740. */
  28741. Scene.prototype.getLightsByTags = function (tagsQuery, forEach) {
  28742. return this._getByTags(this.lights, tagsQuery, forEach);
  28743. };
  28744. /**
  28745. * Get a list of materials by tags
  28746. * @param tagsQuery defines the tags query to use
  28747. * @param forEach defines a predicate used to filter results
  28748. * @returns an array of Material
  28749. */
  28750. Scene.prototype.getMaterialByTags = function (tagsQuery, forEach) {
  28751. return this._getByTags(this.materials, tagsQuery, forEach).concat(this._getByTags(this.multiMaterials, tagsQuery, forEach));
  28752. };
  28753. /**
  28754. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  28755. * This allowed control for front to back rendering or reversly depending of the special needs.
  28756. *
  28757. * @param renderingGroupId The rendering group id corresponding to its index
  28758. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  28759. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  28760. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  28761. */
  28762. Scene.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  28763. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  28764. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  28765. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  28766. this._renderingManager.setRenderingOrder(renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn);
  28767. };
  28768. /**
  28769. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  28770. *
  28771. * @param renderingGroupId The rendering group id corresponding to its index
  28772. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  28773. * @param depth Automatically clears depth between groups if true and autoClear is true.
  28774. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  28775. */
  28776. Scene.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil, depth, stencil) {
  28777. if (depth === void 0) { depth = true; }
  28778. if (stencil === void 0) { stencil = true; }
  28779. this._renderingManager.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil, depth, stencil);
  28780. };
  28781. /**
  28782. * Gets the current auto clear configuration for one rendering group of the rendering
  28783. * manager.
  28784. * @param index the rendering group index to get the information for
  28785. * @returns The auto clear setup for the requested rendering group
  28786. */
  28787. Scene.prototype.getAutoClearDepthStencilSetup = function (index) {
  28788. return this._renderingManager.getAutoClearDepthStencilSetup(index);
  28789. };
  28790. Object.defineProperty(Scene.prototype, "blockMaterialDirtyMechanism", {
  28791. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  28792. get: function () {
  28793. return this._blockMaterialDirtyMechanism;
  28794. },
  28795. set: function (value) {
  28796. if (this._blockMaterialDirtyMechanism === value) {
  28797. return;
  28798. }
  28799. this._blockMaterialDirtyMechanism = value;
  28800. if (!value) { // Do a complete update
  28801. this.markAllMaterialsAsDirty(BABYLON.Material.AllDirtyFlag);
  28802. }
  28803. },
  28804. enumerable: true,
  28805. configurable: true
  28806. });
  28807. /**
  28808. * Will flag all materials as dirty to trigger new shader compilation
  28809. * @param flag defines the flag used to specify which material part must be marked as dirty
  28810. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  28811. */
  28812. Scene.prototype.markAllMaterialsAsDirty = function (flag, predicate) {
  28813. if (this._blockMaterialDirtyMechanism) {
  28814. return;
  28815. }
  28816. for (var _i = 0, _a = this.materials; _i < _a.length; _i++) {
  28817. var material = _a[_i];
  28818. if (predicate && !predicate(material)) {
  28819. continue;
  28820. }
  28821. material.markAsDirty(flag);
  28822. }
  28823. };
  28824. /** @hidden */
  28825. Scene.prototype._loadFile = function (url, onSuccess, onProgress, useDatabase, useArrayBuffer, onError) {
  28826. var _this = this;
  28827. var request = BABYLON.Tools.LoadFile(url, onSuccess, onProgress, useDatabase ? this.database : undefined, useArrayBuffer, onError);
  28828. this._activeRequests.push(request);
  28829. request.onCompleteObservable.add(function (request) {
  28830. _this._activeRequests.splice(_this._activeRequests.indexOf(request), 1);
  28831. });
  28832. return request;
  28833. };
  28834. /** @hidden */
  28835. Scene.prototype._loadFileAsync = function (url, useDatabase, useArrayBuffer) {
  28836. var _this = this;
  28837. return new Promise(function (resolve, reject) {
  28838. _this._loadFile(url, function (data) {
  28839. resolve(data);
  28840. }, undefined, useDatabase, useArrayBuffer, function (request, exception) {
  28841. reject(exception);
  28842. });
  28843. });
  28844. };
  28845. // Statics
  28846. Scene._uniqueIdCounter = 0;
  28847. /** The fog is deactivated */
  28848. Scene.FOGMODE_NONE = 0;
  28849. /** The fog density is following an exponential function */
  28850. Scene.FOGMODE_EXP = 1;
  28851. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  28852. Scene.FOGMODE_EXP2 = 2;
  28853. /** The fog density is following a linear function. */
  28854. Scene.FOGMODE_LINEAR = 3;
  28855. /**
  28856. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  28857. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  28858. */
  28859. Scene.MinDeltaTime = 1.0;
  28860. /**
  28861. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  28862. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  28863. */
  28864. Scene.MaxDeltaTime = 1000.0;
  28865. /** The distance in pixel that you have to move to prevent some events */
  28866. Scene.DragMovementThreshold = 10; // in pixels
  28867. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  28868. Scene.LongPressDelay = 500; // in milliseconds
  28869. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  28870. Scene.DoubleClickDelay = 300; // in milliseconds
  28871. /** If you need to check double click without raising a single click at first click, enable this flag */
  28872. Scene.ExclusiveDoubleClickMode = false;
  28873. return Scene;
  28874. }(BABYLON.AbstractScene));
  28875. BABYLON.Scene = Scene;
  28876. })(BABYLON || (BABYLON = {}));
  28877. //# sourceMappingURL=babylon.scene.js.map
  28878. var BABYLON;
  28879. (function (BABYLON) {
  28880. /**
  28881. * Set of assets to keep when moving a scene into an asset container.
  28882. */
  28883. var KeepAssets = /** @class */ (function (_super) {
  28884. __extends(KeepAssets, _super);
  28885. function KeepAssets() {
  28886. return _super !== null && _super.apply(this, arguments) || this;
  28887. }
  28888. return KeepAssets;
  28889. }(BABYLON.AbstractScene));
  28890. BABYLON.KeepAssets = KeepAssets;
  28891. /**
  28892. * Container with a set of assets that can be added or removed from a scene.
  28893. */
  28894. var AssetContainer = /** @class */ (function (_super) {
  28895. __extends(AssetContainer, _super);
  28896. /**
  28897. * Instantiates an AssetContainer.
  28898. * @param scene The scene the AssetContainer belongs to.
  28899. */
  28900. function AssetContainer(scene) {
  28901. var _this = _super.call(this) || this;
  28902. _this.scene = scene;
  28903. return _this;
  28904. }
  28905. /**
  28906. * Adds all the assets from the container to the scene.
  28907. */
  28908. AssetContainer.prototype.addAllToScene = function () {
  28909. var _this = this;
  28910. this.cameras.forEach(function (o) {
  28911. _this.scene.addCamera(o);
  28912. });
  28913. this.lights.forEach(function (o) {
  28914. _this.scene.addLight(o);
  28915. });
  28916. this.meshes.forEach(function (o) {
  28917. _this.scene.addMesh(o);
  28918. });
  28919. this.skeletons.forEach(function (o) {
  28920. _this.scene.addSkeleton(o);
  28921. });
  28922. this.animations.forEach(function (o) {
  28923. _this.scene.addAnimation(o);
  28924. });
  28925. this.animationGroups.forEach(function (o) {
  28926. _this.scene.addAnimationGroup(o);
  28927. });
  28928. this.multiMaterials.forEach(function (o) {
  28929. _this.scene.addMultiMaterial(o);
  28930. });
  28931. this.materials.forEach(function (o) {
  28932. _this.scene.addMaterial(o);
  28933. });
  28934. this.morphTargetManagers.forEach(function (o) {
  28935. _this.scene.addMorphTargetManager(o);
  28936. });
  28937. this.geometries.forEach(function (o) {
  28938. _this.scene.addGeometry(o);
  28939. });
  28940. this.transformNodes.forEach(function (o) {
  28941. _this.scene.addTransformNode(o);
  28942. });
  28943. this.actionManagers.forEach(function (o) {
  28944. _this.scene.addActionManager(o);
  28945. });
  28946. this.textures.forEach(function (o) {
  28947. _this.scene.addTexture(o);
  28948. });
  28949. for (var _i = 0, _a = this.scene._serializableComponents; _i < _a.length; _i++) {
  28950. var component = _a[_i];
  28951. component.addFromContainer(this.scene);
  28952. }
  28953. };
  28954. /**
  28955. * Removes all the assets in the container from the scene
  28956. */
  28957. AssetContainer.prototype.removeAllFromScene = function () {
  28958. var _this = this;
  28959. this.cameras.forEach(function (o) {
  28960. _this.scene.removeCamera(o);
  28961. });
  28962. this.lights.forEach(function (o) {
  28963. _this.scene.removeLight(o);
  28964. });
  28965. this.meshes.forEach(function (o) {
  28966. _this.scene.removeMesh(o);
  28967. });
  28968. this.skeletons.forEach(function (o) {
  28969. _this.scene.removeSkeleton(o);
  28970. });
  28971. this.animations.forEach(function (o) {
  28972. _this.scene.removeAnimation(o);
  28973. });
  28974. this.animationGroups.forEach(function (o) {
  28975. _this.scene.removeAnimationGroup(o);
  28976. });
  28977. this.multiMaterials.forEach(function (o) {
  28978. _this.scene.removeMultiMaterial(o);
  28979. });
  28980. this.materials.forEach(function (o) {
  28981. _this.scene.removeMaterial(o);
  28982. });
  28983. this.morphTargetManagers.forEach(function (o) {
  28984. _this.scene.removeMorphTargetManager(o);
  28985. });
  28986. this.geometries.forEach(function (o) {
  28987. _this.scene.removeGeometry(o);
  28988. });
  28989. this.transformNodes.forEach(function (o) {
  28990. _this.scene.removeTransformNode(o);
  28991. });
  28992. this.actionManagers.forEach(function (o) {
  28993. _this.scene.removeActionManager(o);
  28994. });
  28995. this.textures.forEach(function (o) {
  28996. _this.scene.removeTexture(o);
  28997. });
  28998. for (var _i = 0, _a = this.scene._serializableComponents; _i < _a.length; _i++) {
  28999. var component = _a[_i];
  29000. component.removeFromContainer(this.scene);
  29001. }
  29002. };
  29003. AssetContainer.prototype._moveAssets = function (sourceAssets, targetAssets, keepAssets) {
  29004. if (!sourceAssets) {
  29005. return;
  29006. }
  29007. for (var _i = 0, sourceAssets_1 = sourceAssets; _i < sourceAssets_1.length; _i++) {
  29008. var asset = sourceAssets_1[_i];
  29009. var move = true;
  29010. if (keepAssets) {
  29011. for (var _a = 0, keepAssets_1 = keepAssets; _a < keepAssets_1.length; _a++) {
  29012. var keepAsset = keepAssets_1[_a];
  29013. if (asset === keepAsset) {
  29014. move = false;
  29015. break;
  29016. }
  29017. }
  29018. }
  29019. if (move) {
  29020. targetAssets.push(asset);
  29021. }
  29022. }
  29023. };
  29024. /**
  29025. * Removes all the assets contained in the scene and adds them to the container.
  29026. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  29027. */
  29028. AssetContainer.prototype.moveAllFromScene = function (keepAssets) {
  29029. if (keepAssets === undefined) {
  29030. keepAssets = new KeepAssets();
  29031. }
  29032. for (var key in this) {
  29033. if (this.hasOwnProperty(key)) {
  29034. this[key] = this[key] || [];
  29035. this._moveAssets(this.scene[key], this[key], keepAssets[key]);
  29036. }
  29037. }
  29038. this.removeAllFromScene();
  29039. };
  29040. /**
  29041. * 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.
  29042. * @returns the root mesh
  29043. */
  29044. AssetContainer.prototype.createRootMesh = function () {
  29045. var rootMesh = new BABYLON.Mesh("assetContainerRootMesh", this.scene);
  29046. this.meshes.forEach(function (m) {
  29047. if (!m.parent) {
  29048. rootMesh.addChild(m);
  29049. }
  29050. });
  29051. this.meshes.unshift(rootMesh);
  29052. return rootMesh;
  29053. };
  29054. return AssetContainer;
  29055. }(BABYLON.AbstractScene));
  29056. BABYLON.AssetContainer = AssetContainer;
  29057. })(BABYLON || (BABYLON = {}));
  29058. //# sourceMappingURL=babylon.assetContainer.js.map
  29059. var BABYLON;
  29060. (function (BABYLON) {
  29061. var Buffer = /** @class */ (function () {
  29062. /**
  29063. * Constructor
  29064. * @param engine the engine
  29065. * @param data the data to use for this buffer
  29066. * @param updatable whether the data is updatable
  29067. * @param stride the stride (optional)
  29068. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  29069. * @param instanced whether the buffer is instanced (optional)
  29070. * @param useBytes set to true if the stride in in bytes (optional)
  29071. */
  29072. function Buffer(engine, data, updatable, stride, postponeInternalCreation, instanced, useBytes) {
  29073. if (stride === void 0) { stride = 0; }
  29074. if (postponeInternalCreation === void 0) { postponeInternalCreation = false; }
  29075. if (instanced === void 0) { instanced = false; }
  29076. if (useBytes === void 0) { useBytes = false; }
  29077. if (engine instanceof BABYLON.Mesh) { // old versions of BABYLON.VertexBuffer accepted 'mesh' instead of 'engine'
  29078. this._engine = engine.getScene().getEngine();
  29079. }
  29080. else {
  29081. this._engine = engine;
  29082. }
  29083. this._updatable = updatable;
  29084. this._instanced = instanced;
  29085. this._data = data;
  29086. this.byteStride = useBytes ? stride : stride * Float32Array.BYTES_PER_ELEMENT;
  29087. if (!postponeInternalCreation) { // by default
  29088. this.create();
  29089. }
  29090. }
  29091. /**
  29092. * Create a new {BABYLON.VertexBuffer} based on the current buffer
  29093. * @param kind defines the vertex buffer kind (position, normal, etc.)
  29094. * @param offset defines offset in the buffer (0 by default)
  29095. * @param size defines the size in floats of attributes (position is 3 for instance)
  29096. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  29097. * @param instanced defines if the vertex buffer contains indexed data
  29098. * @param useBytes defines if the offset and stride are in bytes
  29099. * @returns the new vertex buffer
  29100. */
  29101. Buffer.prototype.createVertexBuffer = function (kind, offset, size, stride, instanced, useBytes) {
  29102. if (useBytes === void 0) { useBytes = false; }
  29103. var byteOffset = useBytes ? offset : offset * Float32Array.BYTES_PER_ELEMENT;
  29104. var byteStride = stride ? (useBytes ? stride : stride * Float32Array.BYTES_PER_ELEMENT) : this.byteStride;
  29105. // a lot of these parameters are ignored as they are overriden by the buffer
  29106. return new BABYLON.VertexBuffer(this._engine, this, kind, this._updatable, true, byteStride, instanced === undefined ? this._instanced : instanced, byteOffset, size, undefined, undefined, true);
  29107. };
  29108. // Properties
  29109. Buffer.prototype.isUpdatable = function () {
  29110. return this._updatable;
  29111. };
  29112. Buffer.prototype.getData = function () {
  29113. return this._data;
  29114. };
  29115. Buffer.prototype.getBuffer = function () {
  29116. return this._buffer;
  29117. };
  29118. /**
  29119. * Gets the stride in float32 units (i.e. byte stride / 4).
  29120. * May not be an integer if the byte stride is not divisible by 4.
  29121. * DEPRECATED. Use byteStride instead.
  29122. * @returns the stride in float32 units
  29123. */
  29124. Buffer.prototype.getStrideSize = function () {
  29125. return this.byteStride / Float32Array.BYTES_PER_ELEMENT;
  29126. };
  29127. // Methods
  29128. Buffer.prototype.create = function (data) {
  29129. if (data === void 0) { data = null; }
  29130. if (!data && this._buffer) {
  29131. return; // nothing to do
  29132. }
  29133. data = data || this._data;
  29134. if (!data) {
  29135. return;
  29136. }
  29137. if (!this._buffer) { // create buffer
  29138. if (this._updatable) {
  29139. this._buffer = this._engine.createDynamicVertexBuffer(data);
  29140. this._data = data;
  29141. }
  29142. else {
  29143. this._buffer = this._engine.createVertexBuffer(data);
  29144. }
  29145. }
  29146. else if (this._updatable) { // update buffer
  29147. this._engine.updateDynamicVertexBuffer(this._buffer, data);
  29148. this._data = data;
  29149. }
  29150. };
  29151. /** @hidden */
  29152. Buffer.prototype._rebuild = function () {
  29153. this._buffer = null;
  29154. this.create(this._data);
  29155. };
  29156. Buffer.prototype.update = function (data) {
  29157. this.create(data);
  29158. };
  29159. /**
  29160. * Updates the data directly.
  29161. * @param data the new data
  29162. * @param offset the new offset
  29163. * @param vertexCount the vertex count (optional)
  29164. * @param useBytes set to true if the offset is in bytes
  29165. */
  29166. Buffer.prototype.updateDirectly = function (data, offset, vertexCount, useBytes) {
  29167. if (useBytes === void 0) { useBytes = false; }
  29168. if (!this._buffer) {
  29169. return;
  29170. }
  29171. if (this._updatable) { // update buffer
  29172. this._engine.updateDynamicVertexBuffer(this._buffer, data, useBytes ? offset : offset * Float32Array.BYTES_PER_ELEMENT, (vertexCount ? vertexCount * this.byteStride : undefined));
  29173. this._data = null;
  29174. }
  29175. };
  29176. Buffer.prototype.dispose = function () {
  29177. if (!this._buffer) {
  29178. return;
  29179. }
  29180. if (this._engine._releaseBuffer(this._buffer)) {
  29181. this._buffer = null;
  29182. }
  29183. };
  29184. return Buffer;
  29185. }());
  29186. BABYLON.Buffer = Buffer;
  29187. })(BABYLON || (BABYLON = {}));
  29188. //# sourceMappingURL=babylon.buffer.js.map
  29189. var BABYLON;
  29190. (function (BABYLON) {
  29191. var VertexBuffer = /** @class */ (function () {
  29192. /**
  29193. * Constructor
  29194. * @param engine the engine
  29195. * @param data the data to use for this vertex buffer
  29196. * @param kind the vertex buffer kind
  29197. * @param updatable whether the data is updatable
  29198. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  29199. * @param stride the stride (optional)
  29200. * @param instanced whether the buffer is instanced (optional)
  29201. * @param offset the offset of the data (optional)
  29202. * @param size the number of components (optional)
  29203. * @param type the type of the component (optional)
  29204. * @param normalized whether the data contains normalized data (optional)
  29205. * @param useBytes set to true if stride and offset are in bytes (optional)
  29206. */
  29207. function VertexBuffer(engine, data, kind, updatable, postponeInternalCreation, stride, instanced, offset, size, type, normalized, useBytes) {
  29208. if (normalized === void 0) { normalized = false; }
  29209. if (useBytes === void 0) { useBytes = false; }
  29210. if (data instanceof BABYLON.Buffer) {
  29211. this._buffer = data;
  29212. this._ownsBuffer = false;
  29213. }
  29214. else {
  29215. this._buffer = new BABYLON.Buffer(engine, data, updatable, stride, postponeInternalCreation, instanced, useBytes);
  29216. this._ownsBuffer = true;
  29217. }
  29218. this._kind = kind;
  29219. if (type == undefined) {
  29220. var data_1 = this.getData();
  29221. this.type = VertexBuffer.FLOAT;
  29222. if (data_1 instanceof Int8Array)
  29223. this.type = VertexBuffer.BYTE;
  29224. else if (data_1 instanceof Uint8Array)
  29225. this.type = VertexBuffer.UNSIGNED_BYTE;
  29226. else if (data_1 instanceof Int16Array)
  29227. this.type = VertexBuffer.SHORT;
  29228. else if (data_1 instanceof Uint16Array)
  29229. this.type = VertexBuffer.UNSIGNED_SHORT;
  29230. else if (data_1 instanceof Int32Array)
  29231. this.type = VertexBuffer.INT;
  29232. else if (data_1 instanceof Uint32Array)
  29233. this.type = VertexBuffer.UNSIGNED_INT;
  29234. }
  29235. else {
  29236. this.type = type;
  29237. }
  29238. var typeByteLength = VertexBuffer.GetTypeByteLength(this.type);
  29239. if (useBytes) {
  29240. this._size = size || (stride ? (stride / typeByteLength) : VertexBuffer.DeduceStride(kind));
  29241. this.byteStride = stride || this._buffer.byteStride || (this._size * typeByteLength);
  29242. this.byteOffset = offset || 0;
  29243. }
  29244. else {
  29245. this._size = size || stride || VertexBuffer.DeduceStride(kind);
  29246. this.byteStride = stride ? (stride * typeByteLength) : (this._buffer.byteStride || (this._size * typeByteLength));
  29247. this.byteOffset = (offset || 0) * typeByteLength;
  29248. }
  29249. this.normalized = normalized;
  29250. this._instanced = instanced !== undefined ? instanced : false;
  29251. this._instanceDivisor = instanced ? 1 : 0;
  29252. }
  29253. Object.defineProperty(VertexBuffer.prototype, "instanceDivisor", {
  29254. /**
  29255. * Gets or sets the instance divisor when in instanced mode
  29256. */
  29257. get: function () {
  29258. return this._instanceDivisor;
  29259. },
  29260. set: function (value) {
  29261. this._instanceDivisor = value;
  29262. if (value == 0) {
  29263. this._instanced = false;
  29264. }
  29265. else {
  29266. this._instanced = true;
  29267. }
  29268. },
  29269. enumerable: true,
  29270. configurable: true
  29271. });
  29272. /** @hidden */
  29273. VertexBuffer.prototype._rebuild = function () {
  29274. if (!this._buffer) {
  29275. return;
  29276. }
  29277. this._buffer._rebuild();
  29278. };
  29279. /**
  29280. * Returns the kind of the VertexBuffer (string).
  29281. */
  29282. VertexBuffer.prototype.getKind = function () {
  29283. return this._kind;
  29284. };
  29285. // Properties
  29286. /**
  29287. * Boolean : is the VertexBuffer updatable ?
  29288. */
  29289. VertexBuffer.prototype.isUpdatable = function () {
  29290. return this._buffer.isUpdatable();
  29291. };
  29292. /**
  29293. * Returns an array of numbers or a typed array containing the VertexBuffer data.
  29294. */
  29295. VertexBuffer.prototype.getData = function () {
  29296. return this._buffer.getData();
  29297. };
  29298. /**
  29299. * Returns the WebGLBuffer associated to the VertexBuffer.
  29300. */
  29301. VertexBuffer.prototype.getBuffer = function () {
  29302. return this._buffer.getBuffer();
  29303. };
  29304. /**
  29305. * Returns the stride as a multiple of the type byte length.
  29306. * DEPRECATED. Use byteStride instead.
  29307. */
  29308. VertexBuffer.prototype.getStrideSize = function () {
  29309. return this.byteStride / VertexBuffer.GetTypeByteLength(this.type);
  29310. };
  29311. /**
  29312. * Returns the offset as a multiple of the type byte length.
  29313. * DEPRECATED. Use byteOffset instead.
  29314. */
  29315. VertexBuffer.prototype.getOffset = function () {
  29316. return this.byteOffset / VertexBuffer.GetTypeByteLength(this.type);
  29317. };
  29318. /**
  29319. * Returns the number of components per vertex attribute (integer).
  29320. */
  29321. VertexBuffer.prototype.getSize = function () {
  29322. return this._size;
  29323. };
  29324. /**
  29325. * Boolean : is the WebGLBuffer of the VertexBuffer instanced now ?
  29326. */
  29327. VertexBuffer.prototype.getIsInstanced = function () {
  29328. return this._instanced;
  29329. };
  29330. /**
  29331. * Returns the instancing divisor, zero for non-instanced (integer).
  29332. */
  29333. VertexBuffer.prototype.getInstanceDivisor = function () {
  29334. return this._instanceDivisor;
  29335. };
  29336. // Methods
  29337. /**
  29338. * Creates the underlying WebGLBuffer from the passed numeric array or Float32Array.
  29339. * Returns the created WebGLBuffer.
  29340. */
  29341. VertexBuffer.prototype.create = function (data) {
  29342. return this._buffer.create(data);
  29343. };
  29344. /**
  29345. * Updates the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  29346. * This function will create a new buffer if the current one is not updatable
  29347. * Returns the updated WebGLBuffer.
  29348. */
  29349. VertexBuffer.prototype.update = function (data) {
  29350. return this._buffer.update(data);
  29351. };
  29352. /**
  29353. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  29354. * Returns the directly updated WebGLBuffer.
  29355. * @param data the new data
  29356. * @param offset the new offset
  29357. * @param useBytes set to true if the offset is in bytes
  29358. */
  29359. VertexBuffer.prototype.updateDirectly = function (data, offset, useBytes) {
  29360. if (useBytes === void 0) { useBytes = false; }
  29361. this._buffer.updateDirectly(data, offset, undefined, useBytes);
  29362. };
  29363. /**
  29364. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  29365. */
  29366. VertexBuffer.prototype.dispose = function () {
  29367. if (this._ownsBuffer) {
  29368. this._buffer.dispose();
  29369. }
  29370. };
  29371. /**
  29372. * Enumerates each value of this vertex buffer as numbers.
  29373. * @param count the number of values to enumerate
  29374. * @param callback the callback function called for each value
  29375. */
  29376. VertexBuffer.prototype.forEach = function (count, callback) {
  29377. VertexBuffer.ForEach(this._buffer.getData(), this.byteOffset, this.byteStride, this._size, this.type, count, this.normalized, callback);
  29378. };
  29379. Object.defineProperty(VertexBuffer, "PositionKind", {
  29380. get: function () {
  29381. return VertexBuffer._PositionKind;
  29382. },
  29383. enumerable: true,
  29384. configurable: true
  29385. });
  29386. Object.defineProperty(VertexBuffer, "NormalKind", {
  29387. get: function () {
  29388. return VertexBuffer._NormalKind;
  29389. },
  29390. enumerable: true,
  29391. configurable: true
  29392. });
  29393. Object.defineProperty(VertexBuffer, "TangentKind", {
  29394. get: function () {
  29395. return VertexBuffer._TangentKind;
  29396. },
  29397. enumerable: true,
  29398. configurable: true
  29399. });
  29400. Object.defineProperty(VertexBuffer, "UVKind", {
  29401. get: function () {
  29402. return VertexBuffer._UVKind;
  29403. },
  29404. enumerable: true,
  29405. configurable: true
  29406. });
  29407. Object.defineProperty(VertexBuffer, "UV2Kind", {
  29408. get: function () {
  29409. return VertexBuffer._UV2Kind;
  29410. },
  29411. enumerable: true,
  29412. configurable: true
  29413. });
  29414. Object.defineProperty(VertexBuffer, "UV3Kind", {
  29415. get: function () {
  29416. return VertexBuffer._UV3Kind;
  29417. },
  29418. enumerable: true,
  29419. configurable: true
  29420. });
  29421. Object.defineProperty(VertexBuffer, "UV4Kind", {
  29422. get: function () {
  29423. return VertexBuffer._UV4Kind;
  29424. },
  29425. enumerable: true,
  29426. configurable: true
  29427. });
  29428. Object.defineProperty(VertexBuffer, "UV5Kind", {
  29429. get: function () {
  29430. return VertexBuffer._UV5Kind;
  29431. },
  29432. enumerable: true,
  29433. configurable: true
  29434. });
  29435. Object.defineProperty(VertexBuffer, "UV6Kind", {
  29436. get: function () {
  29437. return VertexBuffer._UV6Kind;
  29438. },
  29439. enumerable: true,
  29440. configurable: true
  29441. });
  29442. Object.defineProperty(VertexBuffer, "ColorKind", {
  29443. get: function () {
  29444. return VertexBuffer._ColorKind;
  29445. },
  29446. enumerable: true,
  29447. configurable: true
  29448. });
  29449. Object.defineProperty(VertexBuffer, "MatricesIndicesKind", {
  29450. get: function () {
  29451. return VertexBuffer._MatricesIndicesKind;
  29452. },
  29453. enumerable: true,
  29454. configurable: true
  29455. });
  29456. Object.defineProperty(VertexBuffer, "MatricesWeightsKind", {
  29457. get: function () {
  29458. return VertexBuffer._MatricesWeightsKind;
  29459. },
  29460. enumerable: true,
  29461. configurable: true
  29462. });
  29463. Object.defineProperty(VertexBuffer, "MatricesIndicesExtraKind", {
  29464. get: function () {
  29465. return VertexBuffer._MatricesIndicesExtraKind;
  29466. },
  29467. enumerable: true,
  29468. configurable: true
  29469. });
  29470. Object.defineProperty(VertexBuffer, "MatricesWeightsExtraKind", {
  29471. get: function () {
  29472. return VertexBuffer._MatricesWeightsExtraKind;
  29473. },
  29474. enumerable: true,
  29475. configurable: true
  29476. });
  29477. /**
  29478. * Deduces the stride given a kind.
  29479. * @param kind The kind string to deduce
  29480. * @returns The deduced stride
  29481. */
  29482. VertexBuffer.DeduceStride = function (kind) {
  29483. switch (kind) {
  29484. case VertexBuffer.UVKind:
  29485. case VertexBuffer.UV2Kind:
  29486. case VertexBuffer.UV3Kind:
  29487. case VertexBuffer.UV4Kind:
  29488. case VertexBuffer.UV5Kind:
  29489. case VertexBuffer.UV6Kind:
  29490. return 2;
  29491. case VertexBuffer.NormalKind:
  29492. case VertexBuffer.PositionKind:
  29493. return 3;
  29494. case VertexBuffer.ColorKind:
  29495. case VertexBuffer.MatricesIndicesKind:
  29496. case VertexBuffer.MatricesIndicesExtraKind:
  29497. case VertexBuffer.MatricesWeightsKind:
  29498. case VertexBuffer.MatricesWeightsExtraKind:
  29499. case VertexBuffer.TangentKind:
  29500. return 4;
  29501. default:
  29502. throw new Error("Invalid kind '" + kind + "'");
  29503. }
  29504. };
  29505. /**
  29506. * Gets the byte length of the given type.
  29507. * @param type the type
  29508. * @returns the number of bytes
  29509. */
  29510. VertexBuffer.GetTypeByteLength = function (type) {
  29511. switch (type) {
  29512. case VertexBuffer.BYTE:
  29513. case VertexBuffer.UNSIGNED_BYTE:
  29514. return 1;
  29515. case VertexBuffer.SHORT:
  29516. case VertexBuffer.UNSIGNED_SHORT:
  29517. return 2;
  29518. case VertexBuffer.INT:
  29519. case VertexBuffer.FLOAT:
  29520. return 4;
  29521. default:
  29522. throw new Error("Invalid type '" + type + "'");
  29523. }
  29524. };
  29525. /**
  29526. * Enumerates each value of the given parameters as numbers.
  29527. * @param data the data to enumerate
  29528. * @param byteOffset the byte offset of the data
  29529. * @param byteStride the byte stride of the data
  29530. * @param componentCount the number of components per element
  29531. * @param componentType the type of the component
  29532. * @param count the total number of components
  29533. * @param normalized whether the data is normalized
  29534. * @param callback the callback function called for each value
  29535. */
  29536. VertexBuffer.ForEach = function (data, byteOffset, byteStride, componentCount, componentType, count, normalized, callback) {
  29537. if (data instanceof Array) {
  29538. var offset = byteOffset / 4;
  29539. var stride = byteStride / 4;
  29540. for (var index = 0; index < count; index += componentCount) {
  29541. for (var componentIndex = 0; componentIndex < componentCount; componentIndex++) {
  29542. callback(data[offset + componentIndex], index + componentIndex);
  29543. }
  29544. offset += stride;
  29545. }
  29546. }
  29547. else {
  29548. var dataView = data instanceof ArrayBuffer ? new DataView(data) : new DataView(data.buffer, data.byteOffset, data.byteLength);
  29549. var componentByteLength = VertexBuffer.GetTypeByteLength(componentType);
  29550. for (var index = 0; index < count; index += componentCount) {
  29551. var componentByteOffset = byteOffset;
  29552. for (var componentIndex = 0; componentIndex < componentCount; componentIndex++) {
  29553. var value = VertexBuffer._GetFloatValue(dataView, componentType, componentByteOffset, normalized);
  29554. callback(value, index + componentIndex);
  29555. componentByteOffset += componentByteLength;
  29556. }
  29557. byteOffset += byteStride;
  29558. }
  29559. }
  29560. };
  29561. VertexBuffer._GetFloatValue = function (dataView, type, byteOffset, normalized) {
  29562. switch (type) {
  29563. case VertexBuffer.BYTE: {
  29564. var value = dataView.getInt8(byteOffset);
  29565. if (normalized) {
  29566. value = Math.max(value / 127, -1);
  29567. }
  29568. return value;
  29569. }
  29570. case VertexBuffer.UNSIGNED_BYTE: {
  29571. var value = dataView.getUint8(byteOffset);
  29572. if (normalized) {
  29573. value = value / 255;
  29574. }
  29575. return value;
  29576. }
  29577. case VertexBuffer.SHORT: {
  29578. var value = dataView.getInt16(byteOffset, true);
  29579. if (normalized) {
  29580. value = Math.max(value / 16383, -1);
  29581. }
  29582. return value;
  29583. }
  29584. case VertexBuffer.UNSIGNED_SHORT: {
  29585. var value = dataView.getUint16(byteOffset, true);
  29586. if (normalized) {
  29587. value = value / 65535;
  29588. }
  29589. return value;
  29590. }
  29591. case VertexBuffer.FLOAT: {
  29592. return dataView.getFloat32(byteOffset, true);
  29593. }
  29594. default: {
  29595. throw new Error("Invalid component type " + type);
  29596. }
  29597. }
  29598. };
  29599. /**
  29600. * The byte type.
  29601. */
  29602. VertexBuffer.BYTE = 5120;
  29603. /**
  29604. * The unsigned byte type.
  29605. */
  29606. VertexBuffer.UNSIGNED_BYTE = 5121;
  29607. /**
  29608. * The short type.
  29609. */
  29610. VertexBuffer.SHORT = 5122;
  29611. /**
  29612. * The unsigned short type.
  29613. */
  29614. VertexBuffer.UNSIGNED_SHORT = 5123;
  29615. /**
  29616. * The integer type.
  29617. */
  29618. VertexBuffer.INT = 5124;
  29619. /**
  29620. * The unsigned integer type.
  29621. */
  29622. VertexBuffer.UNSIGNED_INT = 5125;
  29623. /**
  29624. * The float type.
  29625. */
  29626. VertexBuffer.FLOAT = 5126;
  29627. // Enums
  29628. VertexBuffer._PositionKind = "position";
  29629. VertexBuffer._NormalKind = "normal";
  29630. VertexBuffer._TangentKind = "tangent";
  29631. VertexBuffer._UVKind = "uv";
  29632. VertexBuffer._UV2Kind = "uv2";
  29633. VertexBuffer._UV3Kind = "uv3";
  29634. VertexBuffer._UV4Kind = "uv4";
  29635. VertexBuffer._UV5Kind = "uv5";
  29636. VertexBuffer._UV6Kind = "uv6";
  29637. VertexBuffer._ColorKind = "color";
  29638. VertexBuffer._MatricesIndicesKind = "matricesIndices";
  29639. VertexBuffer._MatricesWeightsKind = "matricesWeights";
  29640. VertexBuffer._MatricesIndicesExtraKind = "matricesIndicesExtra";
  29641. VertexBuffer._MatricesWeightsExtraKind = "matricesWeightsExtra";
  29642. return VertexBuffer;
  29643. }());
  29644. BABYLON.VertexBuffer = VertexBuffer;
  29645. })(BABYLON || (BABYLON = {}));
  29646. //# sourceMappingURL=babylon.vertexBuffer.js.map
  29647. //# sourceMappingURL=babylon.internalTextureLoader.js.map
  29648. var BABYLON;
  29649. (function (BABYLON) {
  29650. /**
  29651. * Internal class used by the engine to get list of {BABYLON.InternalTexture} already bound to the GL context
  29652. */
  29653. var DummyInternalTextureTracker = /** @class */ (function () {
  29654. function DummyInternalTextureTracker() {
  29655. /**
  29656. * Gets or set the previous tracker in the list
  29657. */
  29658. this.previous = null;
  29659. /**
  29660. * Gets or set the next tracker in the list
  29661. */
  29662. this.next = null;
  29663. }
  29664. return DummyInternalTextureTracker;
  29665. }());
  29666. BABYLON.DummyInternalTextureTracker = DummyInternalTextureTracker;
  29667. })(BABYLON || (BABYLON = {}));
  29668. //# sourceMappingURL=babylon.internalTextureTracker.js.map
  29669. var BABYLON;
  29670. (function (BABYLON) {
  29671. /**
  29672. * Class used to store data associated with WebGL texture data for the engine
  29673. * This class should not be used directly
  29674. */
  29675. var InternalTexture = /** @class */ (function () {
  29676. /**
  29677. * Creates a new InternalTexture
  29678. * @param engine defines the engine to use
  29679. * @param dataSource defines the type of data that will be used
  29680. */
  29681. function InternalTexture(engine, dataSource) {
  29682. /**
  29683. * Observable called when the texture is loaded
  29684. */
  29685. this.onLoadedObservable = new BABYLON.Observable();
  29686. /**
  29687. * Gets or set the previous tracker in the list
  29688. */
  29689. this.previous = null;
  29690. /**
  29691. * Gets or set the next tracker in the list
  29692. */
  29693. this.next = null;
  29694. // Private
  29695. /** @hidden */
  29696. this._initialSlot = -1;
  29697. /** @hidden */
  29698. this._designatedSlot = -1;
  29699. /** @hidden */
  29700. this._dataSource = InternalTexture.DATASOURCE_UNKNOWN;
  29701. /** @hidden */
  29702. this._comparisonFunction = 0;
  29703. /** @hidden */
  29704. this._sphericalPolynomial = null;
  29705. /** @hidden */
  29706. this._lodGenerationScale = 0;
  29707. /** @hidden */
  29708. this._lodGenerationOffset = 0;
  29709. /** @hidden */
  29710. this._isRGBD = false;
  29711. /** @hidden */
  29712. this._references = 1;
  29713. this._engine = engine;
  29714. this._dataSource = dataSource;
  29715. this._webGLTexture = engine._createTexture();
  29716. }
  29717. /**
  29718. * Gets the Engine the texture belongs to.
  29719. * @returns The babylon engine
  29720. */
  29721. InternalTexture.prototype.getEngine = function () {
  29722. return this._engine;
  29723. };
  29724. Object.defineProperty(InternalTexture.prototype, "dataSource", {
  29725. /**
  29726. * Gets the data source type of the texture (can be one of the BABYLON.InternalTexture.DATASOURCE_XXXX)
  29727. */
  29728. get: function () {
  29729. return this._dataSource;
  29730. },
  29731. enumerable: true,
  29732. configurable: true
  29733. });
  29734. /**
  29735. * Increments the number of references (ie. the number of {BABYLON.Texture} that point to it)
  29736. */
  29737. InternalTexture.prototype.incrementReferences = function () {
  29738. this._references++;
  29739. };
  29740. /**
  29741. * Change the size of the texture (not the size of the content)
  29742. * @param width defines the new width
  29743. * @param height defines the new height
  29744. * @param depth defines the new depth (1 by default)
  29745. */
  29746. InternalTexture.prototype.updateSize = function (width, height, depth) {
  29747. if (depth === void 0) { depth = 1; }
  29748. this.width = width;
  29749. this.height = height;
  29750. this.depth = depth;
  29751. this.baseWidth = width;
  29752. this.baseHeight = height;
  29753. this.baseDepth = depth;
  29754. this._size = width * height * depth;
  29755. };
  29756. /** @hidden */
  29757. InternalTexture.prototype._rebuild = function () {
  29758. var _this = this;
  29759. var proxy;
  29760. this.isReady = false;
  29761. this._cachedCoordinatesMode = null;
  29762. this._cachedWrapU = null;
  29763. this._cachedWrapV = null;
  29764. this._cachedAnisotropicFilteringLevel = null;
  29765. switch (this._dataSource) {
  29766. case InternalTexture.DATASOURCE_TEMP:
  29767. return;
  29768. case InternalTexture.DATASOURCE_URL:
  29769. proxy = this._engine.createTexture(this.url, !this.generateMipMaps, this.invertY, null, this.samplingMode, function () {
  29770. _this.isReady = true;
  29771. }, null, this._buffer, undefined, this.format);
  29772. proxy._swapAndDie(this);
  29773. return;
  29774. case InternalTexture.DATASOURCE_RAW:
  29775. proxy = this._engine.createRawTexture(this._bufferView, this.baseWidth, this.baseHeight, this.format, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  29776. proxy._swapAndDie(this);
  29777. this.isReady = true;
  29778. return;
  29779. case InternalTexture.DATASOURCE_RAW3D:
  29780. proxy = this._engine.createRawTexture3D(this._bufferView, this.baseWidth, this.baseHeight, this.baseDepth, this.format, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  29781. proxy._swapAndDie(this);
  29782. this.isReady = true;
  29783. return;
  29784. case InternalTexture.DATASOURCE_DYNAMIC:
  29785. proxy = this._engine.createDynamicTexture(this.baseWidth, this.baseHeight, this.generateMipMaps, this.samplingMode);
  29786. proxy._swapAndDie(this);
  29787. // The engine will make sure to update content so no need to flag it as isReady = true
  29788. return;
  29789. case InternalTexture.DATASOURCE_RENDERTARGET:
  29790. var options = new BABYLON.RenderTargetCreationOptions();
  29791. options.generateDepthBuffer = this._generateDepthBuffer;
  29792. options.generateMipMaps = this.generateMipMaps;
  29793. options.generateStencilBuffer = this._generateStencilBuffer;
  29794. options.samplingMode = this.samplingMode;
  29795. options.type = this.type;
  29796. if (this.isCube) {
  29797. proxy = this._engine.createRenderTargetCubeTexture(this.width, options);
  29798. }
  29799. else {
  29800. var size = {
  29801. width: this.width,
  29802. height: this.height
  29803. };
  29804. proxy = this._engine.createRenderTargetTexture(size, options);
  29805. }
  29806. proxy._swapAndDie(this);
  29807. this.isReady = true;
  29808. return;
  29809. case InternalTexture.DATASOURCE_DEPTHTEXTURE:
  29810. var depthTextureOptions = {
  29811. bilinearFiltering: this.samplingMode !== BABYLON.Texture.BILINEAR_SAMPLINGMODE,
  29812. comparisonFunction: this._comparisonFunction,
  29813. generateStencil: this._generateStencilBuffer,
  29814. isCube: this.isCube
  29815. };
  29816. proxy = this._engine.createDepthStencilTexture({ width: this.width, height: this.height }, depthTextureOptions);
  29817. proxy._swapAndDie(this);
  29818. this.isReady = true;
  29819. return;
  29820. case InternalTexture.DATASOURCE_CUBE:
  29821. proxy = this._engine.createCubeTexture(this.url, null, this._files, !this.generateMipMaps, function () {
  29822. _this.isReady = true;
  29823. }, null, this.format, this._extension);
  29824. proxy._swapAndDie(this);
  29825. return;
  29826. case InternalTexture.DATASOURCE_CUBERAW:
  29827. proxy = this._engine.createRawCubeTexture(this._bufferViewArray, this.width, this.format, this.type, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  29828. proxy._swapAndDie(this);
  29829. this.isReady = true;
  29830. return;
  29831. case InternalTexture.DATASOURCE_CUBERAW_RGBD:
  29832. proxy = this._engine.createRawCubeTexture(null, this.width, this.format, this.type, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  29833. BABYLON.RawCubeTexture._UpdateRGBDAsync(proxy, this._bufferViewArrayArray, this._sphericalPolynomial, this._lodGenerationScale, this._lodGenerationOffset).then(function () {
  29834. _this.isReady = true;
  29835. });
  29836. proxy._swapAndDie(this);
  29837. return;
  29838. case InternalTexture.DATASOURCE_CUBEPREFILTERED:
  29839. proxy = this._engine.createPrefilteredCubeTexture(this.url, null, this._lodGenerationScale, this._lodGenerationOffset, function (proxy) {
  29840. if (proxy) {
  29841. proxy._swapAndDie(_this);
  29842. }
  29843. _this.isReady = true;
  29844. }, null, this.format, this._extension);
  29845. proxy._sphericalPolynomial = this._sphericalPolynomial;
  29846. return;
  29847. }
  29848. };
  29849. /** @hidden */
  29850. InternalTexture.prototype._swapAndDie = function (target) {
  29851. target._webGLTexture = this._webGLTexture;
  29852. if (this._framebuffer) {
  29853. target._framebuffer = this._framebuffer;
  29854. }
  29855. if (this._depthStencilBuffer) {
  29856. target._depthStencilBuffer = this._depthStencilBuffer;
  29857. }
  29858. if (this._lodTextureHigh) {
  29859. if (target._lodTextureHigh) {
  29860. target._lodTextureHigh.dispose();
  29861. }
  29862. target._lodTextureHigh = this._lodTextureHigh;
  29863. }
  29864. if (this._lodTextureMid) {
  29865. if (target._lodTextureMid) {
  29866. target._lodTextureMid.dispose();
  29867. }
  29868. target._lodTextureMid = this._lodTextureMid;
  29869. }
  29870. if (this._lodTextureLow) {
  29871. if (target._lodTextureLow) {
  29872. target._lodTextureLow.dispose();
  29873. }
  29874. target._lodTextureLow = this._lodTextureLow;
  29875. }
  29876. var cache = this._engine.getLoadedTexturesCache();
  29877. var index = cache.indexOf(this);
  29878. if (index !== -1) {
  29879. cache.splice(index, 1);
  29880. }
  29881. };
  29882. /**
  29883. * Dispose the current allocated resources
  29884. */
  29885. InternalTexture.prototype.dispose = function () {
  29886. if (!this._webGLTexture) {
  29887. return;
  29888. }
  29889. this._references--;
  29890. if (this._references === 0) {
  29891. this._engine._releaseTexture(this);
  29892. this._webGLTexture = null;
  29893. this.previous = null;
  29894. this.next = null;
  29895. }
  29896. };
  29897. /**
  29898. * The source of the texture data is unknown
  29899. */
  29900. InternalTexture.DATASOURCE_UNKNOWN = 0;
  29901. /**
  29902. * Texture data comes from an URL
  29903. */
  29904. InternalTexture.DATASOURCE_URL = 1;
  29905. /**
  29906. * Texture data is only used for temporary storage
  29907. */
  29908. InternalTexture.DATASOURCE_TEMP = 2;
  29909. /**
  29910. * Texture data comes from raw data (ArrayBuffer)
  29911. */
  29912. InternalTexture.DATASOURCE_RAW = 3;
  29913. /**
  29914. * Texture content is dynamic (video or dynamic texture)
  29915. */
  29916. InternalTexture.DATASOURCE_DYNAMIC = 4;
  29917. /**
  29918. * Texture content is generated by rendering to it
  29919. */
  29920. InternalTexture.DATASOURCE_RENDERTARGET = 5;
  29921. /**
  29922. * Texture content is part of a multi render target process
  29923. */
  29924. InternalTexture.DATASOURCE_MULTIRENDERTARGET = 6;
  29925. /**
  29926. * Texture data comes from a cube data file
  29927. */
  29928. InternalTexture.DATASOURCE_CUBE = 7;
  29929. /**
  29930. * Texture data comes from a raw cube data
  29931. */
  29932. InternalTexture.DATASOURCE_CUBERAW = 8;
  29933. /**
  29934. * Texture data come from a prefiltered cube data file
  29935. */
  29936. InternalTexture.DATASOURCE_CUBEPREFILTERED = 9;
  29937. /**
  29938. * Texture content is raw 3D data
  29939. */
  29940. InternalTexture.DATASOURCE_RAW3D = 10;
  29941. /**
  29942. * Texture content is a depth texture
  29943. */
  29944. InternalTexture.DATASOURCE_DEPTHTEXTURE = 11;
  29945. /**
  29946. * Texture data comes from a raw cube data encoded with RGBD
  29947. */
  29948. InternalTexture.DATASOURCE_CUBERAW_RGBD = 12;
  29949. return InternalTexture;
  29950. }());
  29951. BABYLON.InternalTexture = InternalTexture;
  29952. })(BABYLON || (BABYLON = {}));
  29953. //# sourceMappingURL=babylon.internalTexture.js.map
  29954. var BABYLON;
  29955. (function (BABYLON) {
  29956. var BaseTexture = /** @class */ (function () {
  29957. function BaseTexture(scene) {
  29958. this._hasAlpha = false;
  29959. this.getAlphaFromRGB = false;
  29960. this.level = 1;
  29961. this.coordinatesIndex = 0;
  29962. this._coordinatesMode = BABYLON.Texture.EXPLICIT_MODE;
  29963. /**
  29964. * | Value | Type | Description |
  29965. * | ----- | ------------------ | ----------- |
  29966. * | 0 | CLAMP_ADDRESSMODE | |
  29967. * | 1 | WRAP_ADDRESSMODE | |
  29968. * | 2 | MIRROR_ADDRESSMODE | |
  29969. */
  29970. this.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  29971. /**
  29972. * | Value | Type | Description |
  29973. * | ----- | ------------------ | ----------- |
  29974. * | 0 | CLAMP_ADDRESSMODE | |
  29975. * | 1 | WRAP_ADDRESSMODE | |
  29976. * | 2 | MIRROR_ADDRESSMODE | |
  29977. */
  29978. this.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  29979. /**
  29980. * | Value | Type | Description |
  29981. * | ----- | ------------------ | ----------- |
  29982. * | 0 | CLAMP_ADDRESSMODE | |
  29983. * | 1 | WRAP_ADDRESSMODE | |
  29984. * | 2 | MIRROR_ADDRESSMODE | |
  29985. */
  29986. this.wrapR = BABYLON.Texture.WRAP_ADDRESSMODE;
  29987. this.anisotropicFilteringLevel = BaseTexture.DEFAULT_ANISOTROPIC_FILTERING_LEVEL;
  29988. this.isCube = false;
  29989. this.is3D = false;
  29990. this.gammaSpace = true;
  29991. this.invertZ = false;
  29992. this.lodLevelInAlpha = false;
  29993. this.isRenderTarget = false;
  29994. this.animations = new Array();
  29995. /**
  29996. * An event triggered when the texture is disposed.
  29997. */
  29998. this.onDisposeObservable = new BABYLON.Observable();
  29999. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  30000. this._cachedSize = BABYLON.Size.Zero();
  30001. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  30002. if (this._scene) {
  30003. this._scene.textures.push(this);
  30004. this._scene.onNewTextureAddedObservable.notifyObservers(this);
  30005. }
  30006. this._uid = null;
  30007. }
  30008. Object.defineProperty(BaseTexture.prototype, "hasAlpha", {
  30009. get: function () {
  30010. return this._hasAlpha;
  30011. },
  30012. set: function (value) {
  30013. if (this._hasAlpha === value) {
  30014. return;
  30015. }
  30016. this._hasAlpha = value;
  30017. if (this._scene) {
  30018. this._scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag | BABYLON.Material.MiscDirtyFlag);
  30019. }
  30020. },
  30021. enumerable: true,
  30022. configurable: true
  30023. });
  30024. Object.defineProperty(BaseTexture.prototype, "coordinatesMode", {
  30025. get: function () {
  30026. return this._coordinatesMode;
  30027. },
  30028. /**
  30029. * How a texture is mapped.
  30030. *
  30031. * | Value | Type | Description |
  30032. * | ----- | ----------------------------------- | ----------- |
  30033. * | 0 | EXPLICIT_MODE | |
  30034. * | 1 | SPHERICAL_MODE | |
  30035. * | 2 | PLANAR_MODE | |
  30036. * | 3 | CUBIC_MODE | |
  30037. * | 4 | PROJECTION_MODE | |
  30038. * | 5 | SKYBOX_MODE | |
  30039. * | 6 | INVCUBIC_MODE | |
  30040. * | 7 | EQUIRECTANGULAR_MODE | |
  30041. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  30042. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  30043. */
  30044. set: function (value) {
  30045. if (this._coordinatesMode === value) {
  30046. return;
  30047. }
  30048. this._coordinatesMode = value;
  30049. if (this._scene) {
  30050. this._scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  30051. }
  30052. },
  30053. enumerable: true,
  30054. configurable: true
  30055. });
  30056. Object.defineProperty(BaseTexture.prototype, "isRGBD", {
  30057. /**
  30058. * Gets whether or not the texture contains RGBD data.
  30059. */
  30060. get: function () {
  30061. return this._texture != null && this._texture._isRGBD;
  30062. },
  30063. enumerable: true,
  30064. configurable: true
  30065. });
  30066. Object.defineProperty(BaseTexture.prototype, "lodGenerationOffset", {
  30067. get: function () {
  30068. if (this._texture)
  30069. return this._texture._lodGenerationOffset;
  30070. return 0.0;
  30071. },
  30072. set: function (value) {
  30073. if (this._texture)
  30074. this._texture._lodGenerationOffset = value;
  30075. },
  30076. enumerable: true,
  30077. configurable: true
  30078. });
  30079. Object.defineProperty(BaseTexture.prototype, "lodGenerationScale", {
  30080. get: function () {
  30081. if (this._texture)
  30082. return this._texture._lodGenerationScale;
  30083. return 0.0;
  30084. },
  30085. set: function (value) {
  30086. if (this._texture)
  30087. this._texture._lodGenerationScale = value;
  30088. },
  30089. enumerable: true,
  30090. configurable: true
  30091. });
  30092. Object.defineProperty(BaseTexture.prototype, "uid", {
  30093. get: function () {
  30094. if (!this._uid) {
  30095. this._uid = BABYLON.Tools.RandomId();
  30096. }
  30097. return this._uid;
  30098. },
  30099. enumerable: true,
  30100. configurable: true
  30101. });
  30102. BaseTexture.prototype.toString = function () {
  30103. return this.name;
  30104. };
  30105. BaseTexture.prototype.getClassName = function () {
  30106. return "BaseTexture";
  30107. };
  30108. Object.defineProperty(BaseTexture.prototype, "onDispose", {
  30109. set: function (callback) {
  30110. if (this._onDisposeObserver) {
  30111. this.onDisposeObservable.remove(this._onDisposeObserver);
  30112. }
  30113. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  30114. },
  30115. enumerable: true,
  30116. configurable: true
  30117. });
  30118. Object.defineProperty(BaseTexture.prototype, "isBlocking", {
  30119. get: function () {
  30120. return true;
  30121. },
  30122. enumerable: true,
  30123. configurable: true
  30124. });
  30125. BaseTexture.prototype.getScene = function () {
  30126. return this._scene;
  30127. };
  30128. BaseTexture.prototype.getTextureMatrix = function () {
  30129. return BABYLON.Matrix.IdentityReadOnly;
  30130. };
  30131. BaseTexture.prototype.getReflectionTextureMatrix = function () {
  30132. return BABYLON.Matrix.IdentityReadOnly;
  30133. };
  30134. BaseTexture.prototype.getInternalTexture = function () {
  30135. return this._texture;
  30136. };
  30137. BaseTexture.prototype.isReadyOrNotBlocking = function () {
  30138. return !this.isBlocking || this.isReady();
  30139. };
  30140. BaseTexture.prototype.isReady = function () {
  30141. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  30142. this.delayLoad();
  30143. return false;
  30144. }
  30145. if (this._texture) {
  30146. return this._texture.isReady;
  30147. }
  30148. return false;
  30149. };
  30150. BaseTexture.prototype.getSize = function () {
  30151. if (this._texture) {
  30152. if (this._texture.width) {
  30153. this._cachedSize.width = this._texture.width;
  30154. this._cachedSize.height = this._texture.height;
  30155. return this._cachedSize;
  30156. }
  30157. if (this._texture._size) {
  30158. this._cachedSize.width = this._texture._size;
  30159. this._cachedSize.height = this._texture._size;
  30160. return this._cachedSize;
  30161. }
  30162. }
  30163. return this._cachedSize;
  30164. };
  30165. BaseTexture.prototype.getBaseSize = function () {
  30166. if (!this.isReady() || !this._texture)
  30167. return BABYLON.Size.Zero();
  30168. if (this._texture._size) {
  30169. return new BABYLON.Size(this._texture._size, this._texture._size);
  30170. }
  30171. return new BABYLON.Size(this._texture.baseWidth, this._texture.baseHeight);
  30172. };
  30173. BaseTexture.prototype.scale = function (ratio) {
  30174. };
  30175. Object.defineProperty(BaseTexture.prototype, "canRescale", {
  30176. get: function () {
  30177. return false;
  30178. },
  30179. enumerable: true,
  30180. configurable: true
  30181. });
  30182. /** @hidden */
  30183. BaseTexture.prototype._getFromCache = function (url, noMipmap, sampling) {
  30184. if (!this._scene) {
  30185. return null;
  30186. }
  30187. var texturesCache = this._scene.getEngine().getLoadedTexturesCache();
  30188. for (var index = 0; index < texturesCache.length; index++) {
  30189. var texturesCacheEntry = texturesCache[index];
  30190. if (texturesCacheEntry.url === url && texturesCacheEntry.generateMipMaps === !noMipmap) {
  30191. if (!sampling || sampling === texturesCacheEntry.samplingMode) {
  30192. texturesCacheEntry.incrementReferences();
  30193. return texturesCacheEntry;
  30194. }
  30195. }
  30196. }
  30197. return null;
  30198. };
  30199. /** @hidden */
  30200. BaseTexture.prototype._rebuild = function () {
  30201. };
  30202. BaseTexture.prototype.delayLoad = function () {
  30203. };
  30204. BaseTexture.prototype.clone = function () {
  30205. return null;
  30206. };
  30207. Object.defineProperty(BaseTexture.prototype, "textureType", {
  30208. get: function () {
  30209. if (!this._texture) {
  30210. return BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  30211. }
  30212. return (this._texture.type !== undefined) ? this._texture.type : BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  30213. },
  30214. enumerable: true,
  30215. configurable: true
  30216. });
  30217. Object.defineProperty(BaseTexture.prototype, "textureFormat", {
  30218. get: function () {
  30219. if (!this._texture) {
  30220. return BABYLON.Engine.TEXTUREFORMAT_RGBA;
  30221. }
  30222. return (this._texture.format !== undefined) ? this._texture.format : BABYLON.Engine.TEXTUREFORMAT_RGBA;
  30223. },
  30224. enumerable: true,
  30225. configurable: true
  30226. });
  30227. /**
  30228. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  30229. * This will returns an RGBA array buffer containing either in values (0-255) or
  30230. * float values (0-1) depending of the underlying buffer type.
  30231. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  30232. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  30233. * @param buffer defines a user defined buffer to fill with data (can be null)
  30234. * @returns The Array buffer containing the pixels data.
  30235. */
  30236. BaseTexture.prototype.readPixels = function (faceIndex, level, buffer) {
  30237. if (faceIndex === void 0) { faceIndex = 0; }
  30238. if (level === void 0) { level = 0; }
  30239. if (buffer === void 0) { buffer = null; }
  30240. if (!this._texture) {
  30241. return null;
  30242. }
  30243. var size = this.getSize();
  30244. var width = size.width;
  30245. var height = size.height;
  30246. var scene = this.getScene();
  30247. if (!scene) {
  30248. return null;
  30249. }
  30250. var engine = scene.getEngine();
  30251. if (level != 0) {
  30252. width = width / Math.pow(2, level);
  30253. height = height / Math.pow(2, level);
  30254. width = Math.round(width);
  30255. height = Math.round(height);
  30256. }
  30257. if (this._texture.isCube) {
  30258. return engine._readTexturePixels(this._texture, width, height, faceIndex, level, buffer);
  30259. }
  30260. return engine._readTexturePixels(this._texture, width, height, -1, level, buffer);
  30261. };
  30262. BaseTexture.prototype.releaseInternalTexture = function () {
  30263. if (this._texture) {
  30264. this._texture.dispose();
  30265. this._texture = null;
  30266. }
  30267. };
  30268. Object.defineProperty(BaseTexture.prototype, "sphericalPolynomial", {
  30269. get: function () {
  30270. if (!this._texture || !BABYLON.CubeMapToSphericalPolynomialTools || !this.isReady()) {
  30271. return null;
  30272. }
  30273. if (!this._texture._sphericalPolynomial) {
  30274. this._texture._sphericalPolynomial =
  30275. BABYLON.CubeMapToSphericalPolynomialTools.ConvertCubeMapTextureToSphericalPolynomial(this);
  30276. }
  30277. return this._texture._sphericalPolynomial;
  30278. },
  30279. set: function (value) {
  30280. if (this._texture) {
  30281. this._texture._sphericalPolynomial = value;
  30282. }
  30283. },
  30284. enumerable: true,
  30285. configurable: true
  30286. });
  30287. Object.defineProperty(BaseTexture.prototype, "_lodTextureHigh", {
  30288. get: function () {
  30289. if (this._texture) {
  30290. return this._texture._lodTextureHigh;
  30291. }
  30292. return null;
  30293. },
  30294. enumerable: true,
  30295. configurable: true
  30296. });
  30297. Object.defineProperty(BaseTexture.prototype, "_lodTextureMid", {
  30298. get: function () {
  30299. if (this._texture) {
  30300. return this._texture._lodTextureMid;
  30301. }
  30302. return null;
  30303. },
  30304. enumerable: true,
  30305. configurable: true
  30306. });
  30307. Object.defineProperty(BaseTexture.prototype, "_lodTextureLow", {
  30308. get: function () {
  30309. if (this._texture) {
  30310. return this._texture._lodTextureLow;
  30311. }
  30312. return null;
  30313. },
  30314. enumerable: true,
  30315. configurable: true
  30316. });
  30317. BaseTexture.prototype.dispose = function () {
  30318. if (!this._scene) {
  30319. return;
  30320. }
  30321. // Animations
  30322. this._scene.stopAnimation(this);
  30323. // Remove from scene
  30324. this._scene._removePendingData(this);
  30325. var index = this._scene.textures.indexOf(this);
  30326. if (index >= 0) {
  30327. this._scene.textures.splice(index, 1);
  30328. }
  30329. this._scene.onTextureRemovedObservable.notifyObservers(this);
  30330. if (this._texture === undefined) {
  30331. return;
  30332. }
  30333. // Release
  30334. this.releaseInternalTexture();
  30335. // Callback
  30336. this.onDisposeObservable.notifyObservers(this);
  30337. this.onDisposeObservable.clear();
  30338. };
  30339. BaseTexture.prototype.serialize = function () {
  30340. if (!this.name) {
  30341. return null;
  30342. }
  30343. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  30344. // Animations
  30345. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  30346. return serializationObject;
  30347. };
  30348. BaseTexture.WhenAllReady = function (textures, callback) {
  30349. var numRemaining = textures.length;
  30350. if (numRemaining === 0) {
  30351. callback();
  30352. return;
  30353. }
  30354. var _loop_1 = function () {
  30355. texture = textures[i];
  30356. if (texture.isReady()) {
  30357. if (--numRemaining === 0) {
  30358. callback();
  30359. }
  30360. }
  30361. else {
  30362. onLoadObservable = texture.onLoadObservable;
  30363. var onLoadCallback_1 = function () {
  30364. onLoadObservable.removeCallback(onLoadCallback_1);
  30365. if (--numRemaining === 0) {
  30366. callback();
  30367. }
  30368. };
  30369. onLoadObservable.add(onLoadCallback_1);
  30370. }
  30371. };
  30372. var texture, onLoadObservable;
  30373. for (var i = 0; i < textures.length; i++) {
  30374. _loop_1();
  30375. }
  30376. };
  30377. BaseTexture.DEFAULT_ANISOTROPIC_FILTERING_LEVEL = 4;
  30378. __decorate([
  30379. BABYLON.serialize()
  30380. ], BaseTexture.prototype, "name", void 0);
  30381. __decorate([
  30382. BABYLON.serialize("hasAlpha")
  30383. ], BaseTexture.prototype, "_hasAlpha", void 0);
  30384. __decorate([
  30385. BABYLON.serialize()
  30386. ], BaseTexture.prototype, "getAlphaFromRGB", void 0);
  30387. __decorate([
  30388. BABYLON.serialize()
  30389. ], BaseTexture.prototype, "level", void 0);
  30390. __decorate([
  30391. BABYLON.serialize()
  30392. ], BaseTexture.prototype, "coordinatesIndex", void 0);
  30393. __decorate([
  30394. BABYLON.serialize("coordinatesMode")
  30395. ], BaseTexture.prototype, "_coordinatesMode", void 0);
  30396. __decorate([
  30397. BABYLON.serialize()
  30398. ], BaseTexture.prototype, "wrapU", void 0);
  30399. __decorate([
  30400. BABYLON.serialize()
  30401. ], BaseTexture.prototype, "wrapV", void 0);
  30402. __decorate([
  30403. BABYLON.serialize()
  30404. ], BaseTexture.prototype, "wrapR", void 0);
  30405. __decorate([
  30406. BABYLON.serialize()
  30407. ], BaseTexture.prototype, "anisotropicFilteringLevel", void 0);
  30408. __decorate([
  30409. BABYLON.serialize()
  30410. ], BaseTexture.prototype, "isCube", void 0);
  30411. __decorate([
  30412. BABYLON.serialize()
  30413. ], BaseTexture.prototype, "is3D", void 0);
  30414. __decorate([
  30415. BABYLON.serialize()
  30416. ], BaseTexture.prototype, "gammaSpace", void 0);
  30417. __decorate([
  30418. BABYLON.serialize()
  30419. ], BaseTexture.prototype, "invertZ", void 0);
  30420. __decorate([
  30421. BABYLON.serialize()
  30422. ], BaseTexture.prototype, "lodLevelInAlpha", void 0);
  30423. __decorate([
  30424. BABYLON.serialize()
  30425. ], BaseTexture.prototype, "lodGenerationOffset", null);
  30426. __decorate([
  30427. BABYLON.serialize()
  30428. ], BaseTexture.prototype, "lodGenerationScale", null);
  30429. __decorate([
  30430. BABYLON.serialize()
  30431. ], BaseTexture.prototype, "isRenderTarget", void 0);
  30432. return BaseTexture;
  30433. }());
  30434. BABYLON.BaseTexture = BaseTexture;
  30435. })(BABYLON || (BABYLON = {}));
  30436. //# sourceMappingURL=babylon.baseTexture.js.map
  30437. var BABYLON;
  30438. (function (BABYLON) {
  30439. var Texture = /** @class */ (function (_super) {
  30440. __extends(Texture, _super);
  30441. function Texture(url, scene, noMipmap, invertY, samplingMode, onLoad, onError, buffer, deleteBuffer, format) {
  30442. if (noMipmap === void 0) { noMipmap = false; }
  30443. if (invertY === void 0) { invertY = true; }
  30444. if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  30445. if (onLoad === void 0) { onLoad = null; }
  30446. if (onError === void 0) { onError = null; }
  30447. if (buffer === void 0) { buffer = null; }
  30448. if (deleteBuffer === void 0) { deleteBuffer = false; }
  30449. var _this = _super.call(this, scene) || this;
  30450. _this.uOffset = 0;
  30451. _this.vOffset = 0;
  30452. _this.uScale = 1.0;
  30453. _this.vScale = 1.0;
  30454. _this.uAng = 0;
  30455. _this.vAng = 0;
  30456. _this.wAng = 0;
  30457. /**
  30458. * Defines the center of rotation (U)
  30459. */
  30460. _this.uRotationCenter = 0.5;
  30461. /**
  30462. * Defines the center of rotation (V)
  30463. */
  30464. _this.vRotationCenter = 0.5;
  30465. /**
  30466. * Defines the center of rotation (W)
  30467. */
  30468. _this.wRotationCenter = 0.5;
  30469. _this._isBlocking = true;
  30470. _this.name = url || "";
  30471. _this.url = url;
  30472. _this._noMipmap = noMipmap;
  30473. _this._invertY = invertY;
  30474. _this._samplingMode = samplingMode;
  30475. _this._buffer = buffer;
  30476. _this._deleteBuffer = deleteBuffer;
  30477. if (format) {
  30478. _this._format = format;
  30479. }
  30480. scene = _this.getScene();
  30481. if (!scene) {
  30482. return _this;
  30483. }
  30484. scene.getEngine().onBeforeTextureInitObservable.notifyObservers(_this);
  30485. var load = function () {
  30486. if (_this._onLoadObservable && _this._onLoadObservable.hasObservers()) {
  30487. _this.onLoadObservable.notifyObservers(_this);
  30488. }
  30489. if (onLoad) {
  30490. onLoad();
  30491. }
  30492. if (!_this.isBlocking && scene) {
  30493. scene.resetCachedMaterial();
  30494. }
  30495. };
  30496. if (!_this.url) {
  30497. _this._delayedOnLoad = load;
  30498. _this._delayedOnError = onError;
  30499. return _this;
  30500. }
  30501. _this._texture = _this._getFromCache(_this.url, noMipmap, samplingMode);
  30502. if (!_this._texture) {
  30503. if (!scene.useDelayedTextureLoading) {
  30504. _this._texture = scene.getEngine().createTexture(_this.url, noMipmap, invertY, scene, _this._samplingMode, load, onError, _this._buffer, undefined, _this._format);
  30505. if (deleteBuffer) {
  30506. delete _this._buffer;
  30507. }
  30508. }
  30509. else {
  30510. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  30511. _this._delayedOnLoad = load;
  30512. _this._delayedOnError = onError;
  30513. }
  30514. }
  30515. else {
  30516. if (_this._texture.isReady) {
  30517. BABYLON.Tools.SetImmediate(function () { return load(); });
  30518. }
  30519. else {
  30520. _this._texture.onLoadedObservable.add(load);
  30521. }
  30522. }
  30523. return _this;
  30524. }
  30525. Object.defineProperty(Texture.prototype, "noMipmap", {
  30526. get: function () {
  30527. return this._noMipmap;
  30528. },
  30529. enumerable: true,
  30530. configurable: true
  30531. });
  30532. Object.defineProperty(Texture.prototype, "isBlocking", {
  30533. get: function () {
  30534. return this._isBlocking;
  30535. },
  30536. set: function (value) {
  30537. this._isBlocking = value;
  30538. },
  30539. enumerable: true,
  30540. configurable: true
  30541. });
  30542. Object.defineProperty(Texture.prototype, "samplingMode", {
  30543. get: function () {
  30544. return this._samplingMode;
  30545. },
  30546. enumerable: true,
  30547. configurable: true
  30548. });
  30549. /**
  30550. * Update the url (and optional buffer) of this texture if url was null during construction.
  30551. * @param url the url of the texture
  30552. * @param buffer the buffer of the texture (defaults to null)
  30553. */
  30554. Texture.prototype.updateURL = function (url, buffer) {
  30555. if (buffer === void 0) { buffer = null; }
  30556. if (this.url) {
  30557. throw new Error("URL is already set");
  30558. }
  30559. this.url = url;
  30560. this._buffer = buffer;
  30561. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  30562. this.delayLoad();
  30563. };
  30564. Texture.prototype.delayLoad = function () {
  30565. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  30566. return;
  30567. }
  30568. var scene = this.getScene();
  30569. if (!scene) {
  30570. return;
  30571. }
  30572. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  30573. this._texture = this._getFromCache(this.url, this._noMipmap, this._samplingMode);
  30574. if (!this._texture) {
  30575. this._texture = scene.getEngine().createTexture(this.url, this._noMipmap, this._invertY, scene, this._samplingMode, this._delayedOnLoad, this._delayedOnError, this._buffer, null, this._format);
  30576. if (this._deleteBuffer) {
  30577. delete this._buffer;
  30578. }
  30579. }
  30580. else {
  30581. if (this._delayedOnLoad) {
  30582. if (this._texture.isReady) {
  30583. BABYLON.Tools.SetImmediate(this._delayedOnLoad);
  30584. }
  30585. else {
  30586. this._texture.onLoadedObservable.add(this._delayedOnLoad);
  30587. }
  30588. }
  30589. }
  30590. this._delayedOnLoad = null;
  30591. this._delayedOnError = null;
  30592. };
  30593. /**
  30594. * Default is Trilinear mode.
  30595. *
  30596. * | Value | Type | Description |
  30597. * | ----- | ------------------ | ----------- |
  30598. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  30599. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  30600. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  30601. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  30602. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  30603. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  30604. * | 7 | NEAREST_LINEAR | |
  30605. * | 8 | NEAREST_NEAREST | |
  30606. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  30607. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  30608. * | 11 | LINEAR_LINEAR | |
  30609. * | 12 | LINEAR_NEAREST | |
  30610. *
  30611. * > _mag_: magnification filter (close to the viewer)
  30612. * > _min_: minification filter (far from the viewer)
  30613. * > _mip_: filter used between mip map levels
  30614. *
  30615. */
  30616. Texture.prototype.updateSamplingMode = function (samplingMode) {
  30617. if (!this._texture) {
  30618. return;
  30619. }
  30620. var scene = this.getScene();
  30621. if (!scene) {
  30622. return;
  30623. }
  30624. this._samplingMode = samplingMode;
  30625. scene.getEngine().updateTextureSamplingMode(samplingMode, this._texture);
  30626. };
  30627. Texture.prototype._prepareRowForTextureGeneration = function (x, y, z, t) {
  30628. x *= this.uScale;
  30629. y *= this.vScale;
  30630. x -= this.uRotationCenter * this.uScale;
  30631. y -= this.vRotationCenter * this.vScale;
  30632. z -= this.wRotationCenter;
  30633. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, y, z, this._rowGenerationMatrix, t);
  30634. t.x += this.uRotationCenter * this.uScale + this.uOffset;
  30635. t.y += this.vRotationCenter * this.vScale + this.vOffset;
  30636. t.z += this.wRotationCenter;
  30637. };
  30638. Texture.prototype.getTextureMatrix = function () {
  30639. var _this = this;
  30640. if (this.uOffset === this._cachedUOffset &&
  30641. this.vOffset === this._cachedVOffset &&
  30642. this.uScale === this._cachedUScale &&
  30643. this.vScale === this._cachedVScale &&
  30644. this.uAng === this._cachedUAng &&
  30645. this.vAng === this._cachedVAng &&
  30646. this.wAng === this._cachedWAng) {
  30647. return this._cachedTextureMatrix;
  30648. }
  30649. this._cachedUOffset = this.uOffset;
  30650. this._cachedVOffset = this.vOffset;
  30651. this._cachedUScale = this.uScale;
  30652. this._cachedVScale = this.vScale;
  30653. this._cachedUAng = this.uAng;
  30654. this._cachedVAng = this.vAng;
  30655. this._cachedWAng = this.wAng;
  30656. if (!this._cachedTextureMatrix) {
  30657. this._cachedTextureMatrix = BABYLON.Matrix.Zero();
  30658. this._rowGenerationMatrix = new BABYLON.Matrix();
  30659. this._t0 = BABYLON.Vector3.Zero();
  30660. this._t1 = BABYLON.Vector3.Zero();
  30661. this._t2 = BABYLON.Vector3.Zero();
  30662. }
  30663. BABYLON.Matrix.RotationYawPitchRollToRef(this.vAng, this.uAng, this.wAng, this._rowGenerationMatrix);
  30664. this._prepareRowForTextureGeneration(0, 0, 0, this._t0);
  30665. this._prepareRowForTextureGeneration(1.0, 0, 0, this._t1);
  30666. this._prepareRowForTextureGeneration(0, 1.0, 0, this._t2);
  30667. this._t1.subtractInPlace(this._t0);
  30668. this._t2.subtractInPlace(this._t0);
  30669. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  30670. this._cachedTextureMatrix.m[0] = this._t1.x;
  30671. this._cachedTextureMatrix.m[1] = this._t1.y;
  30672. this._cachedTextureMatrix.m[2] = this._t1.z;
  30673. this._cachedTextureMatrix.m[4] = this._t2.x;
  30674. this._cachedTextureMatrix.m[5] = this._t2.y;
  30675. this._cachedTextureMatrix.m[6] = this._t2.z;
  30676. this._cachedTextureMatrix.m[8] = this._t0.x;
  30677. this._cachedTextureMatrix.m[9] = this._t0.y;
  30678. this._cachedTextureMatrix.m[10] = this._t0.z;
  30679. var scene = this.getScene();
  30680. if (!scene) {
  30681. return this._cachedTextureMatrix;
  30682. }
  30683. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag, function (mat) {
  30684. return mat.hasTexture(_this);
  30685. });
  30686. return this._cachedTextureMatrix;
  30687. };
  30688. Texture.prototype.getReflectionTextureMatrix = function () {
  30689. var _this = this;
  30690. var scene = this.getScene();
  30691. if (!scene) {
  30692. return this._cachedTextureMatrix;
  30693. }
  30694. if (this.uOffset === this._cachedUOffset &&
  30695. this.vOffset === this._cachedVOffset &&
  30696. this.uScale === this._cachedUScale &&
  30697. this.vScale === this._cachedVScale &&
  30698. this.coordinatesMode === this._cachedCoordinatesMode) {
  30699. if (this.coordinatesMode === Texture.PROJECTION_MODE) {
  30700. if (this._cachedProjectionMatrixId === scene.getProjectionMatrix().updateFlag) {
  30701. return this._cachedTextureMatrix;
  30702. }
  30703. }
  30704. else {
  30705. return this._cachedTextureMatrix;
  30706. }
  30707. }
  30708. if (!this._cachedTextureMatrix) {
  30709. this._cachedTextureMatrix = BABYLON.Matrix.Zero();
  30710. }
  30711. if (!this._projectionModeMatrix) {
  30712. this._projectionModeMatrix = BABYLON.Matrix.Zero();
  30713. }
  30714. this._cachedUOffset = this.uOffset;
  30715. this._cachedVOffset = this.vOffset;
  30716. this._cachedUScale = this.uScale;
  30717. this._cachedVScale = this.vScale;
  30718. this._cachedCoordinatesMode = this.coordinatesMode;
  30719. switch (this.coordinatesMode) {
  30720. case Texture.PLANAR_MODE:
  30721. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  30722. this._cachedTextureMatrix[0] = this.uScale;
  30723. this._cachedTextureMatrix[5] = this.vScale;
  30724. this._cachedTextureMatrix[12] = this.uOffset;
  30725. this._cachedTextureMatrix[13] = this.vOffset;
  30726. break;
  30727. case Texture.PROJECTION_MODE:
  30728. BABYLON.Matrix.IdentityToRef(this._projectionModeMatrix);
  30729. this._projectionModeMatrix.m[0] = 0.5;
  30730. this._projectionModeMatrix.m[5] = -0.5;
  30731. this._projectionModeMatrix.m[10] = 0.0;
  30732. this._projectionModeMatrix.m[12] = 0.5;
  30733. this._projectionModeMatrix.m[13] = 0.5;
  30734. this._projectionModeMatrix.m[14] = 1.0;
  30735. this._projectionModeMatrix.m[15] = 1.0;
  30736. var projectionMatrix = scene.getProjectionMatrix();
  30737. this._cachedProjectionMatrixId = projectionMatrix.updateFlag;
  30738. projectionMatrix.multiplyToRef(this._projectionModeMatrix, this._cachedTextureMatrix);
  30739. break;
  30740. default:
  30741. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  30742. break;
  30743. }
  30744. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag, function (mat) {
  30745. return (mat.getActiveTextures().indexOf(_this) !== -1);
  30746. });
  30747. return this._cachedTextureMatrix;
  30748. };
  30749. Texture.prototype.clone = function () {
  30750. var _this = this;
  30751. return BABYLON.SerializationHelper.Clone(function () {
  30752. return new Texture(_this._texture ? _this._texture.url : null, _this.getScene(), _this._noMipmap, _this._invertY, _this._samplingMode);
  30753. }, this);
  30754. };
  30755. Object.defineProperty(Texture.prototype, "onLoadObservable", {
  30756. get: function () {
  30757. if (!this._onLoadObservable) {
  30758. this._onLoadObservable = new BABYLON.Observable();
  30759. }
  30760. return this._onLoadObservable;
  30761. },
  30762. enumerable: true,
  30763. configurable: true
  30764. });
  30765. Texture.prototype.serialize = function () {
  30766. var serializationObject = _super.prototype.serialize.call(this);
  30767. if (typeof this._buffer === "string" && this._buffer.substr(0, 5) === "data:") {
  30768. serializationObject.base64String = this._buffer;
  30769. serializationObject.name = serializationObject.name.replace("data:", "");
  30770. }
  30771. serializationObject.invertY = this._invertY;
  30772. serializationObject.samplingMode = this.samplingMode;
  30773. return serializationObject;
  30774. };
  30775. Texture.prototype.getClassName = function () {
  30776. return "Texture";
  30777. };
  30778. Texture.prototype.dispose = function () {
  30779. _super.prototype.dispose.call(this);
  30780. if (this._onLoadObservable) {
  30781. this._onLoadObservable.clear();
  30782. this._onLoadObservable = null;
  30783. }
  30784. this._delayedOnLoad = null;
  30785. this._delayedOnError = null;
  30786. };
  30787. // Statics
  30788. Texture.CreateFromBase64String = function (data, name, scene, noMipmap, invertY, samplingMode, onLoad, onError, format) {
  30789. if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  30790. if (onLoad === void 0) { onLoad = null; }
  30791. if (onError === void 0) { onError = null; }
  30792. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  30793. return new Texture("data:" + name, scene, noMipmap, invertY, samplingMode, onLoad, onError, data, false, format);
  30794. };
  30795. Texture.Parse = function (parsedTexture, scene, rootUrl) {
  30796. if (parsedTexture.customType) {
  30797. var customTexture = BABYLON.Tools.Instantiate(parsedTexture.customType);
  30798. // Update Sampling Mode
  30799. var parsedCustomTexture = customTexture.Parse(parsedTexture, scene, rootUrl);
  30800. if (parsedTexture.samplingMode && parsedCustomTexture.updateSamplingMode && parsedCustomTexture._samplingMode) {
  30801. if (parsedCustomTexture._samplingMode !== parsedTexture.samplingMode) {
  30802. parsedCustomTexture.updateSamplingMode(parsedTexture.samplingMode);
  30803. }
  30804. }
  30805. return parsedCustomTexture;
  30806. }
  30807. if (parsedTexture.isCube) {
  30808. return BABYLON.CubeTexture.Parse(parsedTexture, scene, rootUrl);
  30809. }
  30810. if (!parsedTexture.name && !parsedTexture.isRenderTarget) {
  30811. return null;
  30812. }
  30813. var texture = BABYLON.SerializationHelper.Parse(function () {
  30814. var generateMipMaps = true;
  30815. if (parsedTexture.noMipmap) {
  30816. generateMipMaps = false;
  30817. }
  30818. if (parsedTexture.mirrorPlane) {
  30819. var mirrorTexture = new BABYLON.MirrorTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene, generateMipMaps);
  30820. mirrorTexture._waitingRenderList = parsedTexture.renderList;
  30821. mirrorTexture.mirrorPlane = BABYLON.Plane.FromArray(parsedTexture.mirrorPlane);
  30822. return mirrorTexture;
  30823. }
  30824. else if (parsedTexture.isRenderTarget) {
  30825. var renderTargetTexture = new BABYLON.RenderTargetTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene, generateMipMaps);
  30826. renderTargetTexture._waitingRenderList = parsedTexture.renderList;
  30827. return renderTargetTexture;
  30828. }
  30829. else {
  30830. var texture;
  30831. if (parsedTexture.base64String) {
  30832. texture = Texture.CreateFromBase64String(parsedTexture.base64String, parsedTexture.name, scene, !generateMipMaps);
  30833. }
  30834. else {
  30835. var url = rootUrl + parsedTexture.name;
  30836. if (Texture.UseSerializedUrlIfAny && parsedTexture.url) {
  30837. url = parsedTexture.url;
  30838. }
  30839. texture = new Texture(url, scene, !generateMipMaps, parsedTexture.invertY);
  30840. }
  30841. return texture;
  30842. }
  30843. }, parsedTexture, scene);
  30844. // Update Sampling Mode
  30845. if (parsedTexture.samplingMode) {
  30846. var sampling = parsedTexture.samplingMode;
  30847. if (texture._samplingMode !== sampling) {
  30848. texture.updateSamplingMode(sampling);
  30849. }
  30850. }
  30851. // Animations
  30852. if (parsedTexture.animations) {
  30853. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  30854. var parsedAnimation = parsedTexture.animations[animationIndex];
  30855. texture.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  30856. }
  30857. }
  30858. return texture;
  30859. };
  30860. Texture.LoadFromDataString = function (name, buffer, scene, deleteBuffer, noMipmap, invertY, samplingMode, onLoad, onError, format) {
  30861. if (deleteBuffer === void 0) { deleteBuffer = false; }
  30862. if (noMipmap === void 0) { noMipmap = false; }
  30863. if (invertY === void 0) { invertY = true; }
  30864. if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  30865. if (onLoad === void 0) { onLoad = null; }
  30866. if (onError === void 0) { onError = null; }
  30867. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  30868. if (name.substr(0, 5) !== "data:") {
  30869. name = "data:" + name;
  30870. }
  30871. return new Texture(name, scene, noMipmap, invertY, samplingMode, onLoad, onError, buffer, deleteBuffer, format);
  30872. };
  30873. // Constants
  30874. Texture.NEAREST_SAMPLINGMODE = BABYLON.Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  30875. Texture.NEAREST_NEAREST_MIPLINEAR = BABYLON.Engine.TEXTURE_NEAREST_NEAREST_MIPLINEAR; // nearest is mag = nearest and min = nearest and mip = linear
  30876. Texture.BILINEAR_SAMPLINGMODE = BABYLON.Engine.TEXTURE_BILINEAR_SAMPLINGMODE;
  30877. Texture.LINEAR_LINEAR_MIPNEAREST = BABYLON.Engine.TEXTURE_LINEAR_LINEAR_MIPNEAREST; // Bilinear is mag = linear and min = linear and mip = nearest
  30878. Texture.TRILINEAR_SAMPLINGMODE = BABYLON.Engine.TEXTURE_TRILINEAR_SAMPLINGMODE;
  30879. Texture.LINEAR_LINEAR_MIPLINEAR = BABYLON.Engine.TEXTURE_LINEAR_LINEAR_MIPLINEAR; // Trilinear is mag = linear and min = linear and mip = linear
  30880. Texture.NEAREST_NEAREST_MIPNEAREST = BABYLON.Engine.TEXTURE_NEAREST_NEAREST_MIPNEAREST;
  30881. Texture.NEAREST_LINEAR_MIPNEAREST = BABYLON.Engine.TEXTURE_NEAREST_LINEAR_MIPNEAREST;
  30882. Texture.NEAREST_LINEAR_MIPLINEAR = BABYLON.Engine.TEXTURE_NEAREST_LINEAR_MIPLINEAR;
  30883. Texture.NEAREST_LINEAR = BABYLON.Engine.TEXTURE_NEAREST_LINEAR;
  30884. Texture.NEAREST_NEAREST = BABYLON.Engine.TEXTURE_NEAREST_NEAREST;
  30885. Texture.LINEAR_NEAREST_MIPNEAREST = BABYLON.Engine.TEXTURE_LINEAR_NEAREST_MIPNEAREST;
  30886. Texture.LINEAR_NEAREST_MIPLINEAR = BABYLON.Engine.TEXTURE_LINEAR_NEAREST_MIPLINEAR;
  30887. Texture.LINEAR_LINEAR = BABYLON.Engine.TEXTURE_LINEAR_LINEAR;
  30888. Texture.LINEAR_NEAREST = BABYLON.Engine.TEXTURE_LINEAR_NEAREST;
  30889. Texture.EXPLICIT_MODE = BABYLON.Engine.TEXTURE_EXPLICIT_MODE;
  30890. Texture.SPHERICAL_MODE = BABYLON.Engine.TEXTURE_SPHERICAL_MODE;
  30891. Texture.PLANAR_MODE = BABYLON.Engine.TEXTURE_PLANAR_MODE;
  30892. Texture.CUBIC_MODE = BABYLON.Engine.TEXTURE_CUBIC_MODE;
  30893. Texture.PROJECTION_MODE = BABYLON.Engine.TEXTURE_PROJECTION_MODE;
  30894. Texture.SKYBOX_MODE = BABYLON.Engine.TEXTURE_SKYBOX_MODE;
  30895. Texture.INVCUBIC_MODE = BABYLON.Engine.TEXTURE_INVCUBIC_MODE;
  30896. Texture.EQUIRECTANGULAR_MODE = BABYLON.Engine.TEXTURE_EQUIRECTANGULAR_MODE;
  30897. Texture.FIXED_EQUIRECTANGULAR_MODE = BABYLON.Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MODE;
  30898. Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE = BABYLON.Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE;
  30899. Texture.CLAMP_ADDRESSMODE = BABYLON.Engine.TEXTURE_CLAMP_ADDRESSMODE;
  30900. Texture.WRAP_ADDRESSMODE = BABYLON.Engine.TEXTURE_WRAP_ADDRESSMODE;
  30901. Texture.MIRROR_ADDRESSMODE = BABYLON.Engine.TEXTURE_MIRROR_ADDRESSMODE;
  30902. /**
  30903. * 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
  30904. */
  30905. Texture.UseSerializedUrlIfAny = false;
  30906. __decorate([
  30907. BABYLON.serialize()
  30908. ], Texture.prototype, "url", void 0);
  30909. __decorate([
  30910. BABYLON.serialize()
  30911. ], Texture.prototype, "uOffset", void 0);
  30912. __decorate([
  30913. BABYLON.serialize()
  30914. ], Texture.prototype, "vOffset", void 0);
  30915. __decorate([
  30916. BABYLON.serialize()
  30917. ], Texture.prototype, "uScale", void 0);
  30918. __decorate([
  30919. BABYLON.serialize()
  30920. ], Texture.prototype, "vScale", void 0);
  30921. __decorate([
  30922. BABYLON.serialize()
  30923. ], Texture.prototype, "uAng", void 0);
  30924. __decorate([
  30925. BABYLON.serialize()
  30926. ], Texture.prototype, "vAng", void 0);
  30927. __decorate([
  30928. BABYLON.serialize()
  30929. ], Texture.prototype, "wAng", void 0);
  30930. __decorate([
  30931. BABYLON.serialize()
  30932. ], Texture.prototype, "uRotationCenter", void 0);
  30933. __decorate([
  30934. BABYLON.serialize()
  30935. ], Texture.prototype, "vRotationCenter", void 0);
  30936. __decorate([
  30937. BABYLON.serialize()
  30938. ], Texture.prototype, "wRotationCenter", void 0);
  30939. __decorate([
  30940. BABYLON.serialize()
  30941. ], Texture.prototype, "isBlocking", null);
  30942. return Texture;
  30943. }(BABYLON.BaseTexture));
  30944. BABYLON.Texture = Texture;
  30945. })(BABYLON || (BABYLON = {}));
  30946. //# sourceMappingURL=babylon.texture.js.map
  30947. var BABYLON;
  30948. (function (BABYLON) {
  30949. /**
  30950. * @hidden
  30951. **/
  30952. var _InstancesBatch = /** @class */ (function () {
  30953. function _InstancesBatch() {
  30954. this.mustReturn = false;
  30955. this.visibleInstances = new Array();
  30956. this.renderSelf = new Array();
  30957. }
  30958. return _InstancesBatch;
  30959. }());
  30960. BABYLON._InstancesBatch = _InstancesBatch;
  30961. /**
  30962. * Class used to represent renderable models
  30963. */
  30964. var Mesh = /** @class */ (function (_super) {
  30965. __extends(Mesh, _super);
  30966. /**
  30967. * @constructor
  30968. * @param name The value used by scene.getMeshByName() to do a lookup.
  30969. * @param scene The scene to add this mesh to.
  30970. * @param parent The parent of this mesh, if it has one
  30971. * @param source An optional Mesh from which geometry is shared, cloned.
  30972. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  30973. * When false, achieved by calling a clone(), also passing False.
  30974. * This will make creation of children, recursive.
  30975. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  30976. */
  30977. function Mesh(name, scene, parent, source, doNotCloneChildren, clonePhysicsImpostor) {
  30978. if (scene === void 0) { scene = null; }
  30979. if (parent === void 0) { parent = null; }
  30980. if (source === void 0) { source = null; }
  30981. if (clonePhysicsImpostor === void 0) { clonePhysicsImpostor = true; }
  30982. var _this = _super.call(this, name, scene) || this;
  30983. // Members
  30984. /**
  30985. * Gets the delay loading state of the mesh (when delay loading is turned on)
  30986. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  30987. */
  30988. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  30989. /**
  30990. * Gets the list of instances created from this mesh
  30991. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  30992. */
  30993. _this.instances = new Array();
  30994. _this._LODLevels = new Array();
  30995. /** @hidden */
  30996. _this._visibleInstances = {};
  30997. _this._renderIdForInstances = new Array();
  30998. _this._batchCache = new _InstancesBatch();
  30999. _this._instancesBufferSize = 32 * 16 * 4; // let's start with a maximum of 32 instances
  31000. // Use by builder only to know what orientation were the mesh build in.
  31001. /** @hidden */
  31002. _this._originalBuilderSideOrientation = Mesh.DEFAULTSIDE;
  31003. /**
  31004. * Use this property to change the original side orientation defined at construction time
  31005. */
  31006. _this.overrideMaterialSideOrientation = null;
  31007. _this._areNormalsFrozen = false; // Will be used by ribbons mainly
  31008. // Will be used to save a source mesh reference, If any
  31009. _this._source = null;
  31010. scene = _this.getScene();
  31011. if (source) {
  31012. // Geometry
  31013. if (source._geometry) {
  31014. source._geometry.applyToMesh(_this);
  31015. }
  31016. // Deep copy
  31017. BABYLON.Tools.DeepCopy(source, _this, ["name", "material", "skeleton", "instances", "parent", "uniqueId",
  31018. "source", "metadata", "hasLODLevels", "geometry", "isBlocked", "areNormalsFrozen",
  31019. "onBeforeDrawObservable", "onBeforeRenderObservable", "onAfterRenderObservable", "onBeforeDraw"
  31020. ], ["_poseMatrix"]);
  31021. // Source mesh
  31022. _this._source = source;
  31023. // Construction Params
  31024. // Clone parameters allowing mesh to be updated in case of parametric shapes.
  31025. _this._originalBuilderSideOrientation = source._originalBuilderSideOrientation;
  31026. var myAnyThis = _this;
  31027. var myAnySource = source;
  31028. myAnyThis._closePath = myAnySource._closePath;
  31029. myAnyThis._idx = myAnySource._idx;
  31030. myAnyThis.dashSize = myAnySource.dashSize;
  31031. myAnyThis.gapSize = myAnySource.gapSize;
  31032. myAnyThis.path3D = myAnySource.path3D;
  31033. myAnyThis.pathArray = myAnySource.pathArray;
  31034. myAnyThis.arc = myAnySource.arc;
  31035. myAnyThis.radius = myAnySource.radius;
  31036. // Animation ranges
  31037. if (_this._source._ranges) {
  31038. var ranges = _this._source._ranges;
  31039. for (var name in ranges) {
  31040. if (!ranges.hasOwnProperty(name)) {
  31041. continue;
  31042. }
  31043. if (!ranges[name]) {
  31044. continue;
  31045. }
  31046. _this.createAnimationRange(name, ranges[name].from, ranges[name].to);
  31047. }
  31048. }
  31049. // Metadata
  31050. if (source.metadata && source.metadata.clone) {
  31051. _this.metadata = source.metadata.clone();
  31052. }
  31053. else {
  31054. _this.metadata = source.metadata;
  31055. }
  31056. // Tags
  31057. if (BABYLON.Tags && BABYLON.Tags.HasTags(source)) {
  31058. BABYLON.Tags.AddTagsTo(_this, BABYLON.Tags.GetTags(source, true));
  31059. }
  31060. // Parent
  31061. _this.parent = source.parent;
  31062. // Pivot
  31063. _this.setPivotMatrix(source.getPivotMatrix());
  31064. _this.id = name + "." + source.id;
  31065. // Material
  31066. _this.material = source.material;
  31067. var index;
  31068. if (!doNotCloneChildren) {
  31069. // Children
  31070. var directDescendants = source.getDescendants(true);
  31071. for (var index_1 = 0; index_1 < directDescendants.length; index_1++) {
  31072. var child = directDescendants[index_1];
  31073. if (child.clone) {
  31074. child.clone(name + "." + child.name, _this);
  31075. }
  31076. }
  31077. }
  31078. // Physics clone
  31079. var physicsEngine = _this.getScene().getPhysicsEngine();
  31080. if (clonePhysicsImpostor && physicsEngine) {
  31081. var impostor = physicsEngine.getImpostorForPhysicsObject(source);
  31082. if (impostor) {
  31083. _this.physicsImpostor = impostor.clone(_this);
  31084. }
  31085. }
  31086. // Particles
  31087. for (index = 0; index < scene.particleSystems.length; index++) {
  31088. var system = scene.particleSystems[index];
  31089. if (system.emitter === source) {
  31090. system.clone(system.name, _this);
  31091. }
  31092. }
  31093. _this.refreshBoundingInfo();
  31094. _this.computeWorldMatrix(true);
  31095. }
  31096. // Parent
  31097. if (parent !== null) {
  31098. _this.parent = parent;
  31099. }
  31100. return _this;
  31101. }
  31102. Object.defineProperty(Mesh.prototype, "onBeforeRenderObservable", {
  31103. /**
  31104. * An event triggered before rendering the mesh
  31105. */
  31106. get: function () {
  31107. if (!this._onBeforeRenderObservable) {
  31108. this._onBeforeRenderObservable = new BABYLON.Observable();
  31109. }
  31110. return this._onBeforeRenderObservable;
  31111. },
  31112. enumerable: true,
  31113. configurable: true
  31114. });
  31115. Object.defineProperty(Mesh.prototype, "onAfterRenderObservable", {
  31116. /**
  31117. * An event triggered after rendering the mesh
  31118. */
  31119. get: function () {
  31120. if (!this._onAfterRenderObservable) {
  31121. this._onAfterRenderObservable = new BABYLON.Observable();
  31122. }
  31123. return this._onAfterRenderObservable;
  31124. },
  31125. enumerable: true,
  31126. configurable: true
  31127. });
  31128. Object.defineProperty(Mesh.prototype, "onBeforeDrawObservable", {
  31129. /**
  31130. * An event triggered before drawing the mesh
  31131. */
  31132. get: function () {
  31133. if (!this._onBeforeDrawObservable) {
  31134. this._onBeforeDrawObservable = new BABYLON.Observable();
  31135. }
  31136. return this._onBeforeDrawObservable;
  31137. },
  31138. enumerable: true,
  31139. configurable: true
  31140. });
  31141. Object.defineProperty(Mesh.prototype, "onBeforeDraw", {
  31142. /**
  31143. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  31144. */
  31145. set: function (callback) {
  31146. if (this._onBeforeDrawObserver) {
  31147. this.onBeforeDrawObservable.remove(this._onBeforeDrawObserver);
  31148. }
  31149. this._onBeforeDrawObserver = this.onBeforeDrawObservable.add(callback);
  31150. },
  31151. enumerable: true,
  31152. configurable: true
  31153. });
  31154. Object.defineProperty(Mesh.prototype, "morphTargetManager", {
  31155. /**
  31156. * Gets or sets the morph target manager
  31157. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  31158. */
  31159. get: function () {
  31160. return this._morphTargetManager;
  31161. },
  31162. set: function (value) {
  31163. if (this._morphTargetManager === value) {
  31164. return;
  31165. }
  31166. this._morphTargetManager = value;
  31167. this._syncGeometryWithMorphTargetManager();
  31168. },
  31169. enumerable: true,
  31170. configurable: true
  31171. });
  31172. Object.defineProperty(Mesh.prototype, "source", {
  31173. /**
  31174. * Gets the source mesh (the one used to clone this one from)
  31175. */
  31176. get: function () {
  31177. return this._source;
  31178. },
  31179. enumerable: true,
  31180. configurable: true
  31181. });
  31182. Object.defineProperty(Mesh.prototype, "isUnIndexed", {
  31183. /**
  31184. * Gets or sets a boolean indicating that this mesh does not use index buffer
  31185. */
  31186. get: function () {
  31187. return this._unIndexed;
  31188. },
  31189. set: function (value) {
  31190. if (this._unIndexed !== value) {
  31191. this._unIndexed = value;
  31192. this._markSubMeshesAsAttributesDirty();
  31193. }
  31194. },
  31195. enumerable: true,
  31196. configurable: true
  31197. });
  31198. // Methods
  31199. /**
  31200. * Gets the class name
  31201. * @returns the string "Mesh".
  31202. */
  31203. Mesh.prototype.getClassName = function () {
  31204. return "Mesh";
  31205. };
  31206. /**
  31207. * Returns a description of this mesh
  31208. * @param fullDetails define if full details about this mesh must be used
  31209. * @returns a descriptive string representing this mesh
  31210. */
  31211. Mesh.prototype.toString = function (fullDetails) {
  31212. var ret = _super.prototype.toString.call(this, fullDetails);
  31213. ret += ", n vertices: " + this.getTotalVertices();
  31214. ret += ", parent: " + (this._waitingParentId ? this._waitingParentId : (this.parent ? this.parent.name : "NONE"));
  31215. if (this.animations) {
  31216. for (var i = 0; i < this.animations.length; i++) {
  31217. ret += ", animation[0]: " + this.animations[i].toString(fullDetails);
  31218. }
  31219. }
  31220. if (fullDetails) {
  31221. if (this._geometry) {
  31222. var ib = this.getIndices();
  31223. var vb = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  31224. if (vb && ib) {
  31225. ret += ", flat shading: " + (vb.length / 3 === ib.length ? "YES" : "NO");
  31226. }
  31227. }
  31228. else {
  31229. ret += ", flat shading: UNKNOWN";
  31230. }
  31231. }
  31232. return ret;
  31233. };
  31234. /** @hidden */
  31235. Mesh.prototype._unBindEffect = function () {
  31236. _super.prototype._unBindEffect.call(this);
  31237. for (var _i = 0, _a = this.instances; _i < _a.length; _i++) {
  31238. var instance = _a[_i];
  31239. instance._unBindEffect();
  31240. }
  31241. };
  31242. Object.defineProperty(Mesh.prototype, "hasLODLevels", {
  31243. /**
  31244. * Gets a boolean indicating if this mesh has LOD
  31245. */
  31246. get: function () {
  31247. return this._LODLevels.length > 0;
  31248. },
  31249. enumerable: true,
  31250. configurable: true
  31251. });
  31252. /**
  31253. * Gets the list of MeshLODLevel associated with the current mesh
  31254. * @returns an array of MeshLODLevel
  31255. */
  31256. Mesh.prototype.getLODLevels = function () {
  31257. return this._LODLevels;
  31258. };
  31259. Mesh.prototype._sortLODLevels = function () {
  31260. this._LODLevels.sort(function (a, b) {
  31261. if (a.distance < b.distance) {
  31262. return 1;
  31263. }
  31264. if (a.distance > b.distance) {
  31265. return -1;
  31266. }
  31267. return 0;
  31268. });
  31269. };
  31270. /**
  31271. * Add a mesh as LOD level triggered at the given distance.
  31272. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  31273. * @param distance The distance from the center of the object to show this level
  31274. * @param mesh The mesh to be added as LOD level (can be null)
  31275. * @return This mesh (for chaining)
  31276. */
  31277. Mesh.prototype.addLODLevel = function (distance, mesh) {
  31278. if (mesh && mesh._masterMesh) {
  31279. BABYLON.Tools.Warn("You cannot use a mesh as LOD level twice");
  31280. return this;
  31281. }
  31282. var level = new BABYLON.MeshLODLevel(distance, mesh);
  31283. this._LODLevels.push(level);
  31284. if (mesh) {
  31285. mesh._masterMesh = this;
  31286. }
  31287. this._sortLODLevels();
  31288. return this;
  31289. };
  31290. /**
  31291. * Returns the LOD level mesh at the passed distance or null if not found.
  31292. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  31293. * @param distance The distance from the center of the object to show this level
  31294. * @returns a Mesh or `null`
  31295. */
  31296. Mesh.prototype.getLODLevelAtDistance = function (distance) {
  31297. for (var index = 0; index < this._LODLevels.length; index++) {
  31298. var level = this._LODLevels[index];
  31299. if (level.distance === distance) {
  31300. return level.mesh;
  31301. }
  31302. }
  31303. return null;
  31304. };
  31305. /**
  31306. * Remove a mesh from the LOD array
  31307. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  31308. * @param mesh defines the mesh to be removed
  31309. * @return This mesh (for chaining)
  31310. */
  31311. Mesh.prototype.removeLODLevel = function (mesh) {
  31312. for (var index = 0; index < this._LODLevels.length; index++) {
  31313. if (this._LODLevels[index].mesh === mesh) {
  31314. this._LODLevels.splice(index, 1);
  31315. if (mesh) {
  31316. mesh._masterMesh = null;
  31317. }
  31318. }
  31319. }
  31320. this._sortLODLevels();
  31321. return this;
  31322. };
  31323. /**
  31324. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  31325. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  31326. * @param camera defines the camera to use to compute distance
  31327. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  31328. * @return This mesh (for chaining)
  31329. */
  31330. Mesh.prototype.getLOD = function (camera, boundingSphere) {
  31331. if (!this._LODLevels || this._LODLevels.length === 0) {
  31332. return this;
  31333. }
  31334. var bSphere;
  31335. if (boundingSphere) {
  31336. bSphere = boundingSphere;
  31337. }
  31338. else {
  31339. var boundingInfo = this.getBoundingInfo();
  31340. bSphere = boundingInfo.boundingSphere;
  31341. }
  31342. var distanceToCamera = bSphere.centerWorld.subtract(camera.globalPosition).length();
  31343. if (this._LODLevels[this._LODLevels.length - 1].distance > distanceToCamera) {
  31344. if (this.onLODLevelSelection) {
  31345. this.onLODLevelSelection(distanceToCamera, this, this._LODLevels[this._LODLevels.length - 1].mesh);
  31346. }
  31347. return this;
  31348. }
  31349. for (var index = 0; index < this._LODLevels.length; index++) {
  31350. var level = this._LODLevels[index];
  31351. if (level.distance < distanceToCamera) {
  31352. if (level.mesh) {
  31353. level.mesh._preActivate();
  31354. level.mesh._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);
  31355. }
  31356. if (this.onLODLevelSelection) {
  31357. this.onLODLevelSelection(distanceToCamera, this, level.mesh);
  31358. }
  31359. return level.mesh;
  31360. }
  31361. }
  31362. if (this.onLODLevelSelection) {
  31363. this.onLODLevelSelection(distanceToCamera, this, this);
  31364. }
  31365. return this;
  31366. };
  31367. Object.defineProperty(Mesh.prototype, "geometry", {
  31368. /**
  31369. * Gets the mesh internal Geometry object
  31370. */
  31371. get: function () {
  31372. return this._geometry;
  31373. },
  31374. enumerable: true,
  31375. configurable: true
  31376. });
  31377. /**
  31378. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  31379. * @returns the total number of vertices
  31380. */
  31381. Mesh.prototype.getTotalVertices = function () {
  31382. if (this._geometry === null || this._geometry === undefined) {
  31383. return 0;
  31384. }
  31385. return this._geometry.getTotalVertices();
  31386. };
  31387. /**
  31388. * Returns the content of an associated vertex buffer
  31389. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  31390. * - BABYLON.VertexBuffer.PositionKind
  31391. * - BABYLON.VertexBuffer.UVKind
  31392. * - BABYLON.VertexBuffer.UV2Kind
  31393. * - BABYLON.VertexBuffer.UV3Kind
  31394. * - BABYLON.VertexBuffer.UV4Kind
  31395. * - BABYLON.VertexBuffer.UV5Kind
  31396. * - BABYLON.VertexBuffer.UV6Kind
  31397. * - BABYLON.VertexBuffer.ColorKind
  31398. * - BABYLON.VertexBuffer.MatricesIndicesKind
  31399. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  31400. * - BABYLON.VertexBuffer.MatricesWeightsKind
  31401. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  31402. * @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
  31403. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  31404. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  31405. */
  31406. Mesh.prototype.getVerticesData = function (kind, copyWhenShared, forceCopy) {
  31407. if (!this._geometry) {
  31408. return null;
  31409. }
  31410. return this._geometry.getVerticesData(kind, copyWhenShared, forceCopy);
  31411. };
  31412. /**
  31413. * Returns the mesh VertexBuffer object from the requested `kind`
  31414. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  31415. * - BABYLON.VertexBuffer.PositionKind
  31416. * - BABYLON.VertexBuffer.UVKind
  31417. * - BABYLON.VertexBuffer.UV2Kind
  31418. * - BABYLON.VertexBuffer.UV3Kind
  31419. * - BABYLON.VertexBuffer.UV4Kind
  31420. * - BABYLON.VertexBuffer.UV5Kind
  31421. * - BABYLON.VertexBuffer.UV6Kind
  31422. * - BABYLON.VertexBuffer.ColorKind
  31423. * - BABYLON.VertexBuffer.MatricesIndicesKind
  31424. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  31425. * - BABYLON.VertexBuffer.MatricesWeightsKind
  31426. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  31427. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  31428. */
  31429. Mesh.prototype.getVertexBuffer = function (kind) {
  31430. if (!this._geometry) {
  31431. return null;
  31432. }
  31433. return this._geometry.getVertexBuffer(kind);
  31434. };
  31435. /**
  31436. * Tests if a specific vertex buffer is associated with this mesh
  31437. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  31438. * - BABYLON.VertexBuffer.PositionKind
  31439. * - BABYLON.VertexBuffer.UVKind
  31440. * - BABYLON.VertexBuffer.UV2Kind
  31441. * - BABYLON.VertexBuffer.UV3Kind
  31442. * - BABYLON.VertexBuffer.UV4Kind
  31443. * - BABYLON.VertexBuffer.UV5Kind
  31444. * - BABYLON.VertexBuffer.UV6Kind
  31445. * - BABYLON.VertexBuffer.ColorKind
  31446. * - BABYLON.VertexBuffer.MatricesIndicesKind
  31447. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  31448. * - BABYLON.VertexBuffer.MatricesWeightsKind
  31449. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  31450. * @returns a boolean
  31451. */
  31452. Mesh.prototype.isVerticesDataPresent = function (kind) {
  31453. if (!this._geometry) {
  31454. if (this._delayInfo) {
  31455. return this._delayInfo.indexOf(kind) !== -1;
  31456. }
  31457. return false;
  31458. }
  31459. return this._geometry.isVerticesDataPresent(kind);
  31460. };
  31461. /**
  31462. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  31463. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  31464. * - BABYLON.VertexBuffer.PositionKind
  31465. * - BABYLON.VertexBuffer.UVKind
  31466. * - BABYLON.VertexBuffer.UV2Kind
  31467. * - BABYLON.VertexBuffer.UV3Kind
  31468. * - BABYLON.VertexBuffer.UV4Kind
  31469. * - BABYLON.VertexBuffer.UV5Kind
  31470. * - BABYLON.VertexBuffer.UV6Kind
  31471. * - BABYLON.VertexBuffer.ColorKind
  31472. * - BABYLON.VertexBuffer.MatricesIndicesKind
  31473. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  31474. * - BABYLON.VertexBuffer.MatricesWeightsKind
  31475. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  31476. * @returns a boolean
  31477. */
  31478. Mesh.prototype.isVertexBufferUpdatable = function (kind) {
  31479. if (!this._geometry) {
  31480. if (this._delayInfo) {
  31481. return this._delayInfo.indexOf(kind) !== -1;
  31482. }
  31483. return false;
  31484. }
  31485. return this._geometry.isVertexBufferUpdatable(kind);
  31486. };
  31487. /**
  31488. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  31489. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  31490. * - BABYLON.VertexBuffer.PositionKind
  31491. * - BABYLON.VertexBuffer.UVKind
  31492. * - BABYLON.VertexBuffer.UV2Kind
  31493. * - BABYLON.VertexBuffer.UV3Kind
  31494. * - BABYLON.VertexBuffer.UV4Kind
  31495. * - BABYLON.VertexBuffer.UV5Kind
  31496. * - BABYLON.VertexBuffer.UV6Kind
  31497. * - BABYLON.VertexBuffer.ColorKind
  31498. * - BABYLON.VertexBuffer.MatricesIndicesKind
  31499. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  31500. * - BABYLON.VertexBuffer.MatricesWeightsKind
  31501. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  31502. * @returns an array of strings
  31503. */
  31504. Mesh.prototype.getVerticesDataKinds = function () {
  31505. if (!this._geometry) {
  31506. var result = new Array();
  31507. if (this._delayInfo) {
  31508. this._delayInfo.forEach(function (kind, index, array) {
  31509. result.push(kind);
  31510. });
  31511. }
  31512. return result;
  31513. }
  31514. return this._geometry.getVerticesDataKinds();
  31515. };
  31516. /**
  31517. * Returns a positive integer : the total number of indices in this mesh geometry.
  31518. * @returns the numner of indices or zero if the mesh has no geometry.
  31519. */
  31520. Mesh.prototype.getTotalIndices = function () {
  31521. if (!this._geometry) {
  31522. return 0;
  31523. }
  31524. return this._geometry.getTotalIndices();
  31525. };
  31526. /**
  31527. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  31528. * @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.
  31529. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  31530. * @returns the indices array or an empty array if the mesh has no geometry
  31531. */
  31532. Mesh.prototype.getIndices = function (copyWhenShared, forceCopy) {
  31533. if (!this._geometry) {
  31534. return [];
  31535. }
  31536. return this._geometry.getIndices(copyWhenShared, forceCopy);
  31537. };
  31538. Object.defineProperty(Mesh.prototype, "isBlocked", {
  31539. get: function () {
  31540. return this._masterMesh !== null && this._masterMesh !== undefined;
  31541. },
  31542. enumerable: true,
  31543. configurable: true
  31544. });
  31545. /**
  31546. * Determine if the current mesh is ready to be rendered
  31547. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  31548. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  31549. * @returns true if all associated assets are ready (material, textures, shaders)
  31550. */
  31551. Mesh.prototype.isReady = function (completeCheck, forceInstanceSupport) {
  31552. if (completeCheck === void 0) { completeCheck = false; }
  31553. if (forceInstanceSupport === void 0) { forceInstanceSupport = false; }
  31554. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  31555. return false;
  31556. }
  31557. if (!_super.prototype.isReady.call(this, completeCheck)) {
  31558. return false;
  31559. }
  31560. if (!this.subMeshes || this.subMeshes.length === 0) {
  31561. return true;
  31562. }
  31563. if (!completeCheck) {
  31564. return true;
  31565. }
  31566. var engine = this.getEngine();
  31567. var scene = this.getScene();
  31568. var hardwareInstancedRendering = forceInstanceSupport || engine.getCaps().instancedArrays && this.instances.length > 0;
  31569. this.computeWorldMatrix();
  31570. var mat = this.material || scene.defaultMaterial;
  31571. if (mat) {
  31572. if (mat.storeEffectOnSubMeshes) {
  31573. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  31574. var subMesh = _a[_i];
  31575. var effectiveMaterial = subMesh.getMaterial();
  31576. if (effectiveMaterial) {
  31577. if (effectiveMaterial.storeEffectOnSubMeshes) {
  31578. if (!effectiveMaterial.isReadyForSubMesh(this, subMesh, hardwareInstancedRendering)) {
  31579. return false;
  31580. }
  31581. }
  31582. else {
  31583. if (!effectiveMaterial.isReady(this, hardwareInstancedRendering)) {
  31584. return false;
  31585. }
  31586. }
  31587. }
  31588. }
  31589. }
  31590. else {
  31591. if (!mat.isReady(this, hardwareInstancedRendering)) {
  31592. return false;
  31593. }
  31594. }
  31595. }
  31596. // Shadows
  31597. for (var _b = 0, _c = this._lightSources; _b < _c.length; _b++) {
  31598. var light = _c[_b];
  31599. var generator = light.getShadowGenerator();
  31600. if (generator) {
  31601. for (var _d = 0, _e = this.subMeshes; _d < _e.length; _d++) {
  31602. var subMesh = _e[_d];
  31603. if (!generator.isReady(subMesh, hardwareInstancedRendering)) {
  31604. return false;
  31605. }
  31606. }
  31607. }
  31608. }
  31609. // LOD
  31610. for (var _f = 0, _g = this._LODLevels; _f < _g.length; _f++) {
  31611. var lod = _g[_f];
  31612. if (lod.mesh && !lod.mesh.isReady(hardwareInstancedRendering)) {
  31613. return false;
  31614. }
  31615. }
  31616. return true;
  31617. };
  31618. Object.defineProperty(Mesh.prototype, "areNormalsFrozen", {
  31619. /**
  31620. * 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.
  31621. */
  31622. get: function () {
  31623. return this._areNormalsFrozen;
  31624. },
  31625. enumerable: true,
  31626. configurable: true
  31627. });
  31628. /**
  31629. * 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.
  31630. * @returns the current mesh
  31631. */
  31632. Mesh.prototype.freezeNormals = function () {
  31633. this._areNormalsFrozen = true;
  31634. return this;
  31635. };
  31636. /**
  31637. * 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
  31638. * @returns the current mesh
  31639. */
  31640. Mesh.prototype.unfreezeNormals = function () {
  31641. this._areNormalsFrozen = false;
  31642. return this;
  31643. };
  31644. Object.defineProperty(Mesh.prototype, "overridenInstanceCount", {
  31645. /**
  31646. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  31647. */
  31648. set: function (count) {
  31649. this._overridenInstanceCount = count;
  31650. },
  31651. enumerable: true,
  31652. configurable: true
  31653. });
  31654. // Methods
  31655. /** @hidden */
  31656. Mesh.prototype._preActivate = function () {
  31657. var sceneRenderId = this.getScene().getRenderId();
  31658. if (this._preActivateId === sceneRenderId) {
  31659. return this;
  31660. }
  31661. this._preActivateId = sceneRenderId;
  31662. this._visibleInstances = null;
  31663. return this;
  31664. };
  31665. /** @hidden */
  31666. Mesh.prototype._preActivateForIntermediateRendering = function (renderId) {
  31667. if (this._visibleInstances) {
  31668. this._visibleInstances.intermediateDefaultRenderId = renderId;
  31669. }
  31670. return this;
  31671. };
  31672. /** @hidden */
  31673. Mesh.prototype._registerInstanceForRenderId = function (instance, renderId) {
  31674. if (!this._visibleInstances) {
  31675. this._visibleInstances = {};
  31676. this._visibleInstances.defaultRenderId = renderId;
  31677. this._visibleInstances.selfDefaultRenderId = this._renderId;
  31678. }
  31679. if (!this._visibleInstances[renderId]) {
  31680. this._visibleInstances[renderId] = new Array();
  31681. }
  31682. this._visibleInstances[renderId].push(instance);
  31683. return this;
  31684. };
  31685. /**
  31686. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  31687. * This means the mesh underlying bounding box and sphere are recomputed.
  31688. * @returns the current mesh
  31689. */
  31690. Mesh.prototype.refreshBoundingInfo = function () {
  31691. return this._refreshBoundingInfo(false);
  31692. };
  31693. /** @hidden */
  31694. Mesh.prototype._refreshBoundingInfo = function (applySkeleton) {
  31695. if (this._boundingInfo && this._boundingInfo.isLocked) {
  31696. return this;
  31697. }
  31698. var data = this._getPositionData(applySkeleton);
  31699. if (data) {
  31700. var bias = this.geometry ? this.geometry.boundingBias : null;
  31701. var extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this.getTotalVertices(), bias);
  31702. this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  31703. }
  31704. if (this.subMeshes) {
  31705. for (var index = 0; index < this.subMeshes.length; index++) {
  31706. this.subMeshes[index].refreshBoundingInfo();
  31707. }
  31708. }
  31709. this._updateBoundingInfo();
  31710. return this;
  31711. };
  31712. Mesh.prototype._getPositionData = function (applySkeleton) {
  31713. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  31714. if (data && applySkeleton && this.skeleton) {
  31715. data = BABYLON.Tools.Slice(data);
  31716. var matricesIndicesData = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  31717. var matricesWeightsData = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  31718. if (matricesWeightsData && matricesIndicesData) {
  31719. var needExtras = this.numBoneInfluencers > 4;
  31720. var matricesIndicesExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind) : null;
  31721. var matricesWeightsExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind) : null;
  31722. var skeletonMatrices = this.skeleton.getTransformMatrices(this);
  31723. var tempVector = BABYLON.Tmp.Vector3[0];
  31724. var finalMatrix = BABYLON.Tmp.Matrix[0];
  31725. var tempMatrix = BABYLON.Tmp.Matrix[1];
  31726. var matWeightIdx = 0;
  31727. for (var index = 0; index < data.length; index += 3, matWeightIdx += 4) {
  31728. finalMatrix.reset();
  31729. var inf;
  31730. var weight;
  31731. for (inf = 0; inf < 4; inf++) {
  31732. weight = matricesWeightsData[matWeightIdx + inf];
  31733. if (weight > 0) {
  31734. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesData[matWeightIdx + inf] * 16), weight, tempMatrix);
  31735. finalMatrix.addToSelf(tempMatrix);
  31736. }
  31737. }
  31738. if (needExtras) {
  31739. for (inf = 0; inf < 4; inf++) {
  31740. weight = matricesWeightsExtraData[matWeightIdx + inf];
  31741. if (weight > 0) {
  31742. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesExtraData[matWeightIdx + inf] * 16), weight, tempMatrix);
  31743. finalMatrix.addToSelf(tempMatrix);
  31744. }
  31745. }
  31746. }
  31747. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(data[index], data[index + 1], data[index + 2], finalMatrix, tempVector);
  31748. tempVector.toArray(data, index);
  31749. }
  31750. }
  31751. }
  31752. return data;
  31753. };
  31754. /** @hidden */
  31755. Mesh.prototype._createGlobalSubMesh = function (force) {
  31756. var totalVertices = this.getTotalVertices();
  31757. if (!totalVertices || !this.getIndices()) {
  31758. return null;
  31759. }
  31760. // Check if we need to recreate the submeshes
  31761. if (this.subMeshes && this.subMeshes.length > 0) {
  31762. var ib = this.getIndices();
  31763. if (!ib) {
  31764. return null;
  31765. }
  31766. var totalIndices = ib.length;
  31767. var needToRecreate = false;
  31768. if (force) {
  31769. needToRecreate = true;
  31770. }
  31771. else {
  31772. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  31773. var submesh = _a[_i];
  31774. if (submesh.indexStart + submesh.indexCount >= totalIndices) {
  31775. needToRecreate = true;
  31776. break;
  31777. }
  31778. if (submesh.verticesStart + submesh.verticesCount >= totalVertices) {
  31779. needToRecreate = true;
  31780. break;
  31781. }
  31782. }
  31783. }
  31784. if (!needToRecreate) {
  31785. return this.subMeshes[0];
  31786. }
  31787. }
  31788. this.releaseSubMeshes();
  31789. return new BABYLON.SubMesh(0, 0, totalVertices, 0, this.getTotalIndices(), this);
  31790. };
  31791. /**
  31792. * This function will subdivide the mesh into multiple submeshes
  31793. * @param count defines the expected number of submeshes
  31794. */
  31795. Mesh.prototype.subdivide = function (count) {
  31796. if (count < 1) {
  31797. return;
  31798. }
  31799. var totalIndices = this.getTotalIndices();
  31800. var subdivisionSize = (totalIndices / count) | 0;
  31801. var offset = 0;
  31802. // Ensure that subdivisionSize is a multiple of 3
  31803. while (subdivisionSize % 3 !== 0) {
  31804. subdivisionSize++;
  31805. }
  31806. this.releaseSubMeshes();
  31807. for (var index = 0; index < count; index++) {
  31808. if (offset >= totalIndices) {
  31809. break;
  31810. }
  31811. BABYLON.SubMesh.CreateFromIndices(0, offset, Math.min(subdivisionSize, totalIndices - offset), this);
  31812. offset += subdivisionSize;
  31813. }
  31814. this.synchronizeInstances();
  31815. };
  31816. /**
  31817. * Copy a FloatArray into a specific associated vertex buffer
  31818. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  31819. * - BABYLON.VertexBuffer.PositionKind
  31820. * - BABYLON.VertexBuffer.UVKind
  31821. * - BABYLON.VertexBuffer.UV2Kind
  31822. * - BABYLON.VertexBuffer.UV3Kind
  31823. * - BABYLON.VertexBuffer.UV4Kind
  31824. * - BABYLON.VertexBuffer.UV5Kind
  31825. * - BABYLON.VertexBuffer.UV6Kind
  31826. * - BABYLON.VertexBuffer.ColorKind
  31827. * - BABYLON.VertexBuffer.MatricesIndicesKind
  31828. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  31829. * - BABYLON.VertexBuffer.MatricesWeightsKind
  31830. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  31831. * @param data defines the data source
  31832. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  31833. * @param stride defines the data stride size (can be null)
  31834. * @returns the current mesh
  31835. */
  31836. Mesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
  31837. if (updatable === void 0) { updatable = false; }
  31838. if (!this._geometry) {
  31839. var vertexData = new BABYLON.VertexData();
  31840. vertexData.set(data, kind);
  31841. var scene = this.getScene();
  31842. new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, updatable, this);
  31843. }
  31844. else {
  31845. this._geometry.setVerticesData(kind, data, updatable, stride);
  31846. }
  31847. return this;
  31848. };
  31849. /**
  31850. * Flags an associated vertex buffer as updatable
  31851. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  31852. * - BABYLON.VertexBuffer.PositionKind
  31853. * - BABYLON.VertexBuffer.UVKind
  31854. * - BABYLON.VertexBuffer.UV2Kind
  31855. * - BABYLON.VertexBuffer.UV3Kind
  31856. * - BABYLON.VertexBuffer.UV4Kind
  31857. * - BABYLON.VertexBuffer.UV5Kind
  31858. * - BABYLON.VertexBuffer.UV6Kind
  31859. * - BABYLON.VertexBuffer.ColorKind
  31860. * - BABYLON.VertexBuffer.MatricesIndicesKind
  31861. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  31862. * - BABYLON.VertexBuffer.MatricesWeightsKind
  31863. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  31864. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  31865. */
  31866. Mesh.prototype.markVerticesDataAsUpdatable = function (kind, updatable) {
  31867. if (updatable === void 0) { updatable = true; }
  31868. var vb = this.getVertexBuffer(kind);
  31869. if (!vb || vb.isUpdatable() === updatable) {
  31870. return;
  31871. }
  31872. this.setVerticesData(kind, this.getVerticesData(kind), updatable);
  31873. };
  31874. /**
  31875. * Sets the mesh global Vertex Buffer
  31876. * @param buffer defines the buffer to use
  31877. * @returns the current mesh
  31878. */
  31879. Mesh.prototype.setVerticesBuffer = function (buffer) {
  31880. if (!this._geometry) {
  31881. this._geometry = BABYLON.Geometry.CreateGeometryForMesh(this);
  31882. }
  31883. this._geometry.setVerticesBuffer(buffer);
  31884. return this;
  31885. };
  31886. /**
  31887. * Update a specific associated vertex buffer
  31888. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  31889. * - BABYLON.VertexBuffer.PositionKind
  31890. * - BABYLON.VertexBuffer.UVKind
  31891. * - BABYLON.VertexBuffer.UV2Kind
  31892. * - BABYLON.VertexBuffer.UV3Kind
  31893. * - BABYLON.VertexBuffer.UV4Kind
  31894. * - BABYLON.VertexBuffer.UV5Kind
  31895. * - BABYLON.VertexBuffer.UV6Kind
  31896. * - BABYLON.VertexBuffer.ColorKind
  31897. * - BABYLON.VertexBuffer.MatricesIndicesKind
  31898. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  31899. * - BABYLON.VertexBuffer.MatricesWeightsKind
  31900. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  31901. * @param data defines the data source
  31902. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  31903. * @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)
  31904. * @returns the current mesh
  31905. */
  31906. Mesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  31907. if (!this._geometry) {
  31908. return this;
  31909. }
  31910. if (!makeItUnique) {
  31911. this._geometry.updateVerticesData(kind, data, updateExtends);
  31912. }
  31913. else {
  31914. this.makeGeometryUnique();
  31915. this.updateVerticesData(kind, data, updateExtends, false);
  31916. }
  31917. return this;
  31918. };
  31919. /**
  31920. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  31921. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  31922. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  31923. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  31924. * @returns the current mesh
  31925. */
  31926. Mesh.prototype.updateMeshPositions = function (positionFunction, computeNormals) {
  31927. if (computeNormals === void 0) { computeNormals = true; }
  31928. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  31929. if (!positions) {
  31930. return this;
  31931. }
  31932. positionFunction(positions);
  31933. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
  31934. if (computeNormals) {
  31935. var indices = this.getIndices();
  31936. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  31937. if (!normals) {
  31938. return this;
  31939. }
  31940. BABYLON.VertexData.ComputeNormals(positions, indices, normals);
  31941. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals, false, false);
  31942. }
  31943. return this;
  31944. };
  31945. /**
  31946. * Creates a un-shared specific occurence of the geometry for the mesh.
  31947. * @returns the current mesh
  31948. */
  31949. Mesh.prototype.makeGeometryUnique = function () {
  31950. if (!this._geometry) {
  31951. return this;
  31952. }
  31953. var oldGeometry = this._geometry;
  31954. var geometry = this._geometry.copy(BABYLON.Geometry.RandomId());
  31955. oldGeometry.releaseForMesh(this, true);
  31956. geometry.applyToMesh(this);
  31957. return this;
  31958. };
  31959. /**
  31960. * Set the index buffer of this mesh
  31961. * @param indices defines the source data
  31962. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  31963. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  31964. * @returns the current mesh
  31965. */
  31966. Mesh.prototype.setIndices = function (indices, totalVertices, updatable) {
  31967. if (totalVertices === void 0) { totalVertices = null; }
  31968. if (updatable === void 0) { updatable = false; }
  31969. if (!this._geometry) {
  31970. var vertexData = new BABYLON.VertexData();
  31971. vertexData.indices = indices;
  31972. var scene = this.getScene();
  31973. new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, updatable, this);
  31974. }
  31975. else {
  31976. this._geometry.setIndices(indices, totalVertices, updatable);
  31977. }
  31978. return this;
  31979. };
  31980. /**
  31981. * Update the current index buffer
  31982. * @param indices defines the source data
  31983. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  31984. * @returns the current mesh
  31985. */
  31986. Mesh.prototype.updateIndices = function (indices, offset) {
  31987. if (!this._geometry) {
  31988. return this;
  31989. }
  31990. this._geometry.updateIndices(indices, offset);
  31991. return this;
  31992. };
  31993. /**
  31994. * Invert the geometry to move from a right handed system to a left handed one.
  31995. * @returns the current mesh
  31996. */
  31997. Mesh.prototype.toLeftHanded = function () {
  31998. if (!this._geometry) {
  31999. return this;
  32000. }
  32001. this._geometry.toLeftHanded();
  32002. return this;
  32003. };
  32004. /** @hidden */
  32005. Mesh.prototype._bind = function (subMesh, effect, fillMode) {
  32006. if (!this._geometry) {
  32007. return this;
  32008. }
  32009. var engine = this.getScene().getEngine();
  32010. // Wireframe
  32011. var indexToBind;
  32012. if (this._unIndexed) {
  32013. indexToBind = null;
  32014. }
  32015. else {
  32016. switch (fillMode) {
  32017. case BABYLON.Material.PointFillMode:
  32018. indexToBind = null;
  32019. break;
  32020. case BABYLON.Material.WireFrameFillMode:
  32021. indexToBind = subMesh.getLinesIndexBuffer(this.getIndices(), engine);
  32022. break;
  32023. default:
  32024. case BABYLON.Material.TriangleFillMode:
  32025. indexToBind = this._unIndexed ? null : this._geometry.getIndexBuffer();
  32026. break;
  32027. }
  32028. }
  32029. // VBOs
  32030. this._geometry._bind(effect, indexToBind);
  32031. return this;
  32032. };
  32033. /** @hidden */
  32034. Mesh.prototype._draw = function (subMesh, fillMode, instancesCount, alternate) {
  32035. if (alternate === void 0) { alternate = false; }
  32036. if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {
  32037. return this;
  32038. }
  32039. if (this._onBeforeDrawObservable) {
  32040. this._onBeforeDrawObservable.notifyObservers(this);
  32041. }
  32042. var scene = this.getScene();
  32043. var engine = scene.getEngine();
  32044. if (this._unIndexed || fillMode == BABYLON.Material.PointFillMode) {
  32045. // or triangles as points
  32046. engine.drawArraysType(fillMode, subMesh.verticesStart, subMesh.verticesCount, instancesCount);
  32047. }
  32048. else if (fillMode == BABYLON.Material.WireFrameFillMode) {
  32049. // Triangles as wireframe
  32050. engine.drawElementsType(fillMode, 0, subMesh.linesIndexCount, instancesCount);
  32051. }
  32052. else {
  32053. engine.drawElementsType(fillMode, subMesh.indexStart, subMesh.indexCount, instancesCount);
  32054. }
  32055. if (scene._isAlternateRenderingEnabled && !alternate) {
  32056. var effect = subMesh.effect || this._effectiveMaterial.getEffect();
  32057. if (!effect || !scene.activeCamera) {
  32058. return this;
  32059. }
  32060. scene._switchToAlternateCameraConfiguration(true);
  32061. this._effectiveMaterial.bindView(effect);
  32062. this._effectiveMaterial.bindViewProjection(effect);
  32063. engine.setViewport(scene.activeCamera._alternateCamera.viewport);
  32064. this._draw(subMesh, fillMode, instancesCount, true);
  32065. engine.setViewport(scene.activeCamera.viewport);
  32066. scene._switchToAlternateCameraConfiguration(false);
  32067. this._effectiveMaterial.bindView(effect);
  32068. this._effectiveMaterial.bindViewProjection(effect);
  32069. }
  32070. return this;
  32071. };
  32072. /**
  32073. * Registers for this mesh a javascript function called just before the rendering process
  32074. * @param func defines the function to call before rendering this mesh
  32075. * @returns the current mesh
  32076. */
  32077. Mesh.prototype.registerBeforeRender = function (func) {
  32078. this.onBeforeRenderObservable.add(func);
  32079. return this;
  32080. };
  32081. /**
  32082. * Disposes a previously registered javascript function called before the rendering
  32083. * @param func defines the function to remove
  32084. * @returns the current mesh
  32085. */
  32086. Mesh.prototype.unregisterBeforeRender = function (func) {
  32087. this.onBeforeRenderObservable.removeCallback(func);
  32088. return this;
  32089. };
  32090. /**
  32091. * Registers for this mesh a javascript function called just after the rendering is complete
  32092. * @param func defines the function to call after rendering this mesh
  32093. * @returns the current mesh
  32094. */
  32095. Mesh.prototype.registerAfterRender = function (func) {
  32096. this.onAfterRenderObservable.add(func);
  32097. return this;
  32098. };
  32099. /**
  32100. * Disposes a previously registered javascript function called after the rendering.
  32101. * @param func defines the function to remove
  32102. * @returns the current mesh
  32103. */
  32104. Mesh.prototype.unregisterAfterRender = function (func) {
  32105. this.onAfterRenderObservable.removeCallback(func);
  32106. return this;
  32107. };
  32108. /** @hidden */
  32109. Mesh.prototype._getInstancesRenderList = function (subMeshId) {
  32110. var scene = this.getScene();
  32111. this._batchCache.mustReturn = false;
  32112. this._batchCache.renderSelf[subMeshId] = this.isEnabled() && this.isVisible;
  32113. this._batchCache.visibleInstances[subMeshId] = null;
  32114. if (this._visibleInstances) {
  32115. var currentRenderId = scene.getRenderId();
  32116. var defaultRenderId = (scene._isInIntermediateRendering() ? this._visibleInstances.intermediateDefaultRenderId : this._visibleInstances.defaultRenderId);
  32117. this._batchCache.visibleInstances[subMeshId] = this._visibleInstances[currentRenderId];
  32118. var selfRenderId = this._renderId;
  32119. if (!this._batchCache.visibleInstances[subMeshId] && defaultRenderId) {
  32120. this._batchCache.visibleInstances[subMeshId] = this._visibleInstances[defaultRenderId];
  32121. currentRenderId = Math.max(defaultRenderId, currentRenderId);
  32122. selfRenderId = Math.max(this._visibleInstances.selfDefaultRenderId, currentRenderId);
  32123. }
  32124. var visibleInstancesForSubMesh = this._batchCache.visibleInstances[subMeshId];
  32125. if (visibleInstancesForSubMesh && visibleInstancesForSubMesh.length) {
  32126. if (this._renderIdForInstances[subMeshId] === currentRenderId) {
  32127. this._batchCache.mustReturn = true;
  32128. return this._batchCache;
  32129. }
  32130. if (currentRenderId !== selfRenderId) {
  32131. this._batchCache.renderSelf[subMeshId] = false;
  32132. }
  32133. }
  32134. this._renderIdForInstances[subMeshId] = currentRenderId;
  32135. }
  32136. return this._batchCache;
  32137. };
  32138. /** @hidden */
  32139. Mesh.prototype._renderWithInstances = function (subMesh, fillMode, batch, effect, engine) {
  32140. var visibleInstances = batch.visibleInstances[subMesh._id];
  32141. if (!visibleInstances) {
  32142. return this;
  32143. }
  32144. var matricesCount = visibleInstances.length + 1;
  32145. var bufferSize = matricesCount * 16 * 4;
  32146. var currentInstancesBufferSize = this._instancesBufferSize;
  32147. var instancesBuffer = this._instancesBuffer;
  32148. while (this._instancesBufferSize < bufferSize) {
  32149. this._instancesBufferSize *= 2;
  32150. }
  32151. if (!this._instancesData || currentInstancesBufferSize != this._instancesBufferSize) {
  32152. this._instancesData = new Float32Array(this._instancesBufferSize / 4);
  32153. }
  32154. var offset = 0;
  32155. var instancesCount = 0;
  32156. var world = this.getWorldMatrix();
  32157. if (batch.renderSelf[subMesh._id]) {
  32158. world.copyToArray(this._instancesData, offset);
  32159. offset += 16;
  32160. instancesCount++;
  32161. }
  32162. if (visibleInstances) {
  32163. for (var instanceIndex = 0; instanceIndex < visibleInstances.length; instanceIndex++) {
  32164. var instance = visibleInstances[instanceIndex];
  32165. instance.getWorldMatrix().copyToArray(this._instancesData, offset);
  32166. offset += 16;
  32167. instancesCount++;
  32168. }
  32169. }
  32170. if (!instancesBuffer || currentInstancesBufferSize != this._instancesBufferSize) {
  32171. if (instancesBuffer) {
  32172. instancesBuffer.dispose();
  32173. }
  32174. instancesBuffer = new BABYLON.Buffer(engine, this._instancesData, true, 16, false, true);
  32175. this._instancesBuffer = instancesBuffer;
  32176. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world0", 0, 4));
  32177. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world1", 4, 4));
  32178. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world2", 8, 4));
  32179. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world3", 12, 4));
  32180. }
  32181. else {
  32182. instancesBuffer.updateDirectly(this._instancesData, 0, instancesCount);
  32183. }
  32184. this._bind(subMesh, effect, fillMode);
  32185. this._draw(subMesh, fillMode, instancesCount);
  32186. engine.unbindInstanceAttributes();
  32187. return this;
  32188. };
  32189. /** @hidden */
  32190. Mesh.prototype._processRendering = function (subMesh, effect, fillMode, batch, hardwareInstancedRendering, onBeforeDraw, effectiveMaterial) {
  32191. var scene = this.getScene();
  32192. var engine = scene.getEngine();
  32193. if (hardwareInstancedRendering) {
  32194. this._renderWithInstances(subMesh, fillMode, batch, effect, engine);
  32195. }
  32196. else {
  32197. if (batch.renderSelf[subMesh._id]) {
  32198. // Draw
  32199. if (onBeforeDraw) {
  32200. onBeforeDraw(false, this.getWorldMatrix(), effectiveMaterial);
  32201. }
  32202. this._draw(subMesh, fillMode, this._overridenInstanceCount);
  32203. }
  32204. var visibleInstancesForSubMesh = batch.visibleInstances[subMesh._id];
  32205. if (visibleInstancesForSubMesh) {
  32206. for (var instanceIndex = 0; instanceIndex < visibleInstancesForSubMesh.length; instanceIndex++) {
  32207. var instance = visibleInstancesForSubMesh[instanceIndex];
  32208. // World
  32209. var world = instance.getWorldMatrix();
  32210. if (onBeforeDraw) {
  32211. onBeforeDraw(true, world, effectiveMaterial);
  32212. }
  32213. // Draw
  32214. this._draw(subMesh, fillMode);
  32215. }
  32216. }
  32217. }
  32218. return this;
  32219. };
  32220. /**
  32221. * 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
  32222. * @param subMesh defines the subMesh to render
  32223. * @param enableAlphaMode defines if alpha mode can be changed
  32224. * @returns the current mesh
  32225. */
  32226. Mesh.prototype.render = function (subMesh, enableAlphaMode) {
  32227. if (this._checkOcclusionQuery()) {
  32228. return this;
  32229. }
  32230. var scene = this.getScene();
  32231. // Managing instances
  32232. var batch = this._getInstancesRenderList(subMesh._id);
  32233. if (batch.mustReturn) {
  32234. return this;
  32235. }
  32236. // Checking geometry state
  32237. if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {
  32238. return this;
  32239. }
  32240. if (this._onBeforeRenderObservable) {
  32241. this._onBeforeRenderObservable.notifyObservers(this);
  32242. }
  32243. var engine = scene.getEngine();
  32244. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  32245. // Material
  32246. var material = subMesh.getMaterial();
  32247. if (!material) {
  32248. return this;
  32249. }
  32250. this._effectiveMaterial = material;
  32251. if (this._effectiveMaterial.storeEffectOnSubMeshes) {
  32252. if (!this._effectiveMaterial.isReadyForSubMesh(this, subMesh, hardwareInstancedRendering)) {
  32253. return this;
  32254. }
  32255. }
  32256. else if (!this._effectiveMaterial.isReady(this, hardwareInstancedRendering)) {
  32257. return this;
  32258. }
  32259. // Alpha mode
  32260. if (enableAlphaMode) {
  32261. engine.setAlphaMode(this._effectiveMaterial.alphaMode);
  32262. }
  32263. for (var _i = 0, _a = scene._beforeRenderingMeshStage; _i < _a.length; _i++) {
  32264. var step = _a[_i];
  32265. step.action(this, subMesh, batch);
  32266. }
  32267. var effect;
  32268. if (this._effectiveMaterial.storeEffectOnSubMeshes) {
  32269. effect = subMesh.effect;
  32270. }
  32271. else {
  32272. effect = this._effectiveMaterial.getEffect();
  32273. }
  32274. if (!effect) {
  32275. return this;
  32276. }
  32277. var sideOrientation = this.overrideMaterialSideOrientation;
  32278. if (sideOrientation == null) {
  32279. sideOrientation = this._effectiveMaterial.sideOrientation;
  32280. if (this._getWorldMatrixDeterminant() < 0) {
  32281. sideOrientation = (sideOrientation === BABYLON.Material.ClockWiseSideOrientation ? BABYLON.Material.CounterClockWiseSideOrientation : BABYLON.Material.ClockWiseSideOrientation);
  32282. }
  32283. }
  32284. var reverse = this._effectiveMaterial._preBind(effect, sideOrientation);
  32285. if (this._effectiveMaterial.forceDepthWrite) {
  32286. engine.setDepthWrite(true);
  32287. }
  32288. // Bind
  32289. var fillMode = scene.forcePointsCloud ? BABYLON.Material.PointFillMode : (scene.forceWireframe ? BABYLON.Material.WireFrameFillMode : this._effectiveMaterial.fillMode);
  32290. if (!hardwareInstancedRendering) { // Binding will be done later because we need to add more info to the VB
  32291. this._bind(subMesh, effect, fillMode);
  32292. }
  32293. var world = this.getWorldMatrix();
  32294. if (this._effectiveMaterial.storeEffectOnSubMeshes) {
  32295. this._effectiveMaterial.bindForSubMesh(world, this, subMesh);
  32296. }
  32297. else {
  32298. this._effectiveMaterial.bind(world, this);
  32299. }
  32300. if (!this._effectiveMaterial.backFaceCulling && this._effectiveMaterial.separateCullingPass) {
  32301. engine.setState(true, this._effectiveMaterial.zOffset, false, !reverse);
  32302. this._processRendering(subMesh, effect, fillMode, batch, hardwareInstancedRendering, this._onBeforeDraw, this._effectiveMaterial);
  32303. engine.setState(true, this._effectiveMaterial.zOffset, false, reverse);
  32304. }
  32305. // Draw
  32306. this._processRendering(subMesh, effect, fillMode, batch, hardwareInstancedRendering, this._onBeforeDraw, this._effectiveMaterial);
  32307. // Unbind
  32308. this._effectiveMaterial.unbind();
  32309. for (var _b = 0, _c = scene._afterRenderingMeshStage; _b < _c.length; _b++) {
  32310. var step = _c[_b];
  32311. step.action(this, subMesh, batch);
  32312. }
  32313. if (this._onAfterRenderObservable) {
  32314. this._onAfterRenderObservable.notifyObservers(this);
  32315. }
  32316. return this;
  32317. };
  32318. Mesh.prototype._onBeforeDraw = function (isInstance, world, effectiveMaterial) {
  32319. if (isInstance && effectiveMaterial) {
  32320. effectiveMaterial.bindOnlyWorldMatrix(world);
  32321. }
  32322. };
  32323. /**
  32324. * Normalize matrix weights so that all vertices have a total weight set to 1
  32325. */
  32326. Mesh.prototype.cleanMatrixWeights = function () {
  32327. var epsilon = 1e-3;
  32328. var noInfluenceBoneIndex = 0.0;
  32329. if (this.skeleton) {
  32330. noInfluenceBoneIndex = this.skeleton.bones.length;
  32331. }
  32332. else {
  32333. return;
  32334. }
  32335. var matricesIndices = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  32336. var matricesIndicesExtra = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  32337. var matricesWeights = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  32338. var matricesWeightsExtra = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  32339. var influencers = this.numBoneInfluencers;
  32340. var size = matricesWeights.length;
  32341. for (var i = 0; i < size; i += 4) {
  32342. var weight = 0.0;
  32343. var firstZeroWeight = -1;
  32344. for (var j = 0; j < 4; j++) {
  32345. var w = matricesWeights[i + j];
  32346. weight += w;
  32347. if (w < epsilon && firstZeroWeight < 0) {
  32348. firstZeroWeight = j;
  32349. }
  32350. }
  32351. if (matricesWeightsExtra) {
  32352. for (var j = 0; j < 4; j++) {
  32353. var w = matricesWeightsExtra[i + j];
  32354. weight += w;
  32355. if (w < epsilon && firstZeroWeight < 0) {
  32356. firstZeroWeight = j + 4;
  32357. }
  32358. }
  32359. }
  32360. if (firstZeroWeight < 0 || firstZeroWeight > (influencers - 1)) {
  32361. firstZeroWeight = influencers - 1;
  32362. }
  32363. if (weight > epsilon) {
  32364. var mweight = 1.0 / weight;
  32365. for (var j = 0; j < 4; j++) {
  32366. matricesWeights[i + j] *= mweight;
  32367. }
  32368. if (matricesWeightsExtra) {
  32369. for (var j = 0; j < 4; j++) {
  32370. matricesWeightsExtra[i + j] *= mweight;
  32371. }
  32372. }
  32373. }
  32374. else {
  32375. if (firstZeroWeight >= 4) {
  32376. matricesWeightsExtra[i + firstZeroWeight - 4] = 1.0 - weight;
  32377. matricesIndicesExtra[i + firstZeroWeight - 4] = noInfluenceBoneIndex;
  32378. }
  32379. else {
  32380. matricesWeights[i + firstZeroWeight] = 1.0 - weight;
  32381. matricesIndices[i + firstZeroWeight] = noInfluenceBoneIndex;
  32382. }
  32383. }
  32384. }
  32385. this.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, matricesIndices);
  32386. if (matricesIndicesExtra) {
  32387. this.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, matricesIndicesExtra);
  32388. }
  32389. this.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeights);
  32390. if (matricesWeightsExtra) {
  32391. this.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, matricesWeightsExtra);
  32392. }
  32393. };
  32394. /** @hidden */
  32395. Mesh.prototype._checkDelayState = function () {
  32396. var scene = this.getScene();
  32397. if (this._geometry) {
  32398. this._geometry.load(scene);
  32399. }
  32400. else if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  32401. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADING;
  32402. this._queueLoad(scene);
  32403. }
  32404. return this;
  32405. };
  32406. Mesh.prototype._queueLoad = function (scene) {
  32407. var _this = this;
  32408. scene._addPendingData(this);
  32409. var getBinaryData = (this.delayLoadingFile.indexOf(".babylonbinarymeshdata") !== -1);
  32410. BABYLON.Tools.LoadFile(this.delayLoadingFile, function (data) {
  32411. if (data instanceof ArrayBuffer) {
  32412. _this._delayLoadingFunction(data, _this);
  32413. }
  32414. else {
  32415. _this._delayLoadingFunction(JSON.parse(data), _this);
  32416. }
  32417. _this.instances.forEach(function (instance) {
  32418. instance._syncSubMeshes();
  32419. });
  32420. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  32421. scene._removePendingData(_this);
  32422. }, function () { }, scene.database, getBinaryData);
  32423. return this;
  32424. };
  32425. /**
  32426. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  32427. * A mesh is in the frustum if its bounding box intersects the frustum
  32428. * @param frustumPlanes defines the frustum to test
  32429. * @returns true if the mesh is in the frustum planes
  32430. */
  32431. Mesh.prototype.isInFrustum = function (frustumPlanes) {
  32432. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  32433. return false;
  32434. }
  32435. if (!_super.prototype.isInFrustum.call(this, frustumPlanes)) {
  32436. return false;
  32437. }
  32438. this._checkDelayState();
  32439. return true;
  32440. };
  32441. /**
  32442. * Sets the mesh material by the material or multiMaterial `id` property
  32443. * @param id is a string identifying the material or the multiMaterial
  32444. * @returns the current mesh
  32445. */
  32446. Mesh.prototype.setMaterialByID = function (id) {
  32447. var materials = this.getScene().materials;
  32448. var index;
  32449. for (index = materials.length - 1; index > -1; index--) {
  32450. if (materials[index].id === id) {
  32451. this.material = materials[index];
  32452. return this;
  32453. }
  32454. }
  32455. // Multi
  32456. var multiMaterials = this.getScene().multiMaterials;
  32457. for (index = multiMaterials.length - 1; index > -1; index--) {
  32458. if (multiMaterials[index].id === id) {
  32459. this.material = multiMaterials[index];
  32460. return this;
  32461. }
  32462. }
  32463. return this;
  32464. };
  32465. /**
  32466. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  32467. * @returns an array of IAnimatable
  32468. */
  32469. Mesh.prototype.getAnimatables = function () {
  32470. var results = new Array();
  32471. if (this.material) {
  32472. results.push(this.material);
  32473. }
  32474. if (this.skeleton) {
  32475. results.push(this.skeleton);
  32476. }
  32477. return results;
  32478. };
  32479. /**
  32480. * Modifies the mesh geometry according to the passed transformation matrix.
  32481. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  32482. * The mesh normals are modified using the same transformation.
  32483. * Note that, under the hood, this method sets a new VertexBuffer each call.
  32484. * @param transform defines the transform matrix to use
  32485. * @see http://doc.babylonjs.com/resources/baking_transformations
  32486. * @returns the current mesh
  32487. */
  32488. Mesh.prototype.bakeTransformIntoVertices = function (transform) {
  32489. // Position
  32490. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  32491. return this;
  32492. }
  32493. var submeshes = this.subMeshes.splice(0);
  32494. this._resetPointsArrayCache();
  32495. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  32496. var temp = new Array();
  32497. var index;
  32498. for (index = 0; index < data.length; index += 3) {
  32499. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(data, index), transform).toArray(temp, index);
  32500. }
  32501. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.PositionKind).isUpdatable());
  32502. // Normals
  32503. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  32504. data = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  32505. temp = [];
  32506. for (index = 0; index < data.length; index += 3) {
  32507. BABYLON.Vector3.TransformNormal(BABYLON.Vector3.FromArray(data, index), transform).normalize().toArray(temp, index);
  32508. }
  32509. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.NormalKind).isUpdatable());
  32510. }
  32511. // flip faces?
  32512. if (transform.m[0] * transform.m[5] * transform.m[10] < 0) {
  32513. this.flipFaces();
  32514. }
  32515. // Restore submeshes
  32516. this.releaseSubMeshes();
  32517. this.subMeshes = submeshes;
  32518. return this;
  32519. };
  32520. /**
  32521. * Modifies the mesh geometry according to its own current World Matrix.
  32522. * The mesh World Matrix is then reset.
  32523. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  32524. * Note that, under the hood, this method sets a new VertexBuffer each call.
  32525. * @see http://doc.babylonjs.com/resources/baking_transformations
  32526. * @returns the current mesh
  32527. */
  32528. Mesh.prototype.bakeCurrentTransformIntoVertices = function () {
  32529. this.bakeTransformIntoVertices(this.computeWorldMatrix(true));
  32530. this.scaling.copyFromFloats(1, 1, 1);
  32531. this.position.copyFromFloats(0, 0, 0);
  32532. this.rotation.copyFromFloats(0, 0, 0);
  32533. //only if quaternion is already set
  32534. if (this.rotationQuaternion) {
  32535. this.rotationQuaternion = BABYLON.Quaternion.Identity();
  32536. }
  32537. this._worldMatrix = BABYLON.Matrix.Identity();
  32538. return this;
  32539. };
  32540. Object.defineProperty(Mesh.prototype, "_positions", {
  32541. // Cache
  32542. /** @hidden */
  32543. get: function () {
  32544. if (this._geometry) {
  32545. return this._geometry._positions;
  32546. }
  32547. return null;
  32548. },
  32549. enumerable: true,
  32550. configurable: true
  32551. });
  32552. /** @hidden */
  32553. Mesh.prototype._resetPointsArrayCache = function () {
  32554. if (this._geometry) {
  32555. this._geometry._resetPointsArrayCache();
  32556. }
  32557. return this;
  32558. };
  32559. /** @hidden */
  32560. Mesh.prototype._generatePointsArray = function () {
  32561. if (this._geometry) {
  32562. return this._geometry._generatePointsArray();
  32563. }
  32564. return false;
  32565. };
  32566. /**
  32567. * Returns a new Mesh object generated from the current mesh properties.
  32568. * This method must not get confused with createInstance()
  32569. * @param name is a string, the name given to the new mesh
  32570. * @param newParent can be any Node object (default `null`)
  32571. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  32572. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  32573. * @returns a new mesh
  32574. */
  32575. Mesh.prototype.clone = function (name, newParent, doNotCloneChildren, clonePhysicsImpostor) {
  32576. if (name === void 0) { name = ""; }
  32577. if (clonePhysicsImpostor === void 0) { clonePhysicsImpostor = true; }
  32578. return new Mesh(name, this.getScene(), newParent, this, doNotCloneChildren, clonePhysicsImpostor);
  32579. };
  32580. /**
  32581. * Releases resources associated with this mesh.
  32582. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  32583. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  32584. */
  32585. Mesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  32586. var _this = this;
  32587. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  32588. this.morphTargetManager = null;
  32589. if (this._geometry) {
  32590. this._geometry.releaseForMesh(this, true);
  32591. }
  32592. if (this._onBeforeDrawObservable) {
  32593. this._onBeforeDrawObservable.clear();
  32594. }
  32595. if (this._onBeforeRenderObservable) {
  32596. this._onBeforeRenderObservable.clear();
  32597. }
  32598. if (this._onAfterRenderObservable) {
  32599. this._onAfterRenderObservable.clear();
  32600. }
  32601. // Sources
  32602. var meshes = this.getScene().meshes;
  32603. meshes.forEach(function (abstractMesh) {
  32604. var mesh = abstractMesh;
  32605. if (mesh._source && mesh._source === _this) {
  32606. mesh._source = null;
  32607. }
  32608. });
  32609. this._source = null;
  32610. // Instances
  32611. if (this._instancesBuffer) {
  32612. this._instancesBuffer.dispose();
  32613. this._instancesBuffer = null;
  32614. }
  32615. while (this.instances.length) {
  32616. this.instances[0].dispose();
  32617. }
  32618. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  32619. };
  32620. /**
  32621. * Modifies the mesh geometry according to a displacement map.
  32622. * 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.
  32623. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  32624. * @param url is a string, the URL from the image file is to be downloaded.
  32625. * @param minHeight is the lower limit of the displacement.
  32626. * @param maxHeight is the upper limit of the displacement.
  32627. * @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.
  32628. * @param uvOffset is an optional vector2 used to offset UV.
  32629. * @param uvScale is an optional vector2 used to scale UV.
  32630. * @param forceUpdate defines whether or not to force an update of the generated buffers. This is usefull to apply on a deserialized model for instance.
  32631. * @returns the Mesh.
  32632. */
  32633. Mesh.prototype.applyDisplacementMap = function (url, minHeight, maxHeight, onSuccess, uvOffset, uvScale, forceUpdate) {
  32634. var _this = this;
  32635. if (forceUpdate === void 0) { forceUpdate = false; }
  32636. var scene = this.getScene();
  32637. var onload = function (img) {
  32638. // Getting height map data
  32639. var canvas = document.createElement("canvas");
  32640. var context = canvas.getContext("2d");
  32641. var heightMapWidth = img.width;
  32642. var heightMapHeight = img.height;
  32643. canvas.width = heightMapWidth;
  32644. canvas.height = heightMapHeight;
  32645. context.drawImage(img, 0, 0);
  32646. // Create VertexData from map data
  32647. //Cast is due to wrong definition in lib.d.ts from ts 1.3 - https://github.com/Microsoft/TypeScript/issues/949
  32648. var buffer = context.getImageData(0, 0, heightMapWidth, heightMapHeight).data;
  32649. _this.applyDisplacementMapFromBuffer(buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight, uvOffset, uvScale, forceUpdate);
  32650. //execute success callback, if set
  32651. if (onSuccess) {
  32652. onSuccess(_this);
  32653. }
  32654. };
  32655. BABYLON.Tools.LoadImage(url, onload, function () { }, scene.database);
  32656. return this;
  32657. };
  32658. /**
  32659. * Modifies the mesh geometry according to a displacementMap buffer.
  32660. * 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.
  32661. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  32662. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  32663. * @param heightMapWidth is the width of the buffer image.
  32664. * @param heightMapHeight is the height of the buffer image.
  32665. * @param minHeight is the lower limit of the displacement.
  32666. * @param maxHeight is the upper limit of the displacement.
  32667. * @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.
  32668. * @param uvOffset is an optional vector2 used to offset UV.
  32669. * @param uvScale is an optional vector2 used to scale UV.
  32670. * @param forceUpdate defines whether or not to force an update of the generated buffers. This is usefull to apply on a deserialized model for instance.
  32671. * @returns the Mesh.
  32672. */
  32673. Mesh.prototype.applyDisplacementMapFromBuffer = function (buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight, uvOffset, uvScale, forceUpdate) {
  32674. if (forceUpdate === void 0) { forceUpdate = false; }
  32675. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)
  32676. || !this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)
  32677. || !this.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  32678. BABYLON.Tools.Warn("Cannot call applyDisplacementMap: Given mesh is not complete. Position, Normal or UV are missing");
  32679. return this;
  32680. }
  32681. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind, true, true);
  32682. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  32683. var uvs = this.getVerticesData(BABYLON.VertexBuffer.UVKind);
  32684. var position = BABYLON.Vector3.Zero();
  32685. var normal = BABYLON.Vector3.Zero();
  32686. var uv = BABYLON.Vector2.Zero();
  32687. uvOffset = uvOffset || BABYLON.Vector2.Zero();
  32688. uvScale = uvScale || new BABYLON.Vector2(1, 1);
  32689. for (var index = 0; index < positions.length; index += 3) {
  32690. BABYLON.Vector3.FromArrayToRef(positions, index, position);
  32691. BABYLON.Vector3.FromArrayToRef(normals, index, normal);
  32692. BABYLON.Vector2.FromArrayToRef(uvs, (index / 3) * 2, uv);
  32693. // Compute height
  32694. var u = ((Math.abs(uv.x * uvScale.x + uvOffset.x) * heightMapWidth) % heightMapWidth) | 0;
  32695. var v = ((Math.abs(uv.y * uvScale.y + uvOffset.y) * heightMapHeight) % heightMapHeight) | 0;
  32696. var pos = (u + v * heightMapWidth) * 4;
  32697. var r = buffer[pos] / 255.0;
  32698. var g = buffer[pos + 1] / 255.0;
  32699. var b = buffer[pos + 2] / 255.0;
  32700. var gradient = r * 0.3 + g * 0.59 + b * 0.11;
  32701. normal.normalize();
  32702. normal.scaleInPlace(minHeight + (maxHeight - minHeight) * gradient);
  32703. position = position.add(normal);
  32704. position.toArray(positions, index);
  32705. }
  32706. BABYLON.VertexData.ComputeNormals(positions, this.getIndices(), normals);
  32707. if (forceUpdate) {
  32708. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, positions);
  32709. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  32710. }
  32711. else {
  32712. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions);
  32713. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  32714. }
  32715. return this;
  32716. };
  32717. /**
  32718. * Modify the mesh to get a flat shading rendering.
  32719. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  32720. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  32721. * @returns current mesh
  32722. */
  32723. Mesh.prototype.convertToFlatShadedMesh = function () {
  32724. var kinds = this.getVerticesDataKinds();
  32725. var vbs = {};
  32726. var data = {};
  32727. var newdata = {};
  32728. var updatableNormals = false;
  32729. var kindIndex;
  32730. var kind;
  32731. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  32732. kind = kinds[kindIndex];
  32733. var vertexBuffer = this.getVertexBuffer(kind);
  32734. if (kind === BABYLON.VertexBuffer.NormalKind) {
  32735. updatableNormals = vertexBuffer.isUpdatable();
  32736. kinds.splice(kindIndex, 1);
  32737. kindIndex--;
  32738. continue;
  32739. }
  32740. vbs[kind] = vertexBuffer;
  32741. data[kind] = vbs[kind].getData();
  32742. newdata[kind] = [];
  32743. }
  32744. // Save previous submeshes
  32745. var previousSubmeshes = this.subMeshes.slice(0);
  32746. var indices = this.getIndices();
  32747. var totalIndices = this.getTotalIndices();
  32748. // Generating unique vertices per face
  32749. var index;
  32750. for (index = 0; index < totalIndices; index++) {
  32751. var vertexIndex = indices[index];
  32752. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  32753. kind = kinds[kindIndex];
  32754. var stride = vbs[kind].getStrideSize();
  32755. for (var offset = 0; offset < stride; offset++) {
  32756. newdata[kind].push(data[kind][vertexIndex * stride + offset]);
  32757. }
  32758. }
  32759. }
  32760. // Updating faces & normal
  32761. var normals = [];
  32762. var positions = newdata[BABYLON.VertexBuffer.PositionKind];
  32763. for (index = 0; index < totalIndices; index += 3) {
  32764. indices[index] = index;
  32765. indices[index + 1] = index + 1;
  32766. indices[index + 2] = index + 2;
  32767. var p1 = BABYLON.Vector3.FromArray(positions, index * 3);
  32768. var p2 = BABYLON.Vector3.FromArray(positions, (index + 1) * 3);
  32769. var p3 = BABYLON.Vector3.FromArray(positions, (index + 2) * 3);
  32770. var p1p2 = p1.subtract(p2);
  32771. var p3p2 = p3.subtract(p2);
  32772. var normal = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(p1p2, p3p2));
  32773. // Store same normals for every vertex
  32774. for (var localIndex = 0; localIndex < 3; localIndex++) {
  32775. normals.push(normal.x);
  32776. normals.push(normal.y);
  32777. normals.push(normal.z);
  32778. }
  32779. }
  32780. this.setIndices(indices);
  32781. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatableNormals);
  32782. // Updating vertex buffers
  32783. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  32784. kind = kinds[kindIndex];
  32785. this.setVerticesData(kind, newdata[kind], vbs[kind].isUpdatable());
  32786. }
  32787. // Updating submeshes
  32788. this.releaseSubMeshes();
  32789. for (var submeshIndex = 0; submeshIndex < previousSubmeshes.length; submeshIndex++) {
  32790. var previousOne = previousSubmeshes[submeshIndex];
  32791. BABYLON.SubMesh.AddToMesh(previousOne.materialIndex, previousOne.indexStart, previousOne.indexCount, previousOne.indexStart, previousOne.indexCount, this);
  32792. }
  32793. this.synchronizeInstances();
  32794. return this;
  32795. };
  32796. /**
  32797. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  32798. * In other words, more vertices, no more indices and a single bigger VBO.
  32799. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  32800. * @returns current mesh
  32801. */
  32802. Mesh.prototype.convertToUnIndexedMesh = function () {
  32803. var kinds = this.getVerticesDataKinds();
  32804. var vbs = {};
  32805. var data = {};
  32806. var newdata = {};
  32807. var kindIndex;
  32808. var kind;
  32809. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  32810. kind = kinds[kindIndex];
  32811. var vertexBuffer = this.getVertexBuffer(kind);
  32812. vbs[kind] = vertexBuffer;
  32813. data[kind] = vbs[kind].getData();
  32814. newdata[kind] = [];
  32815. }
  32816. // Save previous submeshes
  32817. var previousSubmeshes = this.subMeshes.slice(0);
  32818. var indices = this.getIndices();
  32819. var totalIndices = this.getTotalIndices();
  32820. // Generating unique vertices per face
  32821. var index;
  32822. for (index = 0; index < totalIndices; index++) {
  32823. var vertexIndex = indices[index];
  32824. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  32825. kind = kinds[kindIndex];
  32826. var stride = vbs[kind].getStrideSize();
  32827. for (var offset = 0; offset < stride; offset++) {
  32828. newdata[kind].push(data[kind][vertexIndex * stride + offset]);
  32829. }
  32830. }
  32831. }
  32832. // Updating indices
  32833. for (index = 0; index < totalIndices; index += 3) {
  32834. indices[index] = index;
  32835. indices[index + 1] = index + 1;
  32836. indices[index + 2] = index + 2;
  32837. }
  32838. this.setIndices(indices);
  32839. // Updating vertex buffers
  32840. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  32841. kind = kinds[kindIndex];
  32842. this.setVerticesData(kind, newdata[kind], vbs[kind].isUpdatable());
  32843. }
  32844. // Updating submeshes
  32845. this.releaseSubMeshes();
  32846. for (var submeshIndex = 0; submeshIndex < previousSubmeshes.length; submeshIndex++) {
  32847. var previousOne = previousSubmeshes[submeshIndex];
  32848. BABYLON.SubMesh.AddToMesh(previousOne.materialIndex, previousOne.indexStart, previousOne.indexCount, previousOne.indexStart, previousOne.indexCount, this);
  32849. }
  32850. this._unIndexed = true;
  32851. this.synchronizeInstances();
  32852. return this;
  32853. };
  32854. /**
  32855. * Inverses facet orientations.
  32856. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  32857. * @param flipNormals will also inverts the normals
  32858. * @returns current mesh
  32859. */
  32860. Mesh.prototype.flipFaces = function (flipNormals) {
  32861. if (flipNormals === void 0) { flipNormals = false; }
  32862. var vertex_data = BABYLON.VertexData.ExtractFromMesh(this);
  32863. var i;
  32864. if (flipNormals && this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind) && vertex_data.normals) {
  32865. for (i = 0; i < vertex_data.normals.length; i++) {
  32866. vertex_data.normals[i] *= -1;
  32867. }
  32868. }
  32869. if (vertex_data.indices) {
  32870. var temp;
  32871. for (i = 0; i < vertex_data.indices.length; i += 3) {
  32872. // reassign indices
  32873. temp = vertex_data.indices[i + 1];
  32874. vertex_data.indices[i + 1] = vertex_data.indices[i + 2];
  32875. vertex_data.indices[i + 2] = temp;
  32876. }
  32877. }
  32878. vertex_data.applyToMesh(this);
  32879. return this;
  32880. };
  32881. // Instances
  32882. /**
  32883. * Creates a new InstancedMesh object from the mesh model.
  32884. * Warning : this method is not supported for Line mesh and LineSystem
  32885. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  32886. * @param name defines the name of the new instance
  32887. * @returns a new InstancedMesh
  32888. */
  32889. Mesh.prototype.createInstance = function (name) {
  32890. return new BABYLON.InstancedMesh(name, this);
  32891. };
  32892. /**
  32893. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  32894. * After this call, all the mesh instances have the same submeshes than the current mesh.
  32895. * @returns the current mesh
  32896. */
  32897. Mesh.prototype.synchronizeInstances = function () {
  32898. for (var instanceIndex = 0; instanceIndex < this.instances.length; instanceIndex++) {
  32899. var instance = this.instances[instanceIndex];
  32900. instance._syncSubMeshes();
  32901. }
  32902. return this;
  32903. };
  32904. /**
  32905. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  32906. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  32907. * This should be used together with the simplification to avoid disappearing triangles.
  32908. * @param successCallback an optional success callback to be called after the optimization finished.
  32909. * @returns the current mesh
  32910. */
  32911. Mesh.prototype.optimizeIndices = function (successCallback) {
  32912. var _this = this;
  32913. var indices = this.getIndices();
  32914. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  32915. if (!positions || !indices) {
  32916. return this;
  32917. }
  32918. var vectorPositions = new Array();
  32919. for (var pos = 0; pos < positions.length; pos = pos + 3) {
  32920. vectorPositions.push(BABYLON.Vector3.FromArray(positions, pos));
  32921. }
  32922. var dupes = new Array();
  32923. BABYLON.AsyncLoop.SyncAsyncForLoop(vectorPositions.length, 40, function (iteration) {
  32924. var realPos = vectorPositions.length - 1 - iteration;
  32925. var testedPosition = vectorPositions[realPos];
  32926. for (var j = 0; j < realPos; ++j) {
  32927. var againstPosition = vectorPositions[j];
  32928. if (testedPosition.equals(againstPosition)) {
  32929. dupes[realPos] = j;
  32930. break;
  32931. }
  32932. }
  32933. }, function () {
  32934. for (var i = 0; i < indices.length; ++i) {
  32935. indices[i] = dupes[indices[i]] || indices[i];
  32936. }
  32937. //indices are now reordered
  32938. var originalSubMeshes = _this.subMeshes.slice(0);
  32939. _this.setIndices(indices);
  32940. _this.subMeshes = originalSubMeshes;
  32941. if (successCallback) {
  32942. successCallback(_this);
  32943. }
  32944. });
  32945. return this;
  32946. };
  32947. /**
  32948. * Serialize current mesh
  32949. * @param serializationObject defines the object which will receive the serialization data
  32950. */
  32951. Mesh.prototype.serialize = function (serializationObject) {
  32952. serializationObject.name = this.name;
  32953. serializationObject.id = this.id;
  32954. serializationObject.type = this.getClassName();
  32955. if (BABYLON.Tags && BABYLON.Tags.HasTags(this)) {
  32956. serializationObject.tags = BABYLON.Tags.GetTags(this);
  32957. }
  32958. serializationObject.position = this.position.asArray();
  32959. if (this.rotationQuaternion) {
  32960. serializationObject.rotationQuaternion = this.rotationQuaternion.asArray();
  32961. }
  32962. else if (this.rotation) {
  32963. serializationObject.rotation = this.rotation.asArray();
  32964. }
  32965. serializationObject.scaling = this.scaling.asArray();
  32966. serializationObject.localMatrix = this.getPivotMatrix().asArray();
  32967. serializationObject.isEnabled = this.isEnabled(false);
  32968. serializationObject.isVisible = this.isVisible;
  32969. serializationObject.infiniteDistance = this.infiniteDistance;
  32970. serializationObject.pickable = this.isPickable;
  32971. serializationObject.receiveShadows = this.receiveShadows;
  32972. serializationObject.billboardMode = this.billboardMode;
  32973. serializationObject.visibility = this.visibility;
  32974. serializationObject.checkCollisions = this.checkCollisions;
  32975. serializationObject.isBlocker = this.isBlocker;
  32976. // Parent
  32977. if (this.parent) {
  32978. serializationObject.parentId = this.parent.id;
  32979. }
  32980. // Geometry
  32981. serializationObject.isUnIndexed = this.isUnIndexed;
  32982. var geometry = this._geometry;
  32983. if (geometry) {
  32984. var geometryId = geometry.id;
  32985. serializationObject.geometryId = geometryId;
  32986. // SubMeshes
  32987. serializationObject.subMeshes = [];
  32988. for (var subIndex = 0; subIndex < this.subMeshes.length; subIndex++) {
  32989. var subMesh = this.subMeshes[subIndex];
  32990. serializationObject.subMeshes.push({
  32991. materialIndex: subMesh.materialIndex,
  32992. verticesStart: subMesh.verticesStart,
  32993. verticesCount: subMesh.verticesCount,
  32994. indexStart: subMesh.indexStart,
  32995. indexCount: subMesh.indexCount
  32996. });
  32997. }
  32998. }
  32999. // Material
  33000. if (this.material) {
  33001. serializationObject.materialId = this.material.id;
  33002. }
  33003. else {
  33004. this.material = null;
  33005. }
  33006. // Morph targets
  33007. if (this.morphTargetManager) {
  33008. serializationObject.morphTargetManagerId = this.morphTargetManager.uniqueId;
  33009. }
  33010. // Skeleton
  33011. if (this.skeleton) {
  33012. serializationObject.skeletonId = this.skeleton.id;
  33013. }
  33014. // Physics
  33015. //TODO implement correct serialization for physics impostors.
  33016. var impostor = this.getPhysicsImpostor();
  33017. if (impostor) {
  33018. serializationObject.physicsMass = impostor.getParam("mass");
  33019. serializationObject.physicsFriction = impostor.getParam("friction");
  33020. serializationObject.physicsRestitution = impostor.getParam("mass");
  33021. serializationObject.physicsImpostor = impostor.type;
  33022. }
  33023. // Metadata
  33024. if (this.metadata) {
  33025. serializationObject.metadata = this.metadata;
  33026. }
  33027. // Instances
  33028. serializationObject.instances = [];
  33029. for (var index = 0; index < this.instances.length; index++) {
  33030. var instance = this.instances[index];
  33031. if (instance.doNotSerialize) {
  33032. continue;
  33033. }
  33034. var serializationInstance = {
  33035. name: instance.name,
  33036. id: instance.id,
  33037. position: instance.position.asArray(),
  33038. scaling: instance.scaling.asArray()
  33039. };
  33040. if (instance.parent) {
  33041. serializationInstance.parentId = instance.parent.id;
  33042. }
  33043. if (instance.rotationQuaternion) {
  33044. serializationInstance.rotationQuaternion = instance.rotationQuaternion.asArray();
  33045. }
  33046. else if (instance.rotation) {
  33047. serializationInstance.rotation = instance.rotation.asArray();
  33048. }
  33049. serializationObject.instances.push(serializationInstance);
  33050. // Animations
  33051. BABYLON.Animation.AppendSerializedAnimations(instance, serializationInstance);
  33052. serializationInstance.ranges = instance.serializeAnimationRanges();
  33053. }
  33054. //
  33055. // Animations
  33056. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  33057. serializationObject.ranges = this.serializeAnimationRanges();
  33058. // Layer mask
  33059. serializationObject.layerMask = this.layerMask;
  33060. // Alpha
  33061. serializationObject.alphaIndex = this.alphaIndex;
  33062. serializationObject.hasVertexAlpha = this.hasVertexAlpha;
  33063. // Overlay
  33064. serializationObject.overlayAlpha = this.overlayAlpha;
  33065. serializationObject.overlayColor = this.overlayColor.asArray();
  33066. serializationObject.renderOverlay = this.renderOverlay;
  33067. // Fog
  33068. serializationObject.applyFog = this.applyFog;
  33069. // Action Manager
  33070. if (this.actionManager) {
  33071. serializationObject.actions = this.actionManager.serialize(this.name);
  33072. }
  33073. };
  33074. /** @hidden */
  33075. Mesh.prototype._syncGeometryWithMorphTargetManager = function () {
  33076. if (!this.geometry) {
  33077. return;
  33078. }
  33079. this._markSubMeshesAsAttributesDirty();
  33080. var morphTargetManager = this._morphTargetManager;
  33081. if (morphTargetManager && morphTargetManager.vertexCount) {
  33082. if (morphTargetManager.vertexCount !== this.getTotalVertices()) {
  33083. BABYLON.Tools.Error("Mesh is incompatible with morph targets. Targets and mesh must all have the same vertices count.");
  33084. this.morphTargetManager = null;
  33085. return;
  33086. }
  33087. for (var index = 0; index < morphTargetManager.numInfluencers; index++) {
  33088. var morphTarget = morphTargetManager.getActiveTarget(index);
  33089. var positions = morphTarget.getPositions();
  33090. if (!positions) {
  33091. BABYLON.Tools.Error("Invalid morph target. Target must have positions.");
  33092. return;
  33093. }
  33094. this.geometry.setVerticesData(BABYLON.VertexBuffer.PositionKind + index, positions, false, 3);
  33095. var normals = morphTarget.getNormals();
  33096. if (normals) {
  33097. this.geometry.setVerticesData(BABYLON.VertexBuffer.NormalKind + index, normals, false, 3);
  33098. }
  33099. var tangents = morphTarget.getTangents();
  33100. if (tangents) {
  33101. this.geometry.setVerticesData(BABYLON.VertexBuffer.TangentKind + index, tangents, false, 3);
  33102. }
  33103. }
  33104. }
  33105. else {
  33106. var index = 0;
  33107. // Positions
  33108. while (this.geometry.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind + index)) {
  33109. this.geometry.removeVerticesData(BABYLON.VertexBuffer.PositionKind + index);
  33110. if (this.geometry.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind + index)) {
  33111. this.geometry.removeVerticesData(BABYLON.VertexBuffer.NormalKind + index);
  33112. }
  33113. if (this.geometry.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind + index)) {
  33114. this.geometry.removeVerticesData(BABYLON.VertexBuffer.TangentKind + index);
  33115. }
  33116. index++;
  33117. }
  33118. }
  33119. };
  33120. // Statics
  33121. /**
  33122. * Returns a new Mesh object parsed from the source provided.
  33123. * @param parsedMesh is the source
  33124. * @param scene defines the hosting scene
  33125. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  33126. * @returns a new Mesh
  33127. */
  33128. Mesh.Parse = function (parsedMesh, scene, rootUrl) {
  33129. var mesh;
  33130. if (parsedMesh.type && parsedMesh.type === "GroundMesh") {
  33131. mesh = BABYLON.GroundMesh.Parse(parsedMesh, scene);
  33132. }
  33133. else {
  33134. mesh = new Mesh(parsedMesh.name, scene);
  33135. }
  33136. mesh.id = parsedMesh.id;
  33137. if (BABYLON.Tags) {
  33138. BABYLON.Tags.AddTagsTo(mesh, parsedMesh.tags);
  33139. }
  33140. mesh.position = BABYLON.Vector3.FromArray(parsedMesh.position);
  33141. if (parsedMesh.metadata !== undefined) {
  33142. mesh.metadata = parsedMesh.metadata;
  33143. }
  33144. if (parsedMesh.rotationQuaternion) {
  33145. mesh.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedMesh.rotationQuaternion);
  33146. }
  33147. else if (parsedMesh.rotation) {
  33148. mesh.rotation = BABYLON.Vector3.FromArray(parsedMesh.rotation);
  33149. }
  33150. mesh.scaling = BABYLON.Vector3.FromArray(parsedMesh.scaling);
  33151. if (parsedMesh.localMatrix) {
  33152. mesh.setPreTransformMatrix(BABYLON.Matrix.FromArray(parsedMesh.localMatrix));
  33153. }
  33154. else if (parsedMesh.pivotMatrix) {
  33155. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.pivotMatrix));
  33156. }
  33157. mesh.setEnabled(parsedMesh.isEnabled);
  33158. mesh.isVisible = parsedMesh.isVisible;
  33159. mesh.infiniteDistance = parsedMesh.infiniteDistance;
  33160. mesh.showBoundingBox = parsedMesh.showBoundingBox;
  33161. mesh.showSubMeshesBoundingBox = parsedMesh.showSubMeshesBoundingBox;
  33162. if (parsedMesh.applyFog !== undefined) {
  33163. mesh.applyFog = parsedMesh.applyFog;
  33164. }
  33165. if (parsedMesh.pickable !== undefined) {
  33166. mesh.isPickable = parsedMesh.pickable;
  33167. }
  33168. if (parsedMesh.alphaIndex !== undefined) {
  33169. mesh.alphaIndex = parsedMesh.alphaIndex;
  33170. }
  33171. mesh.receiveShadows = parsedMesh.receiveShadows;
  33172. mesh.billboardMode = parsedMesh.billboardMode;
  33173. if (parsedMesh.visibility !== undefined) {
  33174. mesh.visibility = parsedMesh.visibility;
  33175. }
  33176. mesh.checkCollisions = parsedMesh.checkCollisions;
  33177. if (parsedMesh.isBlocker !== undefined) {
  33178. mesh.isBlocker = parsedMesh.isBlocker;
  33179. }
  33180. mesh._shouldGenerateFlatShading = parsedMesh.useFlatShading;
  33181. // freezeWorldMatrix
  33182. if (parsedMesh.freezeWorldMatrix) {
  33183. mesh._waitingFreezeWorldMatrix = parsedMesh.freezeWorldMatrix;
  33184. }
  33185. // Parent
  33186. if (parsedMesh.parentId) {
  33187. mesh._waitingParentId = parsedMesh.parentId;
  33188. }
  33189. // Actions
  33190. if (parsedMesh.actions !== undefined) {
  33191. mesh._waitingActions = parsedMesh.actions;
  33192. }
  33193. // Overlay
  33194. if (parsedMesh.overlayAlpha !== undefined) {
  33195. mesh.overlayAlpha = parsedMesh.overlayAlpha;
  33196. }
  33197. if (parsedMesh.overlayColor !== undefined) {
  33198. mesh.overlayColor = BABYLON.Color3.FromArray(parsedMesh.overlayColor);
  33199. }
  33200. if (parsedMesh.renderOverlay !== undefined) {
  33201. mesh.renderOverlay = parsedMesh.renderOverlay;
  33202. }
  33203. // Geometry
  33204. mesh.isUnIndexed = !!parsedMesh.isUnIndexed;
  33205. mesh.hasVertexAlpha = parsedMesh.hasVertexAlpha;
  33206. if (parsedMesh.delayLoadingFile) {
  33207. mesh.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  33208. mesh.delayLoadingFile = rootUrl + parsedMesh.delayLoadingFile;
  33209. mesh._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMaximum));
  33210. if (parsedMesh._binaryInfo) {
  33211. mesh._binaryInfo = parsedMesh._binaryInfo;
  33212. }
  33213. mesh._delayInfo = [];
  33214. if (parsedMesh.hasUVs) {
  33215. mesh._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  33216. }
  33217. if (parsedMesh.hasUVs2) {
  33218. mesh._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  33219. }
  33220. if (parsedMesh.hasUVs3) {
  33221. mesh._delayInfo.push(BABYLON.VertexBuffer.UV3Kind);
  33222. }
  33223. if (parsedMesh.hasUVs4) {
  33224. mesh._delayInfo.push(BABYLON.VertexBuffer.UV4Kind);
  33225. }
  33226. if (parsedMesh.hasUVs5) {
  33227. mesh._delayInfo.push(BABYLON.VertexBuffer.UV5Kind);
  33228. }
  33229. if (parsedMesh.hasUVs6) {
  33230. mesh._delayInfo.push(BABYLON.VertexBuffer.UV6Kind);
  33231. }
  33232. if (parsedMesh.hasColors) {
  33233. mesh._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  33234. }
  33235. if (parsedMesh.hasMatricesIndices) {
  33236. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  33237. }
  33238. if (parsedMesh.hasMatricesWeights) {
  33239. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  33240. }
  33241. mesh._delayLoadingFunction = BABYLON.Geometry._ImportGeometry;
  33242. if (BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental) {
  33243. mesh._checkDelayState();
  33244. }
  33245. }
  33246. else {
  33247. BABYLON.Geometry._ImportGeometry(parsedMesh, mesh);
  33248. }
  33249. // Material
  33250. if (parsedMesh.materialId) {
  33251. mesh.setMaterialByID(parsedMesh.materialId);
  33252. }
  33253. else {
  33254. mesh.material = null;
  33255. }
  33256. // Morph targets
  33257. if (parsedMesh.morphTargetManagerId > -1) {
  33258. mesh.morphTargetManager = scene.getMorphTargetManagerById(parsedMesh.morphTargetManagerId);
  33259. }
  33260. // Skeleton
  33261. if (parsedMesh.skeletonId > -1) {
  33262. mesh.skeleton = scene.getLastSkeletonByID(parsedMesh.skeletonId);
  33263. if (parsedMesh.numBoneInfluencers) {
  33264. mesh.numBoneInfluencers = parsedMesh.numBoneInfluencers;
  33265. }
  33266. }
  33267. // Animations
  33268. if (parsedMesh.animations) {
  33269. for (var animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  33270. var parsedAnimation = parsedMesh.animations[animationIndex];
  33271. mesh.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  33272. }
  33273. BABYLON.Node.ParseAnimationRanges(mesh, parsedMesh, scene);
  33274. }
  33275. if (parsedMesh.autoAnimate) {
  33276. scene.beginAnimation(mesh, parsedMesh.autoAnimateFrom, parsedMesh.autoAnimateTo, parsedMesh.autoAnimateLoop, parsedMesh.autoAnimateSpeed || 1.0);
  33277. }
  33278. // Layer Mask
  33279. if (parsedMesh.layerMask && (!isNaN(parsedMesh.layerMask))) {
  33280. mesh.layerMask = Math.abs(parseInt(parsedMesh.layerMask));
  33281. }
  33282. else {
  33283. mesh.layerMask = 0x0FFFFFFF;
  33284. }
  33285. // Physics
  33286. if (parsedMesh.physicsImpostor) {
  33287. mesh.physicsImpostor = new BABYLON.PhysicsImpostor(mesh, parsedMesh.physicsImpostor, {
  33288. mass: parsedMesh.physicsMass,
  33289. friction: parsedMesh.physicsFriction,
  33290. restitution: parsedMesh.physicsRestitution
  33291. }, scene);
  33292. }
  33293. // Instances
  33294. if (parsedMesh.instances) {
  33295. for (var index = 0; index < parsedMesh.instances.length; index++) {
  33296. var parsedInstance = parsedMesh.instances[index];
  33297. var instance = mesh.createInstance(parsedInstance.name);
  33298. if (parsedInstance.id) {
  33299. instance.id = parsedInstance.id;
  33300. }
  33301. if (BABYLON.Tags) {
  33302. if (parsedInstance.tags) {
  33303. BABYLON.Tags.AddTagsTo(instance, parsedInstance.tags);
  33304. }
  33305. else {
  33306. BABYLON.Tags.AddTagsTo(instance, parsedMesh.tags);
  33307. }
  33308. }
  33309. instance.position = BABYLON.Vector3.FromArray(parsedInstance.position);
  33310. if (parsedInstance.parentId) {
  33311. instance._waitingParentId = parsedInstance.parentId;
  33312. }
  33313. if (parsedInstance.rotationQuaternion) {
  33314. instance.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedInstance.rotationQuaternion);
  33315. }
  33316. else if (parsedInstance.rotation) {
  33317. instance.rotation = BABYLON.Vector3.FromArray(parsedInstance.rotation);
  33318. }
  33319. instance.scaling = BABYLON.Vector3.FromArray(parsedInstance.scaling);
  33320. if (parsedInstance.checkCollisions != undefined && parsedInstance.checkCollisions != null) {
  33321. instance.checkCollisions = parsedInstance.checkCollisions;
  33322. }
  33323. if (parsedInstance.pickable != undefined && parsedInstance.pickable != null) {
  33324. instance.isPickable = parsedInstance.pickable;
  33325. }
  33326. if (parsedInstance.showBoundingBox != undefined && parsedInstance.showBoundingBox != null) {
  33327. instance.showBoundingBox = parsedInstance.showBoundingBox;
  33328. }
  33329. if (parsedInstance.showSubMeshesBoundingBox != undefined && parsedInstance.showSubMeshesBoundingBox != null) {
  33330. instance.showSubMeshesBoundingBox = parsedInstance.showSubMeshesBoundingBox;
  33331. }
  33332. if (parsedInstance.alphaIndex != undefined && parsedInstance.showSubMeshesBoundingBox != null) {
  33333. instance.alphaIndex = parsedInstance.alphaIndex;
  33334. }
  33335. // Physics
  33336. if (parsedInstance.physicsImpostor) {
  33337. instance.physicsImpostor = new BABYLON.PhysicsImpostor(instance, parsedInstance.physicsImpostor, {
  33338. mass: parsedInstance.physicsMass,
  33339. friction: parsedInstance.physicsFriction,
  33340. restitution: parsedInstance.physicsRestitution
  33341. }, scene);
  33342. }
  33343. // Animation
  33344. if (parsedInstance.animations) {
  33345. for (animationIndex = 0; animationIndex < parsedInstance.animations.length; animationIndex++) {
  33346. parsedAnimation = parsedInstance.animations[animationIndex];
  33347. instance.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  33348. }
  33349. BABYLON.Node.ParseAnimationRanges(instance, parsedInstance, scene);
  33350. if (parsedInstance.autoAnimate) {
  33351. scene.beginAnimation(instance, parsedInstance.autoAnimateFrom, parsedInstance.autoAnimateTo, parsedInstance.autoAnimateLoop, parsedInstance.autoAnimateSpeed || 1.0);
  33352. }
  33353. }
  33354. }
  33355. }
  33356. return mesh;
  33357. };
  33358. /**
  33359. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  33360. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  33361. * @param name defines the name of the mesh to create
  33362. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  33363. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  33364. * @param closePath creates a seam between the first and the last points of each path of the path array
  33365. * @param offset is taken in account only if the `pathArray` is containing a single path
  33366. * @param scene defines the hosting scene
  33367. * @param updatable defines if the mesh must be flagged as updatable
  33368. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  33369. * @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)
  33370. * @returns a new Mesh
  33371. */
  33372. Mesh.CreateRibbon = function (name, pathArray, closeArray, closePath, offset, scene, updatable, sideOrientation, instance) {
  33373. if (closeArray === void 0) { closeArray = false; }
  33374. if (updatable === void 0) { updatable = false; }
  33375. return BABYLON.MeshBuilder.CreateRibbon(name, {
  33376. pathArray: pathArray,
  33377. closeArray: closeArray,
  33378. closePath: closePath,
  33379. offset: offset,
  33380. updatable: updatable,
  33381. sideOrientation: sideOrientation,
  33382. instance: instance
  33383. }, scene);
  33384. };
  33385. /**
  33386. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  33387. * @param name defines the name of the mesh to create
  33388. * @param radius sets the radius size (float) of the polygon (default 0.5)
  33389. * @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
  33390. * @param scene defines the hosting scene
  33391. * @param updatable defines if the mesh must be flagged as updatable
  33392. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  33393. * @returns a new Mesh
  33394. */
  33395. Mesh.CreateDisc = function (name, radius, tessellation, scene, updatable, sideOrientation) {
  33396. if (scene === void 0) { scene = null; }
  33397. var options = {
  33398. radius: radius,
  33399. tessellation: tessellation,
  33400. sideOrientation: sideOrientation,
  33401. updatable: updatable
  33402. };
  33403. return BABYLON.MeshBuilder.CreateDisc(name, options, scene);
  33404. };
  33405. /**
  33406. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  33407. * @param name defines the name of the mesh to create
  33408. * @param size sets the size (float) of each box side (default 1)
  33409. * @param scene defines the hosting scene
  33410. * @param updatable defines if the mesh must be flagged as updatable
  33411. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  33412. * @returns a new Mesh
  33413. */
  33414. Mesh.CreateBox = function (name, size, scene, updatable, sideOrientation) {
  33415. if (scene === void 0) { scene = null; }
  33416. var options = {
  33417. size: size,
  33418. sideOrientation: sideOrientation,
  33419. updatable: updatable
  33420. };
  33421. return BABYLON.MeshBuilder.CreateBox(name, options, scene);
  33422. };
  33423. /**
  33424. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  33425. * @param name defines the name of the mesh to create
  33426. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  33427. * @param diameter sets the diameter size (float) of the sphere (default 1)
  33428. * @param scene defines the hosting scene
  33429. * @param updatable defines if the mesh must be flagged as updatable
  33430. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  33431. * @returns a new Mesh
  33432. */
  33433. Mesh.CreateSphere = function (name, segments, diameter, scene, updatable, sideOrientation) {
  33434. var options = {
  33435. segments: segments,
  33436. diameterX: diameter,
  33437. diameterY: diameter,
  33438. diameterZ: diameter,
  33439. sideOrientation: sideOrientation,
  33440. updatable: updatable
  33441. };
  33442. return BABYLON.MeshBuilder.CreateSphere(name, options, scene);
  33443. };
  33444. /**
  33445. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  33446. * @param name defines the name of the mesh to create
  33447. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  33448. * @param diameterTop set the top cap diameter (floats, default 1)
  33449. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  33450. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  33451. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  33452. * @param scene defines the hosting scene
  33453. * @param updatable defines if the mesh must be flagged as updatable
  33454. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  33455. * @returns a new Mesh
  33456. */
  33457. Mesh.CreateCylinder = function (name, height, diameterTop, diameterBottom, tessellation, subdivisions, scene, updatable, sideOrientation) {
  33458. if (scene === undefined || !(scene instanceof BABYLON.Scene)) {
  33459. if (scene !== undefined) {
  33460. sideOrientation = updatable || Mesh.DEFAULTSIDE;
  33461. updatable = scene;
  33462. }
  33463. scene = subdivisions;
  33464. subdivisions = 1;
  33465. }
  33466. var options = {
  33467. height: height,
  33468. diameterTop: diameterTop,
  33469. diameterBottom: diameterBottom,
  33470. tessellation: tessellation,
  33471. subdivisions: subdivisions,
  33472. sideOrientation: sideOrientation,
  33473. updatable: updatable
  33474. };
  33475. return BABYLON.MeshBuilder.CreateCylinder(name, options, scene);
  33476. };
  33477. // Torus (Code from SharpDX.org)
  33478. /**
  33479. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  33480. * @param name defines the name of the mesh to create
  33481. * @param diameter sets the diameter size (float) of the torus (default 1)
  33482. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  33483. * @param tessellation sets the number of torus sides (postive integer, default 16)
  33484. * @param scene defines the hosting scene
  33485. * @param updatable defines if the mesh must be flagged as updatable
  33486. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  33487. * @returns a new Mesh
  33488. */
  33489. Mesh.CreateTorus = function (name, diameter, thickness, tessellation, scene, updatable, sideOrientation) {
  33490. var options = {
  33491. diameter: diameter,
  33492. thickness: thickness,
  33493. tessellation: tessellation,
  33494. sideOrientation: sideOrientation,
  33495. updatable: updatable
  33496. };
  33497. return BABYLON.MeshBuilder.CreateTorus(name, options, scene);
  33498. };
  33499. /**
  33500. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  33501. * @param name defines the name of the mesh to create
  33502. * @param radius sets the global radius size (float) of the torus knot (default 2)
  33503. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  33504. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  33505. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  33506. * @param p the number of windings on X axis (positive integers, default 2)
  33507. * @param q the number of windings on Y axis (positive integers, default 3)
  33508. * @param scene defines the hosting scene
  33509. * @param updatable defines if the mesh must be flagged as updatable
  33510. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  33511. * @returns a new Mesh
  33512. */
  33513. Mesh.CreateTorusKnot = function (name, radius, tube, radialSegments, tubularSegments, p, q, scene, updatable, sideOrientation) {
  33514. var options = {
  33515. radius: radius,
  33516. tube: tube,
  33517. radialSegments: radialSegments,
  33518. tubularSegments: tubularSegments,
  33519. p: p,
  33520. q: q,
  33521. sideOrientation: sideOrientation,
  33522. updatable: updatable
  33523. };
  33524. return BABYLON.MeshBuilder.CreateTorusKnot(name, options, scene);
  33525. };
  33526. /**
  33527. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  33528. * @param name defines the name of the mesh to create
  33529. * @param points is an array successive Vector3
  33530. * @param scene defines the hosting scene
  33531. * @param updatable defines if the mesh must be flagged as updatable
  33532. * @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).
  33533. * @returns a new Mesh
  33534. */
  33535. Mesh.CreateLines = function (name, points, scene, updatable, instance) {
  33536. if (scene === void 0) { scene = null; }
  33537. if (updatable === void 0) { updatable = false; }
  33538. if (instance === void 0) { instance = null; }
  33539. var options = {
  33540. points: points,
  33541. updatable: updatable,
  33542. instance: instance
  33543. };
  33544. return BABYLON.MeshBuilder.CreateLines(name, options, scene);
  33545. };
  33546. /**
  33547. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  33548. * @param name defines the name of the mesh to create
  33549. * @param points is an array successive Vector3
  33550. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  33551. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  33552. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  33553. * @param scene defines the hosting scene
  33554. * @param updatable defines if the mesh must be flagged as updatable
  33555. * @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)
  33556. * @returns a new Mesh
  33557. */
  33558. Mesh.CreateDashedLines = function (name, points, dashSize, gapSize, dashNb, scene, updatable, instance) {
  33559. if (scene === void 0) { scene = null; }
  33560. var options = {
  33561. points: points,
  33562. dashSize: dashSize,
  33563. gapSize: gapSize,
  33564. dashNb: dashNb,
  33565. updatable: updatable,
  33566. instance: instance
  33567. };
  33568. return BABYLON.MeshBuilder.CreateDashedLines(name, options, scene);
  33569. };
  33570. /**
  33571. * Creates a polygon mesh.
  33572. * Please consider using the same method from the MeshBuilder class instead.
  33573. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  33574. * 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.
  33575. * You can set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  33576. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  33577. * Remember you can only change the shape positions, not their number when updating a polygon.
  33578. */
  33579. /**
  33580. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  33581. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  33582. * @param name defines the name of the mesh to create
  33583. * @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
  33584. * @param scene defines the hosting scene
  33585. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  33586. * @param updatable defines if the mesh must be flagged as updatable
  33587. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  33588. * @returns a new Mesh
  33589. */
  33590. Mesh.CreatePolygon = function (name, shape, scene, holes, updatable, sideOrientation) {
  33591. var options = {
  33592. shape: shape,
  33593. holes: holes,
  33594. updatable: updatable,
  33595. sideOrientation: sideOrientation
  33596. };
  33597. return BABYLON.MeshBuilder.CreatePolygon(name, options, scene);
  33598. };
  33599. /**
  33600. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  33601. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  33602. * @param name defines the name of the mesh to create
  33603. * @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
  33604. * @param depth defines the height of extrusion
  33605. * @param scene defines the hosting scene
  33606. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  33607. * @param updatable defines if the mesh must be flagged as updatable
  33608. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  33609. * @returns a new Mesh
  33610. */
  33611. Mesh.ExtrudePolygon = function (name, shape, depth, scene, holes, updatable, sideOrientation) {
  33612. var options = {
  33613. shape: shape,
  33614. holes: holes,
  33615. depth: depth,
  33616. updatable: updatable,
  33617. sideOrientation: sideOrientation
  33618. };
  33619. return BABYLON.MeshBuilder.ExtrudePolygon(name, options, scene);
  33620. };
  33621. /**
  33622. * Creates an extruded shape mesh.
  33623. * 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
  33624. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  33625. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  33626. * @param name defines the name of the mesh to create
  33627. * @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
  33628. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  33629. * @param scale is the value to scale the shape
  33630. * @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
  33631. * @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
  33632. * @param scene defines the hosting scene
  33633. * @param updatable defines if the mesh must be flagged as updatable
  33634. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  33635. * @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)
  33636. * @returns a new Mesh
  33637. */
  33638. Mesh.ExtrudeShape = function (name, shape, path, scale, rotation, cap, scene, updatable, sideOrientation, instance) {
  33639. if (scene === void 0) { scene = null; }
  33640. var options = {
  33641. shape: shape,
  33642. path: path,
  33643. scale: scale,
  33644. rotation: rotation,
  33645. cap: (cap === 0) ? 0 : cap || Mesh.NO_CAP,
  33646. sideOrientation: sideOrientation,
  33647. instance: instance,
  33648. updatable: updatable
  33649. };
  33650. return BABYLON.MeshBuilder.ExtrudeShape(name, options, scene);
  33651. };
  33652. /**
  33653. * Creates an custom extruded shape mesh.
  33654. * The custom extrusion is a parametric shape.
  33655. * It has no predefined shape. Its final shape will depend on the input parameters.
  33656. * Please consider using the same method from the MeshBuilder class instead
  33657. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  33658. * @param name defines the name of the mesh to create
  33659. * @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
  33660. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  33661. * @param scaleFunction is a custom Javascript function called on each path point
  33662. * @param rotationFunction is a custom Javascript function called on each path point
  33663. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  33664. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  33665. * @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
  33666. * @param scene defines the hosting scene
  33667. * @param updatable defines if the mesh must be flagged as updatable
  33668. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  33669. * @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)
  33670. * @returns a new Mesh
  33671. */
  33672. Mesh.ExtrudeShapeCustom = function (name, shape, path, scaleFunction, rotationFunction, ribbonCloseArray, ribbonClosePath, cap, scene, updatable, sideOrientation, instance) {
  33673. var options = {
  33674. shape: shape,
  33675. path: path,
  33676. scaleFunction: scaleFunction,
  33677. rotationFunction: rotationFunction,
  33678. ribbonCloseArray: ribbonCloseArray,
  33679. ribbonClosePath: ribbonClosePath,
  33680. cap: (cap === 0) ? 0 : cap || Mesh.NO_CAP,
  33681. sideOrientation: sideOrientation,
  33682. instance: instance,
  33683. updatable: updatable
  33684. };
  33685. return BABYLON.MeshBuilder.ExtrudeShapeCustom(name, options, scene);
  33686. };
  33687. /**
  33688. * Creates lathe mesh.
  33689. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  33690. * Please consider using the same method from the MeshBuilder class instead
  33691. * @param name defines the name of the mesh to create
  33692. * @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
  33693. * @param radius is the radius value of the lathe
  33694. * @param tessellation is the side number of the lathe.
  33695. * @param scene defines the hosting scene
  33696. * @param updatable defines if the mesh must be flagged as updatable
  33697. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  33698. * @returns a new Mesh
  33699. */
  33700. Mesh.CreateLathe = function (name, shape, radius, tessellation, scene, updatable, sideOrientation) {
  33701. var options = {
  33702. shape: shape,
  33703. radius: radius,
  33704. tessellation: tessellation,
  33705. sideOrientation: sideOrientation,
  33706. updatable: updatable
  33707. };
  33708. return BABYLON.MeshBuilder.CreateLathe(name, options, scene);
  33709. };
  33710. /**
  33711. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  33712. * @param name defines the name of the mesh to create
  33713. * @param size sets the size (float) of both sides of the plane at once (default 1)
  33714. * @param scene defines the hosting scene
  33715. * @param updatable defines if the mesh must be flagged as updatable
  33716. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  33717. * @returns a new Mesh
  33718. */
  33719. Mesh.CreatePlane = function (name, size, scene, updatable, sideOrientation) {
  33720. var options = {
  33721. size: size,
  33722. width: size,
  33723. height: size,
  33724. sideOrientation: sideOrientation,
  33725. updatable: updatable
  33726. };
  33727. return BABYLON.MeshBuilder.CreatePlane(name, options, scene);
  33728. };
  33729. /**
  33730. * Creates a ground mesh.
  33731. * Please consider using the same method from the MeshBuilder class instead
  33732. * @param name defines the name of the mesh to create
  33733. * @param width set the width of the ground
  33734. * @param height set the height of the ground
  33735. * @param subdivisions sets the number of subdivisions per side
  33736. * @param scene defines the hosting scene
  33737. * @param updatable defines if the mesh must be flagged as updatable
  33738. * @returns a new Mesh
  33739. */
  33740. Mesh.CreateGround = function (name, width, height, subdivisions, scene, updatable) {
  33741. var options = {
  33742. width: width,
  33743. height: height,
  33744. subdivisions: subdivisions,
  33745. updatable: updatable
  33746. };
  33747. return BABYLON.MeshBuilder.CreateGround(name, options, scene);
  33748. };
  33749. /**
  33750. * Creates a tiled ground mesh.
  33751. * Please consider using the same method from the MeshBuilder class instead
  33752. * @param name defines the name of the mesh to create
  33753. * @param xmin set the ground minimum X coordinate
  33754. * @param zmin set the ground minimum Y coordinate
  33755. * @param xmax set the ground maximum X coordinate
  33756. * @param zmax set the ground maximum Z coordinate
  33757. * @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
  33758. * @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
  33759. * @param scene defines the hosting scene
  33760. * @param updatable defines if the mesh must be flagged as updatable
  33761. * @returns a new Mesh
  33762. */
  33763. Mesh.CreateTiledGround = function (name, xmin, zmin, xmax, zmax, subdivisions, precision, scene, updatable) {
  33764. var options = {
  33765. xmin: xmin,
  33766. zmin: zmin,
  33767. xmax: xmax,
  33768. zmax: zmax,
  33769. subdivisions: subdivisions,
  33770. precision: precision,
  33771. updatable: updatable
  33772. };
  33773. return BABYLON.MeshBuilder.CreateTiledGround(name, options, scene);
  33774. };
  33775. /**
  33776. * Creates a ground mesh from a height map.
  33777. * Please consider using the same method from the MeshBuilder class instead
  33778. * @see http://doc.babylonjs.com/babylon101/height_map
  33779. * @param name defines the name of the mesh to create
  33780. * @param url sets the URL of the height map image resource
  33781. * @param width set the ground width size
  33782. * @param height set the ground height size
  33783. * @param subdivisions sets the number of subdivision per side
  33784. * @param minHeight is the minimum altitude on the ground
  33785. * @param maxHeight is the maximum altitude on the ground
  33786. * @param scene defines the hosting scene
  33787. * @param updatable defines if the mesh must be flagged as updatable
  33788. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  33789. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  33790. * @returns a new Mesh
  33791. */
  33792. Mesh.CreateGroundFromHeightMap = function (name, url, width, height, subdivisions, minHeight, maxHeight, scene, updatable, onReady, alphaFilter) {
  33793. var options = {
  33794. width: width,
  33795. height: height,
  33796. subdivisions: subdivisions,
  33797. minHeight: minHeight,
  33798. maxHeight: maxHeight,
  33799. updatable: updatable,
  33800. onReady: onReady,
  33801. alphaFilter: alphaFilter
  33802. };
  33803. return BABYLON.MeshBuilder.CreateGroundFromHeightMap(name, url, options, scene);
  33804. };
  33805. /**
  33806. * Creates a tube mesh.
  33807. * The tube is a parametric shape.
  33808. * It has no predefined shape. Its final shape will depend on the input parameters.
  33809. * Please consider using the same method from the MeshBuilder class instead
  33810. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  33811. * @param name defines the name of the mesh to create
  33812. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  33813. * @param radius sets the tube radius size
  33814. * @param tessellation is the number of sides on the tubular surface
  33815. * @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
  33816. * @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
  33817. * @param scene defines the hosting scene
  33818. * @param updatable defines if the mesh must be flagged as updatable
  33819. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  33820. * @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)
  33821. * @returns a new Mesh
  33822. */
  33823. Mesh.CreateTube = function (name, path, radius, tessellation, radiusFunction, cap, scene, updatable, sideOrientation, instance) {
  33824. var options = {
  33825. path: path,
  33826. radius: radius,
  33827. tessellation: tessellation,
  33828. radiusFunction: radiusFunction,
  33829. arc: 1,
  33830. cap: cap,
  33831. updatable: updatable,
  33832. sideOrientation: sideOrientation,
  33833. instance: instance
  33834. };
  33835. return BABYLON.MeshBuilder.CreateTube(name, options, scene);
  33836. };
  33837. /**
  33838. * Creates a polyhedron mesh.
  33839. * Please consider using the same method from the MeshBuilder class instead.
  33840. * * 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
  33841. * * The parameter `size` (positive float, default 1) sets the polygon size
  33842. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  33843. * * 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`
  33844. * * 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
  33845. * * 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)`)
  33846. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : http://doc.babylonjs.com/tutorials/CreateBox_Per_Face_Textures_And_Colors
  33847. * * 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
  33848. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  33849. * * 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
  33850. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  33851. * @param name defines the name of the mesh to create
  33852. * @param options defines the options used to create the mesh
  33853. * @param scene defines the hosting scene
  33854. * @returns a new Mesh
  33855. */
  33856. Mesh.CreatePolyhedron = function (name, options, scene) {
  33857. return BABYLON.MeshBuilder.CreatePolyhedron(name, options, scene);
  33858. };
  33859. /**
  33860. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  33861. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  33862. * * 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`)
  33863. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  33864. * * 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
  33865. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  33866. * * 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
  33867. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  33868. * @param name defines the name of the mesh
  33869. * @param options defines the options used to create the mesh
  33870. * @param scene defines the hosting scene
  33871. * @returns a new Mesh
  33872. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  33873. */
  33874. Mesh.CreateIcoSphere = function (name, options, scene) {
  33875. return BABYLON.MeshBuilder.CreateIcoSphere(name, options, scene);
  33876. };
  33877. /**
  33878. * Creates a decal mesh.
  33879. * Please consider using the same method from the MeshBuilder class instead.
  33880. * A decal is a mesh usually applied as a model onto the surface of another mesh
  33881. * @param name defines the name of the mesh
  33882. * @param sourceMesh defines the mesh receiving the decal
  33883. * @param position sets the position of the decal in world coordinates
  33884. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  33885. * @param size sets the decal scaling
  33886. * @param angle sets the angle to rotate the decal
  33887. * @returns a new Mesh
  33888. */
  33889. Mesh.CreateDecal = function (name, sourceMesh, position, normal, size, angle) {
  33890. var options = {
  33891. position: position,
  33892. normal: normal,
  33893. size: size,
  33894. angle: angle
  33895. };
  33896. return BABYLON.MeshBuilder.CreateDecal(name, sourceMesh, options);
  33897. };
  33898. // Skeletons
  33899. /**
  33900. * Prepare internal position array for software CPU skinning
  33901. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  33902. */
  33903. Mesh.prototype.setPositionsForCPUSkinning = function () {
  33904. if (!this._sourcePositions) {
  33905. var source = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  33906. if (!source) {
  33907. return this._sourcePositions;
  33908. }
  33909. this._sourcePositions = new Float32Array(source);
  33910. if (!this.isVertexBufferUpdatable(BABYLON.VertexBuffer.PositionKind)) {
  33911. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, source, true);
  33912. }
  33913. }
  33914. return this._sourcePositions;
  33915. };
  33916. /**
  33917. * Prepare internal normal array for software CPU skinning
  33918. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  33919. */
  33920. Mesh.prototype.setNormalsForCPUSkinning = function () {
  33921. if (!this._sourceNormals) {
  33922. var source = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  33923. if (!source) {
  33924. return this._sourceNormals;
  33925. }
  33926. this._sourceNormals = new Float32Array(source);
  33927. if (!this.isVertexBufferUpdatable(BABYLON.VertexBuffer.NormalKind)) {
  33928. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, source, true);
  33929. }
  33930. }
  33931. return this._sourceNormals;
  33932. };
  33933. /**
  33934. * Updates the vertex buffer by applying transformation from the bones
  33935. * @param skeleton defines the skeleton to apply to current mesh
  33936. * @returns the current mesh
  33937. */
  33938. Mesh.prototype.applySkeleton = function (skeleton) {
  33939. if (!this.geometry) {
  33940. return this;
  33941. }
  33942. if (this.geometry._softwareSkinningFrameId == this.getScene().getFrameId()) {
  33943. return this;
  33944. }
  33945. this.geometry._softwareSkinningFrameId = this.getScene().getFrameId();
  33946. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  33947. return this;
  33948. }
  33949. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  33950. return this;
  33951. }
  33952. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  33953. return this;
  33954. }
  33955. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  33956. return this;
  33957. }
  33958. if (!this._sourcePositions) {
  33959. var submeshes = this.subMeshes.slice();
  33960. this.setPositionsForCPUSkinning();
  33961. this.subMeshes = submeshes;
  33962. }
  33963. if (!this._sourceNormals) {
  33964. this.setNormalsForCPUSkinning();
  33965. }
  33966. // positionsData checks for not being Float32Array will only pass at most once
  33967. var positionsData = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  33968. if (!positionsData) {
  33969. return this;
  33970. }
  33971. if (!(positionsData instanceof Float32Array)) {
  33972. positionsData = new Float32Array(positionsData);
  33973. }
  33974. // normalsData checks for not being Float32Array will only pass at most once
  33975. var normalsData = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  33976. if (!normalsData) {
  33977. return this;
  33978. }
  33979. if (!(normalsData instanceof Float32Array)) {
  33980. normalsData = new Float32Array(normalsData);
  33981. }
  33982. var matricesIndicesData = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  33983. var matricesWeightsData = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  33984. if (!matricesWeightsData || !matricesIndicesData) {
  33985. return this;
  33986. }
  33987. var needExtras = this.numBoneInfluencers > 4;
  33988. var matricesIndicesExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind) : null;
  33989. var matricesWeightsExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind) : null;
  33990. var skeletonMatrices = skeleton.getTransformMatrices(this);
  33991. var tempVector3 = BABYLON.Vector3.Zero();
  33992. var finalMatrix = new BABYLON.Matrix();
  33993. var tempMatrix = new BABYLON.Matrix();
  33994. var matWeightIdx = 0;
  33995. var inf;
  33996. for (var index = 0; index < positionsData.length; index += 3, matWeightIdx += 4) {
  33997. var weight;
  33998. for (inf = 0; inf < 4; inf++) {
  33999. weight = matricesWeightsData[matWeightIdx + inf];
  34000. if (weight > 0) {
  34001. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesData[matWeightIdx + inf] * 16), weight, tempMatrix);
  34002. finalMatrix.addToSelf(tempMatrix);
  34003. }
  34004. }
  34005. if (needExtras) {
  34006. for (inf = 0; inf < 4; inf++) {
  34007. weight = matricesWeightsExtraData[matWeightIdx + inf];
  34008. if (weight > 0) {
  34009. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesExtraData[matWeightIdx + inf] * 16), weight, tempMatrix);
  34010. finalMatrix.addToSelf(tempMatrix);
  34011. }
  34012. }
  34013. }
  34014. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(this._sourcePositions[index], this._sourcePositions[index + 1], this._sourcePositions[index + 2], finalMatrix, tempVector3);
  34015. tempVector3.toArray(positionsData, index);
  34016. BABYLON.Vector3.TransformNormalFromFloatsToRef(this._sourceNormals[index], this._sourceNormals[index + 1], this._sourceNormals[index + 2], finalMatrix, tempVector3);
  34017. tempVector3.toArray(normalsData, index);
  34018. finalMatrix.reset();
  34019. }
  34020. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positionsData);
  34021. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normalsData);
  34022. return this;
  34023. };
  34024. // Tools
  34025. /**
  34026. * 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
  34027. * @param meshes defines the list of meshes to scan
  34028. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  34029. */
  34030. Mesh.MinMax = function (meshes) {
  34031. var minVector = null;
  34032. var maxVector = null;
  34033. meshes.forEach(function (mesh, index, array) {
  34034. var boundingInfo = mesh.getBoundingInfo();
  34035. var boundingBox = boundingInfo.boundingBox;
  34036. if (!minVector || !maxVector) {
  34037. minVector = boundingBox.minimumWorld;
  34038. maxVector = boundingBox.maximumWorld;
  34039. }
  34040. else {
  34041. minVector.minimizeInPlace(boundingBox.minimumWorld);
  34042. maxVector.maximizeInPlace(boundingBox.maximumWorld);
  34043. }
  34044. });
  34045. if (!minVector || !maxVector) {
  34046. return {
  34047. min: BABYLON.Vector3.Zero(),
  34048. max: BABYLON.Vector3.Zero()
  34049. };
  34050. }
  34051. return {
  34052. min: minVector,
  34053. max: maxVector
  34054. };
  34055. };
  34056. /**
  34057. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  34058. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  34059. * @returns a vector3
  34060. */
  34061. Mesh.Center = function (meshesOrMinMaxVector) {
  34062. var minMaxVector = (meshesOrMinMaxVector instanceof Array) ? Mesh.MinMax(meshesOrMinMaxVector) : meshesOrMinMaxVector;
  34063. return BABYLON.Vector3.Center(minMaxVector.min, minMaxVector.max);
  34064. };
  34065. /**
  34066. * Merge the array of meshes into a single mesh for performance reasons.
  34067. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  34068. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  34069. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  34070. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  34071. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  34072. * @returns a new mesh
  34073. */
  34074. Mesh.MergeMeshes = function (meshes, disposeSource, allow32BitsIndices, meshSubclass, subdivideWithSubMeshes) {
  34075. if (disposeSource === void 0) { disposeSource = true; }
  34076. var index;
  34077. if (!allow32BitsIndices) {
  34078. var totalVertices = 0;
  34079. // Counting vertices
  34080. for (index = 0; index < meshes.length; index++) {
  34081. if (meshes[index]) {
  34082. totalVertices += meshes[index].getTotalVertices();
  34083. if (totalVertices > 65536) {
  34084. BABYLON.Tools.Warn("Cannot merge meshes because resulting mesh will have more than 65536 vertices. Please use allow32BitsIndices = true to use 32 bits indices");
  34085. return null;
  34086. }
  34087. }
  34088. }
  34089. }
  34090. // Merge
  34091. var vertexData = null;
  34092. var otherVertexData;
  34093. var indiceArray = new Array();
  34094. var source = null;
  34095. for (index = 0; index < meshes.length; index++) {
  34096. if (meshes[index]) {
  34097. var wm = meshes[index].computeWorldMatrix(true);
  34098. otherVertexData = BABYLON.VertexData.ExtractFromMesh(meshes[index], true, true);
  34099. otherVertexData.transform(wm);
  34100. if (vertexData) {
  34101. vertexData.merge(otherVertexData, allow32BitsIndices);
  34102. }
  34103. else {
  34104. vertexData = otherVertexData;
  34105. source = meshes[index];
  34106. }
  34107. if (subdivideWithSubMeshes) {
  34108. indiceArray.push(meshes[index].getTotalIndices());
  34109. }
  34110. }
  34111. }
  34112. source = source;
  34113. if (!meshSubclass) {
  34114. meshSubclass = new Mesh(source.name + "_merged", source.getScene());
  34115. }
  34116. vertexData.applyToMesh(meshSubclass);
  34117. // Setting properties
  34118. meshSubclass.material = source.material;
  34119. meshSubclass.checkCollisions = source.checkCollisions;
  34120. // Cleaning
  34121. if (disposeSource) {
  34122. for (index = 0; index < meshes.length; index++) {
  34123. if (meshes[index]) {
  34124. meshes[index].dispose();
  34125. }
  34126. }
  34127. }
  34128. // Subdivide
  34129. if (subdivideWithSubMeshes) {
  34130. //-- removal of global submesh
  34131. meshSubclass.releaseSubMeshes();
  34132. index = 0;
  34133. var offset = 0;
  34134. //-- apply subdivision according to index table
  34135. while (index < indiceArray.length) {
  34136. BABYLON.SubMesh.CreateFromIndices(0, offset, indiceArray[index], meshSubclass);
  34137. offset += indiceArray[index];
  34138. index++;
  34139. }
  34140. }
  34141. return meshSubclass;
  34142. };
  34143. // Consts
  34144. /**
  34145. * Mesh side orientation : usually the external or front surface
  34146. */
  34147. Mesh.FRONTSIDE = 0;
  34148. /**
  34149. * Mesh side orientation : usually the internal or back surface
  34150. */
  34151. Mesh.BACKSIDE = 1;
  34152. /**
  34153. * Mesh side orientation : both internal and external or front and back surfaces
  34154. */
  34155. Mesh.DOUBLESIDE = 2;
  34156. /**
  34157. * Mesh side orientation : by default, `FRONTSIDE`
  34158. */
  34159. Mesh.DEFAULTSIDE = 0;
  34160. /**
  34161. * Mesh cap setting : no cap
  34162. */
  34163. Mesh.NO_CAP = 0;
  34164. /**
  34165. * Mesh cap setting : one cap at the beginning of the mesh
  34166. */
  34167. Mesh.CAP_START = 1;
  34168. /**
  34169. * Mesh cap setting : one cap at the end of the mesh
  34170. */
  34171. Mesh.CAP_END = 2;
  34172. /**
  34173. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  34174. */
  34175. Mesh.CAP_ALL = 3;
  34176. return Mesh;
  34177. }(BABYLON.AbstractMesh));
  34178. BABYLON.Mesh = Mesh;
  34179. })(BABYLON || (BABYLON = {}));
  34180. //# sourceMappingURL=babylon.mesh.js.map
  34181. var BABYLON;
  34182. (function (BABYLON) {
  34183. var BaseSubMesh = /** @class */ (function () {
  34184. function BaseSubMesh() {
  34185. }
  34186. Object.defineProperty(BaseSubMesh.prototype, "effect", {
  34187. get: function () {
  34188. return this._materialEffect;
  34189. },
  34190. enumerable: true,
  34191. configurable: true
  34192. });
  34193. BaseSubMesh.prototype.setEffect = function (effect, defines) {
  34194. if (defines === void 0) { defines = null; }
  34195. if (this._materialEffect === effect) {
  34196. if (!effect) {
  34197. this._materialDefines = null;
  34198. }
  34199. return;
  34200. }
  34201. this._materialDefines = defines;
  34202. this._materialEffect = effect;
  34203. };
  34204. return BaseSubMesh;
  34205. }());
  34206. BABYLON.BaseSubMesh = BaseSubMesh;
  34207. var SubMesh = /** @class */ (function (_super) {
  34208. __extends(SubMesh, _super);
  34209. function SubMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox) {
  34210. if (createBoundingBox === void 0) { createBoundingBox = true; }
  34211. var _this = _super.call(this) || this;
  34212. _this.materialIndex = materialIndex;
  34213. _this.verticesStart = verticesStart;
  34214. _this.verticesCount = verticesCount;
  34215. _this.indexStart = indexStart;
  34216. _this.indexCount = indexCount;
  34217. /** @hidden */
  34218. _this._renderId = 0;
  34219. _this._mesh = mesh;
  34220. _this._renderingMesh = renderingMesh || mesh;
  34221. mesh.subMeshes.push(_this);
  34222. _this._trianglePlanes = [];
  34223. _this._id = mesh.subMeshes.length - 1;
  34224. if (createBoundingBox) {
  34225. _this.refreshBoundingInfo();
  34226. mesh.computeWorldMatrix(true);
  34227. }
  34228. return _this;
  34229. }
  34230. SubMesh.AddToMesh = function (materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox) {
  34231. if (createBoundingBox === void 0) { createBoundingBox = true; }
  34232. return new SubMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox);
  34233. };
  34234. Object.defineProperty(SubMesh.prototype, "IsGlobal", {
  34235. get: function () {
  34236. return (this.verticesStart === 0 && this.verticesCount === this._mesh.getTotalVertices());
  34237. },
  34238. enumerable: true,
  34239. configurable: true
  34240. });
  34241. /**
  34242. * Returns the submesh BoudingInfo object.
  34243. */
  34244. SubMesh.prototype.getBoundingInfo = function () {
  34245. if (this.IsGlobal) {
  34246. return this._mesh.getBoundingInfo();
  34247. }
  34248. return this._boundingInfo;
  34249. };
  34250. /**
  34251. * Sets the submesh BoundingInfo.
  34252. * Return the SubMesh.
  34253. */
  34254. SubMesh.prototype.setBoundingInfo = function (boundingInfo) {
  34255. this._boundingInfo = boundingInfo;
  34256. return this;
  34257. };
  34258. /**
  34259. * Returns the mesh of the current submesh.
  34260. */
  34261. SubMesh.prototype.getMesh = function () {
  34262. return this._mesh;
  34263. };
  34264. /**
  34265. * Returns the rendering mesh of the submesh.
  34266. */
  34267. SubMesh.prototype.getRenderingMesh = function () {
  34268. return this._renderingMesh;
  34269. };
  34270. /**
  34271. * Returns the submesh material.
  34272. */
  34273. SubMesh.prototype.getMaterial = function () {
  34274. var rootMaterial = this._renderingMesh.material;
  34275. if (rootMaterial === null || rootMaterial === undefined) {
  34276. return this._mesh.getScene().defaultMaterial;
  34277. }
  34278. else if (rootMaterial.getSubMaterial) {
  34279. var multiMaterial = rootMaterial;
  34280. var effectiveMaterial = multiMaterial.getSubMaterial(this.materialIndex);
  34281. if (this._currentMaterial !== effectiveMaterial) {
  34282. this._currentMaterial = effectiveMaterial;
  34283. this._materialDefines = null;
  34284. }
  34285. return effectiveMaterial;
  34286. }
  34287. return rootMaterial;
  34288. };
  34289. // Methods
  34290. /**
  34291. * Sets a new updated BoundingInfo object to the submesh.
  34292. * Returns the SubMesh.
  34293. */
  34294. SubMesh.prototype.refreshBoundingInfo = function () {
  34295. this._lastColliderWorldVertices = null;
  34296. if (this.IsGlobal || !this._renderingMesh || !this._renderingMesh.geometry) {
  34297. return this;
  34298. }
  34299. var data = this._renderingMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  34300. if (!data) {
  34301. this._boundingInfo = this._mesh.getBoundingInfo();
  34302. return this;
  34303. }
  34304. var indices = this._renderingMesh.getIndices();
  34305. var extend;
  34306. //is this the only submesh?
  34307. if (this.indexStart === 0 && this.indexCount === indices.length) {
  34308. var boundingInfo = this._renderingMesh.getBoundingInfo();
  34309. //the rendering mesh's bounding info can be used, it is the standard submesh for all indices.
  34310. extend = { minimum: boundingInfo.minimum.clone(), maximum: boundingInfo.maximum.clone() };
  34311. }
  34312. else {
  34313. extend = BABYLON.Tools.ExtractMinAndMaxIndexed(data, indices, this.indexStart, this.indexCount, this._renderingMesh.geometry.boundingBias);
  34314. }
  34315. this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  34316. return this;
  34317. };
  34318. /** @hidden */
  34319. SubMesh.prototype._checkCollision = function (collider) {
  34320. var boundingInfo = this.getBoundingInfo();
  34321. return boundingInfo._checkCollision(collider);
  34322. };
  34323. /**
  34324. * Updates the submesh BoundingInfo.
  34325. * Returns the Submesh.
  34326. */
  34327. SubMesh.prototype.updateBoundingInfo = function (world) {
  34328. var boundingInfo = this.getBoundingInfo();
  34329. if (!boundingInfo) {
  34330. this.refreshBoundingInfo();
  34331. boundingInfo = this.getBoundingInfo();
  34332. }
  34333. boundingInfo.update(world);
  34334. return this;
  34335. };
  34336. /**
  34337. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  34338. * Boolean returned.
  34339. */
  34340. SubMesh.prototype.isInFrustum = function (frustumPlanes) {
  34341. var boundingInfo = this.getBoundingInfo();
  34342. if (!boundingInfo) {
  34343. return false;
  34344. }
  34345. return boundingInfo.isInFrustum(frustumPlanes);
  34346. };
  34347. /**
  34348. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes.
  34349. * Boolean returned.
  34350. */
  34351. SubMesh.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  34352. var boundingInfo = this.getBoundingInfo();
  34353. if (!boundingInfo) {
  34354. return false;
  34355. }
  34356. return boundingInfo.isCompletelyInFrustum(frustumPlanes);
  34357. };
  34358. /**
  34359. * Renders the submesh.
  34360. * Returns it.
  34361. */
  34362. SubMesh.prototype.render = function (enableAlphaMode) {
  34363. this._renderingMesh.render(this, enableAlphaMode);
  34364. return this;
  34365. };
  34366. /**
  34367. * Returns a new Index Buffer.
  34368. * Type returned : WebGLBuffer.
  34369. */
  34370. SubMesh.prototype.getLinesIndexBuffer = function (indices, engine) {
  34371. if (!this._linesIndexBuffer) {
  34372. var linesIndices = [];
  34373. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {
  34374. linesIndices.push(indices[index], indices[index + 1], indices[index + 1], indices[index + 2], indices[index + 2], indices[index]);
  34375. }
  34376. this._linesIndexBuffer = engine.createIndexBuffer(linesIndices);
  34377. this.linesIndexCount = linesIndices.length;
  34378. }
  34379. return this._linesIndexBuffer;
  34380. };
  34381. /**
  34382. * True is the passed Ray intersects the submesh bounding box.
  34383. * Boolean returned.
  34384. */
  34385. SubMesh.prototype.canIntersects = function (ray) {
  34386. var boundingInfo = this.getBoundingInfo();
  34387. if (!boundingInfo) {
  34388. return false;
  34389. }
  34390. return ray.intersectsBox(boundingInfo.boundingBox);
  34391. };
  34392. /**
  34393. * Returns an object IntersectionInfo.
  34394. */
  34395. SubMesh.prototype.intersects = function (ray, positions, indices, fastCheck) {
  34396. var intersectInfo = null;
  34397. var material = this.getMaterial();
  34398. if (!material) {
  34399. return null;
  34400. }
  34401. switch (material.fillMode) {
  34402. case BABYLON.Material.PointListDrawMode:
  34403. case BABYLON.Material.LineListDrawMode:
  34404. case BABYLON.Material.LineLoopDrawMode:
  34405. case BABYLON.Material.LineStripDrawMode:
  34406. case BABYLON.Material.TriangleFanDrawMode:
  34407. case BABYLON.Material.TriangleStripDrawMode:
  34408. return null;
  34409. }
  34410. // LineMesh first as it's also a Mesh...
  34411. if (BABYLON.LinesMesh && this._mesh instanceof BABYLON.LinesMesh) {
  34412. var lineMesh = this._mesh;
  34413. // Line test
  34414. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 2) {
  34415. var p0 = positions[indices[index]];
  34416. var p1 = positions[indices[index + 1]];
  34417. var length = ray.intersectionSegment(p0, p1, lineMesh.intersectionThreshold);
  34418. if (length < 0) {
  34419. continue;
  34420. }
  34421. if (fastCheck || !intersectInfo || length < intersectInfo.distance) {
  34422. intersectInfo = new BABYLON.IntersectionInfo(null, null, length);
  34423. if (fastCheck) {
  34424. break;
  34425. }
  34426. }
  34427. }
  34428. }
  34429. else {
  34430. // Triangles test
  34431. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {
  34432. var p0 = positions[indices[index]];
  34433. var p1 = positions[indices[index + 1]];
  34434. var p2 = positions[indices[index + 2]];
  34435. var currentIntersectInfo = ray.intersectsTriangle(p0, p1, p2);
  34436. if (currentIntersectInfo) {
  34437. if (currentIntersectInfo.distance < 0) {
  34438. continue;
  34439. }
  34440. if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {
  34441. intersectInfo = currentIntersectInfo;
  34442. intersectInfo.faceId = index / 3;
  34443. if (fastCheck) {
  34444. break;
  34445. }
  34446. }
  34447. }
  34448. }
  34449. }
  34450. return intersectInfo;
  34451. };
  34452. /** @hidden */
  34453. SubMesh.prototype._rebuild = function () {
  34454. if (this._linesIndexBuffer) {
  34455. this._linesIndexBuffer = null;
  34456. }
  34457. };
  34458. // Clone
  34459. /**
  34460. * Creates a new Submesh from the passed Mesh.
  34461. */
  34462. SubMesh.prototype.clone = function (newMesh, newRenderingMesh) {
  34463. var result = new SubMesh(this.materialIndex, this.verticesStart, this.verticesCount, this.indexStart, this.indexCount, newMesh, newRenderingMesh, false);
  34464. if (!this.IsGlobal) {
  34465. var boundingInfo = this.getBoundingInfo();
  34466. if (!boundingInfo) {
  34467. return result;
  34468. }
  34469. result._boundingInfo = new BABYLON.BoundingInfo(boundingInfo.minimum, boundingInfo.maximum);
  34470. }
  34471. return result;
  34472. };
  34473. // Dispose
  34474. /**
  34475. * Disposes the Submesh.
  34476. * Returns nothing.
  34477. */
  34478. SubMesh.prototype.dispose = function () {
  34479. if (this._linesIndexBuffer) {
  34480. this._mesh.getScene().getEngine()._releaseBuffer(this._linesIndexBuffer);
  34481. this._linesIndexBuffer = null;
  34482. }
  34483. // Remove from mesh
  34484. var index = this._mesh.subMeshes.indexOf(this);
  34485. this._mesh.subMeshes.splice(index, 1);
  34486. };
  34487. // Statics
  34488. /**
  34489. * Creates a new Submesh from the passed parameters :
  34490. * - materialIndex (integer) : the index of the main mesh material.
  34491. * - startIndex (integer) : the index where to start the copy in the mesh indices array.
  34492. * - indexCount (integer) : the number of indices to copy then from the startIndex.
  34493. * - mesh (Mesh) : the main mesh to create the submesh from.
  34494. * - renderingMesh (optional Mesh) : rendering mesh.
  34495. */
  34496. SubMesh.CreateFromIndices = function (materialIndex, startIndex, indexCount, mesh, renderingMesh) {
  34497. var minVertexIndex = Number.MAX_VALUE;
  34498. var maxVertexIndex = -Number.MAX_VALUE;
  34499. renderingMesh = (renderingMesh || mesh);
  34500. var indices = renderingMesh.getIndices();
  34501. for (var index = startIndex; index < startIndex + indexCount; index++) {
  34502. var vertexIndex = indices[index];
  34503. if (vertexIndex < minVertexIndex)
  34504. minVertexIndex = vertexIndex;
  34505. if (vertexIndex > maxVertexIndex)
  34506. maxVertexIndex = vertexIndex;
  34507. }
  34508. return new SubMesh(materialIndex, minVertexIndex, maxVertexIndex - minVertexIndex + 1, startIndex, indexCount, mesh, renderingMesh);
  34509. };
  34510. return SubMesh;
  34511. }(BaseSubMesh));
  34512. BABYLON.SubMesh = SubMesh;
  34513. })(BABYLON || (BABYLON = {}));
  34514. //# sourceMappingURL=babylon.subMesh.js.map
  34515. var __assign = (this && this.__assign) || function () {
  34516. __assign = Object.assign || function(t) {
  34517. for (var s, i = 1, n = arguments.length; i < n; i++) {
  34518. s = arguments[i];
  34519. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  34520. t[p] = s[p];
  34521. }
  34522. return t;
  34523. };
  34524. return __assign.apply(this, arguments);
  34525. };
  34526. var BABYLON;
  34527. (function (BABYLON) {
  34528. /**
  34529. * Manages the defines for the Material
  34530. */
  34531. var MaterialDefines = /** @class */ (function () {
  34532. function MaterialDefines() {
  34533. this._isDirty = true;
  34534. /** @hidden */
  34535. this._areLightsDirty = true;
  34536. /** @hidden */
  34537. this._areAttributesDirty = true;
  34538. /** @hidden */
  34539. this._areTexturesDirty = true;
  34540. /** @hidden */
  34541. this._areFresnelDirty = true;
  34542. /** @hidden */
  34543. this._areMiscDirty = true;
  34544. /** @hidden */
  34545. this._areImageProcessingDirty = true;
  34546. /** @hidden */
  34547. this._normals = false;
  34548. /** @hidden */
  34549. this._uvs = false;
  34550. /** @hidden */
  34551. this._needNormals = false;
  34552. /** @hidden */
  34553. this._needUVs = false;
  34554. }
  34555. Object.defineProperty(MaterialDefines.prototype, "isDirty", {
  34556. /**
  34557. * Specifies if the material needs to be re-calculated
  34558. */
  34559. get: function () {
  34560. return this._isDirty;
  34561. },
  34562. enumerable: true,
  34563. configurable: true
  34564. });
  34565. /**
  34566. * Marks the material to indicate that it has been re-calculated
  34567. */
  34568. MaterialDefines.prototype.markAsProcessed = function () {
  34569. this._isDirty = false;
  34570. this._areAttributesDirty = false;
  34571. this._areTexturesDirty = false;
  34572. this._areFresnelDirty = false;
  34573. this._areLightsDirty = false;
  34574. this._areMiscDirty = false;
  34575. this._areImageProcessingDirty = false;
  34576. };
  34577. /**
  34578. * Marks the material to indicate that it needs to be re-calculated
  34579. */
  34580. MaterialDefines.prototype.markAsUnprocessed = function () {
  34581. this._isDirty = true;
  34582. };
  34583. /**
  34584. * Marks the material to indicate all of its defines need to be re-calculated
  34585. */
  34586. MaterialDefines.prototype.markAllAsDirty = function () {
  34587. this._areTexturesDirty = true;
  34588. this._areAttributesDirty = true;
  34589. this._areLightsDirty = true;
  34590. this._areFresnelDirty = true;
  34591. this._areMiscDirty = true;
  34592. this._areImageProcessingDirty = true;
  34593. this._isDirty = true;
  34594. };
  34595. /**
  34596. * Marks the material to indicate that image processing needs to be re-calculated
  34597. */
  34598. MaterialDefines.prototype.markAsImageProcessingDirty = function () {
  34599. this._areImageProcessingDirty = true;
  34600. this._isDirty = true;
  34601. };
  34602. /**
  34603. * Marks the material to indicate the lights need to be re-calculated
  34604. */
  34605. MaterialDefines.prototype.markAsLightDirty = function () {
  34606. this._areLightsDirty = true;
  34607. this._isDirty = true;
  34608. };
  34609. /**
  34610. * Marks the attribute state as changed
  34611. */
  34612. MaterialDefines.prototype.markAsAttributesDirty = function () {
  34613. this._areAttributesDirty = true;
  34614. this._isDirty = true;
  34615. };
  34616. /**
  34617. * Marks the texture state as changed
  34618. */
  34619. MaterialDefines.prototype.markAsTexturesDirty = function () {
  34620. this._areTexturesDirty = true;
  34621. this._isDirty = true;
  34622. };
  34623. /**
  34624. * Marks the fresnel state as changed
  34625. */
  34626. MaterialDefines.prototype.markAsFresnelDirty = function () {
  34627. this._areFresnelDirty = true;
  34628. this._isDirty = true;
  34629. };
  34630. /**
  34631. * Marks the misc state as changed
  34632. */
  34633. MaterialDefines.prototype.markAsMiscDirty = function () {
  34634. this._areMiscDirty = true;
  34635. this._isDirty = true;
  34636. };
  34637. /**
  34638. * Rebuilds the material defines
  34639. */
  34640. MaterialDefines.prototype.rebuild = function () {
  34641. if (this._keys) {
  34642. delete this._keys;
  34643. }
  34644. this._keys = [];
  34645. for (var _i = 0, _a = Object.keys(this); _i < _a.length; _i++) {
  34646. var key = _a[_i];
  34647. if (key[0] === "_") {
  34648. continue;
  34649. }
  34650. this._keys.push(key);
  34651. }
  34652. };
  34653. /**
  34654. * Specifies if two material defines are equal
  34655. * @param other - A material define instance to compare to
  34656. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  34657. */
  34658. MaterialDefines.prototype.isEqual = function (other) {
  34659. if (this._keys.length !== other._keys.length) {
  34660. return false;
  34661. }
  34662. for (var index = 0; index < this._keys.length; index++) {
  34663. var prop = this._keys[index];
  34664. if (this[prop] !== other[prop]) {
  34665. return false;
  34666. }
  34667. }
  34668. return true;
  34669. };
  34670. /**
  34671. * Clones this instance's defines to another instance
  34672. * @param other - material defines to clone values to
  34673. */
  34674. MaterialDefines.prototype.cloneTo = function (other) {
  34675. if (this._keys.length !== other._keys.length) {
  34676. other._keys = this._keys.slice(0);
  34677. }
  34678. for (var index = 0; index < this._keys.length; index++) {
  34679. var prop = this._keys[index];
  34680. other[prop] = this[prop];
  34681. }
  34682. };
  34683. /**
  34684. * Resets the material define values
  34685. */
  34686. MaterialDefines.prototype.reset = function () {
  34687. for (var index = 0; index < this._keys.length; index++) {
  34688. var prop = this._keys[index];
  34689. var type = typeof this[prop];
  34690. switch (type) {
  34691. case "number":
  34692. this[prop] = 0;
  34693. break;
  34694. case "string":
  34695. this[prop] = "";
  34696. break;
  34697. default:
  34698. this[prop] = false;
  34699. break;
  34700. }
  34701. }
  34702. };
  34703. /**
  34704. * Converts the material define values to a string
  34705. * @returns - String of material define information
  34706. */
  34707. MaterialDefines.prototype.toString = function () {
  34708. var result = "";
  34709. for (var index = 0; index < this._keys.length; index++) {
  34710. var prop = this._keys[index];
  34711. var value = this[prop];
  34712. var type = typeof value;
  34713. switch (type) {
  34714. case "number":
  34715. case "string":
  34716. result += "#define " + prop + " " + value + "\n";
  34717. break;
  34718. default:
  34719. if (value) {
  34720. result += "#define " + prop + "\n";
  34721. }
  34722. break;
  34723. }
  34724. }
  34725. return result;
  34726. };
  34727. return MaterialDefines;
  34728. }());
  34729. BABYLON.MaterialDefines = MaterialDefines;
  34730. /**
  34731. * Base class for the main features of a material in Babylon.js
  34732. */
  34733. var Material = /** @class */ (function () {
  34734. /**
  34735. * Creates a material instance
  34736. * @param name defines the name of the material
  34737. * @param scene defines the scene to reference
  34738. * @param doNotAdd specifies if the material should be added to the scene
  34739. */
  34740. function Material(name, scene, doNotAdd) {
  34741. /**
  34742. * Specifies if the ready state should be checked on each call
  34743. */
  34744. this.checkReadyOnEveryCall = false;
  34745. /**
  34746. * Specifies if the ready state should be checked once
  34747. */
  34748. this.checkReadyOnlyOnce = false;
  34749. /**
  34750. * The state of the material
  34751. */
  34752. this.state = "";
  34753. /**
  34754. * The alpha value of the material
  34755. */
  34756. this._alpha = 1.0;
  34757. /**
  34758. * Specifies if back face culling is enabled
  34759. */
  34760. this._backFaceCulling = true;
  34761. /**
  34762. * Specifies if the material should be serialized
  34763. */
  34764. this.doNotSerialize = false;
  34765. /**
  34766. * Specifies if the effect should be stored on sub meshes
  34767. */
  34768. this.storeEffectOnSubMeshes = false;
  34769. /**
  34770. * An event triggered when the material is disposed
  34771. */
  34772. this.onDisposeObservable = new BABYLON.Observable();
  34773. /**
  34774. * Stores the value of the alpha mode
  34775. */
  34776. this._alphaMode = BABYLON.Engine.ALPHA_COMBINE;
  34777. /**
  34778. * Stores the state of the need depth pre-pass value
  34779. */
  34780. this._needDepthPrePass = false;
  34781. /**
  34782. * Specifies if depth writing should be disabled
  34783. */
  34784. this.disableDepthWrite = false;
  34785. /**
  34786. * Specifies if depth writing should be forced
  34787. */
  34788. this.forceDepthWrite = false;
  34789. /**
  34790. * Specifies if there should be a separate pass for culling
  34791. */
  34792. this.separateCullingPass = false;
  34793. /**
  34794. * Stores the state specifing if fog should be enabled
  34795. */
  34796. this._fogEnabled = true;
  34797. /**
  34798. * Stores the size of points
  34799. */
  34800. this.pointSize = 1.0;
  34801. /**
  34802. * Stores the z offset value
  34803. */
  34804. this.zOffset = 0;
  34805. /**
  34806. * @hidden
  34807. * Specifies if the material was previously ready
  34808. */
  34809. this._wasPreviouslyReady = false;
  34810. /**
  34811. * Stores the fill mode state
  34812. */
  34813. this._fillMode = Material.TriangleFillMode;
  34814. this.name = name;
  34815. this.id = name || BABYLON.Tools.RandomId();
  34816. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  34817. this.uniqueId = this._scene.getUniqueId();
  34818. if (this._scene.useRightHandedSystem) {
  34819. this.sideOrientation = Material.ClockWiseSideOrientation;
  34820. }
  34821. else {
  34822. this.sideOrientation = Material.CounterClockWiseSideOrientation;
  34823. }
  34824. this._uniformBuffer = new BABYLON.UniformBuffer(this._scene.getEngine());
  34825. this._useUBO = this.getScene().getEngine().supportsUniformBuffers;
  34826. if (!doNotAdd) {
  34827. this._scene.materials.push(this);
  34828. this._scene.onNewMaterialAddedObservable.notifyObservers(this);
  34829. }
  34830. }
  34831. Object.defineProperty(Material, "TriangleFillMode", {
  34832. /**
  34833. * Returns the triangle fill mode
  34834. */
  34835. get: function () {
  34836. return Material._TriangleFillMode;
  34837. },
  34838. enumerable: true,
  34839. configurable: true
  34840. });
  34841. Object.defineProperty(Material, "WireFrameFillMode", {
  34842. /**
  34843. * Returns the wireframe mode
  34844. */
  34845. get: function () {
  34846. return Material._WireFrameFillMode;
  34847. },
  34848. enumerable: true,
  34849. configurable: true
  34850. });
  34851. Object.defineProperty(Material, "PointFillMode", {
  34852. /**
  34853. * Returns the point fill mode
  34854. */
  34855. get: function () {
  34856. return Material._PointFillMode;
  34857. },
  34858. enumerable: true,
  34859. configurable: true
  34860. });
  34861. Object.defineProperty(Material, "PointListDrawMode", {
  34862. /**
  34863. * Returns the point list draw mode
  34864. */
  34865. get: function () {
  34866. return Material._PointListDrawMode;
  34867. },
  34868. enumerable: true,
  34869. configurable: true
  34870. });
  34871. Object.defineProperty(Material, "LineListDrawMode", {
  34872. /**
  34873. * Returns the line list draw mode
  34874. */
  34875. get: function () {
  34876. return Material._LineListDrawMode;
  34877. },
  34878. enumerable: true,
  34879. configurable: true
  34880. });
  34881. Object.defineProperty(Material, "LineLoopDrawMode", {
  34882. /**
  34883. * Returns the line loop draw mode
  34884. */
  34885. get: function () {
  34886. return Material._LineLoopDrawMode;
  34887. },
  34888. enumerable: true,
  34889. configurable: true
  34890. });
  34891. Object.defineProperty(Material, "LineStripDrawMode", {
  34892. /**
  34893. * Returns the line strip draw mode
  34894. */
  34895. get: function () {
  34896. return Material._LineStripDrawMode;
  34897. },
  34898. enumerable: true,
  34899. configurable: true
  34900. });
  34901. Object.defineProperty(Material, "TriangleStripDrawMode", {
  34902. /**
  34903. * Returns the triangle strip draw mode
  34904. */
  34905. get: function () {
  34906. return Material._TriangleStripDrawMode;
  34907. },
  34908. enumerable: true,
  34909. configurable: true
  34910. });
  34911. Object.defineProperty(Material, "TriangleFanDrawMode", {
  34912. /**
  34913. * Returns the triangle fan draw mode
  34914. */
  34915. get: function () {
  34916. return Material._TriangleFanDrawMode;
  34917. },
  34918. enumerable: true,
  34919. configurable: true
  34920. });
  34921. Object.defineProperty(Material, "ClockWiseSideOrientation", {
  34922. /**
  34923. * Returns the clock-wise side orientation
  34924. */
  34925. get: function () {
  34926. return Material._ClockWiseSideOrientation;
  34927. },
  34928. enumerable: true,
  34929. configurable: true
  34930. });
  34931. Object.defineProperty(Material, "CounterClockWiseSideOrientation", {
  34932. /**
  34933. * Returns the counter clock-wise side orientation
  34934. */
  34935. get: function () {
  34936. return Material._CounterClockWiseSideOrientation;
  34937. },
  34938. enumerable: true,
  34939. configurable: true
  34940. });
  34941. Object.defineProperty(Material.prototype, "alpha", {
  34942. /**
  34943. * Gets the alpha value of the material
  34944. */
  34945. get: function () {
  34946. return this._alpha;
  34947. },
  34948. /**
  34949. * Sets the alpha value of the material
  34950. */
  34951. set: function (value) {
  34952. if (this._alpha === value) {
  34953. return;
  34954. }
  34955. this._alpha = value;
  34956. this.markAsDirty(Material.MiscDirtyFlag);
  34957. },
  34958. enumerable: true,
  34959. configurable: true
  34960. });
  34961. Object.defineProperty(Material.prototype, "backFaceCulling", {
  34962. /**
  34963. * Gets the back-face culling state
  34964. */
  34965. get: function () {
  34966. return this._backFaceCulling;
  34967. },
  34968. /**
  34969. * Sets the back-face culling state
  34970. */
  34971. set: function (value) {
  34972. if (this._backFaceCulling === value) {
  34973. return;
  34974. }
  34975. this._backFaceCulling = value;
  34976. this.markAsDirty(Material.TextureDirtyFlag);
  34977. },
  34978. enumerable: true,
  34979. configurable: true
  34980. });
  34981. Object.defineProperty(Material.prototype, "hasRenderTargetTextures", {
  34982. /**
  34983. * Gets a boolean indicating that current material needs to register RTT
  34984. */
  34985. get: function () {
  34986. return false;
  34987. },
  34988. enumerable: true,
  34989. configurable: true
  34990. });
  34991. Object.defineProperty(Material.prototype, "onDispose", {
  34992. /**
  34993. * Called during a dispose event
  34994. */
  34995. set: function (callback) {
  34996. if (this._onDisposeObserver) {
  34997. this.onDisposeObservable.remove(this._onDisposeObserver);
  34998. }
  34999. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  35000. },
  35001. enumerable: true,
  35002. configurable: true
  35003. });
  35004. Object.defineProperty(Material.prototype, "onBindObservable", {
  35005. /**
  35006. * An event triggered when the material is bound
  35007. */
  35008. get: function () {
  35009. if (!this._onBindObservable) {
  35010. this._onBindObservable = new BABYLON.Observable();
  35011. }
  35012. return this._onBindObservable;
  35013. },
  35014. enumerable: true,
  35015. configurable: true
  35016. });
  35017. Object.defineProperty(Material.prototype, "onBind", {
  35018. /**
  35019. * Called during a bind event
  35020. */
  35021. set: function (callback) {
  35022. if (this._onBindObserver) {
  35023. this.onBindObservable.remove(this._onBindObserver);
  35024. }
  35025. this._onBindObserver = this.onBindObservable.add(callback);
  35026. },
  35027. enumerable: true,
  35028. configurable: true
  35029. });
  35030. Object.defineProperty(Material.prototype, "onUnBindObservable", {
  35031. /**
  35032. * An event triggered when the material is unbound
  35033. */
  35034. get: function () {
  35035. if (!this._onUnBindObservable) {
  35036. this._onUnBindObservable = new BABYLON.Observable();
  35037. }
  35038. return this._onUnBindObservable;
  35039. },
  35040. enumerable: true,
  35041. configurable: true
  35042. });
  35043. Object.defineProperty(Material.prototype, "alphaMode", {
  35044. /**
  35045. * Gets the value of the alpha mode
  35046. */
  35047. get: function () {
  35048. return this._alphaMode;
  35049. },
  35050. /**
  35051. * Sets the value of the alpha mode.
  35052. *
  35053. * | Value | Type | Description |
  35054. * | --- | --- | --- |
  35055. * | 0 | ALPHA_DISABLE | |
  35056. * | 1 | ALPHA_ADD | |
  35057. * | 2 | ALPHA_COMBINE | |
  35058. * | 3 | ALPHA_SUBTRACT | |
  35059. * | 4 | ALPHA_MULTIPLY | |
  35060. * | 5 | ALPHA_MAXIMIZED | |
  35061. * | 6 | ALPHA_ONEONE | |
  35062. * | 7 | ALPHA_PREMULTIPLIED | |
  35063. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  35064. * | 9 | ALPHA_INTERPOLATE | |
  35065. * | 10 | ALPHA_SCREENMODE | |
  35066. *
  35067. */
  35068. set: function (value) {
  35069. if (this._alphaMode === value) {
  35070. return;
  35071. }
  35072. this._alphaMode = value;
  35073. this.markAsDirty(Material.TextureDirtyFlag);
  35074. },
  35075. enumerable: true,
  35076. configurable: true
  35077. });
  35078. Object.defineProperty(Material.prototype, "needDepthPrePass", {
  35079. /**
  35080. * Gets the depth pre-pass value
  35081. */
  35082. get: function () {
  35083. return this._needDepthPrePass;
  35084. },
  35085. /**
  35086. * Sets the need depth pre-pass value
  35087. */
  35088. set: function (value) {
  35089. if (this._needDepthPrePass === value) {
  35090. return;
  35091. }
  35092. this._needDepthPrePass = value;
  35093. if (this._needDepthPrePass) {
  35094. this.checkReadyOnEveryCall = true;
  35095. }
  35096. },
  35097. enumerable: true,
  35098. configurable: true
  35099. });
  35100. Object.defineProperty(Material.prototype, "fogEnabled", {
  35101. /**
  35102. * Gets the value of the fog enabled state
  35103. */
  35104. get: function () {
  35105. return this._fogEnabled;
  35106. },
  35107. /**
  35108. * Sets the state for enabling fog
  35109. */
  35110. set: function (value) {
  35111. if (this._fogEnabled === value) {
  35112. return;
  35113. }
  35114. this._fogEnabled = value;
  35115. this.markAsDirty(Material.MiscDirtyFlag);
  35116. },
  35117. enumerable: true,
  35118. configurable: true
  35119. });
  35120. Object.defineProperty(Material.prototype, "wireframe", {
  35121. /**
  35122. * Gets a value specifying if wireframe mode is enabled
  35123. */
  35124. get: function () {
  35125. switch (this._fillMode) {
  35126. case Material.WireFrameFillMode:
  35127. case Material.LineListDrawMode:
  35128. case Material.LineLoopDrawMode:
  35129. case Material.LineStripDrawMode:
  35130. return true;
  35131. }
  35132. return this._scene.forceWireframe;
  35133. },
  35134. /**
  35135. * Sets the state of wireframe mode
  35136. */
  35137. set: function (value) {
  35138. this.fillMode = (value ? Material.WireFrameFillMode : Material.TriangleFillMode);
  35139. },
  35140. enumerable: true,
  35141. configurable: true
  35142. });
  35143. Object.defineProperty(Material.prototype, "pointsCloud", {
  35144. /**
  35145. * Gets the value specifying if point clouds are enabled
  35146. */
  35147. get: function () {
  35148. switch (this._fillMode) {
  35149. case Material.PointFillMode:
  35150. case Material.PointListDrawMode:
  35151. return true;
  35152. }
  35153. return this._scene.forcePointsCloud;
  35154. },
  35155. /**
  35156. * Sets the state of point cloud mode
  35157. */
  35158. set: function (value) {
  35159. this.fillMode = (value ? Material.PointFillMode : Material.TriangleFillMode);
  35160. },
  35161. enumerable: true,
  35162. configurable: true
  35163. });
  35164. Object.defineProperty(Material.prototype, "fillMode", {
  35165. /**
  35166. * Gets the material fill mode
  35167. */
  35168. get: function () {
  35169. return this._fillMode;
  35170. },
  35171. /**
  35172. * Sets the material fill mode
  35173. */
  35174. set: function (value) {
  35175. if (this._fillMode === value) {
  35176. return;
  35177. }
  35178. this._fillMode = value;
  35179. this.markAsDirty(Material.MiscDirtyFlag);
  35180. },
  35181. enumerable: true,
  35182. configurable: true
  35183. });
  35184. /**
  35185. * Returns a string representation of the current material
  35186. * @param fullDetails defines a boolean indicating which levels of logging is desired
  35187. * @returns a string with material information
  35188. */
  35189. Material.prototype.toString = function (fullDetails) {
  35190. var ret = "Name: " + this.name;
  35191. if (fullDetails) {
  35192. }
  35193. return ret;
  35194. };
  35195. /**
  35196. * Gets the class name of the material
  35197. * @returns a string with the class name of the material
  35198. */
  35199. Material.prototype.getClassName = function () {
  35200. return "Material";
  35201. };
  35202. Object.defineProperty(Material.prototype, "isFrozen", {
  35203. /**
  35204. * Specifies if updates for the material been locked
  35205. */
  35206. get: function () {
  35207. return this.checkReadyOnlyOnce;
  35208. },
  35209. enumerable: true,
  35210. configurable: true
  35211. });
  35212. /**
  35213. * Locks updates for the material
  35214. */
  35215. Material.prototype.freeze = function () {
  35216. this.checkReadyOnlyOnce = true;
  35217. };
  35218. /**
  35219. * Unlocks updates for the material
  35220. */
  35221. Material.prototype.unfreeze = function () {
  35222. this.checkReadyOnlyOnce = false;
  35223. };
  35224. /**
  35225. * Specifies if the material is ready to be used
  35226. * @param mesh defines the mesh to check
  35227. * @param useInstances specifies if instances should be used
  35228. * @returns a boolean indicating if the material is ready to be used
  35229. */
  35230. Material.prototype.isReady = function (mesh, useInstances) {
  35231. return true;
  35232. };
  35233. /**
  35234. * Specifies that the submesh is ready to be used
  35235. * @param mesh defines the mesh to check
  35236. * @param subMesh defines which submesh to check
  35237. * @param useInstances specifies that instances should be used
  35238. * @returns a boolean indicating that the submesh is ready or not
  35239. */
  35240. Material.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  35241. return false;
  35242. };
  35243. /**
  35244. * Returns the material effect
  35245. * @returns the effect associated with the material
  35246. */
  35247. Material.prototype.getEffect = function () {
  35248. return this._effect;
  35249. };
  35250. /**
  35251. * Returns the current scene
  35252. * @returns a Scene
  35253. */
  35254. Material.prototype.getScene = function () {
  35255. return this._scene;
  35256. };
  35257. /**
  35258. * Specifies if the material will require alpha blending
  35259. * @returns a boolean specifying if alpha blending is needed
  35260. */
  35261. Material.prototype.needAlphaBlending = function () {
  35262. return (this.alpha < 1.0);
  35263. };
  35264. /**
  35265. * Specifies if the mesh will require alpha blending
  35266. * @param mesh defines the mesh to check
  35267. * @returns a boolean specifying if alpha blending is needed for the mesh
  35268. */
  35269. Material.prototype.needAlphaBlendingForMesh = function (mesh) {
  35270. return this.needAlphaBlending() || (mesh.visibility < 1.0) || mesh.hasVertexAlpha;
  35271. };
  35272. /**
  35273. * Specifies if this material should be rendered in alpha test mode
  35274. * @returns a boolean specifying if an alpha test is needed.
  35275. */
  35276. Material.prototype.needAlphaTesting = function () {
  35277. return false;
  35278. };
  35279. /**
  35280. * Gets the texture used for the alpha test
  35281. * @returns the texture to use for alpha testing
  35282. */
  35283. Material.prototype.getAlphaTestTexture = function () {
  35284. return null;
  35285. };
  35286. /**
  35287. * Marks the material to indicate that it needs to be re-calculated
  35288. */
  35289. Material.prototype.markDirty = function () {
  35290. this._wasPreviouslyReady = false;
  35291. };
  35292. /** @hidden */
  35293. Material.prototype._preBind = function (effect, overrideOrientation) {
  35294. if (overrideOrientation === void 0) { overrideOrientation = null; }
  35295. var engine = this._scene.getEngine();
  35296. var orientation = (overrideOrientation == null) ? this.sideOrientation : overrideOrientation;
  35297. var reverse = orientation === Material.ClockWiseSideOrientation;
  35298. engine.enableEffect(effect ? effect : this._effect);
  35299. engine.setState(this.backFaceCulling, this.zOffset, false, reverse);
  35300. return reverse;
  35301. };
  35302. /**
  35303. * Binds the material to the mesh
  35304. * @param world defines the world transformation matrix
  35305. * @param mesh defines the mesh to bind the material to
  35306. */
  35307. Material.prototype.bind = function (world, mesh) {
  35308. };
  35309. /**
  35310. * Binds the submesh to the material
  35311. * @param world defines the world transformation matrix
  35312. * @param mesh defines the mesh containing the submesh
  35313. * @param subMesh defines the submesh to bind the material to
  35314. */
  35315. Material.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  35316. };
  35317. /**
  35318. * Binds the world matrix to the material
  35319. * @param world defines the world transformation matrix
  35320. */
  35321. Material.prototype.bindOnlyWorldMatrix = function (world) {
  35322. };
  35323. /**
  35324. * Binds the scene's uniform buffer to the effect.
  35325. * @param effect defines the effect to bind to the scene uniform buffer
  35326. * @param sceneUbo defines the uniform buffer storing scene data
  35327. */
  35328. Material.prototype.bindSceneUniformBuffer = function (effect, sceneUbo) {
  35329. sceneUbo.bindToEffect(effect, "Scene");
  35330. };
  35331. /**
  35332. * Binds the view matrix to the effect
  35333. * @param effect defines the effect to bind the view matrix to
  35334. */
  35335. Material.prototype.bindView = function (effect) {
  35336. if (!this._useUBO) {
  35337. effect.setMatrix("view", this.getScene().getViewMatrix());
  35338. }
  35339. else {
  35340. this.bindSceneUniformBuffer(effect, this.getScene().getSceneUniformBuffer());
  35341. }
  35342. };
  35343. /**
  35344. * Binds the view projection matrix to the effect
  35345. * @param effect defines the effect to bind the view projection matrix to
  35346. */
  35347. Material.prototype.bindViewProjection = function (effect) {
  35348. if (!this._useUBO) {
  35349. effect.setMatrix("viewProjection", this.getScene().getTransformMatrix());
  35350. }
  35351. else {
  35352. this.bindSceneUniformBuffer(effect, this.getScene().getSceneUniformBuffer());
  35353. }
  35354. };
  35355. /**
  35356. * Specifies if material alpha testing should be turned on for the mesh
  35357. * @param mesh defines the mesh to check
  35358. */
  35359. Material.prototype._shouldTurnAlphaTestOn = function (mesh) {
  35360. return (!this.needAlphaBlendingForMesh(mesh) && this.needAlphaTesting());
  35361. };
  35362. /**
  35363. * Processes to execute after binding the material to a mesh
  35364. * @param mesh defines the rendered mesh
  35365. */
  35366. Material.prototype._afterBind = function (mesh) {
  35367. this._scene._cachedMaterial = this;
  35368. if (mesh) {
  35369. this._scene._cachedVisibility = mesh.visibility;
  35370. }
  35371. else {
  35372. this._scene._cachedVisibility = 1;
  35373. }
  35374. if (this._onBindObservable && mesh) {
  35375. this._onBindObservable.notifyObservers(mesh);
  35376. }
  35377. if (this.disableDepthWrite) {
  35378. var engine = this._scene.getEngine();
  35379. this._cachedDepthWriteState = engine.getDepthWrite();
  35380. engine.setDepthWrite(false);
  35381. }
  35382. };
  35383. /**
  35384. * Unbinds the material from the mesh
  35385. */
  35386. Material.prototype.unbind = function () {
  35387. if (this._onUnBindObservable) {
  35388. this._onUnBindObservable.notifyObservers(this);
  35389. }
  35390. if (this.disableDepthWrite) {
  35391. var engine = this._scene.getEngine();
  35392. engine.setDepthWrite(this._cachedDepthWriteState);
  35393. }
  35394. };
  35395. /**
  35396. * Gets the active textures from the material
  35397. * @returns an array of textures
  35398. */
  35399. Material.prototype.getActiveTextures = function () {
  35400. return [];
  35401. };
  35402. /**
  35403. * Specifies if the material uses a texture
  35404. * @param texture defines the texture to check against the material
  35405. * @returns a boolean specifying if the material uses the texture
  35406. */
  35407. Material.prototype.hasTexture = function (texture) {
  35408. return false;
  35409. };
  35410. /**
  35411. * Makes a duplicate of the material, and gives it a new name
  35412. * @param name defines the new name for the duplicated material
  35413. * @returns the cloned material
  35414. */
  35415. Material.prototype.clone = function (name) {
  35416. return null;
  35417. };
  35418. /**
  35419. * Gets the meshes bound to the material
  35420. * @returns an array of meshes bound to the material
  35421. */
  35422. Material.prototype.getBindedMeshes = function () {
  35423. var result = new Array();
  35424. for (var index = 0; index < this._scene.meshes.length; index++) {
  35425. var mesh = this._scene.meshes[index];
  35426. if (mesh.material === this) {
  35427. result.push(mesh);
  35428. }
  35429. }
  35430. return result;
  35431. };
  35432. /**
  35433. * Force shader compilation
  35434. * @param mesh defines the mesh associated with this material
  35435. * @param onCompiled defines a function to execute once the material is compiled
  35436. * @param options defines the options to configure the compilation
  35437. */
  35438. Material.prototype.forceCompilation = function (mesh, onCompiled, options) {
  35439. var _this = this;
  35440. var localOptions = __assign({ clipPlane: false }, options);
  35441. var subMesh = new BABYLON.BaseSubMesh();
  35442. var scene = this.getScene();
  35443. var checkReady = function () {
  35444. if (!_this._scene || !_this._scene.getEngine()) {
  35445. return;
  35446. }
  35447. if (subMesh._materialDefines) {
  35448. subMesh._materialDefines._renderId = -1;
  35449. }
  35450. var clipPlaneState = scene.clipPlane;
  35451. if (localOptions.clipPlane) {
  35452. scene.clipPlane = new BABYLON.Plane(0, 0, 0, 1);
  35453. }
  35454. if (_this.storeEffectOnSubMeshes) {
  35455. if (_this.isReadyForSubMesh(mesh, subMesh)) {
  35456. if (onCompiled) {
  35457. onCompiled(_this);
  35458. }
  35459. }
  35460. else {
  35461. setTimeout(checkReady, 16);
  35462. }
  35463. }
  35464. else {
  35465. if (_this.isReady(mesh)) {
  35466. if (onCompiled) {
  35467. onCompiled(_this);
  35468. }
  35469. }
  35470. else {
  35471. setTimeout(checkReady, 16);
  35472. }
  35473. }
  35474. if (localOptions.clipPlane) {
  35475. scene.clipPlane = clipPlaneState;
  35476. }
  35477. };
  35478. checkReady();
  35479. };
  35480. /**
  35481. * Force shader compilation
  35482. * @param mesh defines the mesh that will use this material
  35483. * @param options defines additional options for compiling the shaders
  35484. * @returns a promise that resolves when the compilation completes
  35485. */
  35486. Material.prototype.forceCompilationAsync = function (mesh, options) {
  35487. var _this = this;
  35488. return new Promise(function (resolve) {
  35489. _this.forceCompilation(mesh, function () {
  35490. resolve();
  35491. }, options);
  35492. });
  35493. };
  35494. /**
  35495. * Marks a define in the material to indicate that it needs to be re-computed
  35496. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  35497. */
  35498. Material.prototype.markAsDirty = function (flag) {
  35499. if (flag & Material.TextureDirtyFlag) {
  35500. this._markAllSubMeshesAsTexturesDirty();
  35501. }
  35502. if (flag & Material.LightDirtyFlag) {
  35503. this._markAllSubMeshesAsLightsDirty();
  35504. }
  35505. if (flag & Material.FresnelDirtyFlag) {
  35506. this._markAllSubMeshesAsFresnelDirty();
  35507. }
  35508. if (flag & Material.AttributesDirtyFlag) {
  35509. this._markAllSubMeshesAsAttributesDirty();
  35510. }
  35511. if (flag & Material.MiscDirtyFlag) {
  35512. this._markAllSubMeshesAsMiscDirty();
  35513. }
  35514. this.getScene().resetCachedMaterial();
  35515. };
  35516. /**
  35517. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  35518. * @param func defines a function which checks material defines against the submeshes
  35519. */
  35520. Material.prototype._markAllSubMeshesAsDirty = function (func) {
  35521. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  35522. var mesh = _a[_i];
  35523. if (!mesh.subMeshes) {
  35524. continue;
  35525. }
  35526. for (var _b = 0, _c = mesh.subMeshes; _b < _c.length; _b++) {
  35527. var subMesh = _c[_b];
  35528. if (subMesh.getMaterial() !== this) {
  35529. continue;
  35530. }
  35531. if (!subMesh._materialDefines) {
  35532. continue;
  35533. }
  35534. func(subMesh._materialDefines);
  35535. }
  35536. }
  35537. };
  35538. /**
  35539. * Indicates that image processing needs to be re-calculated for all submeshes
  35540. */
  35541. Material.prototype._markAllSubMeshesAsImageProcessingDirty = function () {
  35542. this._markAllSubMeshesAsDirty(function (defines) { return defines.markAsImageProcessingDirty(); });
  35543. };
  35544. /**
  35545. * Indicates that textures need to be re-calculated for all submeshes
  35546. */
  35547. Material.prototype._markAllSubMeshesAsTexturesDirty = function () {
  35548. this._markAllSubMeshesAsDirty(function (defines) { return defines.markAsTexturesDirty(); });
  35549. };
  35550. /**
  35551. * Indicates that fresnel needs to be re-calculated for all submeshes
  35552. */
  35553. Material.prototype._markAllSubMeshesAsFresnelDirty = function () {
  35554. this._markAllSubMeshesAsDirty(function (defines) { return defines.markAsFresnelDirty(); });
  35555. };
  35556. /**
  35557. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  35558. */
  35559. Material.prototype._markAllSubMeshesAsFresnelAndMiscDirty = function () {
  35560. this._markAllSubMeshesAsDirty(function (defines) {
  35561. defines.markAsFresnelDirty();
  35562. defines.markAsMiscDirty();
  35563. });
  35564. };
  35565. /**
  35566. * Indicates that lights need to be re-calculated for all submeshes
  35567. */
  35568. Material.prototype._markAllSubMeshesAsLightsDirty = function () {
  35569. this._markAllSubMeshesAsDirty(function (defines) { return defines.markAsLightDirty(); });
  35570. };
  35571. /**
  35572. * Indicates that attributes need to be re-calculated for all submeshes
  35573. */
  35574. Material.prototype._markAllSubMeshesAsAttributesDirty = function () {
  35575. this._markAllSubMeshesAsDirty(function (defines) { return defines.markAsAttributesDirty(); });
  35576. };
  35577. /**
  35578. * Indicates that misc needs to be re-calculated for all submeshes
  35579. */
  35580. Material.prototype._markAllSubMeshesAsMiscDirty = function () {
  35581. this._markAllSubMeshesAsDirty(function (defines) { return defines.markAsMiscDirty(); });
  35582. };
  35583. /**
  35584. * Indicates that textures and misc need to be re-calculated for all submeshes
  35585. */
  35586. Material.prototype._markAllSubMeshesAsTexturesAndMiscDirty = function () {
  35587. this._markAllSubMeshesAsDirty(function (defines) {
  35588. defines.markAsTexturesDirty();
  35589. defines.markAsMiscDirty();
  35590. });
  35591. };
  35592. /**
  35593. * Disposes the material
  35594. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  35595. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  35596. */
  35597. Material.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  35598. // Animations
  35599. this.getScene().stopAnimation(this);
  35600. this.getScene().freeProcessedMaterials();
  35601. // Remove from scene
  35602. var index = this._scene.materials.indexOf(this);
  35603. if (index >= 0) {
  35604. this._scene.materials.splice(index, 1);
  35605. }
  35606. this._scene.onMaterialRemovedObservable.notifyObservers(this);
  35607. // Remove from meshes
  35608. for (index = 0; index < this._scene.meshes.length; index++) {
  35609. var mesh = this._scene.meshes[index];
  35610. if (mesh.material === this) {
  35611. mesh.material = null;
  35612. if (mesh.geometry) {
  35613. var geometry = (mesh.geometry);
  35614. if (this.storeEffectOnSubMeshes) {
  35615. for (var _i = 0, _a = mesh.subMeshes; _i < _a.length; _i++) {
  35616. var subMesh = _a[_i];
  35617. geometry._releaseVertexArrayObject(subMesh._materialEffect);
  35618. if (forceDisposeEffect && subMesh._materialEffect) {
  35619. this._scene.getEngine()._releaseEffect(subMesh._materialEffect);
  35620. }
  35621. }
  35622. }
  35623. else {
  35624. geometry._releaseVertexArrayObject(this._effect);
  35625. }
  35626. }
  35627. }
  35628. }
  35629. this._uniformBuffer.dispose();
  35630. // Shader are kept in cache for further use but we can get rid of this by using forceDisposeEffect
  35631. if (forceDisposeEffect && this._effect) {
  35632. if (!this.storeEffectOnSubMeshes) {
  35633. this._scene.getEngine()._releaseEffect(this._effect);
  35634. }
  35635. this._effect = null;
  35636. }
  35637. // Callback
  35638. this.onDisposeObservable.notifyObservers(this);
  35639. this.onDisposeObservable.clear();
  35640. if (this._onBindObservable) {
  35641. this._onBindObservable.clear();
  35642. }
  35643. if (this._onUnBindObservable) {
  35644. this._onUnBindObservable.clear();
  35645. }
  35646. };
  35647. /**
  35648. * Serializes this material
  35649. * @returns the serialized material object
  35650. */
  35651. Material.prototype.serialize = function () {
  35652. return BABYLON.SerializationHelper.Serialize(this);
  35653. };
  35654. /**
  35655. * Creates a MultiMaterial from parsed MultiMaterial data.
  35656. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  35657. * @param scene defines the hosting scene
  35658. * @returns a new MultiMaterial
  35659. */
  35660. Material.ParseMultiMaterial = function (parsedMultiMaterial, scene) {
  35661. var multiMaterial = new BABYLON.MultiMaterial(parsedMultiMaterial.name, scene);
  35662. multiMaterial.id = parsedMultiMaterial.id;
  35663. if (BABYLON.Tags) {
  35664. BABYLON.Tags.AddTagsTo(multiMaterial, parsedMultiMaterial.tags);
  35665. }
  35666. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  35667. var subMatId = parsedMultiMaterial.materials[matIndex];
  35668. if (subMatId) {
  35669. multiMaterial.subMaterials.push(scene.getMaterialByID(subMatId));
  35670. }
  35671. else {
  35672. multiMaterial.subMaterials.push(null);
  35673. }
  35674. }
  35675. return multiMaterial;
  35676. };
  35677. /**
  35678. * Creates a material from parsed material data
  35679. * @param parsedMaterial defines parsed material data
  35680. * @param scene defines the hosting scene
  35681. * @param rootUrl defines the root URL to use to load textures
  35682. * @returns a new material
  35683. */
  35684. Material.Parse = function (parsedMaterial, scene, rootUrl) {
  35685. if (!parsedMaterial.customType || parsedMaterial.customType === "BABYLON.StandardMaterial") {
  35686. return BABYLON.StandardMaterial.Parse(parsedMaterial, scene, rootUrl);
  35687. }
  35688. if (parsedMaterial.customType === "BABYLON.PBRMaterial" && parsedMaterial.overloadedAlbedo) {
  35689. parsedMaterial.customType = "BABYLON.LegacyPBRMaterial";
  35690. if (!BABYLON.LegacyPBRMaterial) {
  35691. BABYLON.Tools.Error("Your scene is trying to load a legacy version of the PBRMaterial, please, include it from the materials library.");
  35692. return;
  35693. }
  35694. }
  35695. var materialType = BABYLON.Tools.Instantiate(parsedMaterial.customType);
  35696. return materialType.Parse(parsedMaterial, scene, rootUrl);
  35697. };
  35698. // Triangle views
  35699. Material._TriangleFillMode = 0;
  35700. Material._WireFrameFillMode = 1;
  35701. Material._PointFillMode = 2;
  35702. // Draw modes
  35703. Material._PointListDrawMode = 3;
  35704. Material._LineListDrawMode = 4;
  35705. Material._LineLoopDrawMode = 5;
  35706. Material._LineStripDrawMode = 6;
  35707. Material._TriangleStripDrawMode = 7;
  35708. Material._TriangleFanDrawMode = 8;
  35709. /**
  35710. * Stores the clock-wise side orientation
  35711. */
  35712. Material._ClockWiseSideOrientation = 0;
  35713. /**
  35714. * Stores the counter clock-wise side orientation
  35715. */
  35716. Material._CounterClockWiseSideOrientation = 1;
  35717. /**
  35718. * The dirty texture flag value
  35719. */
  35720. Material.TextureDirtyFlag = 1;
  35721. /**
  35722. * The dirty light flag value
  35723. */
  35724. Material.LightDirtyFlag = 2;
  35725. /**
  35726. * The dirty fresnel flag value
  35727. */
  35728. Material.FresnelDirtyFlag = 4;
  35729. /**
  35730. * The dirty attribute flag value
  35731. */
  35732. Material.AttributesDirtyFlag = 8;
  35733. /**
  35734. * The dirty misc flag value
  35735. */
  35736. Material.MiscDirtyFlag = 16;
  35737. /**
  35738. * The all dirty flag value
  35739. */
  35740. Material.AllDirtyFlag = 31;
  35741. __decorate([
  35742. BABYLON.serialize()
  35743. ], Material.prototype, "id", void 0);
  35744. __decorate([
  35745. BABYLON.serialize()
  35746. ], Material.prototype, "uniqueId", void 0);
  35747. __decorate([
  35748. BABYLON.serialize()
  35749. ], Material.prototype, "name", void 0);
  35750. __decorate([
  35751. BABYLON.serialize()
  35752. ], Material.prototype, "checkReadyOnEveryCall", void 0);
  35753. __decorate([
  35754. BABYLON.serialize()
  35755. ], Material.prototype, "checkReadyOnlyOnce", void 0);
  35756. __decorate([
  35757. BABYLON.serialize()
  35758. ], Material.prototype, "state", void 0);
  35759. __decorate([
  35760. BABYLON.serialize("alpha")
  35761. ], Material.prototype, "_alpha", void 0);
  35762. __decorate([
  35763. BABYLON.serialize("backFaceCulling")
  35764. ], Material.prototype, "_backFaceCulling", void 0);
  35765. __decorate([
  35766. BABYLON.serialize()
  35767. ], Material.prototype, "sideOrientation", void 0);
  35768. __decorate([
  35769. BABYLON.serialize("alphaMode")
  35770. ], Material.prototype, "_alphaMode", void 0);
  35771. __decorate([
  35772. BABYLON.serialize()
  35773. ], Material.prototype, "_needDepthPrePass", void 0);
  35774. __decorate([
  35775. BABYLON.serialize()
  35776. ], Material.prototype, "disableDepthWrite", void 0);
  35777. __decorate([
  35778. BABYLON.serialize()
  35779. ], Material.prototype, "forceDepthWrite", void 0);
  35780. __decorate([
  35781. BABYLON.serialize()
  35782. ], Material.prototype, "separateCullingPass", void 0);
  35783. __decorate([
  35784. BABYLON.serialize("fogEnabled")
  35785. ], Material.prototype, "_fogEnabled", void 0);
  35786. __decorate([
  35787. BABYLON.serialize()
  35788. ], Material.prototype, "pointSize", void 0);
  35789. __decorate([
  35790. BABYLON.serialize()
  35791. ], Material.prototype, "zOffset", void 0);
  35792. __decorate([
  35793. BABYLON.serialize()
  35794. ], Material.prototype, "wireframe", null);
  35795. __decorate([
  35796. BABYLON.serialize()
  35797. ], Material.prototype, "pointsCloud", null);
  35798. __decorate([
  35799. BABYLON.serialize()
  35800. ], Material.prototype, "fillMode", null);
  35801. return Material;
  35802. }());
  35803. BABYLON.Material = Material;
  35804. })(BABYLON || (BABYLON = {}));
  35805. //# sourceMappingURL=babylon.material.js.map
  35806. var BABYLON;
  35807. (function (BABYLON) {
  35808. var UniformBuffer = /** @class */ (function () {
  35809. /**
  35810. * Uniform buffer objects.
  35811. *
  35812. * Handles blocks of uniform on the GPU.
  35813. *
  35814. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  35815. *
  35816. * For more information, please refer to :
  35817. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  35818. */
  35819. function UniformBuffer(engine, data, dynamic) {
  35820. this._engine = engine;
  35821. this._noUBO = !engine.supportsUniformBuffers;
  35822. this._dynamic = dynamic;
  35823. this._data = data || [];
  35824. this._uniformLocations = {};
  35825. this._uniformSizes = {};
  35826. this._uniformLocationPointer = 0;
  35827. this._needSync = false;
  35828. if (this._noUBO) {
  35829. this.updateMatrix3x3 = this._updateMatrix3x3ForEffect;
  35830. this.updateMatrix2x2 = this._updateMatrix2x2ForEffect;
  35831. this.updateFloat = this._updateFloatForEffect;
  35832. this.updateFloat2 = this._updateFloat2ForEffect;
  35833. this.updateFloat3 = this._updateFloat3ForEffect;
  35834. this.updateFloat4 = this._updateFloat4ForEffect;
  35835. this.updateMatrix = this._updateMatrixForEffect;
  35836. this.updateVector3 = this._updateVector3ForEffect;
  35837. this.updateVector4 = this._updateVector4ForEffect;
  35838. this.updateColor3 = this._updateColor3ForEffect;
  35839. this.updateColor4 = this._updateColor4ForEffect;
  35840. }
  35841. else {
  35842. this._engine._uniformBuffers.push(this);
  35843. this.updateMatrix3x3 = this._updateMatrix3x3ForUniform;
  35844. this.updateMatrix2x2 = this._updateMatrix2x2ForUniform;
  35845. this.updateFloat = this._updateFloatForUniform;
  35846. this.updateFloat2 = this._updateFloat2ForUniform;
  35847. this.updateFloat3 = this._updateFloat3ForUniform;
  35848. this.updateFloat4 = this._updateFloat4ForUniform;
  35849. this.updateMatrix = this._updateMatrixForUniform;
  35850. this.updateVector3 = this._updateVector3ForUniform;
  35851. this.updateVector4 = this._updateVector4ForUniform;
  35852. this.updateColor3 = this._updateColor3ForUniform;
  35853. this.updateColor4 = this._updateColor4ForUniform;
  35854. }
  35855. }
  35856. Object.defineProperty(UniformBuffer.prototype, "useUbo", {
  35857. // Properties
  35858. /**
  35859. * Indicates if the buffer is using the WebGL2 UBO implementation,
  35860. * or just falling back on setUniformXXX calls.
  35861. */
  35862. get: function () {
  35863. return !this._noUBO;
  35864. },
  35865. enumerable: true,
  35866. configurable: true
  35867. });
  35868. Object.defineProperty(UniformBuffer.prototype, "isSync", {
  35869. /**
  35870. * Indicates if the WebGL underlying uniform buffer is in sync
  35871. * with the javascript cache data.
  35872. */
  35873. get: function () {
  35874. return !this._needSync;
  35875. },
  35876. enumerable: true,
  35877. configurable: true
  35878. });
  35879. /**
  35880. * Indicates if the WebGL underlying uniform buffer is dynamic.
  35881. * Also, a dynamic UniformBuffer will disable cache verification and always
  35882. * update the underlying WebGL uniform buffer to the GPU.
  35883. */
  35884. UniformBuffer.prototype.isDynamic = function () {
  35885. return this._dynamic !== undefined;
  35886. };
  35887. /**
  35888. * The data cache on JS side.
  35889. */
  35890. UniformBuffer.prototype.getData = function () {
  35891. return this._bufferData;
  35892. };
  35893. /**
  35894. * The underlying WebGL Uniform buffer.
  35895. */
  35896. UniformBuffer.prototype.getBuffer = function () {
  35897. return this._buffer;
  35898. };
  35899. /**
  35900. * std140 layout specifies how to align data within an UBO structure.
  35901. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  35902. * for specs.
  35903. */
  35904. UniformBuffer.prototype._fillAlignment = function (size) {
  35905. // This code has been simplified because we only use floats, vectors of 1, 2, 3, 4 components
  35906. // and 4x4 matrices
  35907. // TODO : change if other types are used
  35908. var alignment;
  35909. if (size <= 2) {
  35910. alignment = size;
  35911. }
  35912. else {
  35913. alignment = 4;
  35914. }
  35915. if ((this._uniformLocationPointer % alignment) !== 0) {
  35916. var oldPointer = this._uniformLocationPointer;
  35917. this._uniformLocationPointer += alignment - (this._uniformLocationPointer % alignment);
  35918. var diff = this._uniformLocationPointer - oldPointer;
  35919. for (var i = 0; i < diff; i++) {
  35920. this._data.push(0);
  35921. }
  35922. }
  35923. };
  35924. /**
  35925. * Adds an uniform in the buffer.
  35926. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  35927. * for the layout to be correct !
  35928. * @param {string} name Name of the uniform, as used in the uniform block in the shader.
  35929. * @param {number|number[]} size Data size, or data directly.
  35930. */
  35931. UniformBuffer.prototype.addUniform = function (name, size) {
  35932. if (this._noUBO) {
  35933. return;
  35934. }
  35935. if (this._uniformLocations[name] !== undefined) {
  35936. // Already existing uniform
  35937. return;
  35938. }
  35939. // This function must be called in the order of the shader layout !
  35940. // size can be the size of the uniform, or data directly
  35941. var data;
  35942. if (size instanceof Array) {
  35943. data = size;
  35944. size = data.length;
  35945. }
  35946. else {
  35947. size = size;
  35948. data = [];
  35949. // Fill with zeros
  35950. for (var i = 0; i < size; i++) {
  35951. data.push(0);
  35952. }
  35953. }
  35954. this._fillAlignment(size);
  35955. this._uniformSizes[name] = size;
  35956. this._uniformLocations[name] = this._uniformLocationPointer;
  35957. this._uniformLocationPointer += size;
  35958. for (var i = 0; i < size; i++) {
  35959. this._data.push(data[i]);
  35960. }
  35961. this._needSync = true;
  35962. };
  35963. /**
  35964. * Wrapper for addUniform.
  35965. * @param {string} name Name of the uniform, as used in the uniform block in the shader.
  35966. * @param {Matrix} mat A 4x4 matrix.
  35967. */
  35968. UniformBuffer.prototype.addMatrix = function (name, mat) {
  35969. this.addUniform(name, Array.prototype.slice.call(mat.toArray()));
  35970. };
  35971. /**
  35972. * Wrapper for addUniform.
  35973. * @param {string} name Name of the uniform, as used in the uniform block in the shader.
  35974. * @param {number} x
  35975. * @param {number} y
  35976. */
  35977. UniformBuffer.prototype.addFloat2 = function (name, x, y) {
  35978. var temp = [x, y];
  35979. this.addUniform(name, temp);
  35980. };
  35981. /**
  35982. * Wrapper for addUniform.
  35983. * @param {string} name Name of the uniform, as used in the uniform block in the shader.
  35984. * @param {number} x
  35985. * @param {number} y
  35986. * @param {number} z
  35987. */
  35988. UniformBuffer.prototype.addFloat3 = function (name, x, y, z) {
  35989. var temp = [x, y, z];
  35990. this.addUniform(name, temp);
  35991. };
  35992. /**
  35993. * Wrapper for addUniform.
  35994. * @param {string} name Name of the uniform, as used in the uniform block in the shader.
  35995. * @param {Color3} color
  35996. */
  35997. UniformBuffer.prototype.addColor3 = function (name, color) {
  35998. var temp = new Array();
  35999. color.toArray(temp);
  36000. this.addUniform(name, temp);
  36001. };
  36002. /**
  36003. * Wrapper for addUniform.
  36004. * @param {string} name Name of the uniform, as used in the uniform block in the shader.
  36005. * @param {Color3} color
  36006. * @param {number} alpha
  36007. */
  36008. UniformBuffer.prototype.addColor4 = function (name, color, alpha) {
  36009. var temp = new Array();
  36010. color.toArray(temp);
  36011. temp.push(alpha);
  36012. this.addUniform(name, temp);
  36013. };
  36014. /**
  36015. * Wrapper for addUniform.
  36016. * @param {string} name Name of the uniform, as used in the uniform block in the shader.
  36017. * @param {Vector3} vector
  36018. */
  36019. UniformBuffer.prototype.addVector3 = function (name, vector) {
  36020. var temp = new Array();
  36021. vector.toArray(temp);
  36022. this.addUniform(name, temp);
  36023. };
  36024. /**
  36025. * Wrapper for addUniform.
  36026. * @param {string} name Name of the uniform, as used in the uniform block in the shader.
  36027. */
  36028. UniformBuffer.prototype.addMatrix3x3 = function (name) {
  36029. this.addUniform(name, 12);
  36030. };
  36031. /**
  36032. * Wrapper for addUniform.
  36033. * @param {string} name Name of the uniform, as used in the uniform block in the shader.
  36034. */
  36035. UniformBuffer.prototype.addMatrix2x2 = function (name) {
  36036. this.addUniform(name, 8);
  36037. };
  36038. /**
  36039. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  36040. */
  36041. UniformBuffer.prototype.create = function () {
  36042. if (this._noUBO) {
  36043. return;
  36044. }
  36045. if (this._buffer) {
  36046. return; // nothing to do
  36047. }
  36048. // See spec, alignment must be filled as a vec4
  36049. this._fillAlignment(4);
  36050. this._bufferData = new Float32Array(this._data);
  36051. this._rebuild();
  36052. this._needSync = true;
  36053. };
  36054. /** @hidden */
  36055. UniformBuffer.prototype._rebuild = function () {
  36056. if (this._noUBO) {
  36057. return;
  36058. }
  36059. if (this._dynamic) {
  36060. this._buffer = this._engine.createDynamicUniformBuffer(this._bufferData);
  36061. }
  36062. else {
  36063. this._buffer = this._engine.createUniformBuffer(this._bufferData);
  36064. }
  36065. };
  36066. /**
  36067. * Updates the WebGL Uniform Buffer on the GPU.
  36068. * If the `dynamic` flag is set to true, no cache comparison is done.
  36069. * Otherwise, the buffer will be updated only if the cache differs.
  36070. */
  36071. UniformBuffer.prototype.update = function () {
  36072. if (!this._buffer) {
  36073. this.create();
  36074. return;
  36075. }
  36076. if (!this._dynamic && !this._needSync) {
  36077. return;
  36078. }
  36079. this._engine.updateUniformBuffer(this._buffer, this._bufferData);
  36080. this._needSync = false;
  36081. };
  36082. /**
  36083. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  36084. * @param {string} uniformName Name of the uniform, as used in the uniform block in the shader.
  36085. * @param {number[]|Float32Array} data Flattened data
  36086. * @param {number} size Size of the data.
  36087. */
  36088. UniformBuffer.prototype.updateUniform = function (uniformName, data, size) {
  36089. var location = this._uniformLocations[uniformName];
  36090. if (location === undefined) {
  36091. if (this._buffer) {
  36092. // Cannot add an uniform if the buffer is already created
  36093. BABYLON.Tools.Error("Cannot add an uniform after UBO has been created.");
  36094. return;
  36095. }
  36096. this.addUniform(uniformName, size);
  36097. location = this._uniformLocations[uniformName];
  36098. }
  36099. if (!this._buffer) {
  36100. this.create();
  36101. }
  36102. if (!this._dynamic) {
  36103. // Cache for static uniform buffers
  36104. var changed = false;
  36105. for (var i = 0; i < size; i++) {
  36106. if (this._bufferData[location + i] !== data[i]) {
  36107. changed = true;
  36108. this._bufferData[location + i] = data[i];
  36109. }
  36110. }
  36111. this._needSync = this._needSync || changed;
  36112. }
  36113. else {
  36114. // No cache for dynamic
  36115. for (var i = 0; i < size; i++) {
  36116. this._bufferData[location + i] = data[i];
  36117. }
  36118. }
  36119. };
  36120. // Update methods
  36121. UniformBuffer.prototype._updateMatrix3x3ForUniform = function (name, matrix) {
  36122. // To match std140, matrix must be realigned
  36123. for (var i = 0; i < 3; i++) {
  36124. UniformBuffer._tempBuffer[i * 4] = matrix[i * 3];
  36125. UniformBuffer._tempBuffer[i * 4 + 1] = matrix[i * 3 + 1];
  36126. UniformBuffer._tempBuffer[i * 4 + 2] = matrix[i * 3 + 2];
  36127. UniformBuffer._tempBuffer[i * 4 + 3] = 0.0;
  36128. }
  36129. this.updateUniform(name, UniformBuffer._tempBuffer, 12);
  36130. };
  36131. UniformBuffer.prototype._updateMatrix3x3ForEffect = function (name, matrix) {
  36132. this._currentEffect.setMatrix3x3(name, matrix);
  36133. };
  36134. UniformBuffer.prototype._updateMatrix2x2ForEffect = function (name, matrix) {
  36135. this._currentEffect.setMatrix2x2(name, matrix);
  36136. };
  36137. UniformBuffer.prototype._updateMatrix2x2ForUniform = function (name, matrix) {
  36138. // To match std140, matrix must be realigned
  36139. for (var i = 0; i < 2; i++) {
  36140. UniformBuffer._tempBuffer[i * 4] = matrix[i * 2];
  36141. UniformBuffer._tempBuffer[i * 4 + 1] = matrix[i * 2 + 1];
  36142. UniformBuffer._tempBuffer[i * 4 + 2] = 0.0;
  36143. UniformBuffer._tempBuffer[i * 4 + 3] = 0.0;
  36144. }
  36145. this.updateUniform(name, UniformBuffer._tempBuffer, 8);
  36146. };
  36147. UniformBuffer.prototype._updateFloatForEffect = function (name, x) {
  36148. this._currentEffect.setFloat(name, x);
  36149. };
  36150. UniformBuffer.prototype._updateFloatForUniform = function (name, x) {
  36151. UniformBuffer._tempBuffer[0] = x;
  36152. this.updateUniform(name, UniformBuffer._tempBuffer, 1);
  36153. };
  36154. UniformBuffer.prototype._updateFloat2ForEffect = function (name, x, y, suffix) {
  36155. if (suffix === void 0) { suffix = ""; }
  36156. this._currentEffect.setFloat2(name + suffix, x, y);
  36157. };
  36158. UniformBuffer.prototype._updateFloat2ForUniform = function (name, x, y, suffix) {
  36159. if (suffix === void 0) { suffix = ""; }
  36160. UniformBuffer._tempBuffer[0] = x;
  36161. UniformBuffer._tempBuffer[1] = y;
  36162. this.updateUniform(name, UniformBuffer._tempBuffer, 2);
  36163. };
  36164. UniformBuffer.prototype._updateFloat3ForEffect = function (name, x, y, z, suffix) {
  36165. if (suffix === void 0) { suffix = ""; }
  36166. this._currentEffect.setFloat3(name + suffix, x, y, z);
  36167. };
  36168. UniformBuffer.prototype._updateFloat3ForUniform = function (name, x, y, z, suffix) {
  36169. if (suffix === void 0) { suffix = ""; }
  36170. UniformBuffer._tempBuffer[0] = x;
  36171. UniformBuffer._tempBuffer[1] = y;
  36172. UniformBuffer._tempBuffer[2] = z;
  36173. this.updateUniform(name, UniformBuffer._tempBuffer, 3);
  36174. };
  36175. UniformBuffer.prototype._updateFloat4ForEffect = function (name, x, y, z, w, suffix) {
  36176. if (suffix === void 0) { suffix = ""; }
  36177. this._currentEffect.setFloat4(name + suffix, x, y, z, w);
  36178. };
  36179. UniformBuffer.prototype._updateFloat4ForUniform = function (name, x, y, z, w, suffix) {
  36180. if (suffix === void 0) { suffix = ""; }
  36181. UniformBuffer._tempBuffer[0] = x;
  36182. UniformBuffer._tempBuffer[1] = y;
  36183. UniformBuffer._tempBuffer[2] = z;
  36184. UniformBuffer._tempBuffer[3] = w;
  36185. this.updateUniform(name, UniformBuffer._tempBuffer, 4);
  36186. };
  36187. UniformBuffer.prototype._updateMatrixForEffect = function (name, mat) {
  36188. this._currentEffect.setMatrix(name, mat);
  36189. };
  36190. UniformBuffer.prototype._updateMatrixForUniform = function (name, mat) {
  36191. this.updateUniform(name, mat.toArray(), 16);
  36192. };
  36193. UniformBuffer.prototype._updateVector3ForEffect = function (name, vector) {
  36194. this._currentEffect.setVector3(name, vector);
  36195. };
  36196. UniformBuffer.prototype._updateVector3ForUniform = function (name, vector) {
  36197. vector.toArray(UniformBuffer._tempBuffer);
  36198. this.updateUniform(name, UniformBuffer._tempBuffer, 3);
  36199. };
  36200. UniformBuffer.prototype._updateVector4ForEffect = function (name, vector) {
  36201. this._currentEffect.setVector4(name, vector);
  36202. };
  36203. UniformBuffer.prototype._updateVector4ForUniform = function (name, vector) {
  36204. vector.toArray(UniformBuffer._tempBuffer);
  36205. this.updateUniform(name, UniformBuffer._tempBuffer, 4);
  36206. };
  36207. UniformBuffer.prototype._updateColor3ForEffect = function (name, color, suffix) {
  36208. if (suffix === void 0) { suffix = ""; }
  36209. this._currentEffect.setColor3(name + suffix, color);
  36210. };
  36211. UniformBuffer.prototype._updateColor3ForUniform = function (name, color, suffix) {
  36212. if (suffix === void 0) { suffix = ""; }
  36213. color.toArray(UniformBuffer._tempBuffer);
  36214. this.updateUniform(name, UniformBuffer._tempBuffer, 3);
  36215. };
  36216. UniformBuffer.prototype._updateColor4ForEffect = function (name, color, alpha, suffix) {
  36217. if (suffix === void 0) { suffix = ""; }
  36218. this._currentEffect.setColor4(name + suffix, color, alpha);
  36219. };
  36220. UniformBuffer.prototype._updateColor4ForUniform = function (name, color, alpha, suffix) {
  36221. if (suffix === void 0) { suffix = ""; }
  36222. color.toArray(UniformBuffer._tempBuffer);
  36223. UniformBuffer._tempBuffer[3] = alpha;
  36224. this.updateUniform(name, UniformBuffer._tempBuffer, 4);
  36225. };
  36226. /**
  36227. * Sets a sampler uniform on the effect.
  36228. * @param {string} name Name of the sampler.
  36229. * @param {Texture} texture
  36230. */
  36231. UniformBuffer.prototype.setTexture = function (name, texture) {
  36232. this._currentEffect.setTexture(name, texture);
  36233. };
  36234. /**
  36235. * Directly updates the value of the uniform in the cache AND on the GPU.
  36236. * @param {string} uniformName Name of the uniform, as used in the uniform block in the shader.
  36237. * @param {number[]|Float32Array} data Flattened data
  36238. */
  36239. UniformBuffer.prototype.updateUniformDirectly = function (uniformName, data) {
  36240. this.updateUniform(uniformName, data, data.length);
  36241. this.update();
  36242. };
  36243. /**
  36244. * Binds this uniform buffer to an effect.
  36245. * @param {Effect} effect
  36246. * @param {string} name Name of the uniform block in the shader.
  36247. */
  36248. UniformBuffer.prototype.bindToEffect = function (effect, name) {
  36249. this._currentEffect = effect;
  36250. if (this._noUBO || !this._buffer) {
  36251. return;
  36252. }
  36253. effect.bindUniformBuffer(this._buffer, name);
  36254. };
  36255. /**
  36256. * Disposes the uniform buffer.
  36257. */
  36258. UniformBuffer.prototype.dispose = function () {
  36259. if (this._noUBO) {
  36260. return;
  36261. }
  36262. var index = this._engine._uniformBuffers.indexOf(this);
  36263. if (index !== -1) {
  36264. this._engine._uniformBuffers.splice(index, 1);
  36265. }
  36266. if (!this._buffer) {
  36267. return;
  36268. }
  36269. if (this._engine._releaseBuffer(this._buffer)) {
  36270. this._buffer = null;
  36271. }
  36272. };
  36273. // Pool for avoiding memory leaks
  36274. UniformBuffer._MAX_UNIFORM_SIZE = 256;
  36275. UniformBuffer._tempBuffer = new Float32Array(UniformBuffer._MAX_UNIFORM_SIZE);
  36276. return UniformBuffer;
  36277. }());
  36278. BABYLON.UniformBuffer = UniformBuffer;
  36279. })(BABYLON || (BABYLON = {}));
  36280. //# sourceMappingURL=babylon.uniformBuffer.js.map
  36281. var BABYLON;
  36282. (function (BABYLON) {
  36283. /**
  36284. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  36285. */
  36286. var VertexData = /** @class */ (function () {
  36287. function VertexData() {
  36288. }
  36289. /**
  36290. * Uses the passed data array to set the set the values for the specified kind of data
  36291. * @param data a linear array of floating numbers
  36292. * @param kind the type of data that is being set, eg positions, colors etc
  36293. */
  36294. VertexData.prototype.set = function (data, kind) {
  36295. switch (kind) {
  36296. case BABYLON.VertexBuffer.PositionKind:
  36297. this.positions = data;
  36298. break;
  36299. case BABYLON.VertexBuffer.NormalKind:
  36300. this.normals = data;
  36301. break;
  36302. case BABYLON.VertexBuffer.TangentKind:
  36303. this.tangents = data;
  36304. break;
  36305. case BABYLON.VertexBuffer.UVKind:
  36306. this.uvs = data;
  36307. break;
  36308. case BABYLON.VertexBuffer.UV2Kind:
  36309. this.uvs2 = data;
  36310. break;
  36311. case BABYLON.VertexBuffer.UV3Kind:
  36312. this.uvs3 = data;
  36313. break;
  36314. case BABYLON.VertexBuffer.UV4Kind:
  36315. this.uvs4 = data;
  36316. break;
  36317. case BABYLON.VertexBuffer.UV5Kind:
  36318. this.uvs5 = data;
  36319. break;
  36320. case BABYLON.VertexBuffer.UV6Kind:
  36321. this.uvs6 = data;
  36322. break;
  36323. case BABYLON.VertexBuffer.ColorKind:
  36324. this.colors = data;
  36325. break;
  36326. case BABYLON.VertexBuffer.MatricesIndicesKind:
  36327. this.matricesIndices = data;
  36328. break;
  36329. case BABYLON.VertexBuffer.MatricesWeightsKind:
  36330. this.matricesWeights = data;
  36331. break;
  36332. case BABYLON.VertexBuffer.MatricesIndicesExtraKind:
  36333. this.matricesIndicesExtra = data;
  36334. break;
  36335. case BABYLON.VertexBuffer.MatricesWeightsExtraKind:
  36336. this.matricesWeightsExtra = data;
  36337. break;
  36338. }
  36339. };
  36340. /**
  36341. * Associates the vertexData to the passed Mesh.
  36342. * Sets it as updatable or not (default `false`)
  36343. * @param mesh the mesh the vertexData is applied to
  36344. * @param updatable when used and having the value true allows new data to update the vertexData
  36345. * @returns the VertexData
  36346. */
  36347. VertexData.prototype.applyToMesh = function (mesh, updatable) {
  36348. this._applyTo(mesh, updatable);
  36349. return this;
  36350. };
  36351. /**
  36352. * Associates the vertexData to the passed Geometry.
  36353. * Sets it as updatable or not (default `false`)
  36354. * @param geometry the geometry the vertexData is applied to
  36355. * @param updatable when used and having the value true allows new data to update the vertexData
  36356. * @returns VertexData
  36357. */
  36358. VertexData.prototype.applyToGeometry = function (geometry, updatable) {
  36359. this._applyTo(geometry, updatable);
  36360. return this;
  36361. };
  36362. /**
  36363. * Updates the associated mesh
  36364. * @param mesh the mesh to be updated
  36365. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  36366. * @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
  36367. * @returns VertexData
  36368. */
  36369. VertexData.prototype.updateMesh = function (mesh, updateExtends, makeItUnique) {
  36370. this._update(mesh);
  36371. return this;
  36372. };
  36373. /**
  36374. * Updates the associated geometry
  36375. * @param geometry the geometry to be updated
  36376. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  36377. * @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
  36378. * @returns VertexData.
  36379. */
  36380. VertexData.prototype.updateGeometry = function (geometry, updateExtends, makeItUnique) {
  36381. this._update(geometry);
  36382. return this;
  36383. };
  36384. VertexData.prototype._applyTo = function (meshOrGeometry, updatable) {
  36385. if (updatable === void 0) { updatable = false; }
  36386. if (this.positions) {
  36387. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.PositionKind, this.positions, updatable);
  36388. }
  36389. if (this.normals) {
  36390. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.NormalKind, this.normals, updatable);
  36391. }
  36392. if (this.tangents) {
  36393. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.TangentKind, this.tangents, updatable);
  36394. }
  36395. if (this.uvs) {
  36396. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UVKind, this.uvs, updatable);
  36397. }
  36398. if (this.uvs2) {
  36399. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV2Kind, this.uvs2, updatable);
  36400. }
  36401. if (this.uvs3) {
  36402. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV3Kind, this.uvs3, updatable);
  36403. }
  36404. if (this.uvs4) {
  36405. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV4Kind, this.uvs4, updatable);
  36406. }
  36407. if (this.uvs5) {
  36408. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV5Kind, this.uvs5, updatable);
  36409. }
  36410. if (this.uvs6) {
  36411. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV6Kind, this.uvs6, updatable);
  36412. }
  36413. if (this.colors) {
  36414. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.ColorKind, this.colors, updatable);
  36415. }
  36416. if (this.matricesIndices) {
  36417. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices, updatable);
  36418. }
  36419. if (this.matricesWeights) {
  36420. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights, updatable);
  36421. }
  36422. if (this.matricesIndicesExtra) {
  36423. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra, updatable);
  36424. }
  36425. if (this.matricesWeightsExtra) {
  36426. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra, updatable);
  36427. }
  36428. if (this.indices) {
  36429. meshOrGeometry.setIndices(this.indices, null, updatable);
  36430. }
  36431. else {
  36432. meshOrGeometry.setIndices([], null);
  36433. }
  36434. return this;
  36435. };
  36436. VertexData.prototype._update = function (meshOrGeometry, updateExtends, makeItUnique) {
  36437. if (this.positions) {
  36438. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.PositionKind, this.positions, updateExtends, makeItUnique);
  36439. }
  36440. if (this.normals) {
  36441. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.NormalKind, this.normals, updateExtends, makeItUnique);
  36442. }
  36443. if (this.tangents) {
  36444. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.TangentKind, this.tangents, updateExtends, makeItUnique);
  36445. }
  36446. if (this.uvs) {
  36447. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UVKind, this.uvs, updateExtends, makeItUnique);
  36448. }
  36449. if (this.uvs2) {
  36450. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV2Kind, this.uvs2, updateExtends, makeItUnique);
  36451. }
  36452. if (this.uvs3) {
  36453. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV3Kind, this.uvs3, updateExtends, makeItUnique);
  36454. }
  36455. if (this.uvs4) {
  36456. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV4Kind, this.uvs4, updateExtends, makeItUnique);
  36457. }
  36458. if (this.uvs5) {
  36459. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV5Kind, this.uvs5, updateExtends, makeItUnique);
  36460. }
  36461. if (this.uvs6) {
  36462. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV6Kind, this.uvs6, updateExtends, makeItUnique);
  36463. }
  36464. if (this.colors) {
  36465. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.ColorKind, this.colors, updateExtends, makeItUnique);
  36466. }
  36467. if (this.matricesIndices) {
  36468. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices, updateExtends, makeItUnique);
  36469. }
  36470. if (this.matricesWeights) {
  36471. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights, updateExtends, makeItUnique);
  36472. }
  36473. if (this.matricesIndicesExtra) {
  36474. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra, updateExtends, makeItUnique);
  36475. }
  36476. if (this.matricesWeightsExtra) {
  36477. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra, updateExtends, makeItUnique);
  36478. }
  36479. if (this.indices) {
  36480. meshOrGeometry.setIndices(this.indices, null);
  36481. }
  36482. return this;
  36483. };
  36484. /**
  36485. * Transforms each position and each normal of the vertexData according to the passed Matrix
  36486. * @param matrix the transforming matrix
  36487. * @returns the VertexData
  36488. */
  36489. VertexData.prototype.transform = function (matrix) {
  36490. var flip = matrix.m[0] * matrix.m[5] * matrix.m[10] < 0;
  36491. var transformed = BABYLON.Vector3.Zero();
  36492. var index;
  36493. if (this.positions) {
  36494. var position = BABYLON.Vector3.Zero();
  36495. for (index = 0; index < this.positions.length; index += 3) {
  36496. BABYLON.Vector3.FromArrayToRef(this.positions, index, position);
  36497. BABYLON.Vector3.TransformCoordinatesToRef(position, matrix, transformed);
  36498. this.positions[index] = transformed.x;
  36499. this.positions[index + 1] = transformed.y;
  36500. this.positions[index + 2] = transformed.z;
  36501. }
  36502. }
  36503. if (this.normals) {
  36504. var normal = BABYLON.Vector3.Zero();
  36505. for (index = 0; index < this.normals.length; index += 3) {
  36506. BABYLON.Vector3.FromArrayToRef(this.normals, index, normal);
  36507. BABYLON.Vector3.TransformNormalToRef(normal, matrix, transformed);
  36508. this.normals[index] = transformed.x;
  36509. this.normals[index + 1] = transformed.y;
  36510. this.normals[index + 2] = transformed.z;
  36511. }
  36512. }
  36513. if (this.tangents) {
  36514. var tangent = BABYLON.Vector4.Zero();
  36515. var tangentTransformed = BABYLON.Vector4.Zero();
  36516. for (index = 0; index < this.tangents.length; index += 4) {
  36517. BABYLON.Vector4.FromArrayToRef(this.tangents, index, tangent);
  36518. BABYLON.Vector4.TransformNormalToRef(tangent, matrix, tangentTransformed);
  36519. this.tangents[index] = tangentTransformed.x;
  36520. this.tangents[index + 1] = tangentTransformed.y;
  36521. this.tangents[index + 2] = tangentTransformed.z;
  36522. this.tangents[index + 3] = tangentTransformed.w;
  36523. }
  36524. }
  36525. if (flip && this.indices) {
  36526. for (index = 0; index < this.indices.length; index += 3) {
  36527. var tmp = this.indices[index + 1];
  36528. this.indices[index + 1] = this.indices[index + 2];
  36529. this.indices[index + 2] = tmp;
  36530. }
  36531. }
  36532. return this;
  36533. };
  36534. /**
  36535. * Merges the passed VertexData into the current one
  36536. * @param other the VertexData to be merged into the current one
  36537. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  36538. * @returns the modified VertexData
  36539. */
  36540. VertexData.prototype.merge = function (other, use32BitsIndices) {
  36541. if (use32BitsIndices === void 0) { use32BitsIndices = false; }
  36542. this._validate();
  36543. other._validate();
  36544. if (!this.normals !== !other.normals ||
  36545. !this.tangents !== !other.tangents ||
  36546. !this.uvs !== !other.uvs ||
  36547. !this.uvs2 !== !other.uvs2 ||
  36548. !this.uvs3 !== !other.uvs3 ||
  36549. !this.uvs4 !== !other.uvs4 ||
  36550. !this.uvs5 !== !other.uvs5 ||
  36551. !this.uvs6 !== !other.uvs6 ||
  36552. !this.colors !== !other.colors ||
  36553. !this.matricesIndices !== !other.matricesIndices ||
  36554. !this.matricesWeights !== !other.matricesWeights ||
  36555. !this.matricesIndicesExtra !== !other.matricesIndicesExtra ||
  36556. !this.matricesWeightsExtra !== !other.matricesWeightsExtra) {
  36557. throw new Error("Cannot merge vertex data that do not have the same set of attributes");
  36558. }
  36559. if (other.indices) {
  36560. if (!this.indices) {
  36561. this.indices = [];
  36562. }
  36563. var offset = this.positions ? this.positions.length / 3 : 0;
  36564. var isSrcTypedArray = this.indices.BYTES_PER_ELEMENT !== undefined;
  36565. if (isSrcTypedArray) {
  36566. var len = this.indices.length + other.indices.length;
  36567. var temp = use32BitsIndices || this.indices instanceof Uint32Array ? new Uint32Array(len) : new Uint16Array(len);
  36568. temp.set(this.indices);
  36569. var decal = this.indices.length;
  36570. for (var index = 0; index < other.indices.length; index++) {
  36571. temp[decal + index] = other.indices[index] + offset;
  36572. }
  36573. this.indices = temp;
  36574. }
  36575. else {
  36576. for (var index = 0; index < other.indices.length; index++) {
  36577. this.indices.push(other.indices[index] + offset);
  36578. }
  36579. }
  36580. }
  36581. this.positions = this._mergeElement(this.positions, other.positions);
  36582. this.normals = this._mergeElement(this.normals, other.normals);
  36583. this.tangents = this._mergeElement(this.tangents, other.tangents);
  36584. this.uvs = this._mergeElement(this.uvs, other.uvs);
  36585. this.uvs2 = this._mergeElement(this.uvs2, other.uvs2);
  36586. this.uvs3 = this._mergeElement(this.uvs3, other.uvs3);
  36587. this.uvs4 = this._mergeElement(this.uvs4, other.uvs4);
  36588. this.uvs5 = this._mergeElement(this.uvs5, other.uvs5);
  36589. this.uvs6 = this._mergeElement(this.uvs6, other.uvs6);
  36590. this.colors = this._mergeElement(this.colors, other.colors);
  36591. this.matricesIndices = this._mergeElement(this.matricesIndices, other.matricesIndices);
  36592. this.matricesWeights = this._mergeElement(this.matricesWeights, other.matricesWeights);
  36593. this.matricesIndicesExtra = this._mergeElement(this.matricesIndicesExtra, other.matricesIndicesExtra);
  36594. this.matricesWeightsExtra = this._mergeElement(this.matricesWeightsExtra, other.matricesWeightsExtra);
  36595. return this;
  36596. };
  36597. VertexData.prototype._mergeElement = function (source, other) {
  36598. if (!source) {
  36599. return other;
  36600. }
  36601. if (!other) {
  36602. return source;
  36603. }
  36604. var len = other.length + source.length;
  36605. var isSrcTypedArray = source instanceof Float32Array;
  36606. var isOthTypedArray = other instanceof Float32Array;
  36607. // use non-loop method when the source is Float32Array
  36608. if (isSrcTypedArray) {
  36609. var ret32 = new Float32Array(len);
  36610. ret32.set(source);
  36611. ret32.set(other, source.length);
  36612. return ret32;
  36613. // source is number[], when other is also use concat
  36614. }
  36615. else if (!isOthTypedArray) {
  36616. return source.concat(other);
  36617. // source is a number[], but other is a Float32Array, loop required
  36618. }
  36619. else {
  36620. var ret = source.slice(0); // copy source to a separate array
  36621. for (var i = 0, len = other.length; i < len; i++) {
  36622. ret.push(other[i]);
  36623. }
  36624. return ret;
  36625. }
  36626. };
  36627. VertexData.prototype._validate = function () {
  36628. if (!this.positions) {
  36629. throw new Error("Positions are required");
  36630. }
  36631. var getElementCount = function (kind, values) {
  36632. var stride = BABYLON.VertexBuffer.DeduceStride(kind);
  36633. if ((values.length % stride) !== 0) {
  36634. throw new Error("The " + kind + "s array count must be a multiple of " + stride);
  36635. }
  36636. return values.length / stride;
  36637. };
  36638. var positionsElementCount = getElementCount(BABYLON.VertexBuffer.PositionKind, this.positions);
  36639. var validateElementCount = function (kind, values) {
  36640. var elementCount = getElementCount(kind, values);
  36641. if (elementCount !== positionsElementCount) {
  36642. throw new Error("The " + kind + "s element count (" + elementCount + ") does not match the positions count (" + positionsElementCount + ")");
  36643. }
  36644. };
  36645. if (this.normals)
  36646. validateElementCount(BABYLON.VertexBuffer.NormalKind, this.normals);
  36647. if (this.tangents)
  36648. validateElementCount(BABYLON.VertexBuffer.TangentKind, this.tangents);
  36649. if (this.uvs)
  36650. validateElementCount(BABYLON.VertexBuffer.UVKind, this.uvs);
  36651. if (this.uvs2)
  36652. validateElementCount(BABYLON.VertexBuffer.UV2Kind, this.uvs2);
  36653. if (this.uvs3)
  36654. validateElementCount(BABYLON.VertexBuffer.UV3Kind, this.uvs3);
  36655. if (this.uvs4)
  36656. validateElementCount(BABYLON.VertexBuffer.UV4Kind, this.uvs4);
  36657. if (this.uvs5)
  36658. validateElementCount(BABYLON.VertexBuffer.UV5Kind, this.uvs5);
  36659. if (this.uvs6)
  36660. validateElementCount(BABYLON.VertexBuffer.UV6Kind, this.uvs6);
  36661. if (this.colors)
  36662. validateElementCount(BABYLON.VertexBuffer.ColorKind, this.colors);
  36663. if (this.matricesIndices)
  36664. validateElementCount(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices);
  36665. if (this.matricesWeights)
  36666. validateElementCount(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights);
  36667. if (this.matricesIndicesExtra)
  36668. validateElementCount(BABYLON.VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra);
  36669. if (this.matricesWeightsExtra)
  36670. validateElementCount(BABYLON.VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra);
  36671. };
  36672. /**
  36673. * Serializes the VertexData
  36674. * @returns a serialized object
  36675. */
  36676. VertexData.prototype.serialize = function () {
  36677. var serializationObject = this.serialize();
  36678. if (this.positions) {
  36679. serializationObject.positions = this.positions;
  36680. }
  36681. if (this.normals) {
  36682. serializationObject.normals = this.normals;
  36683. }
  36684. if (this.tangents) {
  36685. serializationObject.tangents = this.tangents;
  36686. }
  36687. if (this.uvs) {
  36688. serializationObject.uvs = this.uvs;
  36689. }
  36690. if (this.uvs2) {
  36691. serializationObject.uvs2 = this.uvs2;
  36692. }
  36693. if (this.uvs3) {
  36694. serializationObject.uvs3 = this.uvs3;
  36695. }
  36696. if (this.uvs4) {
  36697. serializationObject.uvs4 = this.uvs4;
  36698. }
  36699. if (this.uvs5) {
  36700. serializationObject.uvs5 = this.uvs5;
  36701. }
  36702. if (this.uvs6) {
  36703. serializationObject.uvs6 = this.uvs6;
  36704. }
  36705. if (this.colors) {
  36706. serializationObject.colors = this.colors;
  36707. }
  36708. if (this.matricesIndices) {
  36709. serializationObject.matricesIndices = this.matricesIndices;
  36710. serializationObject.matricesIndices._isExpanded = true;
  36711. }
  36712. if (this.matricesWeights) {
  36713. serializationObject.matricesWeights = this.matricesWeights;
  36714. }
  36715. if (this.matricesIndicesExtra) {
  36716. serializationObject.matricesIndicesExtra = this.matricesIndicesExtra;
  36717. serializationObject.matricesIndicesExtra._isExpanded = true;
  36718. }
  36719. if (this.matricesWeightsExtra) {
  36720. serializationObject.matricesWeightsExtra = this.matricesWeightsExtra;
  36721. }
  36722. serializationObject.indices = this.indices;
  36723. return serializationObject;
  36724. };
  36725. // Statics
  36726. /**
  36727. * Extracts the vertexData from a mesh
  36728. * @param mesh the mesh from which to extract the VertexData
  36729. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  36730. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  36731. * @returns the object VertexData associated to the passed mesh
  36732. */
  36733. VertexData.ExtractFromMesh = function (mesh, copyWhenShared, forceCopy) {
  36734. return VertexData._ExtractFrom(mesh, copyWhenShared, forceCopy);
  36735. };
  36736. /**
  36737. * Extracts the vertexData from the geometry
  36738. * @param geometry the geometry from which to extract the VertexData
  36739. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  36740. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  36741. * @returns the object VertexData associated to the passed mesh
  36742. */
  36743. VertexData.ExtractFromGeometry = function (geometry, copyWhenShared, forceCopy) {
  36744. return VertexData._ExtractFrom(geometry, copyWhenShared, forceCopy);
  36745. };
  36746. VertexData._ExtractFrom = function (meshOrGeometry, copyWhenShared, forceCopy) {
  36747. var result = new VertexData();
  36748. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  36749. result.positions = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.PositionKind, copyWhenShared, forceCopy);
  36750. }
  36751. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  36752. result.normals = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.NormalKind, copyWhenShared, forceCopy);
  36753. }
  36754. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  36755. result.tangents = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.TangentKind, copyWhenShared, forceCopy);
  36756. }
  36757. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  36758. result.uvs = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UVKind, copyWhenShared, forceCopy);
  36759. }
  36760. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  36761. result.uvs2 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV2Kind, copyWhenShared, forceCopy);
  36762. }
  36763. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV3Kind)) {
  36764. result.uvs3 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV3Kind, copyWhenShared, forceCopy);
  36765. }
  36766. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV4Kind)) {
  36767. result.uvs4 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV4Kind, copyWhenShared, forceCopy);
  36768. }
  36769. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV5Kind)) {
  36770. result.uvs5 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV5Kind, copyWhenShared, forceCopy);
  36771. }
  36772. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV6Kind)) {
  36773. result.uvs6 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV6Kind, copyWhenShared, forceCopy);
  36774. }
  36775. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  36776. result.colors = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.ColorKind, copyWhenShared, forceCopy);
  36777. }
  36778. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  36779. result.matricesIndices = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, copyWhenShared, forceCopy);
  36780. }
  36781. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  36782. result.matricesWeights = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, copyWhenShared, forceCopy);
  36783. }
  36784. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesExtraKind)) {
  36785. result.matricesIndicesExtra = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, copyWhenShared, forceCopy);
  36786. }
  36787. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsExtraKind)) {
  36788. result.matricesWeightsExtra = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, copyWhenShared, forceCopy);
  36789. }
  36790. result.indices = meshOrGeometry.getIndices(copyWhenShared, forceCopy);
  36791. return result;
  36792. };
  36793. /**
  36794. * Creates the VertexData for a Ribbon
  36795. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  36796. * * pathArray array of paths, each of which an array of successive Vector3
  36797. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  36798. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  36799. * * 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
  36800. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  36801. * * 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)
  36802. * * 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)
  36803. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  36804. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  36805. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  36806. * @returns the VertexData of the ribbon
  36807. */
  36808. VertexData.CreateRibbon = function (options) {
  36809. var pathArray = options.pathArray;
  36810. var closeArray = options.closeArray || false;
  36811. var closePath = options.closePath || false;
  36812. var invertUV = options.invertUV || false;
  36813. var defaultOffset = Math.floor(pathArray[0].length / 2);
  36814. var offset = options.offset || defaultOffset;
  36815. offset = offset > defaultOffset ? defaultOffset : Math.floor(offset); // offset max allowed : defaultOffset
  36816. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  36817. var customUV = options.uvs;
  36818. var customColors = options.colors;
  36819. var positions = [];
  36820. var indices = [];
  36821. var normals = [];
  36822. var uvs = [];
  36823. var us = []; // us[path_id] = [uDist1, uDist2, uDist3 ... ] distances between points on path path_id
  36824. var vs = []; // vs[i] = [vDist1, vDist2, vDist3, ... ] distances between points i of consecutives paths from pathArray
  36825. var uTotalDistance = []; // uTotalDistance[p] : total distance of path p
  36826. var vTotalDistance = []; // vTotalDistance[i] : total distance between points i of first and last path from pathArray
  36827. var minlg; // minimal length among all paths from pathArray
  36828. var lg = []; // array of path lengths : nb of vertex per path
  36829. var idx = []; // array of path indexes : index of each path (first vertex) in the total vertex number
  36830. var p; // path iterator
  36831. var i; // point iterator
  36832. var j; // point iterator
  36833. // if single path in pathArray
  36834. if (pathArray.length < 2) {
  36835. var ar1 = [];
  36836. var ar2 = [];
  36837. for (i = 0; i < pathArray[0].length - offset; i++) {
  36838. ar1.push(pathArray[0][i]);
  36839. ar2.push(pathArray[0][i + offset]);
  36840. }
  36841. pathArray = [ar1, ar2];
  36842. }
  36843. // positions and horizontal distances (u)
  36844. var idc = 0;
  36845. var closePathCorr = (closePath) ? 1 : 0; // the final index will be +1 if closePath
  36846. var path;
  36847. var l;
  36848. minlg = pathArray[0].length;
  36849. var vectlg;
  36850. var dist;
  36851. for (p = 0; p < pathArray.length; p++) {
  36852. uTotalDistance[p] = 0;
  36853. us[p] = [0];
  36854. path = pathArray[p];
  36855. l = path.length;
  36856. minlg = (minlg < l) ? minlg : l;
  36857. j = 0;
  36858. while (j < l) {
  36859. positions.push(path[j].x, path[j].y, path[j].z);
  36860. if (j > 0) {
  36861. vectlg = path[j].subtract(path[j - 1]).length();
  36862. dist = vectlg + uTotalDistance[p];
  36863. us[p].push(dist);
  36864. uTotalDistance[p] = dist;
  36865. }
  36866. j++;
  36867. }
  36868. if (closePath) { // an extra hidden vertex is added in the "positions" array
  36869. j--;
  36870. positions.push(path[0].x, path[0].y, path[0].z);
  36871. vectlg = path[j].subtract(path[0]).length();
  36872. dist = vectlg + uTotalDistance[p];
  36873. us[p].push(dist);
  36874. uTotalDistance[p] = dist;
  36875. }
  36876. lg[p] = l + closePathCorr;
  36877. idx[p] = idc;
  36878. idc += (l + closePathCorr);
  36879. }
  36880. // vertical distances (v)
  36881. var path1;
  36882. var path2;
  36883. var vertex1 = null;
  36884. var vertex2 = null;
  36885. for (i = 0; i < minlg + closePathCorr; i++) {
  36886. vTotalDistance[i] = 0;
  36887. vs[i] = [0];
  36888. for (p = 0; p < pathArray.length - 1; p++) {
  36889. path1 = pathArray[p];
  36890. path2 = pathArray[p + 1];
  36891. if (i === minlg) { // closePath
  36892. vertex1 = path1[0];
  36893. vertex2 = path2[0];
  36894. }
  36895. else {
  36896. vertex1 = path1[i];
  36897. vertex2 = path2[i];
  36898. }
  36899. vectlg = vertex2.subtract(vertex1).length();
  36900. dist = vectlg + vTotalDistance[i];
  36901. vs[i].push(dist);
  36902. vTotalDistance[i] = dist;
  36903. }
  36904. if (closeArray && vertex2 && vertex1) {
  36905. path1 = pathArray[p];
  36906. path2 = pathArray[0];
  36907. if (i === minlg) { // closePath
  36908. vertex2 = path2[0];
  36909. }
  36910. vectlg = vertex2.subtract(vertex1).length();
  36911. dist = vectlg + vTotalDistance[i];
  36912. vTotalDistance[i] = dist;
  36913. }
  36914. }
  36915. // uvs
  36916. var u;
  36917. var v;
  36918. if (customUV) {
  36919. for (p = 0; p < customUV.length; p++) {
  36920. uvs.push(customUV[p].x, customUV[p].y);
  36921. }
  36922. }
  36923. else {
  36924. for (p = 0; p < pathArray.length; p++) {
  36925. for (i = 0; i < minlg + closePathCorr; i++) {
  36926. u = (uTotalDistance[p] != 0.0) ? us[p][i] / uTotalDistance[p] : 0.0;
  36927. v = (vTotalDistance[i] != 0.0) ? vs[i][p] / vTotalDistance[i] : 0.0;
  36928. if (invertUV) {
  36929. uvs.push(v, u);
  36930. }
  36931. else {
  36932. uvs.push(u, v);
  36933. }
  36934. }
  36935. }
  36936. }
  36937. // indices
  36938. p = 0; // path index
  36939. var pi = 0; // positions array index
  36940. var l1 = lg[p] - 1; // path1 length
  36941. var l2 = lg[p + 1] - 1; // path2 length
  36942. var min = (l1 < l2) ? l1 : l2; // current path stop index
  36943. var shft = idx[1] - idx[0]; // shift
  36944. var path1nb = closeArray ? lg.length : lg.length - 1; // number of path1 to iterate on
  36945. while (pi <= min && p < path1nb) { // stay under min and don't go over next to last path
  36946. // 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
  36947. indices.push(pi, pi + shft, pi + 1);
  36948. indices.push(pi + shft + 1, pi + 1, pi + shft);
  36949. pi += 1;
  36950. if (pi === min) { // if end of one of two consecutive paths reached, go to next existing path
  36951. p++;
  36952. if (p === lg.length - 1) { // last path of pathArray reached <=> closeArray == true
  36953. shft = idx[0] - idx[p];
  36954. l1 = lg[p] - 1;
  36955. l2 = lg[0] - 1;
  36956. }
  36957. else {
  36958. shft = idx[p + 1] - idx[p];
  36959. l1 = lg[p] - 1;
  36960. l2 = lg[p + 1] - 1;
  36961. }
  36962. pi = idx[p];
  36963. min = (l1 < l2) ? l1 + pi : l2 + pi;
  36964. }
  36965. }
  36966. // normals
  36967. VertexData.ComputeNormals(positions, indices, normals);
  36968. if (closePath) { // update both the first and last vertex normals to their average value
  36969. var indexFirst = 0;
  36970. var indexLast = 0;
  36971. for (p = 0; p < pathArray.length; p++) {
  36972. indexFirst = idx[p] * 3;
  36973. if (p + 1 < pathArray.length) {
  36974. indexLast = (idx[p + 1] - 1) * 3;
  36975. }
  36976. else {
  36977. indexLast = normals.length - 3;
  36978. }
  36979. normals[indexFirst] = (normals[indexFirst] + normals[indexLast]) * 0.5;
  36980. normals[indexFirst + 1] = (normals[indexFirst + 1] + normals[indexLast + 1]) * 0.5;
  36981. normals[indexFirst + 2] = (normals[indexFirst + 2] + normals[indexLast + 2]) * 0.5;
  36982. normals[indexLast] = normals[indexFirst];
  36983. normals[indexLast + 1] = normals[indexFirst + 1];
  36984. normals[indexLast + 2] = normals[indexFirst + 2];
  36985. }
  36986. }
  36987. // sides
  36988. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  36989. // Colors
  36990. var colors = null;
  36991. if (customColors) {
  36992. colors = new Float32Array(customColors.length * 4);
  36993. for (var c = 0; c < customColors.length; c++) {
  36994. colors[c * 4] = customColors[c].r;
  36995. colors[c * 4 + 1] = customColors[c].g;
  36996. colors[c * 4 + 2] = customColors[c].b;
  36997. colors[c * 4 + 3] = customColors[c].a;
  36998. }
  36999. }
  37000. // Result
  37001. var vertexData = new VertexData();
  37002. var positions32 = new Float32Array(positions);
  37003. var normals32 = new Float32Array(normals);
  37004. var uvs32 = new Float32Array(uvs);
  37005. vertexData.indices = indices;
  37006. vertexData.positions = positions32;
  37007. vertexData.normals = normals32;
  37008. vertexData.uvs = uvs32;
  37009. if (colors) {
  37010. vertexData.set(colors, BABYLON.VertexBuffer.ColorKind);
  37011. }
  37012. if (closePath) {
  37013. vertexData._idx = idx;
  37014. }
  37015. return vertexData;
  37016. };
  37017. /**
  37018. * Creates the VertexData for a box
  37019. * @param options an object used to set the following optional parameters for the box, required but can be empty
  37020. * * size sets the width, height and depth of the box to the value of size, optional default 1
  37021. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  37022. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  37023. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  37024. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  37025. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  37026. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  37027. * * 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)
  37028. * * 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)
  37029. * @returns the VertexData of the box
  37030. */
  37031. VertexData.CreateBox = function (options) {
  37032. var normalsSource = [
  37033. new BABYLON.Vector3(0, 0, 1),
  37034. new BABYLON.Vector3(0, 0, -1),
  37035. new BABYLON.Vector3(1, 0, 0),
  37036. new BABYLON.Vector3(-1, 0, 0),
  37037. new BABYLON.Vector3(0, 1, 0),
  37038. new BABYLON.Vector3(0, -1, 0)
  37039. ];
  37040. var indices = [];
  37041. var positions = [];
  37042. var normals = [];
  37043. var uvs = [];
  37044. var width = options.width || options.size || 1;
  37045. var height = options.height || options.size || 1;
  37046. var depth = options.depth || options.size || 1;
  37047. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  37048. var faceUV = options.faceUV || new Array(6);
  37049. var faceColors = options.faceColors;
  37050. var colors = [];
  37051. // default face colors and UV if undefined
  37052. for (var f = 0; f < 6; f++) {
  37053. if (faceUV[f] === undefined) {
  37054. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  37055. }
  37056. if (faceColors && faceColors[f] === undefined) {
  37057. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  37058. }
  37059. }
  37060. var scaleVector = new BABYLON.Vector3(width / 2, height / 2, depth / 2);
  37061. // Create each face in turn.
  37062. for (var index = 0; index < normalsSource.length; index++) {
  37063. var normal = normalsSource[index];
  37064. // Get two vectors perpendicular to the face normal and to each other.
  37065. var side1 = new BABYLON.Vector3(normal.y, normal.z, normal.x);
  37066. var side2 = BABYLON.Vector3.Cross(normal, side1);
  37067. // Six indices (two triangles) per face.
  37068. var verticesLength = positions.length / 3;
  37069. indices.push(verticesLength);
  37070. indices.push(verticesLength + 1);
  37071. indices.push(verticesLength + 2);
  37072. indices.push(verticesLength);
  37073. indices.push(verticesLength + 2);
  37074. indices.push(verticesLength + 3);
  37075. // Four vertices per face.
  37076. var vertex = normal.subtract(side1).subtract(side2).multiply(scaleVector);
  37077. positions.push(vertex.x, vertex.y, vertex.z);
  37078. normals.push(normal.x, normal.y, normal.z);
  37079. uvs.push(faceUV[index].z, faceUV[index].w);
  37080. if (faceColors) {
  37081. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  37082. }
  37083. vertex = normal.subtract(side1).add(side2).multiply(scaleVector);
  37084. positions.push(vertex.x, vertex.y, vertex.z);
  37085. normals.push(normal.x, normal.y, normal.z);
  37086. uvs.push(faceUV[index].x, faceUV[index].w);
  37087. if (faceColors) {
  37088. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  37089. }
  37090. vertex = normal.add(side1).add(side2).multiply(scaleVector);
  37091. positions.push(vertex.x, vertex.y, vertex.z);
  37092. normals.push(normal.x, normal.y, normal.z);
  37093. uvs.push(faceUV[index].x, faceUV[index].y);
  37094. if (faceColors) {
  37095. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  37096. }
  37097. vertex = normal.add(side1).subtract(side2).multiply(scaleVector);
  37098. positions.push(vertex.x, vertex.y, vertex.z);
  37099. normals.push(normal.x, normal.y, normal.z);
  37100. uvs.push(faceUV[index].z, faceUV[index].y);
  37101. if (faceColors) {
  37102. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  37103. }
  37104. }
  37105. // sides
  37106. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  37107. // Result
  37108. var vertexData = new VertexData();
  37109. vertexData.indices = indices;
  37110. vertexData.positions = positions;
  37111. vertexData.normals = normals;
  37112. vertexData.uvs = uvs;
  37113. if (faceColors) {
  37114. var totalColors = (sideOrientation === BABYLON.Mesh.DOUBLESIDE) ? colors.concat(colors) : colors;
  37115. vertexData.colors = totalColors;
  37116. }
  37117. return vertexData;
  37118. };
  37119. /**
  37120. * Creates the VertexData for an ellipsoid, defaults to a sphere
  37121. * @param options an object used to set the following optional parameters for the box, required but can be empty
  37122. * * segments sets the number of horizontal strips optional, default 32
  37123. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  37124. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  37125. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  37126. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  37127. * * 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
  37128. * * 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
  37129. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  37130. * * 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)
  37131. * * 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)
  37132. * @returns the VertexData of the ellipsoid
  37133. */
  37134. VertexData.CreateSphere = function (options) {
  37135. var segments = options.segments || 32;
  37136. var diameterX = options.diameterX || options.diameter || 1;
  37137. var diameterY = options.diameterY || options.diameter || 1;
  37138. var diameterZ = options.diameterZ || options.diameter || 1;
  37139. var arc = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  37140. var slice = options.slice && (options.slice <= 0) ? 1.0 : options.slice || 1.0;
  37141. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  37142. var radius = new BABYLON.Vector3(diameterX / 2, diameterY / 2, diameterZ / 2);
  37143. var totalZRotationSteps = 2 + segments;
  37144. var totalYRotationSteps = 2 * totalZRotationSteps;
  37145. var indices = [];
  37146. var positions = [];
  37147. var normals = [];
  37148. var uvs = [];
  37149. for (var zRotationStep = 0; zRotationStep <= totalZRotationSteps; zRotationStep++) {
  37150. var normalizedZ = zRotationStep / totalZRotationSteps;
  37151. var angleZ = normalizedZ * Math.PI * slice;
  37152. for (var yRotationStep = 0; yRotationStep <= totalYRotationSteps; yRotationStep++) {
  37153. var normalizedY = yRotationStep / totalYRotationSteps;
  37154. var angleY = normalizedY * Math.PI * 2 * arc;
  37155. var rotationZ = BABYLON.Matrix.RotationZ(-angleZ);
  37156. var rotationY = BABYLON.Matrix.RotationY(angleY);
  37157. var afterRotZ = BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.Up(), rotationZ);
  37158. var complete = BABYLON.Vector3.TransformCoordinates(afterRotZ, rotationY);
  37159. var vertex = complete.multiply(radius);
  37160. var normal = complete.divide(radius).normalize();
  37161. positions.push(vertex.x, vertex.y, vertex.z);
  37162. normals.push(normal.x, normal.y, normal.z);
  37163. uvs.push(normalizedY, normalizedZ);
  37164. }
  37165. if (zRotationStep > 0) {
  37166. var verticesCount = positions.length / 3;
  37167. for (var firstIndex = verticesCount - 2 * (totalYRotationSteps + 1); (firstIndex + totalYRotationSteps + 2) < verticesCount; firstIndex++) {
  37168. indices.push((firstIndex));
  37169. indices.push((firstIndex + 1));
  37170. indices.push(firstIndex + totalYRotationSteps + 1);
  37171. indices.push((firstIndex + totalYRotationSteps + 1));
  37172. indices.push((firstIndex + 1));
  37173. indices.push((firstIndex + totalYRotationSteps + 2));
  37174. }
  37175. }
  37176. }
  37177. // Sides
  37178. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  37179. // Result
  37180. var vertexData = new VertexData();
  37181. vertexData.indices = indices;
  37182. vertexData.positions = positions;
  37183. vertexData.normals = normals;
  37184. vertexData.uvs = uvs;
  37185. return vertexData;
  37186. };
  37187. /**
  37188. * Creates the VertexData for a cylinder, cone or prism
  37189. * @param options an object used to set the following optional parameters for the box, required but can be empty
  37190. * * height sets the height (y direction) of the cylinder, optional, default 2
  37191. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  37192. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  37193. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  37194. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  37195. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  37196. * * 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
  37197. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  37198. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  37199. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  37200. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  37201. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  37202. * * 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)
  37203. * * 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)
  37204. * @returns the VertexData of the cylinder, cone or prism
  37205. */
  37206. VertexData.CreateCylinder = function (options) {
  37207. var height = options.height || 2;
  37208. var diameterTop = (options.diameterTop === 0) ? 0 : options.diameterTop || options.diameter || 1;
  37209. var diameterBottom = (options.diameterBottom === 0) ? 0 : options.diameterBottom || options.diameter || 1;
  37210. var tessellation = options.tessellation || 24;
  37211. var subdivisions = options.subdivisions || 1;
  37212. var hasRings = options.hasRings ? true : false;
  37213. var enclose = options.enclose ? true : false;
  37214. var arc = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  37215. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  37216. var faceUV = options.faceUV || new Array(3);
  37217. var faceColors = options.faceColors;
  37218. // default face colors and UV if undefined
  37219. var quadNb = (arc !== 1 && enclose) ? 2 : 0;
  37220. var ringNb = (hasRings) ? subdivisions : 1;
  37221. var surfaceNb = 2 + (1 + quadNb) * ringNb;
  37222. var f;
  37223. for (f = 0; f < surfaceNb; f++) {
  37224. if (faceColors && faceColors[f] === undefined) {
  37225. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  37226. }
  37227. }
  37228. for (f = 0; f < surfaceNb; f++) {
  37229. if (faceUV && faceUV[f] === undefined) {
  37230. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  37231. }
  37232. }
  37233. var indices = new Array();
  37234. var positions = new Array();
  37235. var normals = new Array();
  37236. var uvs = new Array();
  37237. var colors = new Array();
  37238. var angle_step = Math.PI * 2 * arc / tessellation;
  37239. var angle;
  37240. var h;
  37241. var radius;
  37242. var tan = (diameterBottom - diameterTop) / 2 / height;
  37243. var ringVertex = BABYLON.Vector3.Zero();
  37244. var ringNormal = BABYLON.Vector3.Zero();
  37245. var ringFirstVertex = BABYLON.Vector3.Zero();
  37246. var ringFirstNormal = BABYLON.Vector3.Zero();
  37247. var quadNormal = BABYLON.Vector3.Zero();
  37248. var Y = BABYLON.Axis.Y;
  37249. // positions, normals, uvs
  37250. var i;
  37251. var j;
  37252. var r;
  37253. var ringIdx = 1;
  37254. var s = 1; // surface index
  37255. var cs = 0;
  37256. var v = 0;
  37257. for (i = 0; i <= subdivisions; i++) {
  37258. h = i / subdivisions;
  37259. radius = (h * (diameterTop - diameterBottom) + diameterBottom) / 2;
  37260. ringIdx = (hasRings && i !== 0 && i !== subdivisions) ? 2 : 1;
  37261. for (r = 0; r < ringIdx; r++) {
  37262. if (hasRings) {
  37263. s += r;
  37264. }
  37265. if (enclose) {
  37266. s += 2 * r;
  37267. }
  37268. for (j = 0; j <= tessellation; j++) {
  37269. angle = j * angle_step;
  37270. // position
  37271. ringVertex.x = Math.cos(-angle) * radius;
  37272. ringVertex.y = -height / 2 + h * height;
  37273. ringVertex.z = Math.sin(-angle) * radius;
  37274. // normal
  37275. if (diameterTop === 0 && i === subdivisions) {
  37276. // if no top cap, reuse former normals
  37277. ringNormal.x = normals[normals.length - (tessellation + 1) * 3];
  37278. ringNormal.y = normals[normals.length - (tessellation + 1) * 3 + 1];
  37279. ringNormal.z = normals[normals.length - (tessellation + 1) * 3 + 2];
  37280. }
  37281. else {
  37282. ringNormal.x = ringVertex.x;
  37283. ringNormal.z = ringVertex.z;
  37284. ringNormal.y = Math.sqrt(ringNormal.x * ringNormal.x + ringNormal.z * ringNormal.z) * tan;
  37285. ringNormal.normalize();
  37286. }
  37287. // keep first ring vertex values for enclose
  37288. if (j === 0) {
  37289. ringFirstVertex.copyFrom(ringVertex);
  37290. ringFirstNormal.copyFrom(ringNormal);
  37291. }
  37292. positions.push(ringVertex.x, ringVertex.y, ringVertex.z);
  37293. normals.push(ringNormal.x, ringNormal.y, ringNormal.z);
  37294. if (hasRings) {
  37295. v = (cs !== s) ? faceUV[s].y : faceUV[s].w;
  37296. }
  37297. else {
  37298. v = faceUV[s].y + (faceUV[s].w - faceUV[s].y) * h;
  37299. }
  37300. uvs.push(faceUV[s].x + (faceUV[s].z - faceUV[s].x) * j / tessellation, v);
  37301. if (faceColors) {
  37302. colors.push(faceColors[s].r, faceColors[s].g, faceColors[s].b, faceColors[s].a);
  37303. }
  37304. }
  37305. // if enclose, add four vertices and their dedicated normals
  37306. if (arc !== 1 && enclose) {
  37307. positions.push(ringVertex.x, ringVertex.y, ringVertex.z);
  37308. positions.push(0, ringVertex.y, 0);
  37309. positions.push(0, ringVertex.y, 0);
  37310. positions.push(ringFirstVertex.x, ringFirstVertex.y, ringFirstVertex.z);
  37311. BABYLON.Vector3.CrossToRef(Y, ringNormal, quadNormal);
  37312. quadNormal.normalize();
  37313. normals.push(quadNormal.x, quadNormal.y, quadNormal.z, quadNormal.x, quadNormal.y, quadNormal.z);
  37314. BABYLON.Vector3.CrossToRef(ringFirstNormal, Y, quadNormal);
  37315. quadNormal.normalize();
  37316. normals.push(quadNormal.x, quadNormal.y, quadNormal.z, quadNormal.x, quadNormal.y, quadNormal.z);
  37317. if (hasRings) {
  37318. v = (cs !== s) ? faceUV[s + 1].y : faceUV[s + 1].w;
  37319. }
  37320. else {
  37321. v = faceUV[s + 1].y + (faceUV[s + 1].w - faceUV[s + 1].y) * h;
  37322. }
  37323. uvs.push(faceUV[s + 1].x, v);
  37324. uvs.push(faceUV[s + 1].z, v);
  37325. if (hasRings) {
  37326. v = (cs !== s) ? faceUV[s + 2].y : faceUV[s + 2].w;
  37327. }
  37328. else {
  37329. v = faceUV[s + 2].y + (faceUV[s + 2].w - faceUV[s + 2].y) * h;
  37330. }
  37331. uvs.push(faceUV[s + 2].x, v);
  37332. uvs.push(faceUV[s + 2].z, v);
  37333. if (faceColors) {
  37334. colors.push(faceColors[s + 1].r, faceColors[s + 1].g, faceColors[s + 1].b, faceColors[s + 1].a);
  37335. colors.push(faceColors[s + 1].r, faceColors[s + 1].g, faceColors[s + 1].b, faceColors[s + 1].a);
  37336. colors.push(faceColors[s + 2].r, faceColors[s + 2].g, faceColors[s + 2].b, faceColors[s + 2].a);
  37337. colors.push(faceColors[s + 2].r, faceColors[s + 2].g, faceColors[s + 2].b, faceColors[s + 2].a);
  37338. }
  37339. }
  37340. if (cs !== s) {
  37341. cs = s;
  37342. }
  37343. }
  37344. }
  37345. // indices
  37346. var e = (arc !== 1 && enclose) ? tessellation + 4 : tessellation; // correction of number of iteration if enclose
  37347. var s;
  37348. i = 0;
  37349. for (s = 0; s < subdivisions; s++) {
  37350. var i0 = 0;
  37351. var i1 = 0;
  37352. var i2 = 0;
  37353. var i3 = 0;
  37354. for (j = 0; j < tessellation; j++) {
  37355. i0 = i * (e + 1) + j;
  37356. i1 = (i + 1) * (e + 1) + j;
  37357. i2 = i * (e + 1) + (j + 1);
  37358. i3 = (i + 1) * (e + 1) + (j + 1);
  37359. indices.push(i0, i1, i2);
  37360. indices.push(i3, i2, i1);
  37361. }
  37362. if (arc !== 1 && enclose) { // if enclose, add two quads
  37363. indices.push(i0 + 2, i1 + 2, i2 + 2);
  37364. indices.push(i3 + 2, i2 + 2, i1 + 2);
  37365. indices.push(i0 + 4, i1 + 4, i2 + 4);
  37366. indices.push(i3 + 4, i2 + 4, i1 + 4);
  37367. }
  37368. i = (hasRings) ? (i + 2) : (i + 1);
  37369. }
  37370. // Caps
  37371. var createCylinderCap = function (isTop) {
  37372. var radius = isTop ? diameterTop / 2 : diameterBottom / 2;
  37373. if (radius === 0) {
  37374. return;
  37375. }
  37376. // Cap positions, normals & uvs
  37377. var angle;
  37378. var circleVector;
  37379. var i;
  37380. var u = (isTop) ? faceUV[surfaceNb - 1] : faceUV[0];
  37381. var c = null;
  37382. if (faceColors) {
  37383. c = (isTop) ? faceColors[surfaceNb - 1] : faceColors[0];
  37384. }
  37385. // cap center
  37386. var vbase = positions.length / 3;
  37387. var offset = isTop ? height / 2 : -height / 2;
  37388. var center = new BABYLON.Vector3(0, offset, 0);
  37389. positions.push(center.x, center.y, center.z);
  37390. normals.push(0, isTop ? 1 : -1, 0);
  37391. uvs.push(u.x + (u.z - u.x) * 0.5, u.y + (u.w - u.y) * 0.5);
  37392. if (c) {
  37393. colors.push(c.r, c.g, c.b, c.a);
  37394. }
  37395. var textureScale = new BABYLON.Vector2(0.5, 0.5);
  37396. for (i = 0; i <= tessellation; i++) {
  37397. angle = Math.PI * 2 * i * arc / tessellation;
  37398. var cos = Math.cos(-angle);
  37399. var sin = Math.sin(-angle);
  37400. circleVector = new BABYLON.Vector3(cos * radius, offset, sin * radius);
  37401. var textureCoordinate = new BABYLON.Vector2(cos * textureScale.x + 0.5, sin * textureScale.y + 0.5);
  37402. positions.push(circleVector.x, circleVector.y, circleVector.z);
  37403. normals.push(0, isTop ? 1 : -1, 0);
  37404. uvs.push(u.x + (u.z - u.x) * textureCoordinate.x, u.y + (u.w - u.y) * textureCoordinate.y);
  37405. if (c) {
  37406. colors.push(c.r, c.g, c.b, c.a);
  37407. }
  37408. }
  37409. // Cap indices
  37410. for (i = 0; i < tessellation; i++) {
  37411. if (!isTop) {
  37412. indices.push(vbase);
  37413. indices.push(vbase + (i + 1));
  37414. indices.push(vbase + (i + 2));
  37415. }
  37416. else {
  37417. indices.push(vbase);
  37418. indices.push(vbase + (i + 2));
  37419. indices.push(vbase + (i + 1));
  37420. }
  37421. }
  37422. };
  37423. // add caps to geometry
  37424. createCylinderCap(false);
  37425. createCylinderCap(true);
  37426. // Sides
  37427. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  37428. var vertexData = new VertexData();
  37429. vertexData.indices = indices;
  37430. vertexData.positions = positions;
  37431. vertexData.normals = normals;
  37432. vertexData.uvs = uvs;
  37433. if (faceColors) {
  37434. vertexData.colors = colors;
  37435. }
  37436. return vertexData;
  37437. };
  37438. /**
  37439. * Creates the VertexData for a torus
  37440. * @param options an object used to set the following optional parameters for the box, required but can be empty
  37441. * * diameter the diameter of the torus, optional default 1
  37442. * * thickness the diameter of the tube forming the torus, optional default 0.5
  37443. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  37444. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  37445. * * 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)
  37446. * * 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)
  37447. * @returns the VertexData of the torus
  37448. */
  37449. VertexData.CreateTorus = function (options) {
  37450. var indices = [];
  37451. var positions = [];
  37452. var normals = [];
  37453. var uvs = [];
  37454. var diameter = options.diameter || 1;
  37455. var thickness = options.thickness || 0.5;
  37456. var tessellation = options.tessellation || 16;
  37457. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  37458. var stride = tessellation + 1;
  37459. for (var i = 0; i <= tessellation; i++) {
  37460. var u = i / tessellation;
  37461. var outerAngle = i * Math.PI * 2.0 / tessellation - Math.PI / 2.0;
  37462. var transform = BABYLON.Matrix.Translation(diameter / 2.0, 0, 0).multiply(BABYLON.Matrix.RotationY(outerAngle));
  37463. for (var j = 0; j <= tessellation; j++) {
  37464. var v = 1 - j / tessellation;
  37465. var innerAngle = j * Math.PI * 2.0 / tessellation + Math.PI;
  37466. var dx = Math.cos(innerAngle);
  37467. var dy = Math.sin(innerAngle);
  37468. // Create a vertex.
  37469. var normal = new BABYLON.Vector3(dx, dy, 0);
  37470. var position = normal.scale(thickness / 2);
  37471. var textureCoordinate = new BABYLON.Vector2(u, v);
  37472. position = BABYLON.Vector3.TransformCoordinates(position, transform);
  37473. normal = BABYLON.Vector3.TransformNormal(normal, transform);
  37474. positions.push(position.x, position.y, position.z);
  37475. normals.push(normal.x, normal.y, normal.z);
  37476. uvs.push(textureCoordinate.x, textureCoordinate.y);
  37477. // And create indices for two triangles.
  37478. var nextI = (i + 1) % stride;
  37479. var nextJ = (j + 1) % stride;
  37480. indices.push(i * stride + j);
  37481. indices.push(i * stride + nextJ);
  37482. indices.push(nextI * stride + j);
  37483. indices.push(i * stride + nextJ);
  37484. indices.push(nextI * stride + nextJ);
  37485. indices.push(nextI * stride + j);
  37486. }
  37487. }
  37488. // Sides
  37489. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  37490. // Result
  37491. var vertexData = new VertexData();
  37492. vertexData.indices = indices;
  37493. vertexData.positions = positions;
  37494. vertexData.normals = normals;
  37495. vertexData.uvs = uvs;
  37496. return vertexData;
  37497. };
  37498. /**
  37499. * Creates the VertexData of the LineSystem
  37500. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  37501. * - lines an array of lines, each line being an array of successive Vector3
  37502. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  37503. * @returns the VertexData of the LineSystem
  37504. */
  37505. VertexData.CreateLineSystem = function (options) {
  37506. var indices = [];
  37507. var positions = [];
  37508. var lines = options.lines;
  37509. var colors = options.colors;
  37510. var vertexColors = [];
  37511. var idx = 0;
  37512. for (var l = 0; l < lines.length; l++) {
  37513. var points = lines[l];
  37514. for (var index = 0; index < points.length; index++) {
  37515. positions.push(points[index].x, points[index].y, points[index].z);
  37516. if (colors) {
  37517. var color = colors[l];
  37518. vertexColors.push(color[index].r, color[index].g, color[index].b, color[index].a);
  37519. }
  37520. if (index > 0) {
  37521. indices.push(idx - 1);
  37522. indices.push(idx);
  37523. }
  37524. idx++;
  37525. }
  37526. }
  37527. var vertexData = new VertexData();
  37528. vertexData.indices = indices;
  37529. vertexData.positions = positions;
  37530. if (colors) {
  37531. vertexData.colors = vertexColors;
  37532. }
  37533. return vertexData;
  37534. };
  37535. /**
  37536. * Create the VertexData for a DashedLines
  37537. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  37538. * - points an array successive Vector3
  37539. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  37540. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  37541. * - dashNb the intended total number of dashes, optional, default 200
  37542. * @returns the VertexData for the DashedLines
  37543. */
  37544. VertexData.CreateDashedLines = function (options) {
  37545. var dashSize = options.dashSize || 3;
  37546. var gapSize = options.gapSize || 1;
  37547. var dashNb = options.dashNb || 200;
  37548. var points = options.points;
  37549. var positions = new Array();
  37550. var indices = new Array();
  37551. var curvect = BABYLON.Vector3.Zero();
  37552. var lg = 0;
  37553. var nb = 0;
  37554. var shft = 0;
  37555. var dashshft = 0;
  37556. var curshft = 0;
  37557. var idx = 0;
  37558. var i = 0;
  37559. for (i = 0; i < points.length - 1; i++) {
  37560. points[i + 1].subtractToRef(points[i], curvect);
  37561. lg += curvect.length();
  37562. }
  37563. shft = lg / dashNb;
  37564. dashshft = dashSize * shft / (dashSize + gapSize);
  37565. for (i = 0; i < points.length - 1; i++) {
  37566. points[i + 1].subtractToRef(points[i], curvect);
  37567. nb = Math.floor(curvect.length() / shft);
  37568. curvect.normalize();
  37569. for (var j = 0; j < nb; j++) {
  37570. curshft = shft * j;
  37571. positions.push(points[i].x + curshft * curvect.x, points[i].y + curshft * curvect.y, points[i].z + curshft * curvect.z);
  37572. positions.push(points[i].x + (curshft + dashshft) * curvect.x, points[i].y + (curshft + dashshft) * curvect.y, points[i].z + (curshft + dashshft) * curvect.z);
  37573. indices.push(idx, idx + 1);
  37574. idx += 2;
  37575. }
  37576. }
  37577. // Result
  37578. var vertexData = new VertexData();
  37579. vertexData.positions = positions;
  37580. vertexData.indices = indices;
  37581. return vertexData;
  37582. };
  37583. /**
  37584. * Creates the VertexData for a Ground
  37585. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  37586. * - width the width (x direction) of the ground, optional, default 1
  37587. * - height the height (z direction) of the ground, optional, default 1
  37588. * - subdivisions the number of subdivisions per side, optional, default 1
  37589. * @returns the VertexData of the Ground
  37590. */
  37591. VertexData.CreateGround = function (options) {
  37592. var indices = [];
  37593. var positions = [];
  37594. var normals = [];
  37595. var uvs = [];
  37596. var row, col;
  37597. var width = options.width || 1;
  37598. var height = options.height || 1;
  37599. var subdivisionsX = options.subdivisionsX || options.subdivisions || 1;
  37600. var subdivisionsY = options.subdivisionsY || options.subdivisions || 1;
  37601. for (row = 0; row <= subdivisionsY; row++) {
  37602. for (col = 0; col <= subdivisionsX; col++) {
  37603. var position = new BABYLON.Vector3((col * width) / subdivisionsX - (width / 2.0), 0, ((subdivisionsY - row) * height) / subdivisionsY - (height / 2.0));
  37604. var normal = new BABYLON.Vector3(0, 1.0, 0);
  37605. positions.push(position.x, position.y, position.z);
  37606. normals.push(normal.x, normal.y, normal.z);
  37607. uvs.push(col / subdivisionsX, 1.0 - row / subdivisionsY);
  37608. }
  37609. }
  37610. for (row = 0; row < subdivisionsY; row++) {
  37611. for (col = 0; col < subdivisionsX; col++) {
  37612. indices.push(col + 1 + (row + 1) * (subdivisionsX + 1));
  37613. indices.push(col + 1 + row * (subdivisionsX + 1));
  37614. indices.push(col + row * (subdivisionsX + 1));
  37615. indices.push(col + (row + 1) * (subdivisionsX + 1));
  37616. indices.push(col + 1 + (row + 1) * (subdivisionsX + 1));
  37617. indices.push(col + row * (subdivisionsX + 1));
  37618. }
  37619. }
  37620. // Result
  37621. var vertexData = new VertexData();
  37622. vertexData.indices = indices;
  37623. vertexData.positions = positions;
  37624. vertexData.normals = normals;
  37625. vertexData.uvs = uvs;
  37626. return vertexData;
  37627. };
  37628. /**
  37629. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  37630. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  37631. * * xmin the ground minimum X coordinate, optional, default -1
  37632. * * zmin the ground minimum Z coordinate, optional, default -1
  37633. * * xmax the ground maximum X coordinate, optional, default 1
  37634. * * zmax the ground maximum Z coordinate, optional, default 1
  37635. * * 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}
  37636. * * 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}
  37637. * @returns the VertexData of the TiledGround
  37638. */
  37639. VertexData.CreateTiledGround = function (options) {
  37640. var xmin = (options.xmin !== undefined && options.xmin !== null) ? options.xmin : -1.0;
  37641. var zmin = (options.zmin !== undefined && options.zmin !== null) ? options.zmin : -1.0;
  37642. var xmax = (options.xmax !== undefined && options.xmax !== null) ? options.xmax : 1.0;
  37643. var zmax = (options.zmax !== undefined && options.zmax !== null) ? options.zmax : 1.0;
  37644. var subdivisions = options.subdivisions || { w: 1, h: 1 };
  37645. var precision = options.precision || { w: 1, h: 1 };
  37646. var indices = new Array();
  37647. var positions = new Array();
  37648. var normals = new Array();
  37649. var uvs = new Array();
  37650. var row, col, tileRow, tileCol;
  37651. subdivisions.h = (subdivisions.h < 1) ? 1 : subdivisions.h;
  37652. subdivisions.w = (subdivisions.w < 1) ? 1 : subdivisions.w;
  37653. precision.w = (precision.w < 1) ? 1 : precision.w;
  37654. precision.h = (precision.h < 1) ? 1 : precision.h;
  37655. var tileSize = {
  37656. 'w': (xmax - xmin) / subdivisions.w,
  37657. 'h': (zmax - zmin) / subdivisions.h
  37658. };
  37659. function applyTile(xTileMin, zTileMin, xTileMax, zTileMax) {
  37660. // Indices
  37661. var base = positions.length / 3;
  37662. var rowLength = precision.w + 1;
  37663. for (row = 0; row < precision.h; row++) {
  37664. for (col = 0; col < precision.w; col++) {
  37665. var square = [
  37666. base + col + row * rowLength,
  37667. base + (col + 1) + row * rowLength,
  37668. base + (col + 1) + (row + 1) * rowLength,
  37669. base + col + (row + 1) * rowLength
  37670. ];
  37671. indices.push(square[1]);
  37672. indices.push(square[2]);
  37673. indices.push(square[3]);
  37674. indices.push(square[0]);
  37675. indices.push(square[1]);
  37676. indices.push(square[3]);
  37677. }
  37678. }
  37679. // Position, normals and uvs
  37680. var position = BABYLON.Vector3.Zero();
  37681. var normal = new BABYLON.Vector3(0, 1.0, 0);
  37682. for (row = 0; row <= precision.h; row++) {
  37683. position.z = (row * (zTileMax - zTileMin)) / precision.h + zTileMin;
  37684. for (col = 0; col <= precision.w; col++) {
  37685. position.x = (col * (xTileMax - xTileMin)) / precision.w + xTileMin;
  37686. position.y = 0;
  37687. positions.push(position.x, position.y, position.z);
  37688. normals.push(normal.x, normal.y, normal.z);
  37689. uvs.push(col / precision.w, row / precision.h);
  37690. }
  37691. }
  37692. }
  37693. for (tileRow = 0; tileRow < subdivisions.h; tileRow++) {
  37694. for (tileCol = 0; tileCol < subdivisions.w; tileCol++) {
  37695. applyTile(xmin + tileCol * tileSize.w, zmin + tileRow * tileSize.h, xmin + (tileCol + 1) * tileSize.w, zmin + (tileRow + 1) * tileSize.h);
  37696. }
  37697. }
  37698. // Result
  37699. var vertexData = new VertexData();
  37700. vertexData.indices = indices;
  37701. vertexData.positions = positions;
  37702. vertexData.normals = normals;
  37703. vertexData.uvs = uvs;
  37704. return vertexData;
  37705. };
  37706. /**
  37707. * Creates the VertexData of the Ground designed from a heightmap
  37708. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  37709. * * width the width (x direction) of the ground
  37710. * * height the height (z direction) of the ground
  37711. * * subdivisions the number of subdivisions per side
  37712. * * minHeight the minimum altitude on the ground, optional, default 0
  37713. * * maxHeight the maximum altitude on the ground, optional default 1
  37714. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  37715. * * buffer the array holding the image color data
  37716. * * bufferWidth the width of image
  37717. * * bufferHeight the height of image
  37718. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  37719. * @returns the VertexData of the Ground designed from a heightmap
  37720. */
  37721. VertexData.CreateGroundFromHeightMap = function (options) {
  37722. var indices = [];
  37723. var positions = [];
  37724. var normals = [];
  37725. var uvs = [];
  37726. var row, col;
  37727. var filter = options.colorFilter || new BABYLON.Color3(0.3, 0.59, 0.11);
  37728. var alphaFilter = options.alphaFilter || 0.0;
  37729. // Vertices
  37730. for (row = 0; row <= options.subdivisions; row++) {
  37731. for (col = 0; col <= options.subdivisions; col++) {
  37732. 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));
  37733. // Compute height
  37734. var heightMapX = (((position.x + options.width / 2) / options.width) * (options.bufferWidth - 1)) | 0;
  37735. var heightMapY = ((1.0 - (position.z + options.height / 2) / options.height) * (options.bufferHeight - 1)) | 0;
  37736. var pos = (heightMapX + heightMapY * options.bufferWidth) * 4;
  37737. var r = options.buffer[pos] / 255.0;
  37738. var g = options.buffer[pos + 1] / 255.0;
  37739. var b = options.buffer[pos + 2] / 255.0;
  37740. var a = options.buffer[pos + 3] / 255.0;
  37741. var gradient = r * filter.r + g * filter.g + b * filter.b;
  37742. // If our alpha channel is not within our filter then we will assign a 'special' height
  37743. // Then when building the indices, we will ignore any vertex that is using the special height
  37744. if (a >= alphaFilter)
  37745. position.y = options.minHeight + (options.maxHeight - options.minHeight) * gradient;
  37746. else {
  37747. position.y = options.minHeight - BABYLON.Epsilon; // We can't have a height below minHeight, normally.
  37748. }
  37749. // Add vertex
  37750. positions.push(position.x, position.y, position.z);
  37751. normals.push(0, 0, 0);
  37752. uvs.push(col / options.subdivisions, 1.0 - row / options.subdivisions);
  37753. }
  37754. }
  37755. // Indices
  37756. for (row = 0; row < options.subdivisions; row++) {
  37757. for (col = 0; col < options.subdivisions; col++) {
  37758. // Calculate Indices
  37759. var idx1 = (col + 1 + (row + 1) * (options.subdivisions + 1));
  37760. var idx2 = (col + 1 + row * (options.subdivisions + 1));
  37761. var idx3 = (col + row * (options.subdivisions + 1));
  37762. var idx4 = (col + (row + 1) * (options.subdivisions + 1));
  37763. // Check that all indices are visible (based on our special height)
  37764. // Only display the vertex if all Indices are visible
  37765. // Positions are stored x,y,z for each vertex, hence the * 3 and + 1 for height
  37766. var isVisibleIdx1 = positions[idx1 * 3 + 1] >= options.minHeight;
  37767. var isVisibleIdx2 = positions[idx2 * 3 + 1] >= options.minHeight;
  37768. var isVisibleIdx3 = positions[idx3 * 3 + 1] >= options.minHeight;
  37769. if (isVisibleIdx1 && isVisibleIdx2 && isVisibleIdx3) {
  37770. indices.push(idx1);
  37771. indices.push(idx2);
  37772. indices.push(idx3);
  37773. }
  37774. var isVisibleIdx4 = positions[idx4 * 3 + 1] >= options.minHeight;
  37775. if (isVisibleIdx4 && isVisibleIdx1 && isVisibleIdx3) {
  37776. indices.push(idx4);
  37777. indices.push(idx1);
  37778. indices.push(idx3);
  37779. }
  37780. }
  37781. }
  37782. // Normals
  37783. VertexData.ComputeNormals(positions, indices, normals);
  37784. // Result
  37785. var vertexData = new VertexData();
  37786. vertexData.indices = indices;
  37787. vertexData.positions = positions;
  37788. vertexData.normals = normals;
  37789. vertexData.uvs = uvs;
  37790. return vertexData;
  37791. };
  37792. /**
  37793. * Creates the VertexData for a Plane
  37794. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  37795. * * size sets the width and height of the plane to the value of size, optional default 1
  37796. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  37797. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  37798. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  37799. * * 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)
  37800. * * 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)
  37801. * @returns the VertexData of the box
  37802. */
  37803. VertexData.CreatePlane = function (options) {
  37804. var indices = [];
  37805. var positions = [];
  37806. var normals = [];
  37807. var uvs = [];
  37808. var width = options.width || options.size || 1;
  37809. var height = options.height || options.size || 1;
  37810. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  37811. // Vertices
  37812. var halfWidth = width / 2.0;
  37813. var halfHeight = height / 2.0;
  37814. positions.push(-halfWidth, -halfHeight, 0);
  37815. normals.push(0, 0, -1.0);
  37816. uvs.push(0.0, 0.0);
  37817. positions.push(halfWidth, -halfHeight, 0);
  37818. normals.push(0, 0, -1.0);
  37819. uvs.push(1.0, 0.0);
  37820. positions.push(halfWidth, halfHeight, 0);
  37821. normals.push(0, 0, -1.0);
  37822. uvs.push(1.0, 1.0);
  37823. positions.push(-halfWidth, halfHeight, 0);
  37824. normals.push(0, 0, -1.0);
  37825. uvs.push(0.0, 1.0);
  37826. // Indices
  37827. indices.push(0);
  37828. indices.push(1);
  37829. indices.push(2);
  37830. indices.push(0);
  37831. indices.push(2);
  37832. indices.push(3);
  37833. // Sides
  37834. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  37835. // Result
  37836. var vertexData = new VertexData();
  37837. vertexData.indices = indices;
  37838. vertexData.positions = positions;
  37839. vertexData.normals = normals;
  37840. vertexData.uvs = uvs;
  37841. return vertexData;
  37842. };
  37843. /**
  37844. * Creates the VertexData of the Disc or regular Polygon
  37845. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  37846. * * radius the radius of the disc, optional default 0.5
  37847. * * tessellation the number of polygon sides, optional, default 64
  37848. * * 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
  37849. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  37850. * * 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)
  37851. * * 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)
  37852. * @returns the VertexData of the box
  37853. */
  37854. VertexData.CreateDisc = function (options) {
  37855. var positions = new Array();
  37856. var indices = new Array();
  37857. var normals = new Array();
  37858. var uvs = new Array();
  37859. var radius = options.radius || 0.5;
  37860. var tessellation = options.tessellation || 64;
  37861. var arc = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  37862. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  37863. // positions and uvs
  37864. positions.push(0, 0, 0); // disc center first
  37865. uvs.push(0.5, 0.5);
  37866. var theta = Math.PI * 2 * arc;
  37867. var step = theta / tessellation;
  37868. for (var a = 0; a < theta; a += step) {
  37869. var x = Math.cos(a);
  37870. var y = Math.sin(a);
  37871. var u = (x + 1) / 2;
  37872. var v = (1 - y) / 2;
  37873. positions.push(radius * x, radius * y, 0);
  37874. uvs.push(u, v);
  37875. }
  37876. if (arc === 1) {
  37877. positions.push(positions[3], positions[4], positions[5]); // close the circle
  37878. uvs.push(uvs[2], uvs[3]);
  37879. }
  37880. //indices
  37881. var vertexNb = positions.length / 3;
  37882. for (var i = 1; i < vertexNb - 1; i++) {
  37883. indices.push(i + 1, 0, i);
  37884. }
  37885. // result
  37886. VertexData.ComputeNormals(positions, indices, normals);
  37887. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  37888. var vertexData = new VertexData();
  37889. vertexData.indices = indices;
  37890. vertexData.positions = positions;
  37891. vertexData.normals = normals;
  37892. vertexData.uvs = uvs;
  37893. return vertexData;
  37894. };
  37895. /**
  37896. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  37897. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  37898. * @param polygon a mesh built from polygonTriangulation.build()
  37899. * @param sideOrientation takes the values BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  37900. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  37901. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  37902. * @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)
  37903. * @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)
  37904. * @returns the VertexData of the Polygon
  37905. */
  37906. VertexData.CreatePolygon = function (polygon, sideOrientation, fUV, fColors, frontUVs, backUVs) {
  37907. var faceUV = fUV || new Array(3);
  37908. var faceColors = fColors;
  37909. var colors = [];
  37910. // default face colors and UV if undefined
  37911. for (var f = 0; f < 3; f++) {
  37912. if (faceUV[f] === undefined) {
  37913. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  37914. }
  37915. if (faceColors && faceColors[f] === undefined) {
  37916. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  37917. }
  37918. }
  37919. var positions = polygon.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  37920. var normals = polygon.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  37921. var uvs = polygon.getVerticesData(BABYLON.VertexBuffer.UVKind);
  37922. var indices = polygon.getIndices();
  37923. // set face colours and textures
  37924. var idx = 0;
  37925. var face = 0;
  37926. for (var index = 0; index < normals.length; index += 3) {
  37927. //Edge Face no. 1
  37928. if (Math.abs(normals[index + 1]) < 0.001) {
  37929. face = 1;
  37930. }
  37931. //Top Face no. 0
  37932. if (Math.abs(normals[index + 1] - 1) < 0.001) {
  37933. face = 0;
  37934. }
  37935. //Bottom Face no. 2
  37936. if (Math.abs(normals[index + 1] + 1) < 0.001) {
  37937. face = 2;
  37938. }
  37939. idx = index / 3;
  37940. uvs[2 * idx] = (1 - uvs[2 * idx]) * faceUV[face].x + uvs[2 * idx] * faceUV[face].z;
  37941. uvs[2 * idx + 1] = (1 - uvs[2 * idx + 1]) * faceUV[face].y + uvs[2 * idx + 1] * faceUV[face].w;
  37942. if (faceColors) {
  37943. colors.push(faceColors[face].r, faceColors[face].g, faceColors[face].b, faceColors[face].a);
  37944. }
  37945. }
  37946. // sides
  37947. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, frontUVs, backUVs);
  37948. // Result
  37949. var vertexData = new VertexData();
  37950. vertexData.indices = indices;
  37951. vertexData.positions = positions;
  37952. vertexData.normals = normals;
  37953. vertexData.uvs = uvs;
  37954. if (faceColors) {
  37955. var totalColors = (sideOrientation === BABYLON.Mesh.DOUBLESIDE) ? colors.concat(colors) : colors;
  37956. vertexData.colors = totalColors;
  37957. }
  37958. return vertexData;
  37959. };
  37960. /**
  37961. * Creates the VertexData of the IcoSphere
  37962. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  37963. * * radius the radius of the IcoSphere, optional default 1
  37964. * * radiusX allows stretching in the x direction, optional, default radius
  37965. * * radiusY allows stretching in the y direction, optional, default radius
  37966. * * radiusZ allows stretching in the z direction, optional, default radius
  37967. * * flat when true creates a flat shaded mesh, optional, default true
  37968. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  37969. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  37970. * * 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)
  37971. * * 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)
  37972. * @returns the VertexData of the IcoSphere
  37973. */
  37974. VertexData.CreateIcoSphere = function (options) {
  37975. var sideOrientation = options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  37976. var radius = options.radius || 1;
  37977. var flat = (options.flat === undefined) ? true : options.flat;
  37978. var subdivisions = options.subdivisions || 4;
  37979. var radiusX = options.radiusX || radius;
  37980. var radiusY = options.radiusY || radius;
  37981. var radiusZ = options.radiusZ || radius;
  37982. var t = (1 + Math.sqrt(5)) / 2;
  37983. // 12 vertex x,y,z
  37984. var ico_vertices = [
  37985. -1, t, -0, 1, t, 0, -1, -t, 0, 1, -t, 0,
  37986. 0, -1, -t, 0, 1, -t, 0, -1, t, 0, 1, t,
  37987. t, 0, 1, t, 0, -1, -t, 0, 1, -t, 0, -1 // v8-11
  37988. ];
  37989. // index of 3 vertex makes a face of icopshere
  37990. var ico_indices = [
  37991. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 12, 22, 23,
  37992. 1, 5, 20, 5, 11, 4, 23, 22, 13, 22, 18, 6, 7, 1, 8,
  37993. 14, 21, 4, 14, 4, 2, 16, 13, 6, 15, 6, 19, 3, 8, 9,
  37994. 4, 21, 5, 13, 17, 23, 6, 13, 22, 19, 6, 18, 9, 8, 1
  37995. ];
  37996. // vertex for uv have aliased position, not for UV
  37997. var vertices_unalias_id = [
  37998. 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11,
  37999. // vertex alias
  38000. 0,
  38001. 2,
  38002. 3,
  38003. 3,
  38004. 3,
  38005. 4,
  38006. 7,
  38007. 8,
  38008. 9,
  38009. 9,
  38010. 10,
  38011. 11 // 23: B + 12
  38012. ];
  38013. // uv as integer step (not pixels !)
  38014. var ico_vertexuv = [
  38015. 5, 1, 3, 1, 6, 4, 0, 0,
  38016. 5, 3, 4, 2, 2, 2, 4, 0,
  38017. 2, 0, 1, 1, 6, 0, 6, 2,
  38018. // vertex alias (for same vertex on different faces)
  38019. 0, 4,
  38020. 3, 3,
  38021. 4, 4,
  38022. 3, 1,
  38023. 4, 2,
  38024. 4, 4,
  38025. 0, 2,
  38026. 1, 1,
  38027. 2, 2,
  38028. 3, 3,
  38029. 1, 3,
  38030. 2, 4 // 23: B + 12
  38031. ];
  38032. // Vertices[0, 1, ...9, A, B] : position on UV plane
  38033. // '+' indicate duplicate position to be fixed (3,9:0,2,3,4,7,8,A,B)
  38034. // First island of uv mapping
  38035. // v = 4h 3+ 2
  38036. // v = 3h 9+ 4
  38037. // v = 2h 9+ 5 B
  38038. // v = 1h 9 1 0
  38039. // v = 0h 3 8 7 A
  38040. // u = 0 1 2 3 4 5 6 *a
  38041. // Second island of uv mapping
  38042. // v = 4h 0+ B+ 4+
  38043. // v = 3h A+ 2+
  38044. // v = 2h 7+ 6 3+
  38045. // v = 1h 8+ 3+
  38046. // v = 0h
  38047. // u = 0 1 2 3 4 5 6 *a
  38048. // Face layout on texture UV mapping
  38049. // ============
  38050. // \ 4 /\ 16 / ======
  38051. // \ / \ / /\ 11 /
  38052. // \/ 7 \/ / \ /
  38053. // ======= / 10 \/
  38054. // /\ 17 /\ =======
  38055. // / \ / \ \ 15 /\
  38056. // / 8 \/ 12 \ \ / \
  38057. // ============ \/ 6 \
  38058. // \ 18 /\ ============
  38059. // \ / \ \ 5 /\ 0 /
  38060. // \/ 13 \ \ / \ /
  38061. // ======= \/ 1 \/
  38062. // =============
  38063. // /\ 19 /\ 2 /\
  38064. // / \ / \ / \
  38065. // / 14 \/ 9 \/ 3 \
  38066. // ===================
  38067. // uv step is u:1 or 0.5, v:cos(30)=sqrt(3)/2, ratio approx is 84/97
  38068. var ustep = 138 / 1024;
  38069. var vstep = 239 / 1024;
  38070. var uoffset = 60 / 1024;
  38071. var voffset = 26 / 1024;
  38072. // Second island should have margin, not to touch the first island
  38073. // avoid any borderline artefact in pixel rounding
  38074. var island_u_offset = -40 / 1024;
  38075. var island_v_offset = +20 / 1024;
  38076. // face is either island 0 or 1 :
  38077. // second island is for faces : [4, 7, 8, 12, 13, 16, 17, 18]
  38078. var island = [
  38079. 0, 0, 0, 0, 1,
  38080. 0, 0, 1, 1, 0,
  38081. 0, 0, 1, 1, 0,
  38082. 0, 1, 1, 1, 0 // 15 - 19
  38083. ];
  38084. var indices = new Array();
  38085. var positions = new Array();
  38086. var normals = new Array();
  38087. var uvs = new Array();
  38088. var current_indice = 0;
  38089. // prepare array of 3 vector (empty) (to be worked in place, shared for each face)
  38090. var face_vertex_pos = new Array(3);
  38091. var face_vertex_uv = new Array(3);
  38092. var v012;
  38093. for (v012 = 0; v012 < 3; v012++) {
  38094. face_vertex_pos[v012] = BABYLON.Vector3.Zero();
  38095. face_vertex_uv[v012] = BABYLON.Vector2.Zero();
  38096. }
  38097. // create all with normals
  38098. for (var face = 0; face < 20; face++) {
  38099. // 3 vertex per face
  38100. for (v012 = 0; v012 < 3; v012++) {
  38101. // look up vertex 0,1,2 to its index in 0 to 11 (or 23 including alias)
  38102. var v_id = ico_indices[3 * face + v012];
  38103. // vertex have 3D position (x,y,z)
  38104. 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]);
  38105. // Normalize to get normal, then scale to radius
  38106. face_vertex_pos[v012].normalize().scaleInPlace(radius);
  38107. // uv Coordinates from vertex ID
  38108. 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);
  38109. }
  38110. // Subdivide the face (interpolate pos, norm, uv)
  38111. // - pos is linear interpolation, then projected to sphere (converge polyhedron to sphere)
  38112. // - norm is linear interpolation of vertex corner normal
  38113. // (to be checked if better to re-calc from face vertex, or if approximation is OK ??? )
  38114. // - uv is linear interpolation
  38115. //
  38116. // Topology is as below for sub-divide by 2
  38117. // vertex shown as v0,v1,v2
  38118. // interp index is i1 to progress in range [v0,v1[
  38119. // interp index is i2 to progress in range [v0,v2[
  38120. // face index as (i1,i2) for /\ : (i1,i2),(i1+1,i2),(i1,i2+1)
  38121. // and (i1,i2)' for \/ : (i1+1,i2),(i1+1,i2+1),(i1,i2+1)
  38122. //
  38123. //
  38124. // i2 v2
  38125. // ^ ^
  38126. // / / \
  38127. // / / \
  38128. // / / \
  38129. // / / (0,1) \
  38130. // / #---------\
  38131. // / / \ (0,0)'/ \
  38132. // / / \ / \
  38133. // / / \ / \
  38134. // / / (0,0) \ / (1,0) \
  38135. // / #---------#---------\
  38136. // v0 v1
  38137. //
  38138. // --------------------> i1
  38139. //
  38140. // interp of (i1,i2):
  38141. // along i2 : x0=lerp(v0,v2, i2/S) <---> x1=lerp(v1,v2, i2/S)
  38142. // along i1 : lerp(x0,x1, i1/(S-i2))
  38143. //
  38144. // centroid of triangle is needed to get help normal computation
  38145. // (c1,c2) are used for centroid location
  38146. var interp_vertex = function (i1, i2, c1, c2) {
  38147. // vertex is interpolated from
  38148. // - face_vertex_pos[0..2]
  38149. // - face_vertex_uv[0..2]
  38150. var pos_x0 = BABYLON.Vector3.Lerp(face_vertex_pos[0], face_vertex_pos[2], i2 / subdivisions);
  38151. var pos_x1 = BABYLON.Vector3.Lerp(face_vertex_pos[1], face_vertex_pos[2], i2 / subdivisions);
  38152. var pos_interp = (subdivisions === i2) ? face_vertex_pos[2] : BABYLON.Vector3.Lerp(pos_x0, pos_x1, i1 / (subdivisions - i2));
  38153. pos_interp.normalize();
  38154. var vertex_normal;
  38155. if (flat) {
  38156. // in flat mode, recalculate normal as face centroid normal
  38157. var centroid_x0 = BABYLON.Vector3.Lerp(face_vertex_pos[0], face_vertex_pos[2], c2 / subdivisions);
  38158. var centroid_x1 = BABYLON.Vector3.Lerp(face_vertex_pos[1], face_vertex_pos[2], c2 / subdivisions);
  38159. vertex_normal = BABYLON.Vector3.Lerp(centroid_x0, centroid_x1, c1 / (subdivisions - c2));
  38160. }
  38161. else {
  38162. // in smooth mode, recalculate normal from each single vertex position
  38163. vertex_normal = new BABYLON.Vector3(pos_interp.x, pos_interp.y, pos_interp.z);
  38164. }
  38165. // Vertex normal need correction due to X,Y,Z radius scaling
  38166. vertex_normal.x /= radiusX;
  38167. vertex_normal.y /= radiusY;
  38168. vertex_normal.z /= radiusZ;
  38169. vertex_normal.normalize();
  38170. var uv_x0 = BABYLON.Vector2.Lerp(face_vertex_uv[0], face_vertex_uv[2], i2 / subdivisions);
  38171. var uv_x1 = BABYLON.Vector2.Lerp(face_vertex_uv[1], face_vertex_uv[2], i2 / subdivisions);
  38172. var uv_interp = (subdivisions === i2) ? face_vertex_uv[2] : BABYLON.Vector2.Lerp(uv_x0, uv_x1, i1 / (subdivisions - i2));
  38173. positions.push(pos_interp.x * radiusX, pos_interp.y * radiusY, pos_interp.z * radiusZ);
  38174. normals.push(vertex_normal.x, vertex_normal.y, vertex_normal.z);
  38175. uvs.push(uv_interp.x, uv_interp.y);
  38176. // push each vertex has member of a face
  38177. // Same vertex can bleong to multiple face, it is pushed multiple time (duplicate vertex are present)
  38178. indices.push(current_indice);
  38179. current_indice++;
  38180. };
  38181. for (var i2 = 0; i2 < subdivisions; i2++) {
  38182. for (var i1 = 0; i1 + i2 < subdivisions; i1++) {
  38183. // face : (i1,i2) for /\ :
  38184. // interp for : (i1,i2),(i1+1,i2),(i1,i2+1)
  38185. interp_vertex(i1, i2, i1 + 1.0 / 3, i2 + 1.0 / 3);
  38186. interp_vertex(i1 + 1, i2, i1 + 1.0 / 3, i2 + 1.0 / 3);
  38187. interp_vertex(i1, i2 + 1, i1 + 1.0 / 3, i2 + 1.0 / 3);
  38188. if (i1 + i2 + 1 < subdivisions) {
  38189. // face : (i1,i2)' for \/ :
  38190. // interp for (i1+1,i2),(i1+1,i2+1),(i1,i2+1)
  38191. interp_vertex(i1 + 1, i2, i1 + 2.0 / 3, i2 + 2.0 / 3);
  38192. interp_vertex(i1 + 1, i2 + 1, i1 + 2.0 / 3, i2 + 2.0 / 3);
  38193. interp_vertex(i1, i2 + 1, i1 + 2.0 / 3, i2 + 2.0 / 3);
  38194. }
  38195. }
  38196. }
  38197. }
  38198. // Sides
  38199. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  38200. // Result
  38201. var vertexData = new VertexData();
  38202. vertexData.indices = indices;
  38203. vertexData.positions = positions;
  38204. vertexData.normals = normals;
  38205. vertexData.uvs = uvs;
  38206. return vertexData;
  38207. };
  38208. // inspired from // http://stemkoski.github.io/Three.js/Polyhedra.html
  38209. /**
  38210. * Creates the VertexData for a Polyhedron
  38211. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  38212. * * type provided types are:
  38213. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  38214. * * 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)
  38215. * * size the size of the IcoSphere, optional default 1
  38216. * * sizeX allows stretching in the x direction, optional, default size
  38217. * * sizeY allows stretching in the y direction, optional, default size
  38218. * * sizeZ allows stretching in the z direction, optional, default size
  38219. * * 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
  38220. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  38221. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  38222. * * flat when true creates a flat shaded mesh, optional, default true
  38223. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  38224. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  38225. * * 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)
  38226. * * 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)
  38227. * @returns the VertexData of the Polyhedron
  38228. */
  38229. VertexData.CreatePolyhedron = function (options) {
  38230. // provided polyhedron types :
  38231. // 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  38232. // 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)
  38233. var polyhedra = [];
  38234. 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]] };
  38235. 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]] };
  38236. polyhedra[2] = {
  38237. 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]],
  38238. 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]]
  38239. };
  38240. polyhedra[3] = {
  38241. 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]],
  38242. 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]]
  38243. };
  38244. polyhedra[4] = {
  38245. 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]],
  38246. 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]]
  38247. };
  38248. 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]] };
  38249. 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]] };
  38250. 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]] };
  38251. 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]] };
  38252. 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]] };
  38253. 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]] };
  38254. 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]] };
  38255. 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]] };
  38256. 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]] };
  38257. polyhedra[14] = {
  38258. 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]],
  38259. 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]]
  38260. };
  38261. var type = options.type && (options.type < 0 || options.type >= polyhedra.length) ? 0 : options.type || 0;
  38262. var size = options.size;
  38263. var sizeX = options.sizeX || size || 1;
  38264. var sizeY = options.sizeY || size || 1;
  38265. var sizeZ = options.sizeZ || size || 1;
  38266. var data = options.custom || polyhedra[type];
  38267. var nbfaces = data.face.length;
  38268. var faceUV = options.faceUV || new Array(nbfaces);
  38269. var faceColors = options.faceColors;
  38270. var flat = (options.flat === undefined) ? true : options.flat;
  38271. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  38272. var positions = new Array();
  38273. var indices = new Array();
  38274. var normals = new Array();
  38275. var uvs = new Array();
  38276. var colors = new Array();
  38277. var index = 0;
  38278. var faceIdx = 0; // face cursor in the array "indexes"
  38279. var indexes = new Array();
  38280. var i = 0;
  38281. var f = 0;
  38282. var u, v, ang, x, y, tmp;
  38283. // default face colors and UV if undefined
  38284. if (flat) {
  38285. for (f = 0; f < nbfaces; f++) {
  38286. if (faceColors && faceColors[f] === undefined) {
  38287. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  38288. }
  38289. if (faceUV && faceUV[f] === undefined) {
  38290. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  38291. }
  38292. }
  38293. }
  38294. if (!flat) {
  38295. for (i = 0; i < data.vertex.length; i++) {
  38296. positions.push(data.vertex[i][0] * sizeX, data.vertex[i][1] * sizeY, data.vertex[i][2] * sizeZ);
  38297. uvs.push(0, 0);
  38298. }
  38299. for (f = 0; f < nbfaces; f++) {
  38300. for (i = 0; i < data.face[f].length - 2; i++) {
  38301. indices.push(data.face[f][0], data.face[f][i + 2], data.face[f][i + 1]);
  38302. }
  38303. }
  38304. }
  38305. else {
  38306. for (f = 0; f < nbfaces; f++) {
  38307. var fl = data.face[f].length; // number of vertices of the current face
  38308. ang = 2 * Math.PI / fl;
  38309. x = 0.5 * Math.tan(ang / 2);
  38310. y = 0.5;
  38311. // positions, uvs, colors
  38312. for (i = 0; i < fl; i++) {
  38313. // positions
  38314. 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);
  38315. indexes.push(index);
  38316. index++;
  38317. // uvs
  38318. u = faceUV[f].x + (faceUV[f].z - faceUV[f].x) * (0.5 + x);
  38319. v = faceUV[f].y + (faceUV[f].w - faceUV[f].y) * (y - 0.5);
  38320. uvs.push(u, v);
  38321. tmp = x * Math.cos(ang) - y * Math.sin(ang);
  38322. y = x * Math.sin(ang) + y * Math.cos(ang);
  38323. x = tmp;
  38324. // colors
  38325. if (faceColors) {
  38326. colors.push(faceColors[f].r, faceColors[f].g, faceColors[f].b, faceColors[f].a);
  38327. }
  38328. }
  38329. // indices from indexes
  38330. for (i = 0; i < fl - 2; i++) {
  38331. indices.push(indexes[0 + faceIdx], indexes[i + 2 + faceIdx], indexes[i + 1 + faceIdx]);
  38332. }
  38333. faceIdx += fl;
  38334. }
  38335. }
  38336. VertexData.ComputeNormals(positions, indices, normals);
  38337. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  38338. var vertexData = new VertexData();
  38339. vertexData.positions = positions;
  38340. vertexData.indices = indices;
  38341. vertexData.normals = normals;
  38342. vertexData.uvs = uvs;
  38343. if (faceColors && flat) {
  38344. vertexData.colors = colors;
  38345. }
  38346. return vertexData;
  38347. };
  38348. // based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473
  38349. /**
  38350. * Creates the VertexData for a TorusKnot
  38351. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  38352. * * radius the radius of the torus knot, optional, default 2
  38353. * * tube the thickness of the tube, optional, default 0.5
  38354. * * radialSegments the number of sides on each tube segments, optional, default 32
  38355. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  38356. * * p the number of windings around the z axis, optional, default 2
  38357. * * q the number of windings around the x axis, optional, default 3
  38358. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  38359. * * 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)
  38360. * * 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)
  38361. * @returns the VertexData of the Torus Knot
  38362. */
  38363. VertexData.CreateTorusKnot = function (options) {
  38364. var indices = new Array();
  38365. var positions = new Array();
  38366. var normals = new Array();
  38367. var uvs = new Array();
  38368. var radius = options.radius || 2;
  38369. var tube = options.tube || 0.5;
  38370. var radialSegments = options.radialSegments || 32;
  38371. var tubularSegments = options.tubularSegments || 32;
  38372. var p = options.p || 2;
  38373. var q = options.q || 3;
  38374. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  38375. // Helper
  38376. var getPos = function (angle) {
  38377. var cu = Math.cos(angle);
  38378. var su = Math.sin(angle);
  38379. var quOverP = q / p * angle;
  38380. var cs = Math.cos(quOverP);
  38381. var tx = radius * (2 + cs) * 0.5 * cu;
  38382. var ty = radius * (2 + cs) * su * 0.5;
  38383. var tz = radius * Math.sin(quOverP) * 0.5;
  38384. return new BABYLON.Vector3(tx, ty, tz);
  38385. };
  38386. // Vertices
  38387. var i;
  38388. var j;
  38389. for (i = 0; i <= radialSegments; i++) {
  38390. var modI = i % radialSegments;
  38391. var u = modI / radialSegments * 2 * p * Math.PI;
  38392. var p1 = getPos(u);
  38393. var p2 = getPos(u + 0.01);
  38394. var tang = p2.subtract(p1);
  38395. var n = p2.add(p1);
  38396. var bitan = BABYLON.Vector3.Cross(tang, n);
  38397. n = BABYLON.Vector3.Cross(bitan, tang);
  38398. bitan.normalize();
  38399. n.normalize();
  38400. for (j = 0; j < tubularSegments; j++) {
  38401. var modJ = j % tubularSegments;
  38402. var v = modJ / tubularSegments * 2 * Math.PI;
  38403. var cx = -tube * Math.cos(v);
  38404. var cy = tube * Math.sin(v);
  38405. positions.push(p1.x + cx * n.x + cy * bitan.x);
  38406. positions.push(p1.y + cx * n.y + cy * bitan.y);
  38407. positions.push(p1.z + cx * n.z + cy * bitan.z);
  38408. uvs.push(i / radialSegments);
  38409. uvs.push(j / tubularSegments);
  38410. }
  38411. }
  38412. for (i = 0; i < radialSegments; i++) {
  38413. for (j = 0; j < tubularSegments; j++) {
  38414. var jNext = (j + 1) % tubularSegments;
  38415. var a = i * tubularSegments + j;
  38416. var b = (i + 1) * tubularSegments + j;
  38417. var c = (i + 1) * tubularSegments + jNext;
  38418. var d = i * tubularSegments + jNext;
  38419. indices.push(d);
  38420. indices.push(b);
  38421. indices.push(a);
  38422. indices.push(d);
  38423. indices.push(c);
  38424. indices.push(b);
  38425. }
  38426. }
  38427. // Normals
  38428. VertexData.ComputeNormals(positions, indices, normals);
  38429. // Sides
  38430. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  38431. // Result
  38432. var vertexData = new VertexData();
  38433. vertexData.indices = indices;
  38434. vertexData.positions = positions;
  38435. vertexData.normals = normals;
  38436. vertexData.uvs = uvs;
  38437. return vertexData;
  38438. };
  38439. // Tools
  38440. /**
  38441. * Compute normals for given positions and indices
  38442. * @param positions an array of vertex positions, [...., x, y, z, ......]
  38443. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  38444. * @param normals an array of vertex normals, [...., x, y, z, ......]
  38445. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  38446. * * facetNormals : optional array of facet normals (vector3)
  38447. * * facetPositions : optional array of facet positions (vector3)
  38448. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  38449. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  38450. * * bInfo : optional bounding info, required for facetPartitioning computation
  38451. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  38452. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  38453. * * useRightHandedSystem: optional boolean to for right handed system computation
  38454. * * depthSort : optional boolean to enable the facet depth sort computation
  38455. * * distanceTo : optional Vector3 to compute the facet depth from this location
  38456. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  38457. */
  38458. VertexData.ComputeNormals = function (positions, indices, normals, options) {
  38459. // temporary scalar variables
  38460. var index = 0; // facet index
  38461. var p1p2x = 0.0; // p1p2 vector x coordinate
  38462. var p1p2y = 0.0; // p1p2 vector y coordinate
  38463. var p1p2z = 0.0; // p1p2 vector z coordinate
  38464. var p3p2x = 0.0; // p3p2 vector x coordinate
  38465. var p3p2y = 0.0; // p3p2 vector y coordinate
  38466. var p3p2z = 0.0; // p3p2 vector z coordinate
  38467. var faceNormalx = 0.0; // facet normal x coordinate
  38468. var faceNormaly = 0.0; // facet normal y coordinate
  38469. var faceNormalz = 0.0; // facet normal z coordinate
  38470. var length = 0.0; // facet normal length before normalization
  38471. var v1x = 0; // vector1 x index in the positions array
  38472. var v1y = 0; // vector1 y index in the positions array
  38473. var v1z = 0; // vector1 z index in the positions array
  38474. var v2x = 0; // vector2 x index in the positions array
  38475. var v2y = 0; // vector2 y index in the positions array
  38476. var v2z = 0; // vector2 z index in the positions array
  38477. var v3x = 0; // vector3 x index in the positions array
  38478. var v3y = 0; // vector3 y index in the positions array
  38479. var v3z = 0; // vector3 z index in the positions array
  38480. var computeFacetNormals = false;
  38481. var computeFacetPositions = false;
  38482. var computeFacetPartitioning = false;
  38483. var computeDepthSort = false;
  38484. var faceNormalSign = 1;
  38485. var ratio = 0;
  38486. var distanceTo = null;
  38487. if (options) {
  38488. computeFacetNormals = (options.facetNormals) ? true : false;
  38489. computeFacetPositions = (options.facetPositions) ? true : false;
  38490. computeFacetPartitioning = (options.facetPartitioning) ? true : false;
  38491. faceNormalSign = (options.useRightHandedSystem === true) ? -1 : 1;
  38492. ratio = options.ratio || 0;
  38493. computeDepthSort = (options.depthSort) ? true : false;
  38494. distanceTo = (options.distanceTo);
  38495. if (computeDepthSort) {
  38496. if (distanceTo === undefined) {
  38497. distanceTo = BABYLON.Vector3.Zero();
  38498. }
  38499. var depthSortedFacets = options.depthSortedFacets;
  38500. }
  38501. }
  38502. // facetPartitioning reinit if needed
  38503. var xSubRatio = 0;
  38504. var ySubRatio = 0;
  38505. var zSubRatio = 0;
  38506. var subSq = 0;
  38507. if (computeFacetPartitioning && options && options.bbSize) {
  38508. var ox = 0; // X partitioning index for facet position
  38509. var oy = 0; // Y partinioning index for facet position
  38510. var oz = 0; // Z partinioning index for facet position
  38511. var b1x = 0; // X partitioning index for facet v1 vertex
  38512. var b1y = 0; // Y partitioning index for facet v1 vertex
  38513. var b1z = 0; // z partitioning index for facet v1 vertex
  38514. var b2x = 0; // X partitioning index for facet v2 vertex
  38515. var b2y = 0; // Y partitioning index for facet v2 vertex
  38516. var b2z = 0; // Z partitioning index for facet v2 vertex
  38517. var b3x = 0; // X partitioning index for facet v3 vertex
  38518. var b3y = 0; // Y partitioning index for facet v3 vertex
  38519. var b3z = 0; // Z partitioning index for facet v3 vertex
  38520. var block_idx_o = 0; // facet barycenter block index
  38521. var block_idx_v1 = 0; // v1 vertex block index
  38522. var block_idx_v2 = 0; // v2 vertex block index
  38523. var block_idx_v3 = 0; // v3 vertex block index
  38524. var bbSizeMax = (options.bbSize.x > options.bbSize.y) ? options.bbSize.x : options.bbSize.y;
  38525. bbSizeMax = (bbSizeMax > options.bbSize.z) ? bbSizeMax : options.bbSize.z;
  38526. xSubRatio = options.subDiv.X * ratio / options.bbSize.x;
  38527. ySubRatio = options.subDiv.Y * ratio / options.bbSize.y;
  38528. zSubRatio = options.subDiv.Z * ratio / options.bbSize.z;
  38529. subSq = options.subDiv.max * options.subDiv.max;
  38530. options.facetPartitioning.length = 0;
  38531. }
  38532. // reset the normals
  38533. for (index = 0; index < positions.length; index++) {
  38534. normals[index] = 0.0;
  38535. }
  38536. // Loop : 1 indice triplet = 1 facet
  38537. var nbFaces = (indices.length / 3) | 0;
  38538. for (index = 0; index < nbFaces; index++) {
  38539. // get the indexes of the coordinates of each vertex of the facet
  38540. v1x = indices[index * 3] * 3;
  38541. v1y = v1x + 1;
  38542. v1z = v1x + 2;
  38543. v2x = indices[index * 3 + 1] * 3;
  38544. v2y = v2x + 1;
  38545. v2z = v2x + 2;
  38546. v3x = indices[index * 3 + 2] * 3;
  38547. v3y = v3x + 1;
  38548. v3z = v3x + 2;
  38549. p1p2x = positions[v1x] - positions[v2x]; // compute two vectors per facet : p1p2 and p3p2
  38550. p1p2y = positions[v1y] - positions[v2y];
  38551. p1p2z = positions[v1z] - positions[v2z];
  38552. p3p2x = positions[v3x] - positions[v2x];
  38553. p3p2y = positions[v3y] - positions[v2y];
  38554. p3p2z = positions[v3z] - positions[v2z];
  38555. // compute the face normal with the cross product
  38556. faceNormalx = faceNormalSign * (p1p2y * p3p2z - p1p2z * p3p2y);
  38557. faceNormaly = faceNormalSign * (p1p2z * p3p2x - p1p2x * p3p2z);
  38558. faceNormalz = faceNormalSign * (p1p2x * p3p2y - p1p2y * p3p2x);
  38559. // normalize this normal and store it in the array facetData
  38560. length = Math.sqrt(faceNormalx * faceNormalx + faceNormaly * faceNormaly + faceNormalz * faceNormalz);
  38561. length = (length === 0) ? 1.0 : length;
  38562. faceNormalx /= length;
  38563. faceNormaly /= length;
  38564. faceNormalz /= length;
  38565. if (computeFacetNormals && options) {
  38566. options.facetNormals[index].x = faceNormalx;
  38567. options.facetNormals[index].y = faceNormaly;
  38568. options.facetNormals[index].z = faceNormalz;
  38569. }
  38570. if (computeFacetPositions && options) {
  38571. // compute and the facet barycenter coordinates in the array facetPositions
  38572. options.facetPositions[index].x = (positions[v1x] + positions[v2x] + positions[v3x]) / 3.0;
  38573. options.facetPositions[index].y = (positions[v1y] + positions[v2y] + positions[v3y]) / 3.0;
  38574. options.facetPositions[index].z = (positions[v1z] + positions[v2z] + positions[v3z]) / 3.0;
  38575. }
  38576. if (computeFacetPartitioning && options) {
  38577. // store the facet indexes in arrays in the main facetPartitioning array :
  38578. // compute each facet vertex (+ facet barycenter) index in the partiniong array
  38579. ox = Math.floor((options.facetPositions[index].x - options.bInfo.minimum.x * ratio) * xSubRatio);
  38580. oy = Math.floor((options.facetPositions[index].y - options.bInfo.minimum.y * ratio) * ySubRatio);
  38581. oz = Math.floor((options.facetPositions[index].z - options.bInfo.minimum.z * ratio) * zSubRatio);
  38582. b1x = Math.floor((positions[v1x] - options.bInfo.minimum.x * ratio) * xSubRatio);
  38583. b1y = Math.floor((positions[v1y] - options.bInfo.minimum.y * ratio) * ySubRatio);
  38584. b1z = Math.floor((positions[v1z] - options.bInfo.minimum.z * ratio) * zSubRatio);
  38585. b2x = Math.floor((positions[v2x] - options.bInfo.minimum.x * ratio) * xSubRatio);
  38586. b2y = Math.floor((positions[v2y] - options.bInfo.minimum.y * ratio) * ySubRatio);
  38587. b2z = Math.floor((positions[v2z] - options.bInfo.minimum.z * ratio) * zSubRatio);
  38588. b3x = Math.floor((positions[v3x] - options.bInfo.minimum.x * ratio) * xSubRatio);
  38589. b3y = Math.floor((positions[v3y] - options.bInfo.minimum.y * ratio) * ySubRatio);
  38590. b3z = Math.floor((positions[v3z] - options.bInfo.minimum.z * ratio) * zSubRatio);
  38591. block_idx_v1 = b1x + options.subDiv.max * b1y + subSq * b1z;
  38592. block_idx_v2 = b2x + options.subDiv.max * b2y + subSq * b2z;
  38593. block_idx_v3 = b3x + options.subDiv.max * b3y + subSq * b3z;
  38594. block_idx_o = ox + options.subDiv.max * oy + subSq * oz;
  38595. options.facetPartitioning[block_idx_o] = options.facetPartitioning[block_idx_o] ? options.facetPartitioning[block_idx_o] : new Array();
  38596. options.facetPartitioning[block_idx_v1] = options.facetPartitioning[block_idx_v1] ? options.facetPartitioning[block_idx_v1] : new Array();
  38597. options.facetPartitioning[block_idx_v2] = options.facetPartitioning[block_idx_v2] ? options.facetPartitioning[block_idx_v2] : new Array();
  38598. options.facetPartitioning[block_idx_v3] = options.facetPartitioning[block_idx_v3] ? options.facetPartitioning[block_idx_v3] : new Array();
  38599. // push each facet index in each block containing the vertex
  38600. options.facetPartitioning[block_idx_v1].push(index);
  38601. if (block_idx_v2 != block_idx_v1) {
  38602. options.facetPartitioning[block_idx_v2].push(index);
  38603. }
  38604. if (!(block_idx_v3 == block_idx_v2 || block_idx_v3 == block_idx_v1)) {
  38605. options.facetPartitioning[block_idx_v3].push(index);
  38606. }
  38607. if (!(block_idx_o == block_idx_v1 || block_idx_o == block_idx_v2 || block_idx_o == block_idx_v3)) {
  38608. options.facetPartitioning[block_idx_o].push(index);
  38609. }
  38610. }
  38611. if (computeDepthSort && options && options.facetPositions) {
  38612. var dsf = depthSortedFacets[index];
  38613. dsf.ind = index * 3;
  38614. dsf.sqDistance = BABYLON.Vector3.DistanceSquared(options.facetPositions[index], distanceTo);
  38615. }
  38616. // compute the normals anyway
  38617. normals[v1x] += faceNormalx; // accumulate all the normals per face
  38618. normals[v1y] += faceNormaly;
  38619. normals[v1z] += faceNormalz;
  38620. normals[v2x] += faceNormalx;
  38621. normals[v2y] += faceNormaly;
  38622. normals[v2z] += faceNormalz;
  38623. normals[v3x] += faceNormalx;
  38624. normals[v3y] += faceNormaly;
  38625. normals[v3z] += faceNormalz;
  38626. }
  38627. // last normalization of each normal
  38628. for (index = 0; index < normals.length / 3; index++) {
  38629. faceNormalx = normals[index * 3];
  38630. faceNormaly = normals[index * 3 + 1];
  38631. faceNormalz = normals[index * 3 + 2];
  38632. length = Math.sqrt(faceNormalx * faceNormalx + faceNormaly * faceNormaly + faceNormalz * faceNormalz);
  38633. length = (length === 0) ? 1.0 : length;
  38634. faceNormalx /= length;
  38635. faceNormaly /= length;
  38636. faceNormalz /= length;
  38637. normals[index * 3] = faceNormalx;
  38638. normals[index * 3 + 1] = faceNormaly;
  38639. normals[index * 3 + 2] = faceNormalz;
  38640. }
  38641. };
  38642. VertexData._ComputeSides = function (sideOrientation, positions, indices, normals, uvs, frontUVs, backUVs) {
  38643. var li = indices.length;
  38644. var ln = normals.length;
  38645. var i;
  38646. var n;
  38647. sideOrientation = sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  38648. switch (sideOrientation) {
  38649. case BABYLON.Mesh.FRONTSIDE:
  38650. // nothing changed
  38651. break;
  38652. case BABYLON.Mesh.BACKSIDE:
  38653. var tmp;
  38654. // indices
  38655. for (i = 0; i < li; i += 3) {
  38656. tmp = indices[i];
  38657. indices[i] = indices[i + 2];
  38658. indices[i + 2] = tmp;
  38659. }
  38660. // normals
  38661. for (n = 0; n < ln; n++) {
  38662. normals[n] = -normals[n];
  38663. }
  38664. break;
  38665. case BABYLON.Mesh.DOUBLESIDE:
  38666. // positions
  38667. var lp = positions.length;
  38668. var l = lp / 3;
  38669. for (var p = 0; p < lp; p++) {
  38670. positions[lp + p] = positions[p];
  38671. }
  38672. // indices
  38673. for (i = 0; i < li; i += 3) {
  38674. indices[i + li] = indices[i + 2] + l;
  38675. indices[i + 1 + li] = indices[i + 1] + l;
  38676. indices[i + 2 + li] = indices[i] + l;
  38677. }
  38678. // normals
  38679. for (n = 0; n < ln; n++) {
  38680. normals[ln + n] = -normals[n];
  38681. }
  38682. // uvs
  38683. var lu = uvs.length;
  38684. var u = 0;
  38685. for (u = 0; u < lu; u++) {
  38686. uvs[u + lu] = uvs[u];
  38687. }
  38688. frontUVs = frontUVs ? frontUVs : new BABYLON.Vector4(0.0, 0.0, 1.0, 1.0);
  38689. backUVs = backUVs ? backUVs : new BABYLON.Vector4(0.0, 0.0, 1.0, 1.0);
  38690. u = 0;
  38691. for (i = 0; i < lu / 2; i++) {
  38692. uvs[u] = frontUVs.x + (frontUVs.z - frontUVs.x) * uvs[u];
  38693. uvs[u + 1] = frontUVs.y + (frontUVs.w - frontUVs.y) * uvs[u + 1];
  38694. uvs[u + lu] = backUVs.x + (backUVs.z - backUVs.x) * uvs[u + lu];
  38695. uvs[u + lu + 1] = backUVs.y + (backUVs.w - backUVs.y) * uvs[u + lu + 1];
  38696. u += 2;
  38697. }
  38698. break;
  38699. }
  38700. };
  38701. /**
  38702. * Applies VertexData created from the imported parameters to the geometry
  38703. * @param parsedVertexData the parsed data from an imported file
  38704. * @param geometry the geometry to apply the VertexData to
  38705. */
  38706. VertexData.ImportVertexData = function (parsedVertexData, geometry) {
  38707. var vertexData = new VertexData();
  38708. // positions
  38709. var positions = parsedVertexData.positions;
  38710. if (positions) {
  38711. vertexData.set(positions, BABYLON.VertexBuffer.PositionKind);
  38712. }
  38713. // normals
  38714. var normals = parsedVertexData.normals;
  38715. if (normals) {
  38716. vertexData.set(normals, BABYLON.VertexBuffer.NormalKind);
  38717. }
  38718. // tangents
  38719. var tangents = parsedVertexData.tangents;
  38720. if (tangents) {
  38721. vertexData.set(tangents, BABYLON.VertexBuffer.TangentKind);
  38722. }
  38723. // uvs
  38724. var uvs = parsedVertexData.uvs;
  38725. if (uvs) {
  38726. vertexData.set(uvs, BABYLON.VertexBuffer.UVKind);
  38727. }
  38728. // uv2s
  38729. var uv2s = parsedVertexData.uv2s;
  38730. if (uv2s) {
  38731. vertexData.set(uv2s, BABYLON.VertexBuffer.UV2Kind);
  38732. }
  38733. // uv3s
  38734. var uv3s = parsedVertexData.uv3s;
  38735. if (uv3s) {
  38736. vertexData.set(uv3s, BABYLON.VertexBuffer.UV3Kind);
  38737. }
  38738. // uv4s
  38739. var uv4s = parsedVertexData.uv4s;
  38740. if (uv4s) {
  38741. vertexData.set(uv4s, BABYLON.VertexBuffer.UV4Kind);
  38742. }
  38743. // uv5s
  38744. var uv5s = parsedVertexData.uv5s;
  38745. if (uv5s) {
  38746. vertexData.set(uv5s, BABYLON.VertexBuffer.UV5Kind);
  38747. }
  38748. // uv6s
  38749. var uv6s = parsedVertexData.uv6s;
  38750. if (uv6s) {
  38751. vertexData.set(uv6s, BABYLON.VertexBuffer.UV6Kind);
  38752. }
  38753. // colors
  38754. var colors = parsedVertexData.colors;
  38755. if (colors) {
  38756. vertexData.set(BABYLON.Color4.CheckColors4(colors, positions.length / 3), BABYLON.VertexBuffer.ColorKind);
  38757. }
  38758. // matricesIndices
  38759. var matricesIndices = parsedVertexData.matricesIndices;
  38760. if (matricesIndices) {
  38761. vertexData.set(matricesIndices, BABYLON.VertexBuffer.MatricesIndicesKind);
  38762. }
  38763. // matricesWeights
  38764. var matricesWeights = parsedVertexData.matricesWeights;
  38765. if (matricesWeights) {
  38766. vertexData.set(matricesWeights, BABYLON.VertexBuffer.MatricesWeightsKind);
  38767. }
  38768. // indices
  38769. var indices = parsedVertexData.indices;
  38770. if (indices) {
  38771. vertexData.indices = indices;
  38772. }
  38773. geometry.setAllVerticesData(vertexData, parsedVertexData.updatable);
  38774. };
  38775. return VertexData;
  38776. }());
  38777. BABYLON.VertexData = VertexData;
  38778. })(BABYLON || (BABYLON = {}));
  38779. //# sourceMappingURL=babylon.mesh.vertexData.js.map
  38780. var BABYLON;
  38781. (function (BABYLON) {
  38782. /**
  38783. * Class used to store geometry data (vertex buffers + index buffer)
  38784. */
  38785. var Geometry = /** @class */ (function () {
  38786. /**
  38787. * Creates a new geometry
  38788. * @param id defines the unique ID
  38789. * @param scene defines the hosting scene
  38790. * @param vertexData defines the {BABYLON.VertexData} used to get geometry data
  38791. * @param updatable defines if geometry must be updatable (false by default)
  38792. * @param mesh defines the mesh that will be associated with the geometry
  38793. */
  38794. function Geometry(id, scene, vertexData, updatable, mesh) {
  38795. if (updatable === void 0) { updatable = false; }
  38796. if (mesh === void 0) { mesh = null; }
  38797. /**
  38798. * Gets the delay loading state of the geometry (none by default which means not delayed)
  38799. */
  38800. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  38801. this._totalVertices = 0;
  38802. this._isDisposed = false;
  38803. this._indexBufferIsUpdatable = false;
  38804. this.id = id;
  38805. this._engine = scene.getEngine();
  38806. this._meshes = [];
  38807. this._scene = scene;
  38808. //Init vertex buffer cache
  38809. this._vertexBuffers = {};
  38810. this._indices = [];
  38811. this._updatable = updatable;
  38812. // vertexData
  38813. if (vertexData) {
  38814. this.setAllVerticesData(vertexData, updatable);
  38815. }
  38816. else {
  38817. this._totalVertices = 0;
  38818. this._indices = [];
  38819. }
  38820. if (this._engine.getCaps().vertexArrayObject) {
  38821. this._vertexArrayObjects = {};
  38822. }
  38823. // applyToMesh
  38824. if (mesh) {
  38825. if (mesh.getClassName() === "LinesMesh") {
  38826. this.boundingBias = new BABYLON.Vector2(0, mesh.intersectionThreshold);
  38827. this._updateExtend();
  38828. }
  38829. this.applyToMesh(mesh);
  38830. mesh.computeWorldMatrix(true);
  38831. }
  38832. }
  38833. Object.defineProperty(Geometry.prototype, "boundingBias", {
  38834. /**
  38835. * 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
  38836. */
  38837. get: function () {
  38838. return this._boundingBias;
  38839. },
  38840. /**
  38841. * 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
  38842. */
  38843. set: function (value) {
  38844. if (this._boundingBias && this._boundingBias.equals(value)) {
  38845. return;
  38846. }
  38847. this._boundingBias = value.clone();
  38848. this._updateBoundingInfo(true, null);
  38849. },
  38850. enumerable: true,
  38851. configurable: true
  38852. });
  38853. /**
  38854. * Static function used to attach a new empty geometry to a mesh
  38855. * @param mesh defines the mesh to attach the geometry to
  38856. * @returns the new {BABYLON.Geometry}
  38857. */
  38858. Geometry.CreateGeometryForMesh = function (mesh) {
  38859. var geometry = new Geometry(Geometry.RandomId(), mesh.getScene());
  38860. geometry.applyToMesh(mesh);
  38861. return geometry;
  38862. };
  38863. Object.defineProperty(Geometry.prototype, "extend", {
  38864. /**
  38865. * Gets the current extend of the geometry
  38866. */
  38867. get: function () {
  38868. return this._extend;
  38869. },
  38870. enumerable: true,
  38871. configurable: true
  38872. });
  38873. /**
  38874. * Gets the hosting scene
  38875. * @returns the hosting {BABYLON.Scene}
  38876. */
  38877. Geometry.prototype.getScene = function () {
  38878. return this._scene;
  38879. };
  38880. /**
  38881. * Gets the hosting engine
  38882. * @returns the hosting {BABYLON.Engine}
  38883. */
  38884. Geometry.prototype.getEngine = function () {
  38885. return this._engine;
  38886. };
  38887. /**
  38888. * Defines if the geometry is ready to use
  38889. * @returns true if the geometry is ready to be used
  38890. */
  38891. Geometry.prototype.isReady = function () {
  38892. return this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE;
  38893. };
  38894. Object.defineProperty(Geometry.prototype, "doNotSerialize", {
  38895. /**
  38896. * Gets a value indicating that the geometry should not be serialized
  38897. */
  38898. get: function () {
  38899. for (var index = 0; index < this._meshes.length; index++) {
  38900. if (!this._meshes[index].doNotSerialize) {
  38901. return false;
  38902. }
  38903. }
  38904. return true;
  38905. },
  38906. enumerable: true,
  38907. configurable: true
  38908. });
  38909. /** @hidden */
  38910. Geometry.prototype._rebuild = function () {
  38911. if (this._vertexArrayObjects) {
  38912. this._vertexArrayObjects = {};
  38913. }
  38914. // Index buffer
  38915. if (this._meshes.length !== 0 && this._indices) {
  38916. this._indexBuffer = this._engine.createIndexBuffer(this._indices);
  38917. }
  38918. // Vertex buffers
  38919. for (var key in this._vertexBuffers) {
  38920. var vertexBuffer = this._vertexBuffers[key];
  38921. vertexBuffer._rebuild();
  38922. }
  38923. };
  38924. /**
  38925. * Affects all geometry data in one call
  38926. * @param vertexData defines the geometry data
  38927. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  38928. */
  38929. Geometry.prototype.setAllVerticesData = function (vertexData, updatable) {
  38930. vertexData.applyToGeometry(this, updatable);
  38931. this.notifyUpdate();
  38932. };
  38933. /**
  38934. * Set specific vertex data
  38935. * @param kind defines the data kind (Position, normal, etc...)
  38936. * @param data defines the vertex data to use
  38937. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  38938. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  38939. */
  38940. Geometry.prototype.setVerticesData = function (kind, data, updatable, stride) {
  38941. if (updatable === void 0) { updatable = false; }
  38942. var buffer = new BABYLON.VertexBuffer(this._engine, data, kind, updatable, this._meshes.length === 0, stride);
  38943. this.setVerticesBuffer(buffer);
  38944. };
  38945. /**
  38946. * Removes a specific vertex data
  38947. * @param kind defines the data kind (Position, normal, etc...)
  38948. */
  38949. Geometry.prototype.removeVerticesData = function (kind) {
  38950. if (this._vertexBuffers[kind]) {
  38951. this._vertexBuffers[kind].dispose();
  38952. delete this._vertexBuffers[kind];
  38953. }
  38954. };
  38955. /**
  38956. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  38957. * @param buffer defines the vertex buffer to use
  38958. * @param totalVertices defines the total number of vertices for position kind (could be null)
  38959. */
  38960. Geometry.prototype.setVerticesBuffer = function (buffer, totalVertices) {
  38961. if (totalVertices === void 0) { totalVertices = null; }
  38962. var kind = buffer.getKind();
  38963. if (this._vertexBuffers[kind]) {
  38964. this._vertexBuffers[kind].dispose();
  38965. }
  38966. this._vertexBuffers[kind] = buffer;
  38967. if (kind === BABYLON.VertexBuffer.PositionKind) {
  38968. var data = buffer.getData();
  38969. if (totalVertices != null) {
  38970. this._totalVertices = totalVertices;
  38971. }
  38972. else {
  38973. if (data != null) {
  38974. this._totalVertices = data.length / (buffer.byteStride / 4);
  38975. }
  38976. }
  38977. this._updateExtend(data);
  38978. this._resetPointsArrayCache();
  38979. var meshes = this._meshes;
  38980. var numOfMeshes = meshes.length;
  38981. for (var index = 0; index < numOfMeshes; index++) {
  38982. var mesh = meshes[index];
  38983. mesh._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  38984. mesh._createGlobalSubMesh(false);
  38985. mesh.computeWorldMatrix(true);
  38986. }
  38987. }
  38988. this.notifyUpdate(kind);
  38989. if (this._vertexArrayObjects) {
  38990. this._disposeVertexArrayObjects();
  38991. this._vertexArrayObjects = {}; // Will trigger a rebuild of the VAO if supported
  38992. }
  38993. };
  38994. /**
  38995. * Update a specific vertex buffer
  38996. * This function will directly update the underlying WebGLBuffer according to the passed numeric array or Float32Array
  38997. * It will do nothing if the buffer is not updatable
  38998. * @param kind defines the data kind (Position, normal, etc...)
  38999. * @param data defines the data to use
  39000. * @param offset defines the offset in the target buffer where to store the data
  39001. * @param useBytes set to true if the offset is in bytes
  39002. */
  39003. Geometry.prototype.updateVerticesDataDirectly = function (kind, data, offset, useBytes) {
  39004. if (useBytes === void 0) { useBytes = false; }
  39005. var vertexBuffer = this.getVertexBuffer(kind);
  39006. if (!vertexBuffer) {
  39007. return;
  39008. }
  39009. vertexBuffer.updateDirectly(data, offset, useBytes);
  39010. this.notifyUpdate(kind);
  39011. };
  39012. /**
  39013. * Update a specific vertex buffer
  39014. * This function will create a new buffer if the current one is not updatable
  39015. * @param kind defines the data kind (Position, normal, etc...)
  39016. * @param data defines the data to use
  39017. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  39018. */
  39019. Geometry.prototype.updateVerticesData = function (kind, data, updateExtends) {
  39020. if (updateExtends === void 0) { updateExtends = false; }
  39021. var vertexBuffer = this.getVertexBuffer(kind);
  39022. if (!vertexBuffer) {
  39023. return;
  39024. }
  39025. vertexBuffer.update(data);
  39026. if (kind === BABYLON.VertexBuffer.PositionKind) {
  39027. this._updateBoundingInfo(updateExtends, data);
  39028. }
  39029. this.notifyUpdate(kind);
  39030. };
  39031. Geometry.prototype._updateBoundingInfo = function (updateExtends, data) {
  39032. if (updateExtends) {
  39033. this._updateExtend(data);
  39034. }
  39035. var meshes = this._meshes;
  39036. var numOfMeshes = meshes.length;
  39037. this._resetPointsArrayCache();
  39038. for (var index = 0; index < numOfMeshes; index++) {
  39039. var mesh = meshes[index];
  39040. if (updateExtends) {
  39041. mesh._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  39042. for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
  39043. var subMesh = mesh.subMeshes[subIndex];
  39044. subMesh.refreshBoundingInfo();
  39045. }
  39046. }
  39047. }
  39048. };
  39049. /** @hidden */
  39050. Geometry.prototype._bind = function (effect, indexToBind) {
  39051. if (!effect) {
  39052. return;
  39053. }
  39054. if (indexToBind === undefined) {
  39055. indexToBind = this._indexBuffer;
  39056. }
  39057. var vbs = this.getVertexBuffers();
  39058. if (!vbs) {
  39059. return;
  39060. }
  39061. if (indexToBind != this._indexBuffer || !this._vertexArrayObjects) {
  39062. this._engine.bindBuffers(vbs, indexToBind, effect);
  39063. return;
  39064. }
  39065. // Using VAO
  39066. if (!this._vertexArrayObjects[effect.key]) {
  39067. this._vertexArrayObjects[effect.key] = this._engine.recordVertexArrayObject(vbs, indexToBind, effect);
  39068. }
  39069. this._engine.bindVertexArrayObject(this._vertexArrayObjects[effect.key], indexToBind);
  39070. };
  39071. /**
  39072. * Gets total number of vertices
  39073. * @returns the total number of vertices
  39074. */
  39075. Geometry.prototype.getTotalVertices = function () {
  39076. if (!this.isReady()) {
  39077. return 0;
  39078. }
  39079. return this._totalVertices;
  39080. };
  39081. /**
  39082. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  39083. * @param kind defines the data kind (Position, normal, etc...)
  39084. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  39085. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  39086. * @returns a float array containing vertex data
  39087. */
  39088. Geometry.prototype.getVerticesData = function (kind, copyWhenShared, forceCopy) {
  39089. var vertexBuffer = this.getVertexBuffer(kind);
  39090. if (!vertexBuffer) {
  39091. return null;
  39092. }
  39093. var data = vertexBuffer.getData();
  39094. if (!data) {
  39095. return null;
  39096. }
  39097. var tightlyPackedByteStride = vertexBuffer.getSize() * BABYLON.VertexBuffer.GetTypeByteLength(vertexBuffer.type);
  39098. var count = this._totalVertices * vertexBuffer.getSize();
  39099. if (vertexBuffer.type !== BABYLON.VertexBuffer.FLOAT || vertexBuffer.byteStride !== tightlyPackedByteStride) {
  39100. var copy_1 = new Array(count);
  39101. vertexBuffer.forEach(count, function (value, index) {
  39102. copy_1[index] = value;
  39103. });
  39104. return copy_1;
  39105. }
  39106. if (!((data instanceof Array) || (data instanceof Float32Array)) || vertexBuffer.byteOffset !== 0 || data.length !== count) {
  39107. if (data instanceof Array) {
  39108. var offset = vertexBuffer.byteOffset / 4;
  39109. return BABYLON.Tools.Slice(data, offset, offset + count);
  39110. }
  39111. else if (data instanceof ArrayBuffer) {
  39112. return new Float32Array(data, vertexBuffer.byteOffset, count);
  39113. }
  39114. else {
  39115. var offset = data.byteOffset + vertexBuffer.byteOffset;
  39116. if (forceCopy || (copyWhenShared && this._meshes.length !== 1)) {
  39117. var result = new Float32Array(count);
  39118. var source = new Float32Array(data.buffer, offset, count);
  39119. result.set(source);
  39120. return result;
  39121. }
  39122. return new Float32Array(data.buffer, offset, count);
  39123. }
  39124. }
  39125. if (forceCopy || (copyWhenShared && this._meshes.length !== 1)) {
  39126. return BABYLON.Tools.Slice(data);
  39127. }
  39128. return data;
  39129. };
  39130. /**
  39131. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  39132. * @param kind defines the data kind (Position, normal, etc...)
  39133. * @returns true if the vertex buffer with the specified kind is updatable
  39134. */
  39135. Geometry.prototype.isVertexBufferUpdatable = function (kind) {
  39136. var vb = this._vertexBuffers[kind];
  39137. if (!vb) {
  39138. return false;
  39139. }
  39140. return vb.isUpdatable();
  39141. };
  39142. /**
  39143. * Gets a specific vertex buffer
  39144. * @param kind defines the data kind (Position, normal, etc...)
  39145. * @returns a {BABYLON.VertexBuffer}
  39146. */
  39147. Geometry.prototype.getVertexBuffer = function (kind) {
  39148. if (!this.isReady()) {
  39149. return null;
  39150. }
  39151. return this._vertexBuffers[kind];
  39152. };
  39153. /**
  39154. * Returns all vertex buffers
  39155. * @return an object holding all vertex buffers indexed by kind
  39156. */
  39157. Geometry.prototype.getVertexBuffers = function () {
  39158. if (!this.isReady()) {
  39159. return null;
  39160. }
  39161. return this._vertexBuffers;
  39162. };
  39163. /**
  39164. * Gets a boolean indicating if specific vertex buffer is present
  39165. * @param kind defines the data kind (Position, normal, etc...)
  39166. * @returns true if data is present
  39167. */
  39168. Geometry.prototype.isVerticesDataPresent = function (kind) {
  39169. if (!this._vertexBuffers) {
  39170. if (this._delayInfo) {
  39171. return this._delayInfo.indexOf(kind) !== -1;
  39172. }
  39173. return false;
  39174. }
  39175. return this._vertexBuffers[kind] !== undefined;
  39176. };
  39177. /**
  39178. * Gets a list of all attached data kinds (Position, normal, etc...)
  39179. * @returns a list of string containing all kinds
  39180. */
  39181. Geometry.prototype.getVerticesDataKinds = function () {
  39182. var result = [];
  39183. var kind;
  39184. if (!this._vertexBuffers && this._delayInfo) {
  39185. for (kind in this._delayInfo) {
  39186. result.push(kind);
  39187. }
  39188. }
  39189. else {
  39190. for (kind in this._vertexBuffers) {
  39191. result.push(kind);
  39192. }
  39193. }
  39194. return result;
  39195. };
  39196. /**
  39197. * Update index buffer
  39198. * @param indices defines the indices to store in the index buffer
  39199. * @param offset defines the offset in the target buffer where to store the data
  39200. */
  39201. Geometry.prototype.updateIndices = function (indices, offset) {
  39202. if (!this._indexBuffer) {
  39203. return;
  39204. }
  39205. if (!this._indexBufferIsUpdatable) {
  39206. this.setIndices(indices, null, true);
  39207. }
  39208. else {
  39209. this._engine.updateDynamicIndexBuffer(this._indexBuffer, indices, offset);
  39210. }
  39211. };
  39212. /**
  39213. * Creates a new index buffer
  39214. * @param indices defines the indices to store in the index buffer
  39215. * @param totalVertices defines the total number of vertices (could be null)
  39216. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  39217. */
  39218. Geometry.prototype.setIndices = function (indices, totalVertices, updatable) {
  39219. if (totalVertices === void 0) { totalVertices = null; }
  39220. if (updatable === void 0) { updatable = false; }
  39221. if (this._indexBuffer) {
  39222. this._engine._releaseBuffer(this._indexBuffer);
  39223. }
  39224. this._disposeVertexArrayObjects();
  39225. this._indices = indices;
  39226. this._indexBufferIsUpdatable = updatable;
  39227. if (this._meshes.length !== 0 && this._indices) {
  39228. this._indexBuffer = this._engine.createIndexBuffer(this._indices, updatable);
  39229. }
  39230. if (totalVertices != undefined) { // including null and undefined
  39231. this._totalVertices = totalVertices;
  39232. }
  39233. var meshes = this._meshes;
  39234. var numOfMeshes = meshes.length;
  39235. for (var index = 0; index < numOfMeshes; index++) {
  39236. meshes[index]._createGlobalSubMesh(true);
  39237. }
  39238. this.notifyUpdate();
  39239. };
  39240. /**
  39241. * Return the total number of indices
  39242. * @returns the total number of indices
  39243. */
  39244. Geometry.prototype.getTotalIndices = function () {
  39245. if (!this.isReady()) {
  39246. return 0;
  39247. }
  39248. return this._indices.length;
  39249. };
  39250. /**
  39251. * Gets the index buffer array
  39252. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  39253. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  39254. * @returns the index buffer array
  39255. */
  39256. Geometry.prototype.getIndices = function (copyWhenShared, forceCopy) {
  39257. if (!this.isReady()) {
  39258. return null;
  39259. }
  39260. var orig = this._indices;
  39261. if (!forceCopy && (!copyWhenShared || this._meshes.length === 1)) {
  39262. return orig;
  39263. }
  39264. else {
  39265. var len = orig.length;
  39266. var copy = [];
  39267. for (var i = 0; i < len; i++) {
  39268. copy.push(orig[i]);
  39269. }
  39270. return copy;
  39271. }
  39272. };
  39273. /**
  39274. * Gets the index buffer
  39275. * @return the index buffer
  39276. */
  39277. Geometry.prototype.getIndexBuffer = function () {
  39278. if (!this.isReady()) {
  39279. return null;
  39280. }
  39281. return this._indexBuffer;
  39282. };
  39283. /** @hidden */
  39284. Geometry.prototype._releaseVertexArrayObject = function (effect) {
  39285. if (effect === void 0) { effect = null; }
  39286. if (!effect || !this._vertexArrayObjects) {
  39287. return;
  39288. }
  39289. if (this._vertexArrayObjects[effect.key]) {
  39290. this._engine.releaseVertexArrayObject(this._vertexArrayObjects[effect.key]);
  39291. delete this._vertexArrayObjects[effect.key];
  39292. }
  39293. };
  39294. /**
  39295. * Release the associated resources for a specific mesh
  39296. * @param mesh defines the source mesh
  39297. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  39298. */
  39299. Geometry.prototype.releaseForMesh = function (mesh, shouldDispose) {
  39300. var meshes = this._meshes;
  39301. var index = meshes.indexOf(mesh);
  39302. if (index === -1) {
  39303. return;
  39304. }
  39305. meshes.splice(index, 1);
  39306. mesh._geometry = null;
  39307. if (meshes.length === 0 && shouldDispose) {
  39308. this.dispose();
  39309. }
  39310. };
  39311. /**
  39312. * Apply current geometry to a given mesh
  39313. * @param mesh defines the mesh to apply geometry to
  39314. */
  39315. Geometry.prototype.applyToMesh = function (mesh) {
  39316. if (mesh._geometry === this) {
  39317. return;
  39318. }
  39319. var previousGeometry = mesh._geometry;
  39320. if (previousGeometry) {
  39321. previousGeometry.releaseForMesh(mesh);
  39322. }
  39323. var meshes = this._meshes;
  39324. // must be done before setting vertexBuffers because of mesh._createGlobalSubMesh()
  39325. mesh._geometry = this;
  39326. this._scene.pushGeometry(this);
  39327. meshes.push(mesh);
  39328. if (this.isReady()) {
  39329. this._applyToMesh(mesh);
  39330. }
  39331. else {
  39332. mesh._boundingInfo = this._boundingInfo;
  39333. }
  39334. };
  39335. Geometry.prototype._updateExtend = function (data) {
  39336. if (data === void 0) { data = null; }
  39337. if (!data) {
  39338. data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  39339. }
  39340. this._extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this._totalVertices, this.boundingBias, 3);
  39341. };
  39342. Geometry.prototype._applyToMesh = function (mesh) {
  39343. var numOfMeshes = this._meshes.length;
  39344. // vertexBuffers
  39345. for (var kind in this._vertexBuffers) {
  39346. if (numOfMeshes === 1) {
  39347. this._vertexBuffers[kind].create();
  39348. }
  39349. var buffer = this._vertexBuffers[kind].getBuffer();
  39350. if (buffer)
  39351. buffer.references = numOfMeshes;
  39352. if (kind === BABYLON.VertexBuffer.PositionKind) {
  39353. if (!this._extend) {
  39354. this._updateExtend();
  39355. }
  39356. mesh._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  39357. mesh._createGlobalSubMesh(false);
  39358. //bounding info was just created again, world matrix should be applied again.
  39359. mesh._updateBoundingInfo();
  39360. }
  39361. }
  39362. // indexBuffer
  39363. if (numOfMeshes === 1 && this._indices && this._indices.length > 0) {
  39364. this._indexBuffer = this._engine.createIndexBuffer(this._indices);
  39365. }
  39366. if (this._indexBuffer) {
  39367. this._indexBuffer.references = numOfMeshes;
  39368. }
  39369. };
  39370. Geometry.prototype.notifyUpdate = function (kind) {
  39371. if (this.onGeometryUpdated) {
  39372. this.onGeometryUpdated(this, kind);
  39373. }
  39374. for (var _i = 0, _a = this._meshes; _i < _a.length; _i++) {
  39375. var mesh = _a[_i];
  39376. mesh._markSubMeshesAsAttributesDirty();
  39377. }
  39378. };
  39379. /**
  39380. * Load the geometry if it was flagged as delay loaded
  39381. * @param scene defines the hosting scene
  39382. * @param onLoaded defines a callback called when the geometry is loaded
  39383. */
  39384. Geometry.prototype.load = function (scene, onLoaded) {
  39385. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  39386. return;
  39387. }
  39388. if (this.isReady()) {
  39389. if (onLoaded) {
  39390. onLoaded();
  39391. }
  39392. return;
  39393. }
  39394. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADING;
  39395. this._queueLoad(scene, onLoaded);
  39396. };
  39397. Geometry.prototype._queueLoad = function (scene, onLoaded) {
  39398. var _this = this;
  39399. if (!this.delayLoadingFile) {
  39400. return;
  39401. }
  39402. scene._addPendingData(this);
  39403. scene._loadFile(this.delayLoadingFile, function (data) {
  39404. if (!_this._delayLoadingFunction) {
  39405. return;
  39406. }
  39407. _this._delayLoadingFunction(JSON.parse(data), _this);
  39408. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  39409. _this._delayInfo = [];
  39410. scene._removePendingData(_this);
  39411. var meshes = _this._meshes;
  39412. var numOfMeshes = meshes.length;
  39413. for (var index = 0; index < numOfMeshes; index++) {
  39414. _this._applyToMesh(meshes[index]);
  39415. }
  39416. if (onLoaded) {
  39417. onLoaded();
  39418. }
  39419. }, undefined, true);
  39420. };
  39421. /**
  39422. * Invert the geometry to move from a right handed system to a left handed one.
  39423. */
  39424. Geometry.prototype.toLeftHanded = function () {
  39425. // Flip faces
  39426. var tIndices = this.getIndices(false);
  39427. if (tIndices != null && tIndices.length > 0) {
  39428. for (var i = 0; i < tIndices.length; i += 3) {
  39429. var tTemp = tIndices[i + 0];
  39430. tIndices[i + 0] = tIndices[i + 2];
  39431. tIndices[i + 2] = tTemp;
  39432. }
  39433. this.setIndices(tIndices);
  39434. }
  39435. // Negate position.z
  39436. var tPositions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind, false);
  39437. if (tPositions != null && tPositions.length > 0) {
  39438. for (var i = 0; i < tPositions.length; i += 3) {
  39439. tPositions[i + 2] = -tPositions[i + 2];
  39440. }
  39441. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, tPositions, false);
  39442. }
  39443. // Negate normal.z
  39444. var tNormals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind, false);
  39445. if (tNormals != null && tNormals.length > 0) {
  39446. for (var i = 0; i < tNormals.length; i += 3) {
  39447. tNormals[i + 2] = -tNormals[i + 2];
  39448. }
  39449. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, tNormals, false);
  39450. }
  39451. };
  39452. // Cache
  39453. /** @hidden */
  39454. Geometry.prototype._resetPointsArrayCache = function () {
  39455. this._positions = null;
  39456. };
  39457. /** @hidden */
  39458. Geometry.prototype._generatePointsArray = function () {
  39459. if (this._positions)
  39460. return true;
  39461. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  39462. if (!data || data.length === 0) {
  39463. return false;
  39464. }
  39465. this._positions = [];
  39466. for (var index = 0; index < data.length; index += 3) {
  39467. this._positions.push(BABYLON.Vector3.FromArray(data, index));
  39468. }
  39469. return true;
  39470. };
  39471. /**
  39472. * Gets a value indicating if the geometry is disposed
  39473. * @returns true if the geometry was disposed
  39474. */
  39475. Geometry.prototype.isDisposed = function () {
  39476. return this._isDisposed;
  39477. };
  39478. Geometry.prototype._disposeVertexArrayObjects = function () {
  39479. if (this._vertexArrayObjects) {
  39480. for (var kind in this._vertexArrayObjects) {
  39481. this._engine.releaseVertexArrayObject(this._vertexArrayObjects[kind]);
  39482. }
  39483. this._vertexArrayObjects = {};
  39484. }
  39485. };
  39486. /**
  39487. * Free all associated resources
  39488. */
  39489. Geometry.prototype.dispose = function () {
  39490. var meshes = this._meshes;
  39491. var numOfMeshes = meshes.length;
  39492. var index;
  39493. for (index = 0; index < numOfMeshes; index++) {
  39494. this.releaseForMesh(meshes[index]);
  39495. }
  39496. this._meshes = [];
  39497. this._disposeVertexArrayObjects();
  39498. for (var kind in this._vertexBuffers) {
  39499. this._vertexBuffers[kind].dispose();
  39500. }
  39501. this._vertexBuffers = {};
  39502. this._totalVertices = 0;
  39503. if (this._indexBuffer) {
  39504. this._engine._releaseBuffer(this._indexBuffer);
  39505. }
  39506. this._indexBuffer = null;
  39507. this._indices = [];
  39508. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  39509. this.delayLoadingFile = null;
  39510. this._delayLoadingFunction = null;
  39511. this._delayInfo = [];
  39512. this._boundingInfo = null;
  39513. this._scene.removeGeometry(this);
  39514. this._isDisposed = true;
  39515. };
  39516. /**
  39517. * Clone the current geometry into a new geometry
  39518. * @param id defines the unique ID of the new geometry
  39519. * @returns a new geometry object
  39520. */
  39521. Geometry.prototype.copy = function (id) {
  39522. var vertexData = new BABYLON.VertexData();
  39523. vertexData.indices = [];
  39524. var indices = this.getIndices();
  39525. if (indices) {
  39526. for (var index = 0; index < indices.length; index++) {
  39527. vertexData.indices.push(indices[index]);
  39528. }
  39529. }
  39530. var updatable = false;
  39531. var stopChecking = false;
  39532. var kind;
  39533. for (kind in this._vertexBuffers) {
  39534. // using slice() to make a copy of the array and not just reference it
  39535. var data = this.getVerticesData(kind);
  39536. if (data instanceof Float32Array) {
  39537. vertexData.set(new Float32Array(data), kind);
  39538. }
  39539. else {
  39540. vertexData.set(data.slice(0), kind);
  39541. }
  39542. if (!stopChecking) {
  39543. var vb = this.getVertexBuffer(kind);
  39544. if (vb) {
  39545. updatable = vb.isUpdatable();
  39546. stopChecking = !updatable;
  39547. }
  39548. }
  39549. }
  39550. var geometry = new Geometry(id, this._scene, vertexData, updatable);
  39551. geometry.delayLoadState = this.delayLoadState;
  39552. geometry.delayLoadingFile = this.delayLoadingFile;
  39553. geometry._delayLoadingFunction = this._delayLoadingFunction;
  39554. for (kind in this._delayInfo) {
  39555. geometry._delayInfo = geometry._delayInfo || [];
  39556. geometry._delayInfo.push(kind);
  39557. }
  39558. // Bounding info
  39559. geometry._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  39560. return geometry;
  39561. };
  39562. /**
  39563. * Serialize the current geometry info (and not the vertices data) into a JSON object
  39564. * @return a JSON representation of the current geometry data (without the vertices data)
  39565. */
  39566. Geometry.prototype.serialize = function () {
  39567. var serializationObject = {};
  39568. serializationObject.id = this.id;
  39569. serializationObject.updatable = this._updatable;
  39570. if (BABYLON.Tags && BABYLON.Tags.HasTags(this)) {
  39571. serializationObject.tags = BABYLON.Tags.GetTags(this);
  39572. }
  39573. return serializationObject;
  39574. };
  39575. Geometry.prototype.toNumberArray = function (origin) {
  39576. if (Array.isArray(origin)) {
  39577. return origin;
  39578. }
  39579. else {
  39580. return Array.prototype.slice.call(origin);
  39581. }
  39582. };
  39583. /**
  39584. * Serialize all vertices data into a JSON oject
  39585. * @returns a JSON representation of the current geometry data
  39586. */
  39587. Geometry.prototype.serializeVerticeData = function () {
  39588. var serializationObject = this.serialize();
  39589. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  39590. serializationObject.positions = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.PositionKind));
  39591. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.PositionKind)) {
  39592. serializationObject.positions._updatable = true;
  39593. }
  39594. }
  39595. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  39596. serializationObject.normals = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.NormalKind));
  39597. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.NormalKind)) {
  39598. serializationObject.normals._updatable = true;
  39599. }
  39600. }
  39601. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  39602. serializationObject.tangets = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.TangentKind));
  39603. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.TangentKind)) {
  39604. serializationObject.tangets._updatable = true;
  39605. }
  39606. }
  39607. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  39608. serializationObject.uvs = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UVKind));
  39609. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UVKind)) {
  39610. serializationObject.uvs._updatable = true;
  39611. }
  39612. }
  39613. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  39614. serializationObject.uv2s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV2Kind));
  39615. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV2Kind)) {
  39616. serializationObject.uv2s._updatable = true;
  39617. }
  39618. }
  39619. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV3Kind)) {
  39620. serializationObject.uv3s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV3Kind));
  39621. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV3Kind)) {
  39622. serializationObject.uv3s._updatable = true;
  39623. }
  39624. }
  39625. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV4Kind)) {
  39626. serializationObject.uv4s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV4Kind));
  39627. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV4Kind)) {
  39628. serializationObject.uv4s._updatable = true;
  39629. }
  39630. }
  39631. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV5Kind)) {
  39632. serializationObject.uv5s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV5Kind));
  39633. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV5Kind)) {
  39634. serializationObject.uv5s._updatable = true;
  39635. }
  39636. }
  39637. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV6Kind)) {
  39638. serializationObject.uv6s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV6Kind));
  39639. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV6Kind)) {
  39640. serializationObject.uv6s._updatable = true;
  39641. }
  39642. }
  39643. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  39644. serializationObject.colors = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.ColorKind));
  39645. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.ColorKind)) {
  39646. serializationObject.colors._updatable = true;
  39647. }
  39648. }
  39649. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  39650. serializationObject.matricesIndices = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind));
  39651. serializationObject.matricesIndices._isExpanded = true;
  39652. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  39653. serializationObject.matricesIndices._updatable = true;
  39654. }
  39655. }
  39656. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  39657. serializationObject.matricesWeights = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind));
  39658. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  39659. serializationObject.matricesWeights._updatable = true;
  39660. }
  39661. }
  39662. serializationObject.indices = this.toNumberArray(this.getIndices());
  39663. return serializationObject;
  39664. };
  39665. // Statics
  39666. /**
  39667. * Extracts a clone of a mesh geometry
  39668. * @param mesh defines the source mesh
  39669. * @param id defines the unique ID of the new geometry object
  39670. * @returns the new geometry object
  39671. */
  39672. Geometry.ExtractFromMesh = function (mesh, id) {
  39673. var geometry = mesh._geometry;
  39674. if (!geometry) {
  39675. return null;
  39676. }
  39677. return geometry.copy(id);
  39678. };
  39679. /**
  39680. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  39681. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  39682. * Be aware Math.random() could cause collisions, but:
  39683. * "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"
  39684. * @returns a string containing a new GUID
  39685. */
  39686. Geometry.RandomId = function () {
  39687. return BABYLON.Tools.RandomId();
  39688. };
  39689. /** @hidden */
  39690. Geometry._ImportGeometry = function (parsedGeometry, mesh) {
  39691. var scene = mesh.getScene();
  39692. // Geometry
  39693. var geometryId = parsedGeometry.geometryId;
  39694. if (geometryId) {
  39695. var geometry = scene.getGeometryByID(geometryId);
  39696. if (geometry) {
  39697. geometry.applyToMesh(mesh);
  39698. }
  39699. }
  39700. else if (parsedGeometry instanceof ArrayBuffer) {
  39701. var binaryInfo = mesh._binaryInfo;
  39702. if (binaryInfo.positionsAttrDesc && binaryInfo.positionsAttrDesc.count > 0) {
  39703. var positionsData = new Float32Array(parsedGeometry, binaryInfo.positionsAttrDesc.offset, binaryInfo.positionsAttrDesc.count);
  39704. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, positionsData, false);
  39705. }
  39706. if (binaryInfo.normalsAttrDesc && binaryInfo.normalsAttrDesc.count > 0) {
  39707. var normalsData = new Float32Array(parsedGeometry, binaryInfo.normalsAttrDesc.offset, binaryInfo.normalsAttrDesc.count);
  39708. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normalsData, false);
  39709. }
  39710. if (binaryInfo.tangetsAttrDesc && binaryInfo.tangetsAttrDesc.count > 0) {
  39711. var tangentsData = new Float32Array(parsedGeometry, binaryInfo.tangetsAttrDesc.offset, binaryInfo.tangetsAttrDesc.count);
  39712. mesh.setVerticesData(BABYLON.VertexBuffer.TangentKind, tangentsData, false);
  39713. }
  39714. if (binaryInfo.uvsAttrDesc && binaryInfo.uvsAttrDesc.count > 0) {
  39715. var uvsData = new Float32Array(parsedGeometry, binaryInfo.uvsAttrDesc.offset, binaryInfo.uvsAttrDesc.count);
  39716. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvsData, false);
  39717. }
  39718. if (binaryInfo.uvs2AttrDesc && binaryInfo.uvs2AttrDesc.count > 0) {
  39719. var uvs2Data = new Float32Array(parsedGeometry, binaryInfo.uvs2AttrDesc.offset, binaryInfo.uvs2AttrDesc.count);
  39720. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, uvs2Data, false);
  39721. }
  39722. if (binaryInfo.uvs3AttrDesc && binaryInfo.uvs3AttrDesc.count > 0) {
  39723. var uvs3Data = new Float32Array(parsedGeometry, binaryInfo.uvs3AttrDesc.offset, binaryInfo.uvs3AttrDesc.count);
  39724. mesh.setVerticesData(BABYLON.VertexBuffer.UV3Kind, uvs3Data, false);
  39725. }
  39726. if (binaryInfo.uvs4AttrDesc && binaryInfo.uvs4AttrDesc.count > 0) {
  39727. var uvs4Data = new Float32Array(parsedGeometry, binaryInfo.uvs4AttrDesc.offset, binaryInfo.uvs4AttrDesc.count);
  39728. mesh.setVerticesData(BABYLON.VertexBuffer.UV4Kind, uvs4Data, false);
  39729. }
  39730. if (binaryInfo.uvs5AttrDesc && binaryInfo.uvs5AttrDesc.count > 0) {
  39731. var uvs5Data = new Float32Array(parsedGeometry, binaryInfo.uvs5AttrDesc.offset, binaryInfo.uvs5AttrDesc.count);
  39732. mesh.setVerticesData(BABYLON.VertexBuffer.UV5Kind, uvs5Data, false);
  39733. }
  39734. if (binaryInfo.uvs6AttrDesc && binaryInfo.uvs6AttrDesc.count > 0) {
  39735. var uvs6Data = new Float32Array(parsedGeometry, binaryInfo.uvs6AttrDesc.offset, binaryInfo.uvs6AttrDesc.count);
  39736. mesh.setVerticesData(BABYLON.VertexBuffer.UV6Kind, uvs6Data, false);
  39737. }
  39738. if (binaryInfo.colorsAttrDesc && binaryInfo.colorsAttrDesc.count > 0) {
  39739. var colorsData = new Float32Array(parsedGeometry, binaryInfo.colorsAttrDesc.offset, binaryInfo.colorsAttrDesc.count);
  39740. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, colorsData, false, binaryInfo.colorsAttrDesc.stride);
  39741. }
  39742. if (binaryInfo.matricesIndicesAttrDesc && binaryInfo.matricesIndicesAttrDesc.count > 0) {
  39743. var matricesIndicesData = new Int32Array(parsedGeometry, binaryInfo.matricesIndicesAttrDesc.offset, binaryInfo.matricesIndicesAttrDesc.count);
  39744. var floatIndices = [];
  39745. for (var i = 0; i < matricesIndicesData.length; i++) {
  39746. var index = matricesIndicesData[i];
  39747. floatIndices.push(index & 0x000000FF);
  39748. floatIndices.push((index & 0x0000FF00) >> 8);
  39749. floatIndices.push((index & 0x00FF0000) >> 16);
  39750. floatIndices.push(index >> 24);
  39751. }
  39752. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, floatIndices, false);
  39753. }
  39754. if (binaryInfo.matricesWeightsAttrDesc && binaryInfo.matricesWeightsAttrDesc.count > 0) {
  39755. var matricesWeightsData = new Float32Array(parsedGeometry, binaryInfo.matricesWeightsAttrDesc.offset, binaryInfo.matricesWeightsAttrDesc.count);
  39756. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeightsData, false);
  39757. }
  39758. if (binaryInfo.indicesAttrDesc && binaryInfo.indicesAttrDesc.count > 0) {
  39759. var indicesData = new Int32Array(parsedGeometry, binaryInfo.indicesAttrDesc.offset, binaryInfo.indicesAttrDesc.count);
  39760. mesh.setIndices(indicesData, null);
  39761. }
  39762. if (binaryInfo.subMeshesAttrDesc && binaryInfo.subMeshesAttrDesc.count > 0) {
  39763. var subMeshesData = new Int32Array(parsedGeometry, binaryInfo.subMeshesAttrDesc.offset, binaryInfo.subMeshesAttrDesc.count * 5);
  39764. mesh.subMeshes = [];
  39765. for (var i = 0; i < binaryInfo.subMeshesAttrDesc.count; i++) {
  39766. var materialIndex = subMeshesData[(i * 5) + 0];
  39767. var verticesStart = subMeshesData[(i * 5) + 1];
  39768. var verticesCount = subMeshesData[(i * 5) + 2];
  39769. var indexStart = subMeshesData[(i * 5) + 3];
  39770. var indexCount = subMeshesData[(i * 5) + 4];
  39771. BABYLON.SubMesh.AddToMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh);
  39772. }
  39773. }
  39774. }
  39775. else if (parsedGeometry.positions && parsedGeometry.normals && parsedGeometry.indices) {
  39776. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, parsedGeometry.positions, parsedGeometry.positions._updatable);
  39777. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, parsedGeometry.normals, parsedGeometry.normals._updatable);
  39778. if (parsedGeometry.tangents) {
  39779. mesh.setVerticesData(BABYLON.VertexBuffer.TangentKind, parsedGeometry.tangents, parsedGeometry.tangents._updatable);
  39780. }
  39781. if (parsedGeometry.uvs) {
  39782. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, parsedGeometry.uvs, parsedGeometry.uvs._updatable);
  39783. }
  39784. if (parsedGeometry.uvs2) {
  39785. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, parsedGeometry.uvs2, parsedGeometry.uvs2._updatable);
  39786. }
  39787. if (parsedGeometry.uvs3) {
  39788. mesh.setVerticesData(BABYLON.VertexBuffer.UV3Kind, parsedGeometry.uvs3, parsedGeometry.uvs3._updatable);
  39789. }
  39790. if (parsedGeometry.uvs4) {
  39791. mesh.setVerticesData(BABYLON.VertexBuffer.UV4Kind, parsedGeometry.uvs4, parsedGeometry.uvs4._updatable);
  39792. }
  39793. if (parsedGeometry.uvs5) {
  39794. mesh.setVerticesData(BABYLON.VertexBuffer.UV5Kind, parsedGeometry.uvs5, parsedGeometry.uvs5._updatable);
  39795. }
  39796. if (parsedGeometry.uvs6) {
  39797. mesh.setVerticesData(BABYLON.VertexBuffer.UV6Kind, parsedGeometry.uvs6, parsedGeometry.uvs6._updatable);
  39798. }
  39799. if (parsedGeometry.colors) {
  39800. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, BABYLON.Color4.CheckColors4(parsedGeometry.colors, parsedGeometry.positions.length / 3), parsedGeometry.colors._updatable);
  39801. }
  39802. if (parsedGeometry.matricesIndices) {
  39803. if (!parsedGeometry.matricesIndices._isExpanded) {
  39804. var floatIndices = [];
  39805. for (var i = 0; i < parsedGeometry.matricesIndices.length; i++) {
  39806. var matricesIndex = parsedGeometry.matricesIndices[i];
  39807. floatIndices.push(matricesIndex & 0x000000FF);
  39808. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  39809. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  39810. floatIndices.push(matricesIndex >> 24);
  39811. }
  39812. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, floatIndices, parsedGeometry.matricesIndices._updatable);
  39813. }
  39814. else {
  39815. delete parsedGeometry.matricesIndices._isExpanded;
  39816. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, parsedGeometry.matricesIndices, parsedGeometry.matricesIndices._updatable);
  39817. }
  39818. }
  39819. if (parsedGeometry.matricesIndicesExtra) {
  39820. if (!parsedGeometry.matricesIndicesExtra._isExpanded) {
  39821. var floatIndices = [];
  39822. for (var i = 0; i < parsedGeometry.matricesIndicesExtra.length; i++) {
  39823. var matricesIndex = parsedGeometry.matricesIndicesExtra[i];
  39824. floatIndices.push(matricesIndex & 0x000000FF);
  39825. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  39826. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  39827. floatIndices.push(matricesIndex >> 24);
  39828. }
  39829. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, floatIndices, parsedGeometry.matricesIndicesExtra._updatable);
  39830. }
  39831. else {
  39832. delete parsedGeometry.matricesIndices._isExpanded;
  39833. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, parsedGeometry.matricesIndicesExtra, parsedGeometry.matricesIndicesExtra._updatable);
  39834. }
  39835. }
  39836. if (parsedGeometry.matricesWeights) {
  39837. Geometry._CleanMatricesWeights(parsedGeometry, mesh);
  39838. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, parsedGeometry.matricesWeights, parsedGeometry.matricesWeights._updatable);
  39839. }
  39840. if (parsedGeometry.matricesWeightsExtra) {
  39841. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, parsedGeometry.matricesWeightsExtra, parsedGeometry.matricesWeights._updatable);
  39842. }
  39843. mesh.setIndices(parsedGeometry.indices, null);
  39844. }
  39845. // SubMeshes
  39846. if (parsedGeometry.subMeshes) {
  39847. mesh.subMeshes = [];
  39848. for (var subIndex = 0; subIndex < parsedGeometry.subMeshes.length; subIndex++) {
  39849. var parsedSubMesh = parsedGeometry.subMeshes[subIndex];
  39850. BABYLON.SubMesh.AddToMesh(parsedSubMesh.materialIndex, parsedSubMesh.verticesStart, parsedSubMesh.verticesCount, parsedSubMesh.indexStart, parsedSubMesh.indexCount, mesh);
  39851. }
  39852. }
  39853. // Flat shading
  39854. if (mesh._shouldGenerateFlatShading) {
  39855. mesh.convertToFlatShadedMesh();
  39856. delete mesh._shouldGenerateFlatShading;
  39857. }
  39858. // Update
  39859. mesh.computeWorldMatrix(true);
  39860. scene.onMeshImportedObservable.notifyObservers(mesh);
  39861. };
  39862. Geometry._CleanMatricesWeights = function (parsedGeometry, mesh) {
  39863. var epsilon = 1e-3;
  39864. if (!BABYLON.SceneLoader.CleanBoneMatrixWeights) {
  39865. return;
  39866. }
  39867. var noInfluenceBoneIndex = 0.0;
  39868. if (parsedGeometry.skeletonId > -1) {
  39869. var skeleton = mesh.getScene().getLastSkeletonByID(parsedGeometry.skeletonId);
  39870. if (!skeleton) {
  39871. return;
  39872. }
  39873. noInfluenceBoneIndex = skeleton.bones.length;
  39874. }
  39875. else {
  39876. return;
  39877. }
  39878. var matricesIndices = mesh.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  39879. var matricesIndicesExtra = mesh.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  39880. var matricesWeights = parsedGeometry.matricesWeights;
  39881. var matricesWeightsExtra = parsedGeometry.matricesWeightsExtra;
  39882. var influencers = parsedGeometry.numBoneInfluencer;
  39883. var size = matricesWeights.length;
  39884. for (var i = 0; i < size; i += 4) {
  39885. var weight = 0.0;
  39886. var firstZeroWeight = -1;
  39887. for (var j = 0; j < 4; j++) {
  39888. var w = matricesWeights[i + j];
  39889. weight += w;
  39890. if (w < epsilon && firstZeroWeight < 0) {
  39891. firstZeroWeight = j;
  39892. }
  39893. }
  39894. if (matricesWeightsExtra) {
  39895. for (var j = 0; j < 4; j++) {
  39896. var w = matricesWeightsExtra[i + j];
  39897. weight += w;
  39898. if (w < epsilon && firstZeroWeight < 0) {
  39899. firstZeroWeight = j + 4;
  39900. }
  39901. }
  39902. }
  39903. if (firstZeroWeight < 0 || firstZeroWeight > (influencers - 1)) {
  39904. firstZeroWeight = influencers - 1;
  39905. }
  39906. if (weight > epsilon) {
  39907. var mweight = 1.0 / weight;
  39908. for (var j = 0; j < 4; j++) {
  39909. matricesWeights[i + j] *= mweight;
  39910. }
  39911. if (matricesWeightsExtra) {
  39912. for (var j = 0; j < 4; j++) {
  39913. matricesWeightsExtra[i + j] *= mweight;
  39914. }
  39915. }
  39916. }
  39917. else {
  39918. if (firstZeroWeight >= 4) {
  39919. matricesWeightsExtra[i + firstZeroWeight - 4] = 1.0 - weight;
  39920. matricesIndicesExtra[i + firstZeroWeight - 4] = noInfluenceBoneIndex;
  39921. }
  39922. else {
  39923. matricesWeights[i + firstZeroWeight] = 1.0 - weight;
  39924. matricesIndices[i + firstZeroWeight] = noInfluenceBoneIndex;
  39925. }
  39926. }
  39927. }
  39928. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, matricesIndices);
  39929. if (parsedGeometry.matricesWeightsExtra) {
  39930. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, matricesIndicesExtra);
  39931. }
  39932. };
  39933. /**
  39934. * Create a new geometry from persisted data (Using .babylon file format)
  39935. * @param parsedVertexData defines the persisted data
  39936. * @param scene defines the hosting scene
  39937. * @param rootUrl defines the root url to use to load assets (like delayed data)
  39938. * @returns the new geometry object
  39939. */
  39940. Geometry.Parse = function (parsedVertexData, scene, rootUrl) {
  39941. if (scene.getGeometryByID(parsedVertexData.id)) {
  39942. return null; // null since geometry could be something else than a box...
  39943. }
  39944. var geometry = new Geometry(parsedVertexData.id, scene, undefined, parsedVertexData.updatable);
  39945. if (BABYLON.Tags) {
  39946. BABYLON.Tags.AddTagsTo(geometry, parsedVertexData.tags);
  39947. }
  39948. if (parsedVertexData.delayLoadingFile) {
  39949. geometry.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  39950. geometry.delayLoadingFile = rootUrl + parsedVertexData.delayLoadingFile;
  39951. geometry._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMaximum));
  39952. geometry._delayInfo = [];
  39953. if (parsedVertexData.hasUVs) {
  39954. geometry._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  39955. }
  39956. if (parsedVertexData.hasUVs2) {
  39957. geometry._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  39958. }
  39959. if (parsedVertexData.hasUVs3) {
  39960. geometry._delayInfo.push(BABYLON.VertexBuffer.UV3Kind);
  39961. }
  39962. if (parsedVertexData.hasUVs4) {
  39963. geometry._delayInfo.push(BABYLON.VertexBuffer.UV4Kind);
  39964. }
  39965. if (parsedVertexData.hasUVs5) {
  39966. geometry._delayInfo.push(BABYLON.VertexBuffer.UV5Kind);
  39967. }
  39968. if (parsedVertexData.hasUVs6) {
  39969. geometry._delayInfo.push(BABYLON.VertexBuffer.UV6Kind);
  39970. }
  39971. if (parsedVertexData.hasColors) {
  39972. geometry._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  39973. }
  39974. if (parsedVertexData.hasMatricesIndices) {
  39975. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  39976. }
  39977. if (parsedVertexData.hasMatricesWeights) {
  39978. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  39979. }
  39980. geometry._delayLoadingFunction = BABYLON.VertexData.ImportVertexData;
  39981. }
  39982. else {
  39983. BABYLON.VertexData.ImportVertexData(parsedVertexData, geometry);
  39984. }
  39985. scene.pushGeometry(geometry, true);
  39986. return geometry;
  39987. };
  39988. return Geometry;
  39989. }());
  39990. BABYLON.Geometry = Geometry;
  39991. // Primitives
  39992. /// Abstract class
  39993. /**
  39994. * Abstract class used to provide common services for all typed geometries
  39995. * @hidden
  39996. */
  39997. var _PrimitiveGeometry = /** @class */ (function (_super) {
  39998. __extends(_PrimitiveGeometry, _super);
  39999. /**
  40000. * Creates a new typed geometry
  40001. * @param id defines the unique ID of the geometry
  40002. * @param scene defines the hosting scene
  40003. * @param _canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  40004. * @param mesh defines the hosting mesh (can be null)
  40005. */
  40006. function _PrimitiveGeometry(id, scene, _canBeRegenerated, mesh) {
  40007. if (_canBeRegenerated === void 0) { _canBeRegenerated = false; }
  40008. if (mesh === void 0) { mesh = null; }
  40009. var _this = _super.call(this, id, scene, undefined, false, mesh) || this;
  40010. _this._canBeRegenerated = _canBeRegenerated;
  40011. _this._beingRegenerated = true;
  40012. _this.regenerate();
  40013. _this._beingRegenerated = false;
  40014. return _this;
  40015. }
  40016. /**
  40017. * Gets a value indicating if the geometry supports being regenerated with new parameters (false by default)
  40018. * @returns true if the geometry can be regenerated
  40019. */
  40020. _PrimitiveGeometry.prototype.canBeRegenerated = function () {
  40021. return this._canBeRegenerated;
  40022. };
  40023. /**
  40024. * If the geometry supports regeneration, the function will recreates the geometry with updated parameter values
  40025. */
  40026. _PrimitiveGeometry.prototype.regenerate = function () {
  40027. if (!this._canBeRegenerated) {
  40028. return;
  40029. }
  40030. this._beingRegenerated = true;
  40031. this.setAllVerticesData(this._regenerateVertexData(), false);
  40032. this._beingRegenerated = false;
  40033. };
  40034. /**
  40035. * Clone the geometry
  40036. * @param id defines the unique ID of the new geometry
  40037. * @returns the new geometry
  40038. */
  40039. _PrimitiveGeometry.prototype.asNewGeometry = function (id) {
  40040. return _super.prototype.copy.call(this, id);
  40041. };
  40042. // overrides
  40043. _PrimitiveGeometry.prototype.setAllVerticesData = function (vertexData, updatable) {
  40044. if (!this._beingRegenerated) {
  40045. return;
  40046. }
  40047. _super.prototype.setAllVerticesData.call(this, vertexData, false);
  40048. };
  40049. _PrimitiveGeometry.prototype.setVerticesData = function (kind, data, updatable) {
  40050. if (!this._beingRegenerated) {
  40051. return;
  40052. }
  40053. _super.prototype.setVerticesData.call(this, kind, data, false);
  40054. };
  40055. // to override
  40056. /** @hidden */
  40057. _PrimitiveGeometry.prototype._regenerateVertexData = function () {
  40058. throw new Error("Abstract method");
  40059. };
  40060. _PrimitiveGeometry.prototype.copy = function (id) {
  40061. throw new Error("Must be overriden in sub-classes.");
  40062. };
  40063. _PrimitiveGeometry.prototype.serialize = function () {
  40064. var serializationObject = _super.prototype.serialize.call(this);
  40065. serializationObject.canBeRegenerated = this.canBeRegenerated();
  40066. return serializationObject;
  40067. };
  40068. return _PrimitiveGeometry;
  40069. }(Geometry));
  40070. BABYLON._PrimitiveGeometry = _PrimitiveGeometry;
  40071. /**
  40072. * Creates a ribbon geometry
  40073. * @description See http://doc.babylonjs.com/how_to/ribbon_tutorial, http://doc.babylonjs.com/resources/maths_make_ribbons
  40074. */
  40075. var RibbonGeometry = /** @class */ (function (_super) {
  40076. __extends(RibbonGeometry, _super);
  40077. /**
  40078. * Creates a ribbon geometry
  40079. * @param id defines the unique ID of the geometry
  40080. * @param scene defines the hosting scene
  40081. * @param pathArray defines the array of paths to use
  40082. * @param closeArray defines if the last path and the first path must be joined
  40083. * @param closePath defines if the last and first points of each path in your pathArray must be joined
  40084. * @param offset defines the offset between points
  40085. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  40086. * @param mesh defines the hosting mesh (can be null)
  40087. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  40088. */
  40089. function RibbonGeometry(id, scene,
  40090. /**
  40091. * Defines the array of paths to use
  40092. */
  40093. pathArray,
  40094. /**
  40095. * Defines if the last and first points of each path in your pathArray must be joined
  40096. */
  40097. closeArray,
  40098. /**
  40099. * Defines if the last and first points of each path in your pathArray must be joined
  40100. */
  40101. closePath,
  40102. /**
  40103. * Defines the offset between points
  40104. */
  40105. offset, canBeRegenerated, mesh,
  40106. /**
  40107. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  40108. */
  40109. side) {
  40110. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  40111. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  40112. _this.pathArray = pathArray;
  40113. _this.closeArray = closeArray;
  40114. _this.closePath = closePath;
  40115. _this.offset = offset;
  40116. _this.side = side;
  40117. return _this;
  40118. }
  40119. /** @hidden */
  40120. RibbonGeometry.prototype._regenerateVertexData = function () {
  40121. return BABYLON.VertexData.CreateRibbon({ pathArray: this.pathArray, closeArray: this.closeArray, closePath: this.closePath, offset: this.offset, sideOrientation: this.side });
  40122. };
  40123. RibbonGeometry.prototype.copy = function (id) {
  40124. return new RibbonGeometry(id, this.getScene(), this.pathArray, this.closeArray, this.closePath, this.offset, this.canBeRegenerated(), undefined, this.side);
  40125. };
  40126. return RibbonGeometry;
  40127. }(_PrimitiveGeometry));
  40128. BABYLON.RibbonGeometry = RibbonGeometry;
  40129. /**
  40130. * Creates a box geometry
  40131. * @description see http://doc.babylonjs.com/how_to/set_shapes#box
  40132. */
  40133. var BoxGeometry = /** @class */ (function (_super) {
  40134. __extends(BoxGeometry, _super);
  40135. /**
  40136. * Creates a box geometry
  40137. * @param id defines the unique ID of the geometry
  40138. * @param scene defines the hosting scene
  40139. * @param size defines the zise of the box (width, height and depth are the same)
  40140. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  40141. * @param mesh defines the hosting mesh (can be null)
  40142. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  40143. */
  40144. function BoxGeometry(id, scene,
  40145. /**
  40146. * Defines the zise of the box (width, height and depth are the same)
  40147. */
  40148. size, canBeRegenerated, mesh,
  40149. /**
  40150. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  40151. */
  40152. side) {
  40153. if (mesh === void 0) { mesh = null; }
  40154. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  40155. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  40156. _this.size = size;
  40157. _this.side = side;
  40158. return _this;
  40159. }
  40160. /** @hidden */
  40161. BoxGeometry.prototype._regenerateVertexData = function () {
  40162. return BABYLON.VertexData.CreateBox({ size: this.size, sideOrientation: this.side });
  40163. };
  40164. BoxGeometry.prototype.copy = function (id) {
  40165. return new BoxGeometry(id, this.getScene(), this.size, this.canBeRegenerated(), undefined, this.side);
  40166. };
  40167. BoxGeometry.prototype.serialize = function () {
  40168. var serializationObject = _super.prototype.serialize.call(this);
  40169. serializationObject.size = this.size;
  40170. return serializationObject;
  40171. };
  40172. BoxGeometry.Parse = function (parsedBox, scene) {
  40173. if (scene.getGeometryByID(parsedBox.id)) {
  40174. return null; // null since geometry could be something else than a box...
  40175. }
  40176. var box = new BoxGeometry(parsedBox.id, scene, parsedBox.size, parsedBox.canBeRegenerated, null);
  40177. if (BABYLON.Tags) {
  40178. BABYLON.Tags.AddTagsTo(box, parsedBox.tags);
  40179. }
  40180. scene.pushGeometry(box, true);
  40181. return box;
  40182. };
  40183. return BoxGeometry;
  40184. }(_PrimitiveGeometry));
  40185. BABYLON.BoxGeometry = BoxGeometry;
  40186. /**
  40187. * Creates a sphere geometry
  40188. * @description see http://doc.babylonjs.com/how_to/set_shapes#sphere
  40189. */
  40190. var SphereGeometry = /** @class */ (function (_super) {
  40191. __extends(SphereGeometry, _super);
  40192. /**
  40193. * Create a new sphere geometry
  40194. * @param id defines the unique ID of the geometry
  40195. * @param scene defines the hosting scene
  40196. * @param segments defines the number of segments to use to create the sphere
  40197. * @param diameter defines the diameter of the sphere
  40198. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  40199. * @param mesh defines the hosting mesh (can be null)
  40200. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  40201. */
  40202. function SphereGeometry(id, scene,
  40203. /**
  40204. * Defines the number of segments to use to create the sphere
  40205. */
  40206. segments,
  40207. /**
  40208. * Defines the diameter of the sphere
  40209. */
  40210. diameter, canBeRegenerated, mesh,
  40211. /**
  40212. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  40213. */
  40214. side) {
  40215. if (mesh === void 0) { mesh = null; }
  40216. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  40217. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  40218. _this.segments = segments;
  40219. _this.diameter = diameter;
  40220. _this.side = side;
  40221. return _this;
  40222. }
  40223. /** @hidden */
  40224. SphereGeometry.prototype._regenerateVertexData = function () {
  40225. return BABYLON.VertexData.CreateSphere({ segments: this.segments, diameter: this.diameter, sideOrientation: this.side });
  40226. };
  40227. SphereGeometry.prototype.copy = function (id) {
  40228. return new SphereGeometry(id, this.getScene(), this.segments, this.diameter, this.canBeRegenerated(), null, this.side);
  40229. };
  40230. SphereGeometry.prototype.serialize = function () {
  40231. var serializationObject = _super.prototype.serialize.call(this);
  40232. serializationObject.segments = this.segments;
  40233. serializationObject.diameter = this.diameter;
  40234. return serializationObject;
  40235. };
  40236. SphereGeometry.Parse = function (parsedSphere, scene) {
  40237. if (scene.getGeometryByID(parsedSphere.id)) {
  40238. return null; // null since geometry could be something else than a sphere...
  40239. }
  40240. var sphere = new SphereGeometry(parsedSphere.id, scene, parsedSphere.segments, parsedSphere.diameter, parsedSphere.canBeRegenerated, null);
  40241. if (BABYLON.Tags) {
  40242. BABYLON.Tags.AddTagsTo(sphere, parsedSphere.tags);
  40243. }
  40244. scene.pushGeometry(sphere, true);
  40245. return sphere;
  40246. };
  40247. return SphereGeometry;
  40248. }(_PrimitiveGeometry));
  40249. BABYLON.SphereGeometry = SphereGeometry;
  40250. /**
  40251. * Creates a disc geometry
  40252. * @description see http://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  40253. */
  40254. var DiscGeometry = /** @class */ (function (_super) {
  40255. __extends(DiscGeometry, _super);
  40256. /**
  40257. * Creates a new disc geometry
  40258. * @param id defines the unique ID of the geometry
  40259. * @param scene defines the hosting scene
  40260. * @param radius defines the radius of the disc
  40261. * @param tessellation defines the tesselation factor to apply to the disc
  40262. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  40263. * @param mesh defines the hosting mesh (can be null)
  40264. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  40265. */
  40266. function DiscGeometry(id, scene,
  40267. /**
  40268. * Defines the radius of the disc
  40269. */
  40270. radius,
  40271. /**
  40272. * Defines the tesselation factor to apply to the disc
  40273. */
  40274. tessellation, canBeRegenerated, mesh,
  40275. /**
  40276. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  40277. */
  40278. side) {
  40279. if (mesh === void 0) { mesh = null; }
  40280. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  40281. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  40282. _this.radius = radius;
  40283. _this.tessellation = tessellation;
  40284. _this.side = side;
  40285. return _this;
  40286. }
  40287. /** @hidden */
  40288. DiscGeometry.prototype._regenerateVertexData = function () {
  40289. return BABYLON.VertexData.CreateDisc({ radius: this.radius, tessellation: this.tessellation, sideOrientation: this.side });
  40290. };
  40291. DiscGeometry.prototype.copy = function (id) {
  40292. return new DiscGeometry(id, this.getScene(), this.radius, this.tessellation, this.canBeRegenerated(), null, this.side);
  40293. };
  40294. return DiscGeometry;
  40295. }(_PrimitiveGeometry));
  40296. BABYLON.DiscGeometry = DiscGeometry;
  40297. /**
  40298. * Creates a new cylinder geometry
  40299. * @description see http://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  40300. */
  40301. var CylinderGeometry = /** @class */ (function (_super) {
  40302. __extends(CylinderGeometry, _super);
  40303. /**
  40304. * Creates a new cylinder geometry
  40305. * @param id defines the unique ID of the geometry
  40306. * @param scene defines the hosting scene
  40307. * @param height defines the height of the cylinder
  40308. * @param diameterTop defines the diameter of the cylinder's top cap
  40309. * @param diameterBottom defines the diameter of the cylinder's bottom cap
  40310. * @param tessellation defines the tessellation factor to apply to the cylinder (number of radial sides)
  40311. * @param subdivisions defines the number of subdivisions to apply to the cylinder (number of rings) (1 by default)
  40312. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  40313. * @param mesh defines the hosting mesh (can be null)
  40314. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  40315. */
  40316. function CylinderGeometry(id, scene,
  40317. /**
  40318. * Defines the height of the cylinder
  40319. */
  40320. height,
  40321. /**
  40322. * Defines the diameter of the cylinder's top cap
  40323. */
  40324. diameterTop,
  40325. /**
  40326. * Defines the diameter of the cylinder's bottom cap
  40327. */
  40328. diameterBottom,
  40329. /**
  40330. * Defines the tessellation factor to apply to the cylinder
  40331. */
  40332. tessellation,
  40333. /**
  40334. * Defines the number of subdivisions to apply to the cylinder (1 by default)
  40335. */
  40336. subdivisions, canBeRegenerated, mesh,
  40337. /**
  40338. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  40339. */
  40340. side) {
  40341. if (subdivisions === void 0) { subdivisions = 1; }
  40342. if (mesh === void 0) { mesh = null; }
  40343. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  40344. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  40345. _this.height = height;
  40346. _this.diameterTop = diameterTop;
  40347. _this.diameterBottom = diameterBottom;
  40348. _this.tessellation = tessellation;
  40349. _this.subdivisions = subdivisions;
  40350. _this.side = side;
  40351. return _this;
  40352. }
  40353. /** @hidden */
  40354. CylinderGeometry.prototype._regenerateVertexData = function () {
  40355. return BABYLON.VertexData.CreateCylinder({ height: this.height, diameterTop: this.diameterTop, diameterBottom: this.diameterBottom, tessellation: this.tessellation, subdivisions: this.subdivisions, sideOrientation: this.side });
  40356. };
  40357. CylinderGeometry.prototype.copy = function (id) {
  40358. return new CylinderGeometry(id, this.getScene(), this.height, this.diameterTop, this.diameterBottom, this.tessellation, this.subdivisions, this.canBeRegenerated(), null, this.side);
  40359. };
  40360. CylinderGeometry.prototype.serialize = function () {
  40361. var serializationObject = _super.prototype.serialize.call(this);
  40362. serializationObject.height = this.height;
  40363. serializationObject.diameterTop = this.diameterTop;
  40364. serializationObject.diameterBottom = this.diameterBottom;
  40365. serializationObject.tessellation = this.tessellation;
  40366. return serializationObject;
  40367. };
  40368. CylinderGeometry.Parse = function (parsedCylinder, scene) {
  40369. if (scene.getGeometryByID(parsedCylinder.id)) {
  40370. return null; // null since geometry could be something else than a cylinder...
  40371. }
  40372. var cylinder = new CylinderGeometry(parsedCylinder.id, scene, parsedCylinder.height, parsedCylinder.diameterTop, parsedCylinder.diameterBottom, parsedCylinder.tessellation, parsedCylinder.subdivisions, parsedCylinder.canBeRegenerated, null);
  40373. if (BABYLON.Tags) {
  40374. BABYLON.Tags.AddTagsTo(cylinder, parsedCylinder.tags);
  40375. }
  40376. scene.pushGeometry(cylinder, true);
  40377. return cylinder;
  40378. };
  40379. return CylinderGeometry;
  40380. }(_PrimitiveGeometry));
  40381. BABYLON.CylinderGeometry = CylinderGeometry;
  40382. /**
  40383. * Creates a new torus geometry
  40384. * @description see http://doc.babylonjs.com/how_to/set_shapes#torus
  40385. */
  40386. var TorusGeometry = /** @class */ (function (_super) {
  40387. __extends(TorusGeometry, _super);
  40388. /**
  40389. * Creates a new torus geometry
  40390. * @param id defines the unique ID of the geometry
  40391. * @param scene defines the hosting scene
  40392. * @param diameter defines the diameter of the torus
  40393. * @param thickness defines the thickness of the torus (ie. internal diameter)
  40394. * @param tessellation defines the tesselation factor to apply to the torus (number of segments along the circle)
  40395. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  40396. * @param mesh defines the hosting mesh (can be null)
  40397. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  40398. */
  40399. function TorusGeometry(id, scene,
  40400. /**
  40401. * Defines the diameter of the torus
  40402. */
  40403. diameter,
  40404. /**
  40405. * Defines the thickness of the torus (ie. internal diameter)
  40406. */
  40407. thickness,
  40408. /**
  40409. * Defines the tesselation factor to apply to the torus
  40410. */
  40411. tessellation, canBeRegenerated, mesh,
  40412. /**
  40413. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  40414. */
  40415. side) {
  40416. if (mesh === void 0) { mesh = null; }
  40417. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  40418. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  40419. _this.diameter = diameter;
  40420. _this.thickness = thickness;
  40421. _this.tessellation = tessellation;
  40422. _this.side = side;
  40423. return _this;
  40424. }
  40425. /** @hidden */
  40426. TorusGeometry.prototype._regenerateVertexData = function () {
  40427. return BABYLON.VertexData.CreateTorus({ diameter: this.diameter, thickness: this.thickness, tessellation: this.tessellation, sideOrientation: this.side });
  40428. };
  40429. TorusGeometry.prototype.copy = function (id) {
  40430. return new TorusGeometry(id, this.getScene(), this.diameter, this.thickness, this.tessellation, this.canBeRegenerated(), null, this.side);
  40431. };
  40432. TorusGeometry.prototype.serialize = function () {
  40433. var serializationObject = _super.prototype.serialize.call(this);
  40434. serializationObject.diameter = this.diameter;
  40435. serializationObject.thickness = this.thickness;
  40436. serializationObject.tessellation = this.tessellation;
  40437. return serializationObject;
  40438. };
  40439. TorusGeometry.Parse = function (parsedTorus, scene) {
  40440. if (scene.getGeometryByID(parsedTorus.id)) {
  40441. return null; // null since geometry could be something else than a torus...
  40442. }
  40443. var torus = new TorusGeometry(parsedTorus.id, scene, parsedTorus.diameter, parsedTorus.thickness, parsedTorus.tessellation, parsedTorus.canBeRegenerated, null);
  40444. if (BABYLON.Tags) {
  40445. BABYLON.Tags.AddTagsTo(torus, parsedTorus.tags);
  40446. }
  40447. scene.pushGeometry(torus, true);
  40448. return torus;
  40449. };
  40450. return TorusGeometry;
  40451. }(_PrimitiveGeometry));
  40452. BABYLON.TorusGeometry = TorusGeometry;
  40453. /**
  40454. * Creates a new ground geometry
  40455. * @description see http://doc.babylonjs.com/how_to/set_shapes#ground
  40456. */
  40457. var GroundGeometry = /** @class */ (function (_super) {
  40458. __extends(GroundGeometry, _super);
  40459. /**
  40460. * Creates a new ground geometry
  40461. * @param id defines the unique ID of the geometry
  40462. * @param scene defines the hosting scene
  40463. * @param width defines the width of the ground
  40464. * @param height defines the height of the ground
  40465. * @param subdivisions defines the subdivisions to apply to the ground
  40466. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  40467. * @param mesh defines the hosting mesh (can be null)
  40468. */
  40469. function GroundGeometry(id, scene,
  40470. /**
  40471. * Defines the width of the ground
  40472. */
  40473. width,
  40474. /**
  40475. * Defines the height of the ground
  40476. */
  40477. height,
  40478. /**
  40479. * Defines the subdivisions to apply to the ground
  40480. */
  40481. subdivisions, canBeRegenerated, mesh) {
  40482. if (mesh === void 0) { mesh = null; }
  40483. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  40484. _this.width = width;
  40485. _this.height = height;
  40486. _this.subdivisions = subdivisions;
  40487. return _this;
  40488. }
  40489. /** @hidden */
  40490. GroundGeometry.prototype._regenerateVertexData = function () {
  40491. return BABYLON.VertexData.CreateGround({ width: this.width, height: this.height, subdivisions: this.subdivisions });
  40492. };
  40493. GroundGeometry.prototype.copy = function (id) {
  40494. return new GroundGeometry(id, this.getScene(), this.width, this.height, this.subdivisions, this.canBeRegenerated(), null);
  40495. };
  40496. GroundGeometry.prototype.serialize = function () {
  40497. var serializationObject = _super.prototype.serialize.call(this);
  40498. serializationObject.width = this.width;
  40499. serializationObject.height = this.height;
  40500. serializationObject.subdivisions = this.subdivisions;
  40501. return serializationObject;
  40502. };
  40503. GroundGeometry.Parse = function (parsedGround, scene) {
  40504. if (scene.getGeometryByID(parsedGround.id)) {
  40505. return null; // null since geometry could be something else than a ground...
  40506. }
  40507. var ground = new GroundGeometry(parsedGround.id, scene, parsedGround.width, parsedGround.height, parsedGround.subdivisions, parsedGround.canBeRegenerated, null);
  40508. if (BABYLON.Tags) {
  40509. BABYLON.Tags.AddTagsTo(ground, parsedGround.tags);
  40510. }
  40511. scene.pushGeometry(ground, true);
  40512. return ground;
  40513. };
  40514. return GroundGeometry;
  40515. }(_PrimitiveGeometry));
  40516. BABYLON.GroundGeometry = GroundGeometry;
  40517. /**
  40518. * Creates a tiled ground geometry
  40519. * @description see http://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  40520. */
  40521. var TiledGroundGeometry = /** @class */ (function (_super) {
  40522. __extends(TiledGroundGeometry, _super);
  40523. /**
  40524. * Creates a tiled ground geometry
  40525. * @param id defines the unique ID of the geometry
  40526. * @param scene defines the hosting scene
  40527. * @param xmin defines the minimum value on X axis
  40528. * @param zmin defines the minimum value on Z axis
  40529. * @param xmax defines the maximum value on X axis
  40530. * @param zmax defines the maximum value on Z axis
  40531. * @param subdivisions defines the subdivisions to apply to the ground (number of subdivisions (tiles) on the height and the width of the map)
  40532. * @param precision defines the precision to use when computing the tiles
  40533. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  40534. * @param mesh defines the hosting mesh (can be null)
  40535. */
  40536. function TiledGroundGeometry(id, scene,
  40537. /**
  40538. * Defines the minimum value on X axis
  40539. */
  40540. xmin,
  40541. /**
  40542. * Defines the minimum value on Z axis
  40543. */
  40544. zmin,
  40545. /**
  40546. * Defines the maximum value on X axis
  40547. */
  40548. xmax,
  40549. /**
  40550. * Defines the maximum value on Z axis
  40551. */
  40552. zmax,
  40553. /**
  40554. * Defines the subdivisions to apply to the ground
  40555. */
  40556. subdivisions,
  40557. /**
  40558. * Defines the precision to use when computing the tiles
  40559. */
  40560. precision, canBeRegenerated, mesh) {
  40561. if (mesh === void 0) { mesh = null; }
  40562. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  40563. _this.xmin = xmin;
  40564. _this.zmin = zmin;
  40565. _this.xmax = xmax;
  40566. _this.zmax = zmax;
  40567. _this.subdivisions = subdivisions;
  40568. _this.precision = precision;
  40569. return _this;
  40570. }
  40571. /** @hidden */
  40572. TiledGroundGeometry.prototype._regenerateVertexData = function () {
  40573. return BABYLON.VertexData.CreateTiledGround({ xmin: this.xmin, zmin: this.zmin, xmax: this.xmax, zmax: this.zmax, subdivisions: this.subdivisions, precision: this.precision });
  40574. };
  40575. TiledGroundGeometry.prototype.copy = function (id) {
  40576. return new TiledGroundGeometry(id, this.getScene(), this.xmin, this.zmin, this.xmax, this.zmax, this.subdivisions, this.precision, this.canBeRegenerated(), null);
  40577. };
  40578. return TiledGroundGeometry;
  40579. }(_PrimitiveGeometry));
  40580. BABYLON.TiledGroundGeometry = TiledGroundGeometry;
  40581. /**
  40582. * Creates a plane geometry
  40583. * @description see http://doc.babylonjs.com/how_to/set_shapes#plane
  40584. */
  40585. var PlaneGeometry = /** @class */ (function (_super) {
  40586. __extends(PlaneGeometry, _super);
  40587. /**
  40588. * Creates a plane geometry
  40589. * @param id defines the unique ID of the geometry
  40590. * @param scene defines the hosting scene
  40591. * @param size defines the size of the plane (width === height)
  40592. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  40593. * @param mesh defines the hosting mesh (can be null)
  40594. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  40595. */
  40596. function PlaneGeometry(id, scene,
  40597. /**
  40598. * Defines the size of the plane (width === height)
  40599. */
  40600. size, canBeRegenerated, mesh,
  40601. /**
  40602. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  40603. */
  40604. side) {
  40605. if (mesh === void 0) { mesh = null; }
  40606. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  40607. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  40608. _this.size = size;
  40609. _this.side = side;
  40610. return _this;
  40611. }
  40612. /** @hidden */
  40613. PlaneGeometry.prototype._regenerateVertexData = function () {
  40614. return BABYLON.VertexData.CreatePlane({ size: this.size, sideOrientation: this.side });
  40615. };
  40616. PlaneGeometry.prototype.copy = function (id) {
  40617. return new PlaneGeometry(id, this.getScene(), this.size, this.canBeRegenerated(), null, this.side);
  40618. };
  40619. PlaneGeometry.prototype.serialize = function () {
  40620. var serializationObject = _super.prototype.serialize.call(this);
  40621. serializationObject.size = this.size;
  40622. return serializationObject;
  40623. };
  40624. PlaneGeometry.Parse = function (parsedPlane, scene) {
  40625. if (scene.getGeometryByID(parsedPlane.id)) {
  40626. return null; // null since geometry could be something else than a ground...
  40627. }
  40628. var plane = new PlaneGeometry(parsedPlane.id, scene, parsedPlane.size, parsedPlane.canBeRegenerated, null);
  40629. if (BABYLON.Tags) {
  40630. BABYLON.Tags.AddTagsTo(plane, parsedPlane.tags);
  40631. }
  40632. scene.pushGeometry(plane, true);
  40633. return plane;
  40634. };
  40635. return PlaneGeometry;
  40636. }(_PrimitiveGeometry));
  40637. BABYLON.PlaneGeometry = PlaneGeometry;
  40638. /**
  40639. * Creates a torus knot geometry
  40640. * @description see http://doc.babylonjs.com/how_to/set_shapes#torus-knot
  40641. */
  40642. var TorusKnotGeometry = /** @class */ (function (_super) {
  40643. __extends(TorusKnotGeometry, _super);
  40644. /**
  40645. * Creates a torus knot geometry
  40646. * @param id defines the unique ID of the geometry
  40647. * @param scene defines the hosting scene
  40648. * @param radius defines the radius of the torus knot
  40649. * @param tube defines the thickness of the torus knot tube
  40650. * @param radialSegments defines the number of radial segments
  40651. * @param tubularSegments defines the number of tubular segments
  40652. * @param p defines the first number of windings
  40653. * @param q defines the second number of windings
  40654. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  40655. * @param mesh defines the hosting mesh (can be null)
  40656. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  40657. */
  40658. function TorusKnotGeometry(id, scene,
  40659. /**
  40660. * Defines the radius of the torus knot
  40661. */
  40662. radius,
  40663. /**
  40664. * Defines the thickness of the torus knot tube
  40665. */
  40666. tube,
  40667. /**
  40668. * Defines the number of radial segments
  40669. */
  40670. radialSegments,
  40671. /**
  40672. * Defines the number of tubular segments
  40673. */
  40674. tubularSegments,
  40675. /**
  40676. * Defines the first number of windings
  40677. */
  40678. p,
  40679. /**
  40680. * Defines the second number of windings
  40681. */
  40682. q, canBeRegenerated, mesh,
  40683. /**
  40684. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  40685. */
  40686. side) {
  40687. if (mesh === void 0) { mesh = null; }
  40688. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  40689. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  40690. _this.radius = radius;
  40691. _this.tube = tube;
  40692. _this.radialSegments = radialSegments;
  40693. _this.tubularSegments = tubularSegments;
  40694. _this.p = p;
  40695. _this.q = q;
  40696. _this.side = side;
  40697. return _this;
  40698. }
  40699. /** @hidden */
  40700. TorusKnotGeometry.prototype._regenerateVertexData = function () {
  40701. 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 });
  40702. };
  40703. TorusKnotGeometry.prototype.copy = function (id) {
  40704. return new TorusKnotGeometry(id, this.getScene(), this.radius, this.tube, this.radialSegments, this.tubularSegments, this.p, this.q, this.canBeRegenerated(), null, this.side);
  40705. };
  40706. TorusKnotGeometry.prototype.serialize = function () {
  40707. var serializationObject = _super.prototype.serialize.call(this);
  40708. serializationObject.radius = this.radius;
  40709. serializationObject.tube = this.tube;
  40710. serializationObject.radialSegments = this.radialSegments;
  40711. serializationObject.tubularSegments = this.tubularSegments;
  40712. serializationObject.p = this.p;
  40713. serializationObject.q = this.q;
  40714. return serializationObject;
  40715. };
  40716. ;
  40717. TorusKnotGeometry.Parse = function (parsedTorusKnot, scene) {
  40718. if (scene.getGeometryByID(parsedTorusKnot.id)) {
  40719. return null; // null since geometry could be something else than a ground...
  40720. }
  40721. var torusKnot = new TorusKnotGeometry(parsedTorusKnot.id, scene, parsedTorusKnot.radius, parsedTorusKnot.tube, parsedTorusKnot.radialSegments, parsedTorusKnot.tubularSegments, parsedTorusKnot.p, parsedTorusKnot.q, parsedTorusKnot.canBeRegenerated, null);
  40722. if (BABYLON.Tags) {
  40723. BABYLON.Tags.AddTagsTo(torusKnot, parsedTorusKnot.tags);
  40724. }
  40725. scene.pushGeometry(torusKnot, true);
  40726. return torusKnot;
  40727. };
  40728. return TorusKnotGeometry;
  40729. }(_PrimitiveGeometry));
  40730. BABYLON.TorusKnotGeometry = TorusKnotGeometry;
  40731. //}
  40732. })(BABYLON || (BABYLON = {}));
  40733. //# sourceMappingURL=babylon.geometry.js.map
  40734. var BABYLON;
  40735. (function (BABYLON) {
  40736. /**
  40737. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  40738. */
  40739. var PerformanceMonitor = /** @class */ (function () {
  40740. /**
  40741. * constructor
  40742. * @param frameSampleSize The number of samples required to saturate the sliding window
  40743. */
  40744. function PerformanceMonitor(frameSampleSize) {
  40745. if (frameSampleSize === void 0) { frameSampleSize = 30; }
  40746. this._enabled = true;
  40747. this._rollingFrameTime = new RollingAverage(frameSampleSize);
  40748. }
  40749. /**
  40750. * Samples current frame
  40751. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  40752. */
  40753. PerformanceMonitor.prototype.sampleFrame = function (timeMs) {
  40754. if (timeMs === void 0) { timeMs = BABYLON.Tools.Now; }
  40755. if (!this._enabled)
  40756. return;
  40757. if (this._lastFrameTimeMs != null) {
  40758. var dt = timeMs - this._lastFrameTimeMs;
  40759. this._rollingFrameTime.add(dt);
  40760. }
  40761. this._lastFrameTimeMs = timeMs;
  40762. };
  40763. Object.defineProperty(PerformanceMonitor.prototype, "averageFrameTime", {
  40764. /**
  40765. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  40766. * @return Average frame time in milliseconds
  40767. */
  40768. get: function () {
  40769. return this._rollingFrameTime.average;
  40770. },
  40771. enumerable: true,
  40772. configurable: true
  40773. });
  40774. Object.defineProperty(PerformanceMonitor.prototype, "averageFrameTimeVariance", {
  40775. /**
  40776. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  40777. * @return Frame time variance in milliseconds squared
  40778. */
  40779. get: function () {
  40780. return this._rollingFrameTime.variance;
  40781. },
  40782. enumerable: true,
  40783. configurable: true
  40784. });
  40785. Object.defineProperty(PerformanceMonitor.prototype, "instantaneousFrameTime", {
  40786. /**
  40787. * Returns the frame time of the most recent frame
  40788. * @return Frame time in milliseconds
  40789. */
  40790. get: function () {
  40791. return this._rollingFrameTime.history(0);
  40792. },
  40793. enumerable: true,
  40794. configurable: true
  40795. });
  40796. Object.defineProperty(PerformanceMonitor.prototype, "averageFPS", {
  40797. /**
  40798. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  40799. * @return Framerate in frames per second
  40800. */
  40801. get: function () {
  40802. return 1000.0 / this._rollingFrameTime.average;
  40803. },
  40804. enumerable: true,
  40805. configurable: true
  40806. });
  40807. Object.defineProperty(PerformanceMonitor.prototype, "instantaneousFPS", {
  40808. /**
  40809. * Returns the average framerate in frames per second using the most recent frame time
  40810. * @return Framerate in frames per second
  40811. */
  40812. get: function () {
  40813. var history = this._rollingFrameTime.history(0);
  40814. if (history === 0) {
  40815. return 0;
  40816. }
  40817. return 1000.0 / history;
  40818. },
  40819. enumerable: true,
  40820. configurable: true
  40821. });
  40822. Object.defineProperty(PerformanceMonitor.prototype, "isSaturated", {
  40823. /**
  40824. * Returns true if enough samples have been taken to completely fill the sliding window
  40825. * @return true if saturated
  40826. */
  40827. get: function () {
  40828. return this._rollingFrameTime.isSaturated();
  40829. },
  40830. enumerable: true,
  40831. configurable: true
  40832. });
  40833. /**
  40834. * Enables contributions to the sliding window sample set
  40835. */
  40836. PerformanceMonitor.prototype.enable = function () {
  40837. this._enabled = true;
  40838. };
  40839. /**
  40840. * Disables contributions to the sliding window sample set
  40841. * Samples will not be interpolated over the disabled period
  40842. */
  40843. PerformanceMonitor.prototype.disable = function () {
  40844. this._enabled = false;
  40845. //clear last sample to avoid interpolating over the disabled period when next enabled
  40846. this._lastFrameTimeMs = null;
  40847. };
  40848. Object.defineProperty(PerformanceMonitor.prototype, "isEnabled", {
  40849. /**
  40850. * Returns true if sampling is enabled
  40851. * @return true if enabled
  40852. */
  40853. get: function () {
  40854. return this._enabled;
  40855. },
  40856. enumerable: true,
  40857. configurable: true
  40858. });
  40859. /**
  40860. * Resets performance monitor
  40861. */
  40862. PerformanceMonitor.prototype.reset = function () {
  40863. //clear last sample to avoid interpolating over the disabled period when next enabled
  40864. this._lastFrameTimeMs = null;
  40865. //wipe record
  40866. this._rollingFrameTime.reset();
  40867. };
  40868. return PerformanceMonitor;
  40869. }());
  40870. BABYLON.PerformanceMonitor = PerformanceMonitor;
  40871. /**
  40872. * RollingAverage
  40873. *
  40874. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  40875. */
  40876. var RollingAverage = /** @class */ (function () {
  40877. /**
  40878. * constructor
  40879. * @param length The number of samples required to saturate the sliding window
  40880. */
  40881. function RollingAverage(length) {
  40882. this._samples = new Array(length);
  40883. this.reset();
  40884. }
  40885. /**
  40886. * Adds a sample to the sample set
  40887. * @param v The sample value
  40888. */
  40889. RollingAverage.prototype.add = function (v) {
  40890. //http://en.wikipedia.org/wiki/Algorithms_for_calculating_variance
  40891. var delta;
  40892. //we need to check if we've already wrapped round
  40893. if (this.isSaturated()) {
  40894. //remove bottom of stack from mean
  40895. var bottomValue = this._samples[this._pos];
  40896. delta = bottomValue - this.average;
  40897. this.average -= delta / (this._sampleCount - 1);
  40898. this._m2 -= delta * (bottomValue - this.average);
  40899. }
  40900. else {
  40901. this._sampleCount++;
  40902. }
  40903. //add new value to mean
  40904. delta = v - this.average;
  40905. this.average += delta / (this._sampleCount);
  40906. this._m2 += delta * (v - this.average);
  40907. //set the new variance
  40908. this.variance = this._m2 / (this._sampleCount - 1);
  40909. this._samples[this._pos] = v;
  40910. this._pos++;
  40911. this._pos %= this._samples.length; //positive wrap around
  40912. };
  40913. /**
  40914. * Returns previously added values or null if outside of history or outside the sliding window domain
  40915. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  40916. * @return Value previously recorded with add() or null if outside of range
  40917. */
  40918. RollingAverage.prototype.history = function (i) {
  40919. if ((i >= this._sampleCount) || (i >= this._samples.length)) {
  40920. return 0;
  40921. }
  40922. var i0 = this._wrapPosition(this._pos - 1.0);
  40923. return this._samples[this._wrapPosition(i0 - i)];
  40924. };
  40925. /**
  40926. * Returns true if enough samples have been taken to completely fill the sliding window
  40927. * @return true if sample-set saturated
  40928. */
  40929. RollingAverage.prototype.isSaturated = function () {
  40930. return this._sampleCount >= this._samples.length;
  40931. };
  40932. /**
  40933. * Resets the rolling average (equivalent to 0 samples taken so far)
  40934. */
  40935. RollingAverage.prototype.reset = function () {
  40936. this.average = 0;
  40937. this.variance = 0;
  40938. this._sampleCount = 0;
  40939. this._pos = 0;
  40940. this._m2 = 0;
  40941. };
  40942. /**
  40943. * Wraps a value around the sample range boundaries
  40944. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  40945. * @return Wrapped position in sample range
  40946. */
  40947. RollingAverage.prototype._wrapPosition = function (i) {
  40948. var max = this._samples.length;
  40949. return ((i % max) + max) % max;
  40950. };
  40951. return RollingAverage;
  40952. }());
  40953. BABYLON.RollingAverage = RollingAverage;
  40954. })(BABYLON || (BABYLON = {}));
  40955. //# sourceMappingURL=babylon.performanceMonitor.js.map
  40956. var BABYLON;
  40957. (function (BABYLON) {
  40958. /**
  40959. * "Static Class" containing the most commonly used helper while dealing with material for
  40960. * rendering purpose.
  40961. *
  40962. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  40963. *
  40964. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  40965. */
  40966. var MaterialHelper = /** @class */ (function () {
  40967. function MaterialHelper() {
  40968. }
  40969. /**
  40970. * Bind the current view position to an effect.
  40971. * @param effect The effect to be bound
  40972. * @param scene The scene the eyes position is used from
  40973. */
  40974. MaterialHelper.BindEyePosition = function (effect, scene) {
  40975. if (scene._forcedViewPosition) {
  40976. effect.setVector3("vEyePosition", scene._forcedViewPosition);
  40977. return;
  40978. }
  40979. effect.setVector3("vEyePosition", scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.globalPosition);
  40980. };
  40981. /**
  40982. * Helps preparing the defines values about the UVs in used in the effect.
  40983. * UVs are shared as much as we can accross chanels in the shaders.
  40984. * @param texture The texture we are preparing the UVs for
  40985. * @param defines The defines to update
  40986. * @param key The chanel key "diffuse", "specular"... used in the shader
  40987. */
  40988. MaterialHelper.PrepareDefinesForMergedUV = function (texture, defines, key) {
  40989. defines._needUVs = true;
  40990. defines[key] = true;
  40991. if (texture.getTextureMatrix().isIdentity(true)) {
  40992. defines[key + "DIRECTUV"] = texture.coordinatesIndex + 1;
  40993. if (texture.coordinatesIndex === 0) {
  40994. defines["MAINUV1"] = true;
  40995. }
  40996. else {
  40997. defines["MAINUV2"] = true;
  40998. }
  40999. }
  41000. else {
  41001. defines[key + "DIRECTUV"] = 0;
  41002. }
  41003. };
  41004. /**
  41005. * Binds a texture matrix value to its corrsponding uniform
  41006. * @param texture The texture to bind the matrix for
  41007. * @param uniformBuffer The uniform buffer receivin the data
  41008. * @param key The chanel key "diffuse", "specular"... used in the shader
  41009. */
  41010. MaterialHelper.BindTextureMatrix = function (texture, uniformBuffer, key) {
  41011. var matrix = texture.getTextureMatrix();
  41012. if (!matrix.isIdentity(true)) {
  41013. uniformBuffer.updateMatrix(key + "Matrix", matrix);
  41014. }
  41015. };
  41016. /**
  41017. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  41018. * @param mesh defines the current mesh
  41019. * @param scene defines the current scene
  41020. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  41021. * @param pointsCloud defines if point cloud rendering has to be turned on
  41022. * @param fogEnabled defines if fog has to be turned on
  41023. * @param alphaTest defines if alpha testing has to be turned on
  41024. * @param defines defines the current list of defines
  41025. */
  41026. MaterialHelper.PrepareDefinesForMisc = function (mesh, scene, useLogarithmicDepth, pointsCloud, fogEnabled, alphaTest, defines) {
  41027. if (defines._areMiscDirty) {
  41028. defines["LOGARITHMICDEPTH"] = useLogarithmicDepth;
  41029. defines["POINTSIZE"] = pointsCloud;
  41030. defines["FOG"] = (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && fogEnabled);
  41031. defines["NONUNIFORMSCALING"] = mesh.nonUniformScaling;
  41032. defines["ALPHATEST"] = alphaTest;
  41033. }
  41034. };
  41035. /**
  41036. * Helper used to prepare the list of defines associated with frame values for shader compilation
  41037. * @param scene defines the current scene
  41038. * @param engine defines the current engine
  41039. * @param defines specifies the list of active defines
  41040. * @param useInstances defines if instances have to be turned on
  41041. * @param useClipPlane defines if clip plane have to be turned on
  41042. */
  41043. MaterialHelper.PrepareDefinesForFrameBoundValues = function (scene, engine, defines, useInstances, useClipPlane) {
  41044. if (useClipPlane === void 0) { useClipPlane = null; }
  41045. var changed = false;
  41046. var useClipPlane1 = false;
  41047. var useClipPlane2 = false;
  41048. var useClipPlane3 = false;
  41049. var useClipPlane4 = false;
  41050. useClipPlane1 = useClipPlane == null ? (scene.clipPlane !== undefined && scene.clipPlane !== null) : useClipPlane;
  41051. useClipPlane2 = useClipPlane == null ? (scene.clipPlane2 !== undefined && scene.clipPlane2 !== null) : useClipPlane;
  41052. useClipPlane3 = useClipPlane == null ? (scene.clipPlane3 !== undefined && scene.clipPlane3 !== null) : useClipPlane;
  41053. useClipPlane4 = useClipPlane == null ? (scene.clipPlane4 !== undefined && scene.clipPlane4 !== null) : useClipPlane;
  41054. if (defines["CLIPPLANE"] !== useClipPlane1) {
  41055. defines["CLIPPLANE"] = useClipPlane1;
  41056. changed = true;
  41057. }
  41058. if (defines["CLIPPLANE2"] !== useClipPlane2) {
  41059. defines["CLIPPLANE2"] = useClipPlane2;
  41060. changed = true;
  41061. }
  41062. if (defines["CLIPPLANE3"] !== useClipPlane3) {
  41063. defines["CLIPPLANE3"] = useClipPlane3;
  41064. changed = true;
  41065. }
  41066. if (defines["CLIPPLANE4"] !== useClipPlane4) {
  41067. defines["CLIPPLANE4"] = useClipPlane4;
  41068. changed = true;
  41069. }
  41070. if (defines["DEPTHPREPASS"] !== !engine.getColorWrite()) {
  41071. defines["DEPTHPREPASS"] = !defines["DEPTHPREPASS"];
  41072. changed = true;
  41073. }
  41074. if (defines["INSTANCES"] !== useInstances) {
  41075. defines["INSTANCES"] = useInstances;
  41076. changed = true;
  41077. }
  41078. if (changed) {
  41079. defines.markAsUnprocessed();
  41080. }
  41081. };
  41082. /**
  41083. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  41084. * @param mesh The mesh containing the geometry data we will draw
  41085. * @param defines The defines to update
  41086. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  41087. * @param useBones Precise whether bones should be used or not (override mesh info)
  41088. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  41089. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  41090. * @returns false if defines are considered not dirty and have not been checked
  41091. */
  41092. MaterialHelper.PrepareDefinesForAttributes = function (mesh, defines, useVertexColor, useBones, useMorphTargets, useVertexAlpha) {
  41093. if (useMorphTargets === void 0) { useMorphTargets = false; }
  41094. if (useVertexAlpha === void 0) { useVertexAlpha = true; }
  41095. if (!defines._areAttributesDirty && defines._needNormals === defines._normals && defines._needUVs === defines._uvs) {
  41096. return false;
  41097. }
  41098. defines._normals = defines._needNormals;
  41099. defines._uvs = defines._needUVs;
  41100. defines["NORMAL"] = (defines._needNormals && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind));
  41101. if (defines._needNormals && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  41102. defines["TANGENT"] = true;
  41103. }
  41104. if (defines._needUVs) {
  41105. defines["UV1"] = mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind);
  41106. defines["UV2"] = mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind);
  41107. }
  41108. else {
  41109. defines["UV1"] = false;
  41110. defines["UV2"] = false;
  41111. }
  41112. if (useVertexColor) {
  41113. var hasVertexColors = mesh.useVertexColors && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind);
  41114. defines["VERTEXCOLOR"] = hasVertexColors;
  41115. defines["VERTEXALPHA"] = mesh.hasVertexAlpha && hasVertexColors && useVertexAlpha;
  41116. }
  41117. if (useBones) {
  41118. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  41119. defines["NUM_BONE_INFLUENCERS"] = mesh.numBoneInfluencers;
  41120. defines["BonesPerMesh"] = (mesh.skeleton.bones.length + 1);
  41121. }
  41122. else {
  41123. defines["NUM_BONE_INFLUENCERS"] = 0;
  41124. defines["BonesPerMesh"] = 0;
  41125. }
  41126. }
  41127. if (useMorphTargets) {
  41128. var manager = mesh.morphTargetManager;
  41129. if (manager) {
  41130. defines["MORPHTARGETS_TANGENT"] = manager.supportsTangents && defines["TANGENT"];
  41131. defines["MORPHTARGETS_NORMAL"] = manager.supportsNormals && defines["NORMAL"];
  41132. defines["MORPHTARGETS"] = (manager.numInfluencers > 0);
  41133. defines["NUM_MORPH_INFLUENCERS"] = manager.numInfluencers;
  41134. }
  41135. else {
  41136. defines["MORPHTARGETS_TANGENT"] = false;
  41137. defines["MORPHTARGETS_NORMAL"] = false;
  41138. defines["MORPHTARGETS"] = false;
  41139. defines["NUM_MORPH_INFLUENCERS"] = 0;
  41140. }
  41141. }
  41142. return true;
  41143. };
  41144. /**
  41145. * Prepares the defines related to the light information passed in parameter
  41146. * @param scene The scene we are intending to draw
  41147. * @param mesh The mesh the effect is compiling for
  41148. * @param defines The defines to update
  41149. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  41150. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  41151. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  41152. * @returns true if normals will be required for the rest of the effect
  41153. */
  41154. MaterialHelper.PrepareDefinesForLights = function (scene, mesh, defines, specularSupported, maxSimultaneousLights, disableLighting) {
  41155. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  41156. if (disableLighting === void 0) { disableLighting = false; }
  41157. if (!defines._areLightsDirty) {
  41158. return defines._needNormals;
  41159. }
  41160. var lightIndex = 0;
  41161. var needNormals = false;
  41162. var needRebuild = false;
  41163. var lightmapMode = false;
  41164. var shadowEnabled = false;
  41165. var specularEnabled = false;
  41166. if (scene.lightsEnabled && !disableLighting) {
  41167. for (var _i = 0, _a = mesh._lightSources; _i < _a.length; _i++) {
  41168. var light = _a[_i];
  41169. needNormals = true;
  41170. if (defines["LIGHT" + lightIndex] === undefined) {
  41171. needRebuild = true;
  41172. }
  41173. defines["LIGHT" + lightIndex] = true;
  41174. defines["SPOTLIGHT" + lightIndex] = false;
  41175. defines["HEMILIGHT" + lightIndex] = false;
  41176. defines["POINTLIGHT" + lightIndex] = false;
  41177. defines["DIRLIGHT" + lightIndex] = false;
  41178. light.prepareLightSpecificDefines(defines, lightIndex);
  41179. // FallOff.
  41180. defines["LIGHT_FALLOFF_PHYSICAL" + lightIndex] = false;
  41181. defines["LIGHT_FALLOFF_GLTF" + lightIndex] = false;
  41182. defines["LIGHT_FALLOFF_STANDARD" + lightIndex] = false;
  41183. switch (light.falloffType) {
  41184. case BABYLON.Light.FALLOFF_GLTF:
  41185. defines["LIGHT_FALLOFF_GLTF" + lightIndex] = true;
  41186. break;
  41187. case BABYLON.Light.FALLOFF_PHYSICAL:
  41188. defines["LIGHT_FALLOFF_PHYSICAL" + lightIndex] = true;
  41189. break;
  41190. case BABYLON.Light.FALLOFF_STANDARD:
  41191. defines["LIGHT_FALLOFF_STANDARD" + lightIndex] = true;
  41192. break;
  41193. }
  41194. // Specular
  41195. if (specularSupported && !light.specular.equalsFloats(0, 0, 0)) {
  41196. specularEnabled = true;
  41197. }
  41198. // Shadows
  41199. defines["SHADOW" + lightIndex] = false;
  41200. defines["SHADOWPCF" + lightIndex] = false;
  41201. defines["SHADOWPCSS" + lightIndex] = false;
  41202. defines["SHADOWPOISSON" + lightIndex] = false;
  41203. defines["SHADOWESM" + lightIndex] = false;
  41204. defines["SHADOWCUBE" + lightIndex] = false;
  41205. defines["SHADOWLOWQUALITY" + lightIndex] = false;
  41206. defines["SHADOWMEDIUMQUALITY" + lightIndex] = false;
  41207. if (mesh && mesh.receiveShadows && scene.shadowsEnabled && light.shadowEnabled) {
  41208. var shadowGenerator = light.getShadowGenerator();
  41209. if (shadowGenerator) {
  41210. var shadowMap = shadowGenerator.getShadowMap();
  41211. if (shadowMap) {
  41212. if (shadowMap.renderList && shadowMap.renderList.length > 0) {
  41213. shadowEnabled = true;
  41214. shadowGenerator.prepareDefines(defines, lightIndex);
  41215. }
  41216. }
  41217. }
  41218. }
  41219. if (light.lightmapMode != BABYLON.Light.LIGHTMAP_DEFAULT) {
  41220. lightmapMode = true;
  41221. defines["LIGHTMAPEXCLUDED" + lightIndex] = true;
  41222. defines["LIGHTMAPNOSPECULAR" + lightIndex] = (light.lightmapMode == BABYLON.Light.LIGHTMAP_SHADOWSONLY);
  41223. }
  41224. else {
  41225. defines["LIGHTMAPEXCLUDED" + lightIndex] = false;
  41226. defines["LIGHTMAPNOSPECULAR" + lightIndex] = false;
  41227. }
  41228. lightIndex++;
  41229. if (lightIndex === maxSimultaneousLights)
  41230. break;
  41231. }
  41232. }
  41233. defines["SPECULARTERM"] = specularEnabled;
  41234. defines["SHADOWS"] = shadowEnabled;
  41235. // Resetting all other lights if any
  41236. for (var index = lightIndex; index < maxSimultaneousLights; index++) {
  41237. if (defines["LIGHT" + index] !== undefined) {
  41238. defines["LIGHT" + index] = false;
  41239. defines["HEMILIGHT" + lightIndex] = false;
  41240. defines["POINTLIGHT" + lightIndex] = false;
  41241. defines["DIRLIGHT" + lightIndex] = false;
  41242. defines["SPOTLIGHT" + lightIndex] = false;
  41243. defines["SHADOW" + lightIndex] = false;
  41244. }
  41245. }
  41246. var caps = scene.getEngine().getCaps();
  41247. if (defines["SHADOWFLOAT"] === undefined) {
  41248. needRebuild = true;
  41249. }
  41250. defines["SHADOWFLOAT"] = shadowEnabled &&
  41251. ((caps.textureFloatRender && caps.textureFloatLinearFiltering) ||
  41252. (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering));
  41253. defines["LIGHTMAPEXCLUDED"] = lightmapMode;
  41254. if (needRebuild) {
  41255. defines.rebuild();
  41256. }
  41257. return needNormals;
  41258. };
  41259. /**
  41260. * Prepares the uniforms and samplers list to be used in the effect. This can automatically remove from the list uniforms
  41261. * that won t be acctive due to defines being turned off.
  41262. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  41263. * @param samplersList The samplers list
  41264. * @param defines The defines helping in the list generation
  41265. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  41266. */
  41267. MaterialHelper.PrepareUniformsAndSamplersList = function (uniformsListOrOptions, samplersList, defines, maxSimultaneousLights) {
  41268. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  41269. var uniformsList;
  41270. var uniformBuffersList = null;
  41271. if (uniformsListOrOptions.uniformsNames) {
  41272. var options = uniformsListOrOptions;
  41273. uniformsList = options.uniformsNames;
  41274. uniformBuffersList = options.uniformBuffersNames;
  41275. samplersList = options.samplers;
  41276. defines = options.defines;
  41277. maxSimultaneousLights = options.maxSimultaneousLights;
  41278. }
  41279. else {
  41280. uniformsList = uniformsListOrOptions;
  41281. if (!samplersList) {
  41282. samplersList = [];
  41283. }
  41284. }
  41285. for (var lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {
  41286. if (!defines["LIGHT" + lightIndex]) {
  41287. break;
  41288. }
  41289. uniformsList.push("vLightData" + lightIndex, "vLightDiffuse" + lightIndex, "vLightSpecular" + lightIndex, "vLightDirection" + lightIndex, "vLightFalloff" + lightIndex, "vLightGround" + lightIndex, "lightMatrix" + lightIndex, "shadowsInfo" + lightIndex, "depthValues" + lightIndex);
  41290. if (uniformBuffersList) {
  41291. uniformBuffersList.push("Light" + lightIndex);
  41292. }
  41293. samplersList.push("shadowSampler" + lightIndex);
  41294. samplersList.push("depthSampler" + lightIndex);
  41295. if (defines["PROJECTEDLIGHTTEXTURE" + lightIndex]) {
  41296. samplersList.push("projectionLightSampler" + lightIndex);
  41297. uniformsList.push("textureProjectionMatrix" + lightIndex);
  41298. }
  41299. }
  41300. if (defines["NUM_MORPH_INFLUENCERS"]) {
  41301. uniformsList.push("morphTargetInfluences");
  41302. }
  41303. };
  41304. /**
  41305. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  41306. * @param defines The defines to update while falling back
  41307. * @param fallbacks The authorized effect fallbacks
  41308. * @param maxSimultaneousLights The maximum number of lights allowed
  41309. * @param rank the current rank of the Effect
  41310. * @returns The newly affected rank
  41311. */
  41312. MaterialHelper.HandleFallbacksForShadows = function (defines, fallbacks, maxSimultaneousLights, rank) {
  41313. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  41314. if (rank === void 0) { rank = 0; }
  41315. var lightFallbackRank = 0;
  41316. for (var lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {
  41317. if (!defines["LIGHT" + lightIndex]) {
  41318. break;
  41319. }
  41320. if (lightIndex > 0) {
  41321. lightFallbackRank = rank + lightIndex;
  41322. fallbacks.addFallback(lightFallbackRank, "LIGHT" + lightIndex);
  41323. }
  41324. if (!defines["SHADOWS"]) {
  41325. if (defines["SHADOW" + lightIndex]) {
  41326. fallbacks.addFallback(rank, "SHADOW" + lightIndex);
  41327. }
  41328. if (defines["SHADOWPCF" + lightIndex]) {
  41329. fallbacks.addFallback(rank, "SHADOWPCF" + lightIndex);
  41330. }
  41331. if (defines["SHADOWPCSS" + lightIndex]) {
  41332. fallbacks.addFallback(rank, "SHADOWPCSS" + lightIndex);
  41333. }
  41334. if (defines["SHADOWPOISSON" + lightIndex]) {
  41335. fallbacks.addFallback(rank, "SHADOWPOISSON" + lightIndex);
  41336. }
  41337. if (defines["SHADOWESM" + lightIndex]) {
  41338. fallbacks.addFallback(rank, "SHADOWESM" + lightIndex);
  41339. }
  41340. }
  41341. }
  41342. return lightFallbackRank++;
  41343. };
  41344. /**
  41345. * Prepares the list of attributes required for morph targets according to the effect defines.
  41346. * @param attribs The current list of supported attribs
  41347. * @param mesh The mesh to prepare the morph targets attributes for
  41348. * @param defines The current Defines of the effect
  41349. */
  41350. MaterialHelper.PrepareAttributesForMorphTargets = function (attribs, mesh, defines) {
  41351. var influencers = defines["NUM_MORPH_INFLUENCERS"];
  41352. if (influencers > 0 && BABYLON.Engine.LastCreatedEngine) {
  41353. var maxAttributesCount = BABYLON.Engine.LastCreatedEngine.getCaps().maxVertexAttribs;
  41354. var manager = mesh.morphTargetManager;
  41355. var normal = manager && manager.supportsNormals && defines["NORMAL"];
  41356. var tangent = manager && manager.supportsTangents && defines["TANGENT"];
  41357. for (var index = 0; index < influencers; index++) {
  41358. attribs.push(BABYLON.VertexBuffer.PositionKind + index);
  41359. if (normal) {
  41360. attribs.push(BABYLON.VertexBuffer.NormalKind + index);
  41361. }
  41362. if (tangent) {
  41363. attribs.push(BABYLON.VertexBuffer.TangentKind + index);
  41364. }
  41365. if (attribs.length > maxAttributesCount) {
  41366. BABYLON.Tools.Error("Cannot add more vertex attributes for mesh " + mesh.name);
  41367. }
  41368. }
  41369. }
  41370. };
  41371. /**
  41372. * Prepares the list of attributes required for bones according to the effect defines.
  41373. * @param attribs The current list of supported attribs
  41374. * @param mesh The mesh to prepare the bones attributes for
  41375. * @param defines The current Defines of the effect
  41376. * @param fallbacks The current efffect fallback strategy
  41377. */
  41378. MaterialHelper.PrepareAttributesForBones = function (attribs, mesh, defines, fallbacks) {
  41379. if (defines["NUM_BONE_INFLUENCERS"] > 0) {
  41380. fallbacks.addCPUSkinningFallback(0, mesh);
  41381. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  41382. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  41383. if (defines["NUM_BONE_INFLUENCERS"] > 4) {
  41384. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  41385. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  41386. }
  41387. }
  41388. };
  41389. /**
  41390. * Prepares the list of attributes required for instances according to the effect defines.
  41391. * @param attribs The current list of supported attribs
  41392. * @param defines The current Defines of the effect
  41393. */
  41394. MaterialHelper.PrepareAttributesForInstances = function (attribs, defines) {
  41395. if (defines["INSTANCES"]) {
  41396. attribs.push("world0");
  41397. attribs.push("world1");
  41398. attribs.push("world2");
  41399. attribs.push("world3");
  41400. }
  41401. };
  41402. /**
  41403. * Binds the light shadow information to the effect for the given mesh.
  41404. * @param light The light containing the generator
  41405. * @param scene The scene the lights belongs to
  41406. * @param mesh The mesh we are binding the information to render
  41407. * @param lightIndex The light index in the effect used to render the mesh
  41408. * @param effect The effect we are binding the data to
  41409. */
  41410. MaterialHelper.BindLightShadow = function (light, scene, mesh, lightIndex, effect) {
  41411. if (light.shadowEnabled && mesh.receiveShadows) {
  41412. var shadowGenerator = light.getShadowGenerator();
  41413. if (shadowGenerator) {
  41414. shadowGenerator.bindShadowLight(lightIndex, effect);
  41415. }
  41416. }
  41417. };
  41418. /**
  41419. * Binds the light information to the effect.
  41420. * @param light The light containing the generator
  41421. * @param effect The effect we are binding the data to
  41422. * @param lightIndex The light index in the effect used to render
  41423. */
  41424. MaterialHelper.BindLightProperties = function (light, effect, lightIndex) {
  41425. light.transferToEffect(effect, lightIndex + "");
  41426. };
  41427. /**
  41428. * Binds the lights information from the scene to the effect for the given mesh.
  41429. * @param scene The scene the lights belongs to
  41430. * @param mesh The mesh we are binding the information to render
  41431. * @param effect The effect we are binding the data to
  41432. * @param defines The generated defines for the effect
  41433. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  41434. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  41435. */
  41436. MaterialHelper.BindLights = function (scene, mesh, effect, defines, maxSimultaneousLights, usePhysicalLightFalloff) {
  41437. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  41438. if (usePhysicalLightFalloff === void 0) { usePhysicalLightFalloff = false; }
  41439. var len = Math.min(mesh._lightSources.length, maxSimultaneousLights);
  41440. for (var i = 0; i < len; i++) {
  41441. var light = mesh._lightSources[i];
  41442. var iAsString = i.toString();
  41443. var scaledIntensity = light.getScaledIntensity();
  41444. light._uniformBuffer.bindToEffect(effect, "Light" + i);
  41445. MaterialHelper.BindLightProperties(light, effect, i);
  41446. light.diffuse.scaleToRef(scaledIntensity, BABYLON.Tmp.Color3[0]);
  41447. light._uniformBuffer.updateColor4("vLightDiffuse", BABYLON.Tmp.Color3[0], usePhysicalLightFalloff ? light.radius : light.range, iAsString);
  41448. if (defines["SPECULARTERM"]) {
  41449. light.specular.scaleToRef(scaledIntensity, BABYLON.Tmp.Color3[1]);
  41450. light._uniformBuffer.updateColor3("vLightSpecular", BABYLON.Tmp.Color3[1], iAsString);
  41451. }
  41452. // Shadows
  41453. if (scene.shadowsEnabled) {
  41454. this.BindLightShadow(light, scene, mesh, iAsString, effect);
  41455. }
  41456. light._uniformBuffer.update();
  41457. }
  41458. };
  41459. /**
  41460. * Binds the fog information from the scene to the effect for the given mesh.
  41461. * @param scene The scene the lights belongs to
  41462. * @param mesh The mesh we are binding the information to render
  41463. * @param effect The effect we are binding the data to
  41464. * @param linearSpace Defines if the fog effect is applied in linear space
  41465. */
  41466. MaterialHelper.BindFogParameters = function (scene, mesh, effect, linearSpace) {
  41467. if (linearSpace === void 0) { linearSpace = false; }
  41468. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
  41469. effect.setFloat4("vFogInfos", scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity);
  41470. // Convert fog color to linear space if used in a linear space computed shader.
  41471. if (linearSpace) {
  41472. scene.fogColor.toLinearSpaceToRef(this._tempFogColor);
  41473. effect.setColor3("vFogColor", this._tempFogColor);
  41474. }
  41475. else {
  41476. effect.setColor3("vFogColor", scene.fogColor);
  41477. }
  41478. }
  41479. };
  41480. /**
  41481. * Binds the bones information from the mesh to the effect.
  41482. * @param mesh The mesh we are binding the information to render
  41483. * @param effect The effect we are binding the data to
  41484. */
  41485. MaterialHelper.BindBonesParameters = function (mesh, effect) {
  41486. if (!effect || !mesh) {
  41487. return;
  41488. }
  41489. if (mesh.computeBonesUsingShaders && effect._bonesComputationForcedToCPU) {
  41490. mesh.computeBonesUsingShaders = false;
  41491. }
  41492. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  41493. var matrices = mesh.skeleton.getTransformMatrices(mesh);
  41494. if (matrices) {
  41495. effect.setMatrices("mBones", matrices);
  41496. }
  41497. }
  41498. };
  41499. /**
  41500. * Binds the morph targets information from the mesh to the effect.
  41501. * @param abstractMesh The mesh we are binding the information to render
  41502. * @param effect The effect we are binding the data to
  41503. */
  41504. MaterialHelper.BindMorphTargetParameters = function (abstractMesh, effect) {
  41505. var manager = abstractMesh.morphTargetManager;
  41506. if (!abstractMesh || !manager) {
  41507. return;
  41508. }
  41509. effect.setFloatArray("morphTargetInfluences", manager.influences);
  41510. };
  41511. /**
  41512. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  41513. * @param defines The generated defines used in the effect
  41514. * @param effect The effect we are binding the data to
  41515. * @param scene The scene we are willing to render with logarithmic scale for
  41516. */
  41517. MaterialHelper.BindLogDepth = function (defines, effect, scene) {
  41518. if (defines["LOGARITHMICDEPTH"]) {
  41519. effect.setFloat("logarithmicDepthConstant", 2.0 / (Math.log(scene.activeCamera.maxZ + 1.0) / Math.LN2));
  41520. }
  41521. };
  41522. /**
  41523. * Binds the clip plane information from the scene to the effect.
  41524. * @param scene The scene the clip plane information are extracted from
  41525. * @param effect The effect we are binding the data to
  41526. */
  41527. MaterialHelper.BindClipPlane = function (effect, scene) {
  41528. if (scene.clipPlane) {
  41529. var clipPlane = scene.clipPlane;
  41530. effect.setFloat4("vClipPlane", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  41531. }
  41532. if (scene.clipPlane2) {
  41533. var clipPlane = scene.clipPlane2;
  41534. effect.setFloat4("vClipPlane2", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  41535. }
  41536. if (scene.clipPlane3) {
  41537. var clipPlane = scene.clipPlane3;
  41538. effect.setFloat4("vClipPlane3", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  41539. }
  41540. if (scene.clipPlane4) {
  41541. var clipPlane = scene.clipPlane4;
  41542. effect.setFloat4("vClipPlane4", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  41543. }
  41544. };
  41545. MaterialHelper._tempFogColor = BABYLON.Color3.Black();
  41546. return MaterialHelper;
  41547. }());
  41548. BABYLON.MaterialHelper = MaterialHelper;
  41549. })(BABYLON || (BABYLON = {}));
  41550. //# sourceMappingURL=babylon.materialHelper.js.map
  41551. var BABYLON;
  41552. (function (BABYLON) {
  41553. var PushMaterial = /** @class */ (function (_super) {
  41554. __extends(PushMaterial, _super);
  41555. function PushMaterial(name, scene) {
  41556. var _this = _super.call(this, name, scene) || this;
  41557. _this._normalMatrix = new BABYLON.Matrix();
  41558. _this.storeEffectOnSubMeshes = true;
  41559. return _this;
  41560. }
  41561. PushMaterial.prototype.getEffect = function () {
  41562. return this._activeEffect;
  41563. };
  41564. PushMaterial.prototype.isReady = function (mesh, useInstances) {
  41565. if (!mesh) {
  41566. return false;
  41567. }
  41568. if (!mesh.subMeshes || mesh.subMeshes.length === 0) {
  41569. return true;
  41570. }
  41571. return this.isReadyForSubMesh(mesh, mesh.subMeshes[0], useInstances);
  41572. };
  41573. /**
  41574. * Binds the given world matrix to the active effect
  41575. *
  41576. * @param world the matrix to bind
  41577. */
  41578. PushMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  41579. this._activeEffect.setMatrix("world", world);
  41580. };
  41581. /**
  41582. * Binds the given normal matrix to the active effect
  41583. *
  41584. * @param normalMatrix the matrix to bind
  41585. */
  41586. PushMaterial.prototype.bindOnlyNormalMatrix = function (normalMatrix) {
  41587. this._activeEffect.setMatrix("normalMatrix", normalMatrix);
  41588. };
  41589. PushMaterial.prototype.bind = function (world, mesh) {
  41590. if (!mesh) {
  41591. return;
  41592. }
  41593. this.bindForSubMesh(world, mesh, mesh.subMeshes[0]);
  41594. };
  41595. PushMaterial.prototype._afterBind = function (mesh, effect) {
  41596. if (effect === void 0) { effect = null; }
  41597. _super.prototype._afterBind.call(this, mesh);
  41598. this.getScene()._cachedEffect = effect;
  41599. };
  41600. PushMaterial.prototype._mustRebind = function (scene, effect, visibility) {
  41601. if (visibility === void 0) { visibility = 1; }
  41602. return scene.isCachedMaterialInvalid(this, effect, visibility);
  41603. };
  41604. return PushMaterial;
  41605. }(BABYLON.Material));
  41606. BABYLON.PushMaterial = PushMaterial;
  41607. })(BABYLON || (BABYLON = {}));
  41608. //# sourceMappingURL=babylon.pushMaterial.js.map
  41609. var BABYLON;
  41610. (function (BABYLON) {
  41611. /** @hidden */
  41612. var StandardMaterialDefines = /** @class */ (function (_super) {
  41613. __extends(StandardMaterialDefines, _super);
  41614. function StandardMaterialDefines() {
  41615. var _this = _super.call(this) || this;
  41616. _this.MAINUV1 = false;
  41617. _this.MAINUV2 = false;
  41618. _this.DIFFUSE = false;
  41619. _this.DIFFUSEDIRECTUV = 0;
  41620. _this.AMBIENT = false;
  41621. _this.AMBIENTDIRECTUV = 0;
  41622. _this.OPACITY = false;
  41623. _this.OPACITYDIRECTUV = 0;
  41624. _this.OPACITYRGB = false;
  41625. _this.REFLECTION = false;
  41626. _this.EMISSIVE = false;
  41627. _this.EMISSIVEDIRECTUV = 0;
  41628. _this.SPECULAR = false;
  41629. _this.SPECULARDIRECTUV = 0;
  41630. _this.BUMP = false;
  41631. _this.BUMPDIRECTUV = 0;
  41632. _this.PARALLAX = false;
  41633. _this.PARALLAXOCCLUSION = false;
  41634. _this.SPECULAROVERALPHA = false;
  41635. _this.CLIPPLANE = false;
  41636. _this.CLIPPLANE2 = false;
  41637. _this.CLIPPLANE3 = false;
  41638. _this.CLIPPLANE4 = false;
  41639. _this.ALPHATEST = false;
  41640. _this.DEPTHPREPASS = false;
  41641. _this.ALPHAFROMDIFFUSE = false;
  41642. _this.POINTSIZE = false;
  41643. _this.FOG = false;
  41644. _this.SPECULARTERM = false;
  41645. _this.DIFFUSEFRESNEL = false;
  41646. _this.OPACITYFRESNEL = false;
  41647. _this.REFLECTIONFRESNEL = false;
  41648. _this.REFRACTIONFRESNEL = false;
  41649. _this.EMISSIVEFRESNEL = false;
  41650. _this.FRESNEL = false;
  41651. _this.NORMAL = false;
  41652. _this.UV1 = false;
  41653. _this.UV2 = false;
  41654. _this.VERTEXCOLOR = false;
  41655. _this.VERTEXALPHA = false;
  41656. _this.NUM_BONE_INFLUENCERS = 0;
  41657. _this.BonesPerMesh = 0;
  41658. _this.INSTANCES = false;
  41659. _this.GLOSSINESS = false;
  41660. _this.ROUGHNESS = false;
  41661. _this.EMISSIVEASILLUMINATION = false;
  41662. _this.LINKEMISSIVEWITHDIFFUSE = false;
  41663. _this.REFLECTIONFRESNELFROMSPECULAR = false;
  41664. _this.LIGHTMAP = false;
  41665. _this.LIGHTMAPDIRECTUV = 0;
  41666. _this.OBJECTSPACE_NORMALMAP = false;
  41667. _this.USELIGHTMAPASSHADOWMAP = false;
  41668. _this.REFLECTIONMAP_3D = false;
  41669. _this.REFLECTIONMAP_SPHERICAL = false;
  41670. _this.REFLECTIONMAP_PLANAR = false;
  41671. _this.REFLECTIONMAP_CUBIC = false;
  41672. _this.USE_LOCAL_REFLECTIONMAP_CUBIC = false;
  41673. _this.REFLECTIONMAP_PROJECTION = false;
  41674. _this.REFLECTIONMAP_SKYBOX = false;
  41675. _this.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  41676. _this.REFLECTIONMAP_EXPLICIT = false;
  41677. _this.REFLECTIONMAP_EQUIRECTANGULAR = false;
  41678. _this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  41679. _this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  41680. _this.INVERTCUBICMAP = false;
  41681. _this.LOGARITHMICDEPTH = false;
  41682. _this.REFRACTION = false;
  41683. _this.REFRACTIONMAP_3D = false;
  41684. _this.REFLECTIONOVERALPHA = false;
  41685. _this.TWOSIDEDLIGHTING = false;
  41686. _this.SHADOWFLOAT = false;
  41687. _this.MORPHTARGETS = false;
  41688. _this.MORPHTARGETS_NORMAL = false;
  41689. _this.MORPHTARGETS_TANGENT = false;
  41690. _this.NUM_MORPH_INFLUENCERS = 0;
  41691. _this.NONUNIFORMSCALING = false; // https://playground.babylonjs.com#V6DWIH
  41692. _this.PREMULTIPLYALPHA = false; // https://playground.babylonjs.com#LNVJJ7
  41693. _this.IMAGEPROCESSING = false;
  41694. _this.VIGNETTE = false;
  41695. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  41696. _this.VIGNETTEBLENDMODEOPAQUE = false;
  41697. _this.TONEMAPPING = false;
  41698. _this.TONEMAPPING_ACES = false;
  41699. _this.CONTRAST = false;
  41700. _this.COLORCURVES = false;
  41701. _this.COLORGRADING = false;
  41702. _this.COLORGRADING3D = false;
  41703. _this.SAMPLER3DGREENDEPTH = false;
  41704. _this.SAMPLER3DBGRMAP = false;
  41705. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  41706. /**
  41707. * If the reflection texture on this material is in linear color space
  41708. * @hidden
  41709. */
  41710. _this.IS_REFLECTION_LINEAR = false;
  41711. /**
  41712. * If the refraction texture on this material is in linear color space
  41713. * @hidden
  41714. */
  41715. _this.IS_REFRACTION_LINEAR = false;
  41716. _this.EXPOSURE = false;
  41717. _this.rebuild();
  41718. return _this;
  41719. }
  41720. StandardMaterialDefines.prototype.setReflectionMode = function (modeToEnable) {
  41721. var modes = [
  41722. "REFLECTIONMAP_CUBIC", "REFLECTIONMAP_EXPLICIT", "REFLECTIONMAP_PLANAR",
  41723. "REFLECTIONMAP_PROJECTION", "REFLECTIONMAP_PROJECTION", "REFLECTIONMAP_SKYBOX",
  41724. "REFLECTIONMAP_SPHERICAL", "REFLECTIONMAP_EQUIRECTANGULAR", "REFLECTIONMAP_EQUIRECTANGULAR_FIXED",
  41725. "REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED"
  41726. ];
  41727. for (var _i = 0, modes_1 = modes; _i < modes_1.length; _i++) {
  41728. var mode = modes_1[_i];
  41729. this[mode] = (mode === modeToEnable);
  41730. }
  41731. };
  41732. return StandardMaterialDefines;
  41733. }(BABYLON.MaterialDefines));
  41734. BABYLON.StandardMaterialDefines = StandardMaterialDefines;
  41735. var StandardMaterial = /** @class */ (function (_super) {
  41736. __extends(StandardMaterial, _super);
  41737. function StandardMaterial(name, scene) {
  41738. var _this = _super.call(this, name, scene) || this;
  41739. _this.ambientColor = new BABYLON.Color3(0, 0, 0);
  41740. _this.diffuseColor = new BABYLON.Color3(1, 1, 1);
  41741. _this.specularColor = new BABYLON.Color3(1, 1, 1);
  41742. _this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  41743. _this.specularPower = 64;
  41744. _this._useAlphaFromDiffuseTexture = false;
  41745. _this._useEmissiveAsIllumination = false;
  41746. _this._linkEmissiveWithDiffuse = false;
  41747. _this._useSpecularOverAlpha = false;
  41748. _this._useReflectionOverAlpha = false;
  41749. _this._disableLighting = false;
  41750. _this._useObjectSpaceNormalMap = false;
  41751. _this._useParallax = false;
  41752. _this._useParallaxOcclusion = false;
  41753. _this.parallaxScaleBias = 0.05;
  41754. _this._roughness = 0;
  41755. _this.indexOfRefraction = 0.98;
  41756. _this.invertRefractionY = true;
  41757. /**
  41758. * Defines the alpha limits in alpha test mode
  41759. */
  41760. _this.alphaCutOff = 0.4;
  41761. _this._useLightmapAsShadowmap = false;
  41762. _this._useReflectionFresnelFromSpecular = false;
  41763. _this._useGlossinessFromSpecularMapAlpha = false;
  41764. _this._maxSimultaneousLights = 4;
  41765. /**
  41766. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  41767. */
  41768. _this._invertNormalMapX = false;
  41769. /**
  41770. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  41771. */
  41772. _this._invertNormalMapY = false;
  41773. /**
  41774. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  41775. */
  41776. _this._twoSidedLighting = false;
  41777. _this._renderTargets = new BABYLON.SmartArray(16);
  41778. _this._worldViewProjectionMatrix = BABYLON.Matrix.Zero();
  41779. _this._globalAmbientColor = new BABYLON.Color3(0, 0, 0);
  41780. // Setup the default processing configuration to the scene.
  41781. _this._attachImageProcessingConfiguration(null);
  41782. _this.getRenderTargetTextures = function () {
  41783. _this._renderTargets.reset();
  41784. if (StandardMaterial.ReflectionTextureEnabled && _this._reflectionTexture && _this._reflectionTexture.isRenderTarget) {
  41785. _this._renderTargets.push(_this._reflectionTexture);
  41786. }
  41787. if (StandardMaterial.RefractionTextureEnabled && _this._refractionTexture && _this._refractionTexture.isRenderTarget) {
  41788. _this._renderTargets.push(_this._refractionTexture);
  41789. }
  41790. return _this._renderTargets;
  41791. };
  41792. return _this;
  41793. }
  41794. Object.defineProperty(StandardMaterial.prototype, "imageProcessingConfiguration", {
  41795. /**
  41796. * Gets the image processing configuration used either in this material.
  41797. */
  41798. get: function () {
  41799. return this._imageProcessingConfiguration;
  41800. },
  41801. /**
  41802. * Sets the Default image processing configuration used either in the this material.
  41803. *
  41804. * If sets to null, the scene one is in use.
  41805. */
  41806. set: function (value) {
  41807. this._attachImageProcessingConfiguration(value);
  41808. // Ensure the effect will be rebuilt.
  41809. this._markAllSubMeshesAsTexturesDirty();
  41810. },
  41811. enumerable: true,
  41812. configurable: true
  41813. });
  41814. /**
  41815. * Attaches a new image processing configuration to the Standard Material.
  41816. * @param configuration
  41817. */
  41818. StandardMaterial.prototype._attachImageProcessingConfiguration = function (configuration) {
  41819. var _this = this;
  41820. if (configuration === this._imageProcessingConfiguration) {
  41821. return;
  41822. }
  41823. // Detaches observer.
  41824. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  41825. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  41826. }
  41827. // Pick the scene configuration if needed.
  41828. if (!configuration) {
  41829. this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;
  41830. }
  41831. else {
  41832. this._imageProcessingConfiguration = configuration;
  41833. }
  41834. // Attaches observer.
  41835. if (this._imageProcessingConfiguration) {
  41836. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  41837. _this._markAllSubMeshesAsImageProcessingDirty();
  41838. });
  41839. }
  41840. };
  41841. Object.defineProperty(StandardMaterial.prototype, "cameraColorCurvesEnabled", {
  41842. /**
  41843. * Gets wether the color curves effect is enabled.
  41844. */
  41845. get: function () {
  41846. return this.imageProcessingConfiguration.colorCurvesEnabled;
  41847. },
  41848. /**
  41849. * Sets wether the color curves effect is enabled.
  41850. */
  41851. set: function (value) {
  41852. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  41853. },
  41854. enumerable: true,
  41855. configurable: true
  41856. });
  41857. Object.defineProperty(StandardMaterial.prototype, "cameraColorGradingEnabled", {
  41858. /**
  41859. * Gets wether the color grading effect is enabled.
  41860. */
  41861. get: function () {
  41862. return this.imageProcessingConfiguration.colorGradingEnabled;
  41863. },
  41864. /**
  41865. * Gets wether the color grading effect is enabled.
  41866. */
  41867. set: function (value) {
  41868. this.imageProcessingConfiguration.colorGradingEnabled = value;
  41869. },
  41870. enumerable: true,
  41871. configurable: true
  41872. });
  41873. Object.defineProperty(StandardMaterial.prototype, "cameraToneMappingEnabled", {
  41874. /**
  41875. * Gets wether tonemapping is enabled or not.
  41876. */
  41877. get: function () {
  41878. return this._imageProcessingConfiguration.toneMappingEnabled;
  41879. },
  41880. /**
  41881. * Sets wether tonemapping is enabled or not
  41882. */
  41883. set: function (value) {
  41884. this._imageProcessingConfiguration.toneMappingEnabled = value;
  41885. },
  41886. enumerable: true,
  41887. configurable: true
  41888. });
  41889. ;
  41890. ;
  41891. Object.defineProperty(StandardMaterial.prototype, "cameraExposure", {
  41892. /**
  41893. * The camera exposure used on this material.
  41894. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  41895. * This corresponds to a photographic exposure.
  41896. */
  41897. get: function () {
  41898. return this._imageProcessingConfiguration.exposure;
  41899. },
  41900. /**
  41901. * The camera exposure used on this material.
  41902. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  41903. * This corresponds to a photographic exposure.
  41904. */
  41905. set: function (value) {
  41906. this._imageProcessingConfiguration.exposure = value;
  41907. },
  41908. enumerable: true,
  41909. configurable: true
  41910. });
  41911. ;
  41912. ;
  41913. Object.defineProperty(StandardMaterial.prototype, "cameraContrast", {
  41914. /**
  41915. * Gets The camera contrast used on this material.
  41916. */
  41917. get: function () {
  41918. return this._imageProcessingConfiguration.contrast;
  41919. },
  41920. /**
  41921. * Sets The camera contrast used on this material.
  41922. */
  41923. set: function (value) {
  41924. this._imageProcessingConfiguration.contrast = value;
  41925. },
  41926. enumerable: true,
  41927. configurable: true
  41928. });
  41929. Object.defineProperty(StandardMaterial.prototype, "cameraColorGradingTexture", {
  41930. /**
  41931. * Gets the Color Grading 2D Lookup Texture.
  41932. */
  41933. get: function () {
  41934. return this._imageProcessingConfiguration.colorGradingTexture;
  41935. },
  41936. /**
  41937. * Sets the Color Grading 2D Lookup Texture.
  41938. */
  41939. set: function (value) {
  41940. this._imageProcessingConfiguration.colorGradingTexture = value;
  41941. },
  41942. enumerable: true,
  41943. configurable: true
  41944. });
  41945. Object.defineProperty(StandardMaterial.prototype, "cameraColorCurves", {
  41946. /**
  41947. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  41948. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  41949. * 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;
  41950. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  41951. */
  41952. get: function () {
  41953. return this._imageProcessingConfiguration.colorCurves;
  41954. },
  41955. /**
  41956. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  41957. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  41958. * 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;
  41959. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  41960. */
  41961. set: function (value) {
  41962. this._imageProcessingConfiguration.colorCurves = value;
  41963. },
  41964. enumerable: true,
  41965. configurable: true
  41966. });
  41967. Object.defineProperty(StandardMaterial.prototype, "hasRenderTargetTextures", {
  41968. /**
  41969. * Gets a boolean indicating that current material needs to register RTT
  41970. */
  41971. get: function () {
  41972. if (StandardMaterial.ReflectionTextureEnabled && this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  41973. return true;
  41974. }
  41975. if (StandardMaterial.RefractionTextureEnabled && this._refractionTexture && this._refractionTexture.isRenderTarget) {
  41976. return true;
  41977. }
  41978. return false;
  41979. },
  41980. enumerable: true,
  41981. configurable: true
  41982. });
  41983. StandardMaterial.prototype.getClassName = function () {
  41984. return "StandardMaterial";
  41985. };
  41986. Object.defineProperty(StandardMaterial.prototype, "useLogarithmicDepth", {
  41987. get: function () {
  41988. return this._useLogarithmicDepth;
  41989. },
  41990. set: function (value) {
  41991. this._useLogarithmicDepth = value && this.getScene().getEngine().getCaps().fragmentDepthSupported;
  41992. this._markAllSubMeshesAsMiscDirty();
  41993. },
  41994. enumerable: true,
  41995. configurable: true
  41996. });
  41997. StandardMaterial.prototype.needAlphaBlending = function () {
  41998. return (this.alpha < 1.0) || (this._opacityTexture != null) || this._shouldUseAlphaFromDiffuseTexture() || this._opacityFresnelParameters && this._opacityFresnelParameters.isEnabled;
  41999. };
  42000. StandardMaterial.prototype.needAlphaTesting = function () {
  42001. return this._diffuseTexture != null && this._diffuseTexture.hasAlpha;
  42002. };
  42003. StandardMaterial.prototype._shouldUseAlphaFromDiffuseTexture = function () {
  42004. return this._diffuseTexture != null && this._diffuseTexture.hasAlpha && this._useAlphaFromDiffuseTexture;
  42005. };
  42006. StandardMaterial.prototype.getAlphaTestTexture = function () {
  42007. return this._diffuseTexture;
  42008. };
  42009. /**
  42010. * Child classes can use it to update shaders
  42011. */
  42012. StandardMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  42013. if (useInstances === void 0) { useInstances = false; }
  42014. if (subMesh.effect && this.isFrozen) {
  42015. if (this._wasPreviouslyReady) {
  42016. return true;
  42017. }
  42018. }
  42019. if (!subMesh._materialDefines) {
  42020. subMesh._materialDefines = new StandardMaterialDefines();
  42021. }
  42022. var scene = this.getScene();
  42023. var defines = subMesh._materialDefines;
  42024. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  42025. if (defines._renderId === scene.getRenderId()) {
  42026. return true;
  42027. }
  42028. }
  42029. var engine = scene.getEngine();
  42030. // Lights
  42031. defines._needNormals = BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, true, this._maxSimultaneousLights, this._disableLighting);
  42032. // Textures
  42033. if (defines._areTexturesDirty) {
  42034. defines._needUVs = false;
  42035. defines.MAINUV1 = false;
  42036. defines.MAINUV2 = false;
  42037. if (scene.texturesEnabled) {
  42038. if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  42039. if (!this._diffuseTexture.isReadyOrNotBlocking()) {
  42040. return false;
  42041. }
  42042. else {
  42043. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._diffuseTexture, defines, "DIFFUSE");
  42044. }
  42045. }
  42046. else {
  42047. defines.DIFFUSE = false;
  42048. }
  42049. if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  42050. if (!this._ambientTexture.isReadyOrNotBlocking()) {
  42051. return false;
  42052. }
  42053. else {
  42054. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._ambientTexture, defines, "AMBIENT");
  42055. }
  42056. }
  42057. else {
  42058. defines.AMBIENT = false;
  42059. }
  42060. if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  42061. if (!this._opacityTexture.isReadyOrNotBlocking()) {
  42062. return false;
  42063. }
  42064. else {
  42065. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._opacityTexture, defines, "OPACITY");
  42066. defines.OPACITYRGB = this._opacityTexture.getAlphaFromRGB;
  42067. }
  42068. }
  42069. else {
  42070. defines.OPACITY = false;
  42071. }
  42072. if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  42073. if (!this._reflectionTexture.isReadyOrNotBlocking()) {
  42074. return false;
  42075. }
  42076. else {
  42077. defines._needNormals = true;
  42078. defines.REFLECTION = true;
  42079. defines.ROUGHNESS = (this._roughness > 0);
  42080. defines.REFLECTIONOVERALPHA = this._useReflectionOverAlpha;
  42081. defines.INVERTCUBICMAP = (this._reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE);
  42082. defines.REFLECTIONMAP_3D = this._reflectionTexture.isCube;
  42083. switch (this._reflectionTexture.coordinatesMode) {
  42084. case BABYLON.Texture.EXPLICIT_MODE:
  42085. defines.setReflectionMode("REFLECTIONMAP_EXPLICIT");
  42086. break;
  42087. case BABYLON.Texture.PLANAR_MODE:
  42088. defines.setReflectionMode("REFLECTIONMAP_PLANAR");
  42089. break;
  42090. case BABYLON.Texture.PROJECTION_MODE:
  42091. defines.setReflectionMode("REFLECTIONMAP_PROJECTION");
  42092. break;
  42093. case BABYLON.Texture.SKYBOX_MODE:
  42094. defines.setReflectionMode("REFLECTIONMAP_SKYBOX");
  42095. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = !this._reflectionTexture.getReflectionTextureMatrix().isIdentity();
  42096. break;
  42097. case BABYLON.Texture.SPHERICAL_MODE:
  42098. defines.setReflectionMode("REFLECTIONMAP_SPHERICAL");
  42099. break;
  42100. case BABYLON.Texture.EQUIRECTANGULAR_MODE:
  42101. defines.setReflectionMode("REFLECTIONMAP_EQUIRECTANGULAR");
  42102. break;
  42103. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MODE:
  42104. defines.setReflectionMode("REFLECTIONMAP_EQUIRECTANGULAR_FIXED");
  42105. break;
  42106. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:
  42107. defines.setReflectionMode("REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED");
  42108. break;
  42109. case BABYLON.Texture.CUBIC_MODE:
  42110. case BABYLON.Texture.INVCUBIC_MODE:
  42111. default:
  42112. defines.setReflectionMode("REFLECTIONMAP_CUBIC");
  42113. break;
  42114. }
  42115. defines.USE_LOCAL_REFLECTIONMAP_CUBIC = this._reflectionTexture.boundingBoxSize ? true : false;
  42116. }
  42117. }
  42118. else {
  42119. defines.REFLECTION = false;
  42120. }
  42121. if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  42122. if (!this._emissiveTexture.isReadyOrNotBlocking()) {
  42123. return false;
  42124. }
  42125. else {
  42126. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._emissiveTexture, defines, "EMISSIVE");
  42127. }
  42128. }
  42129. else {
  42130. defines.EMISSIVE = false;
  42131. }
  42132. if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {
  42133. if (!this._lightmapTexture.isReadyOrNotBlocking()) {
  42134. return false;
  42135. }
  42136. else {
  42137. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._lightmapTexture, defines, "LIGHTMAP");
  42138. defines.USELIGHTMAPASSHADOWMAP = this._useLightmapAsShadowmap;
  42139. }
  42140. }
  42141. else {
  42142. defines.LIGHTMAP = false;
  42143. }
  42144. if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {
  42145. if (!this._specularTexture.isReadyOrNotBlocking()) {
  42146. return false;
  42147. }
  42148. else {
  42149. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._specularTexture, defines, "SPECULAR");
  42150. defines.GLOSSINESS = this._useGlossinessFromSpecularMapAlpha;
  42151. }
  42152. }
  42153. else {
  42154. defines.SPECULAR = false;
  42155. }
  42156. if (scene.getEngine().getCaps().standardDerivatives && this._bumpTexture && StandardMaterial.BumpTextureEnabled) {
  42157. // Bump texure can not be not blocking.
  42158. if (!this._bumpTexture.isReady()) {
  42159. return false;
  42160. }
  42161. else {
  42162. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._bumpTexture, defines, "BUMP");
  42163. defines.PARALLAX = this._useParallax;
  42164. defines.PARALLAXOCCLUSION = this._useParallaxOcclusion;
  42165. }
  42166. defines.OBJECTSPACE_NORMALMAP = this._useObjectSpaceNormalMap;
  42167. }
  42168. else {
  42169. defines.BUMP = false;
  42170. }
  42171. if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {
  42172. if (!this._refractionTexture.isReadyOrNotBlocking()) {
  42173. return false;
  42174. }
  42175. else {
  42176. defines._needUVs = true;
  42177. defines.REFRACTION = true;
  42178. defines.REFRACTIONMAP_3D = this._refractionTexture.isCube;
  42179. }
  42180. }
  42181. else {
  42182. defines.REFRACTION = false;
  42183. }
  42184. defines.TWOSIDEDLIGHTING = !this._backFaceCulling && this._twoSidedLighting;
  42185. }
  42186. else {
  42187. defines.DIFFUSE = false;
  42188. defines.AMBIENT = false;
  42189. defines.OPACITY = false;
  42190. defines.REFLECTION = false;
  42191. defines.EMISSIVE = false;
  42192. defines.LIGHTMAP = false;
  42193. defines.BUMP = false;
  42194. defines.REFRACTION = false;
  42195. }
  42196. defines.ALPHAFROMDIFFUSE = this._shouldUseAlphaFromDiffuseTexture();
  42197. defines.EMISSIVEASILLUMINATION = this._useEmissiveAsIllumination;
  42198. defines.LINKEMISSIVEWITHDIFFUSE = this._linkEmissiveWithDiffuse;
  42199. defines.SPECULAROVERALPHA = this._useSpecularOverAlpha;
  42200. defines.PREMULTIPLYALPHA = (this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED || this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF);
  42201. }
  42202. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  42203. if (!this._imageProcessingConfiguration.isReady()) {
  42204. return false;
  42205. }
  42206. this._imageProcessingConfiguration.prepareDefines(defines);
  42207. defines.IS_REFLECTION_LINEAR = (this.reflectionTexture != null && !this.reflectionTexture.gammaSpace);
  42208. defines.IS_REFRACTION_LINEAR = (this.refractionTexture != null && !this.refractionTexture.gammaSpace);
  42209. }
  42210. if (defines._areFresnelDirty) {
  42211. if (StandardMaterial.FresnelEnabled) {
  42212. // Fresnel
  42213. if (this._diffuseFresnelParameters || this._opacityFresnelParameters ||
  42214. this._emissiveFresnelParameters || this._refractionFresnelParameters ||
  42215. this._reflectionFresnelParameters) {
  42216. defines.DIFFUSEFRESNEL = (this._diffuseFresnelParameters && this._diffuseFresnelParameters.isEnabled);
  42217. defines.OPACITYFRESNEL = (this._opacityFresnelParameters && this._opacityFresnelParameters.isEnabled);
  42218. defines.REFLECTIONFRESNEL = (this._reflectionFresnelParameters && this._reflectionFresnelParameters.isEnabled);
  42219. defines.REFLECTIONFRESNELFROMSPECULAR = this._useReflectionFresnelFromSpecular;
  42220. defines.REFRACTIONFRESNEL = (this._refractionFresnelParameters && this._refractionFresnelParameters.isEnabled);
  42221. defines.EMISSIVEFRESNEL = (this._emissiveFresnelParameters && this._emissiveFresnelParameters.isEnabled);
  42222. defines._needNormals = true;
  42223. defines.FRESNEL = true;
  42224. }
  42225. }
  42226. else {
  42227. defines.FRESNEL = false;
  42228. }
  42229. }
  42230. // Misc.
  42231. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);
  42232. // Attribs
  42233. BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true, true);
  42234. // Values that need to be evaluated on every frame
  42235. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances);
  42236. // Get correct effect
  42237. if (defines.isDirty) {
  42238. defines.markAsProcessed();
  42239. scene.resetCachedMaterial();
  42240. // Fallbacks
  42241. var fallbacks = new BABYLON.EffectFallbacks();
  42242. if (defines.REFLECTION) {
  42243. fallbacks.addFallback(0, "REFLECTION");
  42244. }
  42245. if (defines.SPECULAR) {
  42246. fallbacks.addFallback(0, "SPECULAR");
  42247. }
  42248. if (defines.BUMP) {
  42249. fallbacks.addFallback(0, "BUMP");
  42250. }
  42251. if (defines.PARALLAX) {
  42252. fallbacks.addFallback(1, "PARALLAX");
  42253. }
  42254. if (defines.PARALLAXOCCLUSION) {
  42255. fallbacks.addFallback(0, "PARALLAXOCCLUSION");
  42256. }
  42257. if (defines.SPECULAROVERALPHA) {
  42258. fallbacks.addFallback(0, "SPECULAROVERALPHA");
  42259. }
  42260. if (defines.FOG) {
  42261. fallbacks.addFallback(1, "FOG");
  42262. }
  42263. if (defines.POINTSIZE) {
  42264. fallbacks.addFallback(0, "POINTSIZE");
  42265. }
  42266. if (defines.LOGARITHMICDEPTH) {
  42267. fallbacks.addFallback(0, "LOGARITHMICDEPTH");
  42268. }
  42269. BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights);
  42270. if (defines.SPECULARTERM) {
  42271. fallbacks.addFallback(0, "SPECULARTERM");
  42272. }
  42273. if (defines.DIFFUSEFRESNEL) {
  42274. fallbacks.addFallback(1, "DIFFUSEFRESNEL");
  42275. }
  42276. if (defines.OPACITYFRESNEL) {
  42277. fallbacks.addFallback(2, "OPACITYFRESNEL");
  42278. }
  42279. if (defines.REFLECTIONFRESNEL) {
  42280. fallbacks.addFallback(3, "REFLECTIONFRESNEL");
  42281. }
  42282. if (defines.EMISSIVEFRESNEL) {
  42283. fallbacks.addFallback(4, "EMISSIVEFRESNEL");
  42284. }
  42285. if (defines.FRESNEL) {
  42286. fallbacks.addFallback(4, "FRESNEL");
  42287. }
  42288. //Attributes
  42289. var attribs = [BABYLON.VertexBuffer.PositionKind];
  42290. if (defines.NORMAL) {
  42291. attribs.push(BABYLON.VertexBuffer.NormalKind);
  42292. }
  42293. if (defines.UV1) {
  42294. attribs.push(BABYLON.VertexBuffer.UVKind);
  42295. }
  42296. if (defines.UV2) {
  42297. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  42298. }
  42299. if (defines.VERTEXCOLOR) {
  42300. attribs.push(BABYLON.VertexBuffer.ColorKind);
  42301. }
  42302. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  42303. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  42304. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, defines);
  42305. var shaderName = "default";
  42306. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vAmbientColor", "vDiffuseColor", "vSpecularColor", "vEmissiveColor",
  42307. "vFogInfos", "vFogColor", "pointSize",
  42308. "vDiffuseInfos", "vAmbientInfos", "vOpacityInfos", "vReflectionInfos", "vEmissiveInfos", "vSpecularInfos", "vBumpInfos", "vLightmapInfos", "vRefractionInfos",
  42309. "mBones",
  42310. "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "diffuseMatrix", "ambientMatrix", "opacityMatrix", "reflectionMatrix", "emissiveMatrix", "specularMatrix", "bumpMatrix", "normalMatrix", "lightmapMatrix", "refractionMatrix",
  42311. "diffuseLeftColor", "diffuseRightColor", "opacityParts", "reflectionLeftColor", "reflectionRightColor", "emissiveLeftColor", "emissiveRightColor", "refractionLeftColor", "refractionRightColor",
  42312. "vReflectionPosition", "vReflectionSize",
  42313. "logarithmicDepthConstant", "vTangentSpaceParams", "alphaCutOff"
  42314. ];
  42315. var samplers = ["diffuseSampler", "ambientSampler", "opacitySampler", "reflectionCubeSampler", "reflection2DSampler", "emissiveSampler", "specularSampler", "bumpSampler", "lightmapSampler", "refractionCubeSampler", "refraction2DSampler"];
  42316. var uniformBuffers = ["Material", "Scene"];
  42317. if (BABYLON.ImageProcessingConfiguration) {
  42318. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);
  42319. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, defines);
  42320. }
  42321. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  42322. uniformsNames: uniforms,
  42323. uniformBuffersNames: uniformBuffers,
  42324. samplers: samplers,
  42325. defines: defines,
  42326. maxSimultaneousLights: this._maxSimultaneousLights
  42327. });
  42328. if (this.customShaderNameResolve) {
  42329. shaderName = this.customShaderNameResolve(shaderName, uniforms, uniformBuffers, samplers, defines);
  42330. }
  42331. var join = defines.toString();
  42332. subMesh.setEffect(scene.getEngine().createEffect(shaderName, {
  42333. attributes: attribs,
  42334. uniformsNames: uniforms,
  42335. uniformBuffersNames: uniformBuffers,
  42336. samplers: samplers,
  42337. defines: join,
  42338. fallbacks: fallbacks,
  42339. onCompiled: this.onCompiled,
  42340. onError: this.onError,
  42341. indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights, maxSimultaneousMorphTargets: defines.NUM_MORPH_INFLUENCERS }
  42342. }, engine), defines);
  42343. this.buildUniformLayout();
  42344. }
  42345. if (!subMesh.effect || !subMesh.effect.isReady()) {
  42346. return false;
  42347. }
  42348. defines._renderId = scene.getRenderId();
  42349. this._wasPreviouslyReady = true;
  42350. return true;
  42351. };
  42352. StandardMaterial.prototype.buildUniformLayout = function () {
  42353. // Order is important !
  42354. this._uniformBuffer.addUniform("diffuseLeftColor", 4);
  42355. this._uniformBuffer.addUniform("diffuseRightColor", 4);
  42356. this._uniformBuffer.addUniform("opacityParts", 4);
  42357. this._uniformBuffer.addUniform("reflectionLeftColor", 4);
  42358. this._uniformBuffer.addUniform("reflectionRightColor", 4);
  42359. this._uniformBuffer.addUniform("refractionLeftColor", 4);
  42360. this._uniformBuffer.addUniform("refractionRightColor", 4);
  42361. this._uniformBuffer.addUniform("emissiveLeftColor", 4);
  42362. this._uniformBuffer.addUniform("emissiveRightColor", 4);
  42363. this._uniformBuffer.addUniform("vDiffuseInfos", 2);
  42364. this._uniformBuffer.addUniform("vAmbientInfos", 2);
  42365. this._uniformBuffer.addUniform("vOpacityInfos", 2);
  42366. this._uniformBuffer.addUniform("vReflectionInfos", 2);
  42367. this._uniformBuffer.addUniform("vReflectionPosition", 3);
  42368. this._uniformBuffer.addUniform("vReflectionSize", 3);
  42369. this._uniformBuffer.addUniform("vEmissiveInfos", 2);
  42370. this._uniformBuffer.addUniform("vLightmapInfos", 2);
  42371. this._uniformBuffer.addUniform("vSpecularInfos", 2);
  42372. this._uniformBuffer.addUniform("vBumpInfos", 3);
  42373. this._uniformBuffer.addUniform("diffuseMatrix", 16);
  42374. this._uniformBuffer.addUniform("ambientMatrix", 16);
  42375. this._uniformBuffer.addUniform("opacityMatrix", 16);
  42376. this._uniformBuffer.addUniform("reflectionMatrix", 16);
  42377. this._uniformBuffer.addUniform("emissiveMatrix", 16);
  42378. this._uniformBuffer.addUniform("lightmapMatrix", 16);
  42379. this._uniformBuffer.addUniform("specularMatrix", 16);
  42380. this._uniformBuffer.addUniform("bumpMatrix", 16);
  42381. this._uniformBuffer.addUniform("vTangentSpaceParams", 2);
  42382. this._uniformBuffer.addUniform("refractionMatrix", 16);
  42383. this._uniformBuffer.addUniform("vRefractionInfos", 4);
  42384. this._uniformBuffer.addUniform("vSpecularColor", 4);
  42385. this._uniformBuffer.addUniform("vEmissiveColor", 3);
  42386. this._uniformBuffer.addUniform("vDiffuseColor", 4);
  42387. this._uniformBuffer.addUniform("pointSize", 1);
  42388. this._uniformBuffer.create();
  42389. };
  42390. StandardMaterial.prototype.unbind = function () {
  42391. if (this._activeEffect) {
  42392. var needFlag = false;
  42393. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  42394. this._activeEffect.setTexture("reflection2DSampler", null);
  42395. needFlag = true;
  42396. }
  42397. if (this._refractionTexture && this._refractionTexture.isRenderTarget) {
  42398. this._activeEffect.setTexture("refraction2DSampler", null);
  42399. needFlag = true;
  42400. }
  42401. if (needFlag) {
  42402. this._markAllSubMeshesAsTexturesDirty();
  42403. }
  42404. }
  42405. _super.prototype.unbind.call(this);
  42406. };
  42407. StandardMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  42408. var scene = this.getScene();
  42409. var defines = subMesh._materialDefines;
  42410. if (!defines) {
  42411. return;
  42412. }
  42413. var effect = subMesh.effect;
  42414. if (!effect) {
  42415. return;
  42416. }
  42417. this._activeEffect = effect;
  42418. // Matrices
  42419. this.bindOnlyWorldMatrix(world);
  42420. // Normal Matrix
  42421. if (defines.OBJECTSPACE_NORMALMAP) {
  42422. world.toNormalMatrix(this._normalMatrix);
  42423. this.bindOnlyNormalMatrix(this._normalMatrix);
  42424. }
  42425. var mustRebind = this._mustRebind(scene, effect, mesh.visibility);
  42426. // Bones
  42427. BABYLON.MaterialHelper.BindBonesParameters(mesh, effect);
  42428. if (mustRebind) {
  42429. this._uniformBuffer.bindToEffect(effect, "Material");
  42430. this.bindViewProjection(effect);
  42431. if (!this._uniformBuffer.useUbo || !this.isFrozen || !this._uniformBuffer.isSync) {
  42432. if (StandardMaterial.FresnelEnabled && defines.FRESNEL) {
  42433. // Fresnel
  42434. if (this.diffuseFresnelParameters && this.diffuseFresnelParameters.isEnabled) {
  42435. this._uniformBuffer.updateColor4("diffuseLeftColor", this.diffuseFresnelParameters.leftColor, this.diffuseFresnelParameters.power);
  42436. this._uniformBuffer.updateColor4("diffuseRightColor", this.diffuseFresnelParameters.rightColor, this.diffuseFresnelParameters.bias);
  42437. }
  42438. if (this.opacityFresnelParameters && this.opacityFresnelParameters.isEnabled) {
  42439. this._uniformBuffer.updateColor4("opacityParts", new BABYLON.Color3(this.opacityFresnelParameters.leftColor.toLuminance(), this.opacityFresnelParameters.rightColor.toLuminance(), this.opacityFresnelParameters.bias), this.opacityFresnelParameters.power);
  42440. }
  42441. if (this.reflectionFresnelParameters && this.reflectionFresnelParameters.isEnabled) {
  42442. this._uniformBuffer.updateColor4("reflectionLeftColor", this.reflectionFresnelParameters.leftColor, this.reflectionFresnelParameters.power);
  42443. this._uniformBuffer.updateColor4("reflectionRightColor", this.reflectionFresnelParameters.rightColor, this.reflectionFresnelParameters.bias);
  42444. }
  42445. if (this.refractionFresnelParameters && this.refractionFresnelParameters.isEnabled) {
  42446. this._uniformBuffer.updateColor4("refractionLeftColor", this.refractionFresnelParameters.leftColor, this.refractionFresnelParameters.power);
  42447. this._uniformBuffer.updateColor4("refractionRightColor", this.refractionFresnelParameters.rightColor, this.refractionFresnelParameters.bias);
  42448. }
  42449. if (this.emissiveFresnelParameters && this.emissiveFresnelParameters.isEnabled) {
  42450. this._uniformBuffer.updateColor4("emissiveLeftColor", this.emissiveFresnelParameters.leftColor, this.emissiveFresnelParameters.power);
  42451. this._uniformBuffer.updateColor4("emissiveRightColor", this.emissiveFresnelParameters.rightColor, this.emissiveFresnelParameters.bias);
  42452. }
  42453. }
  42454. // Textures
  42455. if (scene.texturesEnabled) {
  42456. if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  42457. this._uniformBuffer.updateFloat2("vDiffuseInfos", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);
  42458. BABYLON.MaterialHelper.BindTextureMatrix(this._diffuseTexture, this._uniformBuffer, "diffuse");
  42459. if (this._diffuseTexture.hasAlpha) {
  42460. effect.setFloat("alphaCutOff", this.alphaCutOff);
  42461. }
  42462. }
  42463. if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  42464. this._uniformBuffer.updateFloat2("vAmbientInfos", this._ambientTexture.coordinatesIndex, this._ambientTexture.level);
  42465. BABYLON.MaterialHelper.BindTextureMatrix(this._ambientTexture, this._uniformBuffer, "ambient");
  42466. }
  42467. if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  42468. this._uniformBuffer.updateFloat2("vOpacityInfos", this._opacityTexture.coordinatesIndex, this._opacityTexture.level);
  42469. BABYLON.MaterialHelper.BindTextureMatrix(this._opacityTexture, this._uniformBuffer, "opacity");
  42470. }
  42471. if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  42472. this._uniformBuffer.updateFloat2("vReflectionInfos", this._reflectionTexture.level, this.roughness);
  42473. this._uniformBuffer.updateMatrix("reflectionMatrix", this._reflectionTexture.getReflectionTextureMatrix());
  42474. if (this._reflectionTexture.boundingBoxSize) {
  42475. var cubeTexture = this._reflectionTexture;
  42476. this._uniformBuffer.updateVector3("vReflectionPosition", cubeTexture.boundingBoxPosition);
  42477. this._uniformBuffer.updateVector3("vReflectionSize", cubeTexture.boundingBoxSize);
  42478. }
  42479. }
  42480. if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  42481. this._uniformBuffer.updateFloat2("vEmissiveInfos", this._emissiveTexture.coordinatesIndex, this._emissiveTexture.level);
  42482. BABYLON.MaterialHelper.BindTextureMatrix(this._emissiveTexture, this._uniformBuffer, "emissive");
  42483. }
  42484. if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {
  42485. this._uniformBuffer.updateFloat2("vLightmapInfos", this._lightmapTexture.coordinatesIndex, this._lightmapTexture.level);
  42486. BABYLON.MaterialHelper.BindTextureMatrix(this._lightmapTexture, this._uniformBuffer, "lightmap");
  42487. }
  42488. if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {
  42489. this._uniformBuffer.updateFloat2("vSpecularInfos", this._specularTexture.coordinatesIndex, this._specularTexture.level);
  42490. BABYLON.MaterialHelper.BindTextureMatrix(this._specularTexture, this._uniformBuffer, "specular");
  42491. }
  42492. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && StandardMaterial.BumpTextureEnabled) {
  42493. this._uniformBuffer.updateFloat3("vBumpInfos", this._bumpTexture.coordinatesIndex, 1.0 / this._bumpTexture.level, this.parallaxScaleBias);
  42494. BABYLON.MaterialHelper.BindTextureMatrix(this._bumpTexture, this._uniformBuffer, "bump");
  42495. if (scene._mirroredCameraPosition) {
  42496. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? 1.0 : -1.0, this._invertNormalMapY ? 1.0 : -1.0);
  42497. }
  42498. else {
  42499. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? -1.0 : 1.0, this._invertNormalMapY ? -1.0 : 1.0);
  42500. }
  42501. }
  42502. if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {
  42503. var depth = 1.0;
  42504. if (!this._refractionTexture.isCube) {
  42505. this._uniformBuffer.updateMatrix("refractionMatrix", this._refractionTexture.getReflectionTextureMatrix());
  42506. if (this._refractionTexture.depth) {
  42507. depth = this._refractionTexture.depth;
  42508. }
  42509. }
  42510. this._uniformBuffer.updateFloat4("vRefractionInfos", this._refractionTexture.level, this.indexOfRefraction, depth, this.invertRefractionY ? -1 : 1);
  42511. }
  42512. }
  42513. // Point size
  42514. if (this.pointsCloud) {
  42515. this._uniformBuffer.updateFloat("pointSize", this.pointSize);
  42516. }
  42517. if (defines.SPECULARTERM) {
  42518. this._uniformBuffer.updateColor4("vSpecularColor", this.specularColor, this.specularPower);
  42519. }
  42520. this._uniformBuffer.updateColor3("vEmissiveColor", this.emissiveColor);
  42521. // Diffuse
  42522. this._uniformBuffer.updateColor4("vDiffuseColor", this.diffuseColor, this.alpha * mesh.visibility);
  42523. }
  42524. // Textures
  42525. if (scene.texturesEnabled) {
  42526. if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  42527. effect.setTexture("diffuseSampler", this._diffuseTexture);
  42528. }
  42529. if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  42530. effect.setTexture("ambientSampler", this._ambientTexture);
  42531. }
  42532. if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  42533. effect.setTexture("opacitySampler", this._opacityTexture);
  42534. }
  42535. if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  42536. if (this._reflectionTexture.isCube) {
  42537. effect.setTexture("reflectionCubeSampler", this._reflectionTexture);
  42538. }
  42539. else {
  42540. effect.setTexture("reflection2DSampler", this._reflectionTexture);
  42541. }
  42542. }
  42543. if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  42544. effect.setTexture("emissiveSampler", this._emissiveTexture);
  42545. }
  42546. if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {
  42547. effect.setTexture("lightmapSampler", this._lightmapTexture);
  42548. }
  42549. if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {
  42550. effect.setTexture("specularSampler", this._specularTexture);
  42551. }
  42552. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && StandardMaterial.BumpTextureEnabled) {
  42553. effect.setTexture("bumpSampler", this._bumpTexture);
  42554. }
  42555. if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {
  42556. var depth = 1.0;
  42557. if (this._refractionTexture.isCube) {
  42558. effect.setTexture("refractionCubeSampler", this._refractionTexture);
  42559. }
  42560. else {
  42561. effect.setTexture("refraction2DSampler", this._refractionTexture);
  42562. }
  42563. }
  42564. }
  42565. // Clip plane
  42566. BABYLON.MaterialHelper.BindClipPlane(effect, scene);
  42567. // Colors
  42568. scene.ambientColor.multiplyToRef(this.ambientColor, this._globalAmbientColor);
  42569. BABYLON.MaterialHelper.BindEyePosition(effect, scene);
  42570. effect.setColor3("vAmbientColor", this._globalAmbientColor);
  42571. }
  42572. if (mustRebind || !this.isFrozen) {
  42573. // Lights
  42574. if (scene.lightsEnabled && !this._disableLighting) {
  42575. BABYLON.MaterialHelper.BindLights(scene, mesh, effect, defines, this._maxSimultaneousLights);
  42576. }
  42577. // View
  42578. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE || this._reflectionTexture || this._refractionTexture) {
  42579. this.bindView(effect);
  42580. }
  42581. // Fog
  42582. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, effect);
  42583. // Morph targets
  42584. if (defines.NUM_MORPH_INFLUENCERS) {
  42585. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, effect);
  42586. }
  42587. // Log. depth
  42588. BABYLON.MaterialHelper.BindLogDepth(defines, effect, scene);
  42589. // image processing
  42590. if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {
  42591. this._imageProcessingConfiguration.bind(this._activeEffect);
  42592. }
  42593. }
  42594. this._uniformBuffer.update();
  42595. this._afterBind(mesh, this._activeEffect);
  42596. };
  42597. StandardMaterial.prototype.getAnimatables = function () {
  42598. var results = [];
  42599. if (this._diffuseTexture && this._diffuseTexture.animations && this._diffuseTexture.animations.length > 0) {
  42600. results.push(this._diffuseTexture);
  42601. }
  42602. if (this._ambientTexture && this._ambientTexture.animations && this._ambientTexture.animations.length > 0) {
  42603. results.push(this._ambientTexture);
  42604. }
  42605. if (this._opacityTexture && this._opacityTexture.animations && this._opacityTexture.animations.length > 0) {
  42606. results.push(this._opacityTexture);
  42607. }
  42608. if (this._reflectionTexture && this._reflectionTexture.animations && this._reflectionTexture.animations.length > 0) {
  42609. results.push(this._reflectionTexture);
  42610. }
  42611. if (this._emissiveTexture && this._emissiveTexture.animations && this._emissiveTexture.animations.length > 0) {
  42612. results.push(this._emissiveTexture);
  42613. }
  42614. if (this._specularTexture && this._specularTexture.animations && this._specularTexture.animations.length > 0) {
  42615. results.push(this._specularTexture);
  42616. }
  42617. if (this._bumpTexture && this._bumpTexture.animations && this._bumpTexture.animations.length > 0) {
  42618. results.push(this._bumpTexture);
  42619. }
  42620. if (this._lightmapTexture && this._lightmapTexture.animations && this._lightmapTexture.animations.length > 0) {
  42621. results.push(this._lightmapTexture);
  42622. }
  42623. if (this._refractionTexture && this._refractionTexture.animations && this._refractionTexture.animations.length > 0) {
  42624. results.push(this._refractionTexture);
  42625. }
  42626. return results;
  42627. };
  42628. StandardMaterial.prototype.getActiveTextures = function () {
  42629. var activeTextures = _super.prototype.getActiveTextures.call(this);
  42630. if (this._diffuseTexture) {
  42631. activeTextures.push(this._diffuseTexture);
  42632. }
  42633. if (this._ambientTexture) {
  42634. activeTextures.push(this._ambientTexture);
  42635. }
  42636. if (this._opacityTexture) {
  42637. activeTextures.push(this._opacityTexture);
  42638. }
  42639. if (this._reflectionTexture) {
  42640. activeTextures.push(this._reflectionTexture);
  42641. }
  42642. if (this._emissiveTexture) {
  42643. activeTextures.push(this._emissiveTexture);
  42644. }
  42645. if (this._specularTexture) {
  42646. activeTextures.push(this._specularTexture);
  42647. }
  42648. if (this._bumpTexture) {
  42649. activeTextures.push(this._bumpTexture);
  42650. }
  42651. if (this._lightmapTexture) {
  42652. activeTextures.push(this._lightmapTexture);
  42653. }
  42654. if (this._refractionTexture) {
  42655. activeTextures.push(this._refractionTexture);
  42656. }
  42657. return activeTextures;
  42658. };
  42659. StandardMaterial.prototype.hasTexture = function (texture) {
  42660. if (_super.prototype.hasTexture.call(this, texture)) {
  42661. return true;
  42662. }
  42663. if (this._diffuseTexture === texture) {
  42664. return true;
  42665. }
  42666. if (this._ambientTexture === texture) {
  42667. return true;
  42668. }
  42669. if (this._opacityTexture === texture) {
  42670. return true;
  42671. }
  42672. if (this._reflectionTexture === texture) {
  42673. return true;
  42674. }
  42675. if (this._emissiveTexture === texture) {
  42676. return true;
  42677. }
  42678. if (this._specularTexture === texture) {
  42679. return true;
  42680. }
  42681. if (this._bumpTexture === texture) {
  42682. return true;
  42683. }
  42684. if (this._lightmapTexture === texture) {
  42685. return true;
  42686. }
  42687. if (this._refractionTexture === texture) {
  42688. return true;
  42689. }
  42690. return false;
  42691. };
  42692. StandardMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  42693. if (forceDisposeTextures) {
  42694. if (this._diffuseTexture) {
  42695. this._diffuseTexture.dispose();
  42696. }
  42697. if (this._ambientTexture) {
  42698. this._ambientTexture.dispose();
  42699. }
  42700. if (this._opacityTexture) {
  42701. this._opacityTexture.dispose();
  42702. }
  42703. if (this._reflectionTexture) {
  42704. this._reflectionTexture.dispose();
  42705. }
  42706. if (this._emissiveTexture) {
  42707. this._emissiveTexture.dispose();
  42708. }
  42709. if (this._specularTexture) {
  42710. this._specularTexture.dispose();
  42711. }
  42712. if (this._bumpTexture) {
  42713. this._bumpTexture.dispose();
  42714. }
  42715. if (this._lightmapTexture) {
  42716. this._lightmapTexture.dispose();
  42717. }
  42718. if (this._refractionTexture) {
  42719. this._refractionTexture.dispose();
  42720. }
  42721. }
  42722. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  42723. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  42724. }
  42725. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);
  42726. };
  42727. StandardMaterial.prototype.clone = function (name) {
  42728. var _this = this;
  42729. var result = BABYLON.SerializationHelper.Clone(function () { return new StandardMaterial(name, _this.getScene()); }, this);
  42730. result.name = name;
  42731. result.id = name;
  42732. return result;
  42733. };
  42734. StandardMaterial.prototype.serialize = function () {
  42735. return BABYLON.SerializationHelper.Serialize(this);
  42736. };
  42737. // Statics
  42738. StandardMaterial.Parse = function (source, scene, rootUrl) {
  42739. return BABYLON.SerializationHelper.Parse(function () { return new StandardMaterial(source.name, scene); }, source, scene, rootUrl);
  42740. };
  42741. Object.defineProperty(StandardMaterial, "DiffuseTextureEnabled", {
  42742. get: function () {
  42743. return StandardMaterial._DiffuseTextureEnabled;
  42744. },
  42745. set: function (value) {
  42746. if (StandardMaterial._DiffuseTextureEnabled === value) {
  42747. return;
  42748. }
  42749. StandardMaterial._DiffuseTextureEnabled = value;
  42750. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  42751. },
  42752. enumerable: true,
  42753. configurable: true
  42754. });
  42755. Object.defineProperty(StandardMaterial, "AmbientTextureEnabled", {
  42756. get: function () {
  42757. return StandardMaterial._AmbientTextureEnabled;
  42758. },
  42759. set: function (value) {
  42760. if (StandardMaterial._AmbientTextureEnabled === value) {
  42761. return;
  42762. }
  42763. StandardMaterial._AmbientTextureEnabled = value;
  42764. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  42765. },
  42766. enumerable: true,
  42767. configurable: true
  42768. });
  42769. Object.defineProperty(StandardMaterial, "OpacityTextureEnabled", {
  42770. get: function () {
  42771. return StandardMaterial._OpacityTextureEnabled;
  42772. },
  42773. set: function (value) {
  42774. if (StandardMaterial._OpacityTextureEnabled === value) {
  42775. return;
  42776. }
  42777. StandardMaterial._OpacityTextureEnabled = value;
  42778. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  42779. },
  42780. enumerable: true,
  42781. configurable: true
  42782. });
  42783. Object.defineProperty(StandardMaterial, "ReflectionTextureEnabled", {
  42784. get: function () {
  42785. return StandardMaterial._ReflectionTextureEnabled;
  42786. },
  42787. set: function (value) {
  42788. if (StandardMaterial._ReflectionTextureEnabled === value) {
  42789. return;
  42790. }
  42791. StandardMaterial._ReflectionTextureEnabled = value;
  42792. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  42793. },
  42794. enumerable: true,
  42795. configurable: true
  42796. });
  42797. Object.defineProperty(StandardMaterial, "EmissiveTextureEnabled", {
  42798. get: function () {
  42799. return StandardMaterial._EmissiveTextureEnabled;
  42800. },
  42801. set: function (value) {
  42802. if (StandardMaterial._EmissiveTextureEnabled === value) {
  42803. return;
  42804. }
  42805. StandardMaterial._EmissiveTextureEnabled = value;
  42806. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  42807. },
  42808. enumerable: true,
  42809. configurable: true
  42810. });
  42811. Object.defineProperty(StandardMaterial, "SpecularTextureEnabled", {
  42812. get: function () {
  42813. return StandardMaterial._SpecularTextureEnabled;
  42814. },
  42815. set: function (value) {
  42816. if (StandardMaterial._SpecularTextureEnabled === value) {
  42817. return;
  42818. }
  42819. StandardMaterial._SpecularTextureEnabled = value;
  42820. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  42821. },
  42822. enumerable: true,
  42823. configurable: true
  42824. });
  42825. Object.defineProperty(StandardMaterial, "BumpTextureEnabled", {
  42826. get: function () {
  42827. return StandardMaterial._BumpTextureEnabled;
  42828. },
  42829. set: function (value) {
  42830. if (StandardMaterial._BumpTextureEnabled === value) {
  42831. return;
  42832. }
  42833. StandardMaterial._BumpTextureEnabled = value;
  42834. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  42835. },
  42836. enumerable: true,
  42837. configurable: true
  42838. });
  42839. Object.defineProperty(StandardMaterial, "LightmapTextureEnabled", {
  42840. get: function () {
  42841. return StandardMaterial._LightmapTextureEnabled;
  42842. },
  42843. set: function (value) {
  42844. if (StandardMaterial._LightmapTextureEnabled === value) {
  42845. return;
  42846. }
  42847. StandardMaterial._LightmapTextureEnabled = value;
  42848. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  42849. },
  42850. enumerable: true,
  42851. configurable: true
  42852. });
  42853. Object.defineProperty(StandardMaterial, "RefractionTextureEnabled", {
  42854. get: function () {
  42855. return StandardMaterial._RefractionTextureEnabled;
  42856. },
  42857. set: function (value) {
  42858. if (StandardMaterial._RefractionTextureEnabled === value) {
  42859. return;
  42860. }
  42861. StandardMaterial._RefractionTextureEnabled = value;
  42862. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  42863. },
  42864. enumerable: true,
  42865. configurable: true
  42866. });
  42867. Object.defineProperty(StandardMaterial, "ColorGradingTextureEnabled", {
  42868. get: function () {
  42869. return StandardMaterial._ColorGradingTextureEnabled;
  42870. },
  42871. set: function (value) {
  42872. if (StandardMaterial._ColorGradingTextureEnabled === value) {
  42873. return;
  42874. }
  42875. StandardMaterial._ColorGradingTextureEnabled = value;
  42876. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  42877. },
  42878. enumerable: true,
  42879. configurable: true
  42880. });
  42881. Object.defineProperty(StandardMaterial, "FresnelEnabled", {
  42882. get: function () {
  42883. return StandardMaterial._FresnelEnabled;
  42884. },
  42885. set: function (value) {
  42886. if (StandardMaterial._FresnelEnabled === value) {
  42887. return;
  42888. }
  42889. StandardMaterial._FresnelEnabled = value;
  42890. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.FresnelDirtyFlag);
  42891. },
  42892. enumerable: true,
  42893. configurable: true
  42894. });
  42895. // Flags used to enable or disable a type of texture for all Standard Materials
  42896. StandardMaterial._DiffuseTextureEnabled = true;
  42897. StandardMaterial._AmbientTextureEnabled = true;
  42898. StandardMaterial._OpacityTextureEnabled = true;
  42899. StandardMaterial._ReflectionTextureEnabled = true;
  42900. StandardMaterial._EmissiveTextureEnabled = true;
  42901. StandardMaterial._SpecularTextureEnabled = true;
  42902. StandardMaterial._BumpTextureEnabled = true;
  42903. StandardMaterial._LightmapTextureEnabled = true;
  42904. StandardMaterial._RefractionTextureEnabled = true;
  42905. StandardMaterial._ColorGradingTextureEnabled = true;
  42906. StandardMaterial._FresnelEnabled = true;
  42907. __decorate([
  42908. BABYLON.serializeAsTexture("diffuseTexture")
  42909. ], StandardMaterial.prototype, "_diffuseTexture", void 0);
  42910. __decorate([
  42911. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  42912. ], StandardMaterial.prototype, "diffuseTexture", void 0);
  42913. __decorate([
  42914. BABYLON.serializeAsTexture("ambientTexture")
  42915. ], StandardMaterial.prototype, "_ambientTexture", void 0);
  42916. __decorate([
  42917. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  42918. ], StandardMaterial.prototype, "ambientTexture", void 0);
  42919. __decorate([
  42920. BABYLON.serializeAsTexture("opacityTexture")
  42921. ], StandardMaterial.prototype, "_opacityTexture", void 0);
  42922. __decorate([
  42923. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  42924. ], StandardMaterial.prototype, "opacityTexture", void 0);
  42925. __decorate([
  42926. BABYLON.serializeAsTexture("reflectionTexture")
  42927. ], StandardMaterial.prototype, "_reflectionTexture", void 0);
  42928. __decorate([
  42929. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  42930. ], StandardMaterial.prototype, "reflectionTexture", void 0);
  42931. __decorate([
  42932. BABYLON.serializeAsTexture("emissiveTexture")
  42933. ], StandardMaterial.prototype, "_emissiveTexture", void 0);
  42934. __decorate([
  42935. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  42936. ], StandardMaterial.prototype, "emissiveTexture", void 0);
  42937. __decorate([
  42938. BABYLON.serializeAsTexture("specularTexture")
  42939. ], StandardMaterial.prototype, "_specularTexture", void 0);
  42940. __decorate([
  42941. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  42942. ], StandardMaterial.prototype, "specularTexture", void 0);
  42943. __decorate([
  42944. BABYLON.serializeAsTexture("bumpTexture")
  42945. ], StandardMaterial.prototype, "_bumpTexture", void 0);
  42946. __decorate([
  42947. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  42948. ], StandardMaterial.prototype, "bumpTexture", void 0);
  42949. __decorate([
  42950. BABYLON.serializeAsTexture("lightmapTexture")
  42951. ], StandardMaterial.prototype, "_lightmapTexture", void 0);
  42952. __decorate([
  42953. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  42954. ], StandardMaterial.prototype, "lightmapTexture", void 0);
  42955. __decorate([
  42956. BABYLON.serializeAsTexture("refractionTexture")
  42957. ], StandardMaterial.prototype, "_refractionTexture", void 0);
  42958. __decorate([
  42959. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  42960. ], StandardMaterial.prototype, "refractionTexture", void 0);
  42961. __decorate([
  42962. BABYLON.serializeAsColor3("ambient")
  42963. ], StandardMaterial.prototype, "ambientColor", void 0);
  42964. __decorate([
  42965. BABYLON.serializeAsColor3("diffuse")
  42966. ], StandardMaterial.prototype, "diffuseColor", void 0);
  42967. __decorate([
  42968. BABYLON.serializeAsColor3("specular")
  42969. ], StandardMaterial.prototype, "specularColor", void 0);
  42970. __decorate([
  42971. BABYLON.serializeAsColor3("emissive")
  42972. ], StandardMaterial.prototype, "emissiveColor", void 0);
  42973. __decorate([
  42974. BABYLON.serialize()
  42975. ], StandardMaterial.prototype, "specularPower", void 0);
  42976. __decorate([
  42977. BABYLON.serialize("useAlphaFromDiffuseTexture")
  42978. ], StandardMaterial.prototype, "_useAlphaFromDiffuseTexture", void 0);
  42979. __decorate([
  42980. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  42981. ], StandardMaterial.prototype, "useAlphaFromDiffuseTexture", void 0);
  42982. __decorate([
  42983. BABYLON.serialize("useEmissiveAsIllumination")
  42984. ], StandardMaterial.prototype, "_useEmissiveAsIllumination", void 0);
  42985. __decorate([
  42986. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  42987. ], StandardMaterial.prototype, "useEmissiveAsIllumination", void 0);
  42988. __decorate([
  42989. BABYLON.serialize("linkEmissiveWithDiffuse")
  42990. ], StandardMaterial.prototype, "_linkEmissiveWithDiffuse", void 0);
  42991. __decorate([
  42992. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  42993. ], StandardMaterial.prototype, "linkEmissiveWithDiffuse", void 0);
  42994. __decorate([
  42995. BABYLON.serialize("useSpecularOverAlpha")
  42996. ], StandardMaterial.prototype, "_useSpecularOverAlpha", void 0);
  42997. __decorate([
  42998. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  42999. ], StandardMaterial.prototype, "useSpecularOverAlpha", void 0);
  43000. __decorate([
  43001. BABYLON.serialize("useReflectionOverAlpha")
  43002. ], StandardMaterial.prototype, "_useReflectionOverAlpha", void 0);
  43003. __decorate([
  43004. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  43005. ], StandardMaterial.prototype, "useReflectionOverAlpha", void 0);
  43006. __decorate([
  43007. BABYLON.serialize("disableLighting")
  43008. ], StandardMaterial.prototype, "_disableLighting", void 0);
  43009. __decorate([
  43010. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  43011. ], StandardMaterial.prototype, "disableLighting", void 0);
  43012. __decorate([
  43013. BABYLON.serialize("useObjectSpaceNormalMap")
  43014. ], StandardMaterial.prototype, "_useObjectSpaceNormalMap", void 0);
  43015. __decorate([
  43016. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  43017. ], StandardMaterial.prototype, "useObjectSpaceNormalMap", void 0);
  43018. __decorate([
  43019. BABYLON.serialize("useParallax")
  43020. ], StandardMaterial.prototype, "_useParallax", void 0);
  43021. __decorate([
  43022. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  43023. ], StandardMaterial.prototype, "useParallax", void 0);
  43024. __decorate([
  43025. BABYLON.serialize("useParallaxOcclusion")
  43026. ], StandardMaterial.prototype, "_useParallaxOcclusion", void 0);
  43027. __decorate([
  43028. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  43029. ], StandardMaterial.prototype, "useParallaxOcclusion", void 0);
  43030. __decorate([
  43031. BABYLON.serialize()
  43032. ], StandardMaterial.prototype, "parallaxScaleBias", void 0);
  43033. __decorate([
  43034. BABYLON.serialize("roughness")
  43035. ], StandardMaterial.prototype, "_roughness", void 0);
  43036. __decorate([
  43037. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  43038. ], StandardMaterial.prototype, "roughness", void 0);
  43039. __decorate([
  43040. BABYLON.serialize()
  43041. ], StandardMaterial.prototype, "indexOfRefraction", void 0);
  43042. __decorate([
  43043. BABYLON.serialize()
  43044. ], StandardMaterial.prototype, "invertRefractionY", void 0);
  43045. __decorate([
  43046. BABYLON.serialize()
  43047. ], StandardMaterial.prototype, "alphaCutOff", void 0);
  43048. __decorate([
  43049. BABYLON.serialize("useLightmapAsShadowmap")
  43050. ], StandardMaterial.prototype, "_useLightmapAsShadowmap", void 0);
  43051. __decorate([
  43052. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  43053. ], StandardMaterial.prototype, "useLightmapAsShadowmap", void 0);
  43054. __decorate([
  43055. BABYLON.serializeAsFresnelParameters("diffuseFresnelParameters")
  43056. ], StandardMaterial.prototype, "_diffuseFresnelParameters", void 0);
  43057. __decorate([
  43058. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  43059. ], StandardMaterial.prototype, "diffuseFresnelParameters", void 0);
  43060. __decorate([
  43061. BABYLON.serializeAsFresnelParameters("opacityFresnelParameters")
  43062. ], StandardMaterial.prototype, "_opacityFresnelParameters", void 0);
  43063. __decorate([
  43064. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelAndMiscDirty")
  43065. ], StandardMaterial.prototype, "opacityFresnelParameters", void 0);
  43066. __decorate([
  43067. BABYLON.serializeAsFresnelParameters("reflectionFresnelParameters")
  43068. ], StandardMaterial.prototype, "_reflectionFresnelParameters", void 0);
  43069. __decorate([
  43070. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  43071. ], StandardMaterial.prototype, "reflectionFresnelParameters", void 0);
  43072. __decorate([
  43073. BABYLON.serializeAsFresnelParameters("refractionFresnelParameters")
  43074. ], StandardMaterial.prototype, "_refractionFresnelParameters", void 0);
  43075. __decorate([
  43076. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  43077. ], StandardMaterial.prototype, "refractionFresnelParameters", void 0);
  43078. __decorate([
  43079. BABYLON.serializeAsFresnelParameters("emissiveFresnelParameters")
  43080. ], StandardMaterial.prototype, "_emissiveFresnelParameters", void 0);
  43081. __decorate([
  43082. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  43083. ], StandardMaterial.prototype, "emissiveFresnelParameters", void 0);
  43084. __decorate([
  43085. BABYLON.serialize("useReflectionFresnelFromSpecular")
  43086. ], StandardMaterial.prototype, "_useReflectionFresnelFromSpecular", void 0);
  43087. __decorate([
  43088. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  43089. ], StandardMaterial.prototype, "useReflectionFresnelFromSpecular", void 0);
  43090. __decorate([
  43091. BABYLON.serialize("useGlossinessFromSpecularMapAlpha")
  43092. ], StandardMaterial.prototype, "_useGlossinessFromSpecularMapAlpha", void 0);
  43093. __decorate([
  43094. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  43095. ], StandardMaterial.prototype, "useGlossinessFromSpecularMapAlpha", void 0);
  43096. __decorate([
  43097. BABYLON.serialize("maxSimultaneousLights")
  43098. ], StandardMaterial.prototype, "_maxSimultaneousLights", void 0);
  43099. __decorate([
  43100. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  43101. ], StandardMaterial.prototype, "maxSimultaneousLights", void 0);
  43102. __decorate([
  43103. BABYLON.serialize("invertNormalMapX")
  43104. ], StandardMaterial.prototype, "_invertNormalMapX", void 0);
  43105. __decorate([
  43106. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  43107. ], StandardMaterial.prototype, "invertNormalMapX", void 0);
  43108. __decorate([
  43109. BABYLON.serialize("invertNormalMapY")
  43110. ], StandardMaterial.prototype, "_invertNormalMapY", void 0);
  43111. __decorate([
  43112. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  43113. ], StandardMaterial.prototype, "invertNormalMapY", void 0);
  43114. __decorate([
  43115. BABYLON.serialize("twoSidedLighting")
  43116. ], StandardMaterial.prototype, "_twoSidedLighting", void 0);
  43117. __decorate([
  43118. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  43119. ], StandardMaterial.prototype, "twoSidedLighting", void 0);
  43120. __decorate([
  43121. BABYLON.serialize()
  43122. ], StandardMaterial.prototype, "useLogarithmicDepth", null);
  43123. return StandardMaterial;
  43124. }(BABYLON.PushMaterial));
  43125. BABYLON.StandardMaterial = StandardMaterial;
  43126. })(BABYLON || (BABYLON = {}));
  43127. //# sourceMappingURL=babylon.standardMaterial.js.map
  43128. var BABYLON;
  43129. (function (BABYLON) {
  43130. /**
  43131. * Class representing spherical polynomial coefficients to the 3rd degree
  43132. */
  43133. var SphericalPolynomial = /** @class */ (function () {
  43134. function SphericalPolynomial() {
  43135. /**
  43136. * The x coefficients of the spherical polynomial
  43137. */
  43138. this.x = BABYLON.Vector3.Zero();
  43139. /**
  43140. * The y coefficients of the spherical polynomial
  43141. */
  43142. this.y = BABYLON.Vector3.Zero();
  43143. /**
  43144. * The z coefficients of the spherical polynomial
  43145. */
  43146. this.z = BABYLON.Vector3.Zero();
  43147. /**
  43148. * The xx coefficients of the spherical polynomial
  43149. */
  43150. this.xx = BABYLON.Vector3.Zero();
  43151. /**
  43152. * The yy coefficients of the spherical polynomial
  43153. */
  43154. this.yy = BABYLON.Vector3.Zero();
  43155. /**
  43156. * The zz coefficients of the spherical polynomial
  43157. */
  43158. this.zz = BABYLON.Vector3.Zero();
  43159. /**
  43160. * The xy coefficients of the spherical polynomial
  43161. */
  43162. this.xy = BABYLON.Vector3.Zero();
  43163. /**
  43164. * The yz coefficients of the spherical polynomial
  43165. */
  43166. this.yz = BABYLON.Vector3.Zero();
  43167. /**
  43168. * The zx coefficients of the spherical polynomial
  43169. */
  43170. this.zx = BABYLON.Vector3.Zero();
  43171. }
  43172. /**
  43173. * Adds an ambient color to the spherical polynomial
  43174. * @param color the color to add
  43175. */
  43176. SphericalPolynomial.prototype.addAmbient = function (color) {
  43177. var colorVector = new BABYLON.Vector3(color.r, color.g, color.b);
  43178. this.xx = this.xx.add(colorVector);
  43179. this.yy = this.yy.add(colorVector);
  43180. this.zz = this.zz.add(colorVector);
  43181. };
  43182. /**
  43183. * Scales the spherical polynomial by the given amount
  43184. * @param scale the amount to scale
  43185. */
  43186. SphericalPolynomial.prototype.scale = function (scale) {
  43187. this.x = this.x.scale(scale);
  43188. this.y = this.y.scale(scale);
  43189. this.z = this.z.scale(scale);
  43190. this.xx = this.xx.scale(scale);
  43191. this.yy = this.yy.scale(scale);
  43192. this.zz = this.zz.scale(scale);
  43193. this.yz = this.yz.scale(scale);
  43194. this.zx = this.zx.scale(scale);
  43195. this.xy = this.xy.scale(scale);
  43196. };
  43197. /**
  43198. * Gets the spherical polynomial from harmonics
  43199. * @param harmonics the spherical harmonics
  43200. * @returns the spherical polynomial
  43201. */
  43202. SphericalPolynomial.FromHarmonics = function (harmonics) {
  43203. var result = new SphericalPolynomial();
  43204. result.x = harmonics.l11.scale(1.02333);
  43205. result.y = harmonics.l1_1.scale(1.02333);
  43206. result.z = harmonics.l10.scale(1.02333);
  43207. result.xx = harmonics.l00.scale(0.886277).subtract(harmonics.l20.scale(0.247708)).add(harmonics.lL22.scale(0.429043));
  43208. result.yy = harmonics.l00.scale(0.886277).subtract(harmonics.l20.scale(0.247708)).subtract(harmonics.lL22.scale(0.429043));
  43209. result.zz = harmonics.l00.scale(0.886277).add(harmonics.l20.scale(0.495417));
  43210. result.yz = harmonics.l2_1.scale(0.858086);
  43211. result.zx = harmonics.l21.scale(0.858086);
  43212. result.xy = harmonics.l2_2.scale(0.858086);
  43213. result.scale(1.0 / Math.PI);
  43214. return result;
  43215. };
  43216. /**
  43217. * Constructs a spherical polynomial from an array.
  43218. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  43219. * @returns the spherical polynomial
  43220. */
  43221. SphericalPolynomial.FromArray = function (data) {
  43222. var sp = new SphericalPolynomial();
  43223. BABYLON.Vector3.FromArrayToRef(data[0], 0, sp.x);
  43224. BABYLON.Vector3.FromArrayToRef(data[1], 0, sp.y);
  43225. BABYLON.Vector3.FromArrayToRef(data[2], 0, sp.z);
  43226. BABYLON.Vector3.FromArrayToRef(data[3], 0, sp.xx);
  43227. BABYLON.Vector3.FromArrayToRef(data[4], 0, sp.yy);
  43228. BABYLON.Vector3.FromArrayToRef(data[5], 0, sp.zz);
  43229. BABYLON.Vector3.FromArrayToRef(data[6], 0, sp.yz);
  43230. BABYLON.Vector3.FromArrayToRef(data[7], 0, sp.zx);
  43231. BABYLON.Vector3.FromArrayToRef(data[8], 0, sp.xy);
  43232. return sp;
  43233. };
  43234. return SphericalPolynomial;
  43235. }());
  43236. BABYLON.SphericalPolynomial = SphericalPolynomial;
  43237. /**
  43238. * Class representing spherical harmonics coefficients to the 3rd degree
  43239. */
  43240. var SphericalHarmonics = /** @class */ (function () {
  43241. function SphericalHarmonics() {
  43242. /**
  43243. * The l0,0 coefficients of the spherical harmonics
  43244. */
  43245. this.l00 = BABYLON.Vector3.Zero();
  43246. /**
  43247. * The l1,-1 coefficients of the spherical harmonics
  43248. */
  43249. this.l1_1 = BABYLON.Vector3.Zero();
  43250. /**
  43251. * The l1,0 coefficients of the spherical harmonics
  43252. */
  43253. this.l10 = BABYLON.Vector3.Zero();
  43254. /**
  43255. * The l1,1 coefficients of the spherical harmonics
  43256. */
  43257. this.l11 = BABYLON.Vector3.Zero();
  43258. /**
  43259. * The l2,-2 coefficients of the spherical harmonics
  43260. */
  43261. this.l2_2 = BABYLON.Vector3.Zero();
  43262. /**
  43263. * The l2,-1 coefficients of the spherical harmonics
  43264. */
  43265. this.l2_1 = BABYLON.Vector3.Zero();
  43266. /**
  43267. * The l2,0 coefficients of the spherical harmonics
  43268. */
  43269. this.l20 = BABYLON.Vector3.Zero();
  43270. /**
  43271. * The l2,1 coefficients of the spherical harmonics
  43272. */
  43273. this.l21 = BABYLON.Vector3.Zero();
  43274. /**
  43275. * The l2,2 coefficients of the spherical harmonics
  43276. */
  43277. this.lL22 = BABYLON.Vector3.Zero();
  43278. }
  43279. /**
  43280. * Adds a light to the spherical harmonics
  43281. * @param direction the direction of the light
  43282. * @param color the color of the light
  43283. * @param deltaSolidAngle the delta solid angle of the light
  43284. */
  43285. SphericalHarmonics.prototype.addLight = function (direction, color, deltaSolidAngle) {
  43286. var colorVector = new BABYLON.Vector3(color.r, color.g, color.b);
  43287. var c = colorVector.scale(deltaSolidAngle);
  43288. this.l00 = this.l00.add(c.scale(0.282095));
  43289. this.l1_1 = this.l1_1.add(c.scale(0.488603 * direction.y));
  43290. this.l10 = this.l10.add(c.scale(0.488603 * direction.z));
  43291. this.l11 = this.l11.add(c.scale(0.488603 * direction.x));
  43292. this.l2_2 = this.l2_2.add(c.scale(1.092548 * direction.x * direction.y));
  43293. this.l2_1 = this.l2_1.add(c.scale(1.092548 * direction.y * direction.z));
  43294. this.l21 = this.l21.add(c.scale(1.092548 * direction.x * direction.z));
  43295. this.l20 = this.l20.add(c.scale(0.315392 * (3.0 * direction.z * direction.z - 1.0)));
  43296. this.lL22 = this.lL22.add(c.scale(0.546274 * (direction.x * direction.x - direction.y * direction.y)));
  43297. };
  43298. /**
  43299. * Scales the spherical harmonics by the given amount
  43300. * @param scale the amount to scale
  43301. */
  43302. SphericalHarmonics.prototype.scale = function (scale) {
  43303. this.l00 = this.l00.scale(scale);
  43304. this.l1_1 = this.l1_1.scale(scale);
  43305. this.l10 = this.l10.scale(scale);
  43306. this.l11 = this.l11.scale(scale);
  43307. this.l2_2 = this.l2_2.scale(scale);
  43308. this.l2_1 = this.l2_1.scale(scale);
  43309. this.l20 = this.l20.scale(scale);
  43310. this.l21 = this.l21.scale(scale);
  43311. this.lL22 = this.lL22.scale(scale);
  43312. };
  43313. /**
  43314. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  43315. *
  43316. * ```
  43317. * E_lm = A_l * L_lm
  43318. * ```
  43319. *
  43320. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  43321. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  43322. * the scaling factors are given in equation 9.
  43323. */
  43324. SphericalHarmonics.prototype.convertIncidentRadianceToIrradiance = function () {
  43325. // Constant (Band 0)
  43326. this.l00 = this.l00.scale(3.141593);
  43327. // Linear (Band 1)
  43328. this.l1_1 = this.l1_1.scale(2.094395);
  43329. this.l10 = this.l10.scale(2.094395);
  43330. this.l11 = this.l11.scale(2.094395);
  43331. // Quadratic (Band 2)
  43332. this.l2_2 = this.l2_2.scale(0.785398);
  43333. this.l2_1 = this.l2_1.scale(0.785398);
  43334. this.l20 = this.l20.scale(0.785398);
  43335. this.l21 = this.l21.scale(0.785398);
  43336. this.lL22 = this.lL22.scale(0.785398);
  43337. };
  43338. /**
  43339. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  43340. *
  43341. * ```
  43342. * L = (1/pi) * E * rho
  43343. * ```
  43344. *
  43345. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  43346. */
  43347. SphericalHarmonics.prototype.convertIrradianceToLambertianRadiance = function () {
  43348. this.scale(1.0 / Math.PI);
  43349. // The resultant SH now represents outgoing radiance, so includes the Lambert 1/pi normalisation factor but without albedo (rho) applied
  43350. // (The pixel shader must apply albedo after texture fetches, etc).
  43351. };
  43352. /**
  43353. * Gets the spherical harmonics from polynomial
  43354. * @param polynomial the spherical polynomial
  43355. * @returns the spherical harmonics
  43356. */
  43357. SphericalHarmonics.FromPolynomial = function (polynomial) {
  43358. var result = new SphericalHarmonics();
  43359. result.l00 = polynomial.xx.scale(0.376127).add(polynomial.yy.scale(0.376127)).add(polynomial.zz.scale(0.376126));
  43360. result.l1_1 = polynomial.y.scale(0.977204);
  43361. result.l10 = polynomial.z.scale(0.977204);
  43362. result.l11 = polynomial.x.scale(0.977204);
  43363. result.l2_2 = polynomial.xy.scale(1.16538);
  43364. result.l2_1 = polynomial.yz.scale(1.16538);
  43365. result.l20 = polynomial.zz.scale(1.34567).subtract(polynomial.xx.scale(0.672834)).subtract(polynomial.yy.scale(0.672834));
  43366. result.l21 = polynomial.zx.scale(1.16538);
  43367. result.lL22 = polynomial.xx.scale(1.16538).subtract(polynomial.yy.scale(1.16538));
  43368. result.scale(Math.PI);
  43369. return result;
  43370. };
  43371. /**
  43372. * Constructs a spherical harmonics from an array.
  43373. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  43374. * @returns the spherical harmonics
  43375. */
  43376. SphericalHarmonics.FromArray = function (data) {
  43377. var sh = new SphericalHarmonics();
  43378. BABYLON.Vector3.FromArrayToRef(data[0], 0, sh.l00);
  43379. BABYLON.Vector3.FromArrayToRef(data[1], 0, sh.l1_1);
  43380. BABYLON.Vector3.FromArrayToRef(data[2], 0, sh.l10);
  43381. BABYLON.Vector3.FromArrayToRef(data[3], 0, sh.l11);
  43382. BABYLON.Vector3.FromArrayToRef(data[4], 0, sh.l2_2);
  43383. BABYLON.Vector3.FromArrayToRef(data[5], 0, sh.l2_1);
  43384. BABYLON.Vector3.FromArrayToRef(data[6], 0, sh.l20);
  43385. BABYLON.Vector3.FromArrayToRef(data[7], 0, sh.l21);
  43386. BABYLON.Vector3.FromArrayToRef(data[8], 0, sh.lL22);
  43387. return sh;
  43388. };
  43389. return SphericalHarmonics;
  43390. }());
  43391. BABYLON.SphericalHarmonics = SphericalHarmonics;
  43392. })(BABYLON || (BABYLON = {}));
  43393. //# sourceMappingURL=babylon.sphericalPolynomial.js.map
  43394. var BABYLON;
  43395. (function (BABYLON) {
  43396. var FileFaceOrientation = /** @class */ (function () {
  43397. function FileFaceOrientation(name, worldAxisForNormal, worldAxisForFileX, worldAxisForFileY) {
  43398. this.name = name;
  43399. this.worldAxisForNormal = worldAxisForNormal;
  43400. this.worldAxisForFileX = worldAxisForFileX;
  43401. this.worldAxisForFileY = worldAxisForFileY;
  43402. }
  43403. return FileFaceOrientation;
  43404. }());
  43405. ;
  43406. /**
  43407. * Helper class dealing with the extraction of spherical polynomial dataArray
  43408. * from a cube map.
  43409. */
  43410. var CubeMapToSphericalPolynomialTools = /** @class */ (function () {
  43411. function CubeMapToSphericalPolynomialTools() {
  43412. }
  43413. /**
  43414. * Converts a texture to the according Spherical Polynomial data.
  43415. * This extracts the first 3 orders only as they are the only one used in the lighting.
  43416. *
  43417. * @param texture The texture to extract the information from.
  43418. * @return The Spherical Polynomial data.
  43419. */
  43420. CubeMapToSphericalPolynomialTools.ConvertCubeMapTextureToSphericalPolynomial = function (texture) {
  43421. if (!texture.isCube) {
  43422. // Only supports cube Textures currently.
  43423. return null;
  43424. }
  43425. var size = texture.getSize().width;
  43426. var right = texture.readPixels(0);
  43427. var left = texture.readPixels(1);
  43428. var up;
  43429. var down;
  43430. if (texture.isRenderTarget) {
  43431. up = texture.readPixels(3);
  43432. down = texture.readPixels(2);
  43433. }
  43434. else {
  43435. up = texture.readPixels(2);
  43436. down = texture.readPixels(3);
  43437. }
  43438. var front = texture.readPixels(4);
  43439. var back = texture.readPixels(5);
  43440. var gammaSpace = texture.gammaSpace;
  43441. // Always read as RGBA.
  43442. var format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  43443. var type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  43444. if (texture.textureType && texture.textureType !== BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  43445. type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  43446. }
  43447. var cubeInfo = {
  43448. size: size,
  43449. right: right,
  43450. left: left,
  43451. up: up,
  43452. down: down,
  43453. front: front,
  43454. back: back,
  43455. format: format,
  43456. type: type,
  43457. gammaSpace: gammaSpace,
  43458. };
  43459. return this.ConvertCubeMapToSphericalPolynomial(cubeInfo);
  43460. };
  43461. /**
  43462. * Converts a cubemap to the according Spherical Polynomial data.
  43463. * This extracts the first 3 orders only as they are the only one used in the lighting.
  43464. *
  43465. * @param cubeInfo The Cube map to extract the information from.
  43466. * @return The Spherical Polynomial data.
  43467. */
  43468. CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial = function (cubeInfo) {
  43469. var sphericalHarmonics = new BABYLON.SphericalHarmonics();
  43470. var totalSolidAngle = 0.0;
  43471. // The (u,v) range is [-1,+1], so the distance between each texel is 2/Size.
  43472. var du = 2.0 / cubeInfo.size;
  43473. var dv = du;
  43474. // The (u,v) of the first texel is half a texel from the corner (-1,-1).
  43475. var minUV = du * 0.5 - 1.0;
  43476. for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
  43477. var fileFace = this.FileFaces[faceIndex];
  43478. var dataArray = cubeInfo[fileFace.name];
  43479. var v = minUV;
  43480. // TODO: we could perform the summation directly into a SphericalPolynomial (SP), which is more efficient than SphericalHarmonic (SH).
  43481. // This is possible because during the summation we do not need the SH-specific properties, e.g. orthogonality.
  43482. // Because SP is still linear, so summation is fine in that basis.
  43483. var stride = cubeInfo.format === BABYLON.Engine.TEXTUREFORMAT_RGBA ? 4 : 3;
  43484. for (var y = 0; y < cubeInfo.size; y++) {
  43485. var u = minUV;
  43486. for (var x = 0; x < cubeInfo.size; x++) {
  43487. // World direction (not normalised)
  43488. var worldDirection = fileFace.worldAxisForFileX.scale(u).add(fileFace.worldAxisForFileY.scale(v)).add(fileFace.worldAxisForNormal);
  43489. worldDirection.normalize();
  43490. var deltaSolidAngle = Math.pow(1.0 + u * u + v * v, -3.0 / 2.0);
  43491. var r = dataArray[(y * cubeInfo.size * stride) + (x * stride) + 0];
  43492. var g = dataArray[(y * cubeInfo.size * stride) + (x * stride) + 1];
  43493. var b = dataArray[(y * cubeInfo.size * stride) + (x * stride) + 2];
  43494. // Handle Integer types.
  43495. if (cubeInfo.type === BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  43496. r /= 255;
  43497. g /= 255;
  43498. b /= 255;
  43499. }
  43500. // Handle Gamma space textures.
  43501. if (cubeInfo.gammaSpace) {
  43502. r = Math.pow(BABYLON.Scalar.Clamp(r), BABYLON.ToLinearSpace);
  43503. g = Math.pow(BABYLON.Scalar.Clamp(g), BABYLON.ToLinearSpace);
  43504. b = Math.pow(BABYLON.Scalar.Clamp(b), BABYLON.ToLinearSpace);
  43505. }
  43506. var color = new BABYLON.Color3(r, g, b);
  43507. sphericalHarmonics.addLight(worldDirection, color, deltaSolidAngle);
  43508. totalSolidAngle += deltaSolidAngle;
  43509. u += du;
  43510. }
  43511. v += dv;
  43512. }
  43513. }
  43514. // Solid angle for entire sphere is 4*pi
  43515. var sphereSolidAngle = 4.0 * Math.PI;
  43516. // Adjust the solid angle to allow for how many faces we processed.
  43517. var facesProcessed = 6.0;
  43518. var expectedSolidAngle = sphereSolidAngle * facesProcessed / 6.0;
  43519. // Adjust the harmonics so that the accumulated solid angle matches the expected solid angle.
  43520. // This is needed because the numerical integration over the cube uses a
  43521. // small angle approximation of solid angle for each texel (see deltaSolidAngle),
  43522. // and also to compensate for accumulative error due to float precision in the summation.
  43523. var correctionFactor = expectedSolidAngle / totalSolidAngle;
  43524. sphericalHarmonics.scale(correctionFactor);
  43525. sphericalHarmonics.convertIncidentRadianceToIrradiance();
  43526. sphericalHarmonics.convertIrradianceToLambertianRadiance();
  43527. return BABYLON.SphericalPolynomial.FromHarmonics(sphericalHarmonics);
  43528. };
  43529. CubeMapToSphericalPolynomialTools.FileFaces = [
  43530. new FileFaceOrientation("right", new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, 0, -1), new BABYLON.Vector3(0, -1, 0)),
  43531. new FileFaceOrientation("left", new BABYLON.Vector3(-1, 0, 0), new BABYLON.Vector3(0, 0, 1), new BABYLON.Vector3(0, -1, 0)),
  43532. new FileFaceOrientation("up", new BABYLON.Vector3(0, 1, 0), new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, 0, 1)),
  43533. new FileFaceOrientation("down", new BABYLON.Vector3(0, -1, 0), new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, 0, -1)),
  43534. new FileFaceOrientation("front", new BABYLON.Vector3(0, 0, 1), new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, -1, 0)),
  43535. new FileFaceOrientation("back", new BABYLON.Vector3(0, 0, -1), new BABYLON.Vector3(-1, 0, 0), new BABYLON.Vector3(0, -1, 0)) // -Z bottom
  43536. ];
  43537. return CubeMapToSphericalPolynomialTools;
  43538. }());
  43539. BABYLON.CubeMapToSphericalPolynomialTools = CubeMapToSphericalPolynomialTools;
  43540. })(BABYLON || (BABYLON = {}));
  43541. //# sourceMappingURL=babylon.cubemapToSphericalPolynomial.js.map
  43542. var BABYLON;
  43543. (function (BABYLON) {
  43544. /**
  43545. * Manages the defines for the PBR Material.
  43546. * @hiddenChildren
  43547. */
  43548. var PBRMaterialDefines = /** @class */ (function (_super) {
  43549. __extends(PBRMaterialDefines, _super);
  43550. /**
  43551. * Initializes the PBR Material defines.
  43552. */
  43553. function PBRMaterialDefines() {
  43554. var _this = _super.call(this) || this;
  43555. _this.PBR = true;
  43556. _this.MAINUV1 = false;
  43557. _this.MAINUV2 = false;
  43558. _this.UV1 = false;
  43559. _this.UV2 = false;
  43560. _this.ALBEDO = false;
  43561. _this.ALBEDODIRECTUV = 0;
  43562. _this.VERTEXCOLOR = false;
  43563. _this.AMBIENT = false;
  43564. _this.AMBIENTDIRECTUV = 0;
  43565. _this.AMBIENTINGRAYSCALE = false;
  43566. _this.OPACITY = false;
  43567. _this.VERTEXALPHA = false;
  43568. _this.OPACITYDIRECTUV = 0;
  43569. _this.OPACITYRGB = false;
  43570. _this.ALPHATEST = false;
  43571. _this.DEPTHPREPASS = false;
  43572. _this.ALPHABLEND = false;
  43573. _this.ALPHAFROMALBEDO = false;
  43574. _this.ALPHATESTVALUE = "0.5";
  43575. _this.SPECULAROVERALPHA = false;
  43576. _this.RADIANCEOVERALPHA = false;
  43577. _this.ALPHAFRESNEL = false;
  43578. _this.LINEARALPHAFRESNEL = false;
  43579. _this.PREMULTIPLYALPHA = false;
  43580. _this.EMISSIVE = false;
  43581. _this.EMISSIVEDIRECTUV = 0;
  43582. _this.REFLECTIVITY = false;
  43583. _this.REFLECTIVITYDIRECTUV = 0;
  43584. _this.SPECULARTERM = false;
  43585. _this.MICROSURFACEFROMREFLECTIVITYMAP = false;
  43586. _this.MICROSURFACEAUTOMATIC = false;
  43587. _this.LODBASEDMICROSFURACE = false;
  43588. _this.MICROSURFACEMAP = false;
  43589. _this.MICROSURFACEMAPDIRECTUV = 0;
  43590. _this.METALLICWORKFLOW = false;
  43591. _this.ROUGHNESSSTOREINMETALMAPALPHA = false;
  43592. _this.ROUGHNESSSTOREINMETALMAPGREEN = false;
  43593. _this.METALLNESSSTOREINMETALMAPBLUE = false;
  43594. _this.AOSTOREINMETALMAPRED = false;
  43595. _this.ENVIRONMENTBRDF = false;
  43596. _this.NORMAL = false;
  43597. _this.TANGENT = false;
  43598. _this.BUMP = false;
  43599. _this.BUMPDIRECTUV = 0;
  43600. _this.OBJECTSPACE_NORMALMAP = false;
  43601. _this.PARALLAX = false;
  43602. _this.PARALLAXOCCLUSION = false;
  43603. _this.NORMALXYSCALE = true;
  43604. _this.LIGHTMAP = false;
  43605. _this.LIGHTMAPDIRECTUV = 0;
  43606. _this.USELIGHTMAPASSHADOWMAP = false;
  43607. _this.GAMMALIGHTMAP = false;
  43608. _this.REFLECTION = false;
  43609. _this.REFLECTIONMAP_3D = false;
  43610. _this.REFLECTIONMAP_SPHERICAL = false;
  43611. _this.REFLECTIONMAP_PLANAR = false;
  43612. _this.REFLECTIONMAP_CUBIC = false;
  43613. _this.USE_LOCAL_REFLECTIONMAP_CUBIC = false;
  43614. _this.REFLECTIONMAP_PROJECTION = false;
  43615. _this.REFLECTIONMAP_SKYBOX = false;
  43616. _this.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  43617. _this.REFLECTIONMAP_EXPLICIT = false;
  43618. _this.REFLECTIONMAP_EQUIRECTANGULAR = false;
  43619. _this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  43620. _this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  43621. _this.INVERTCUBICMAP = false;
  43622. _this.USESPHERICALFROMREFLECTIONMAP = false;
  43623. _this.USESPHERICALINVERTEX = false;
  43624. _this.REFLECTIONMAP_OPPOSITEZ = false;
  43625. _this.LODINREFLECTIONALPHA = false;
  43626. _this.GAMMAREFLECTION = false;
  43627. _this.RGBDREFLECTION = false;
  43628. _this.RADIANCEOCCLUSION = false;
  43629. _this.HORIZONOCCLUSION = false;
  43630. _this.REFRACTION = false;
  43631. _this.REFRACTIONMAP_3D = false;
  43632. _this.REFRACTIONMAP_OPPOSITEZ = false;
  43633. _this.LODINREFRACTIONALPHA = false;
  43634. _this.GAMMAREFRACTION = false;
  43635. _this.RGBDREFRACTION = false;
  43636. _this.LINKREFRACTIONTOTRANSPARENCY = false;
  43637. _this.INSTANCES = false;
  43638. _this.NUM_BONE_INFLUENCERS = 0;
  43639. _this.BonesPerMesh = 0;
  43640. _this.NONUNIFORMSCALING = false;
  43641. _this.MORPHTARGETS = false;
  43642. _this.MORPHTARGETS_NORMAL = false;
  43643. _this.MORPHTARGETS_TANGENT = false;
  43644. _this.NUM_MORPH_INFLUENCERS = 0;
  43645. _this.IMAGEPROCESSING = false;
  43646. _this.VIGNETTE = false;
  43647. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  43648. _this.VIGNETTEBLENDMODEOPAQUE = false;
  43649. _this.TONEMAPPING = false;
  43650. _this.TONEMAPPING_ACES = false;
  43651. _this.CONTRAST = false;
  43652. _this.COLORCURVES = false;
  43653. _this.COLORGRADING = false;
  43654. _this.COLORGRADING3D = false;
  43655. _this.SAMPLER3DGREENDEPTH = false;
  43656. _this.SAMPLER3DBGRMAP = false;
  43657. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  43658. _this.EXPOSURE = false;
  43659. _this.USEPHYSICALLIGHTFALLOFF = false;
  43660. _this.USEGLTFLIGHTFALLOFF = false;
  43661. _this.TWOSIDEDLIGHTING = false;
  43662. _this.SHADOWFLOAT = false;
  43663. _this.CLIPPLANE = false;
  43664. _this.CLIPPLANE2 = false;
  43665. _this.CLIPPLANE3 = false;
  43666. _this.CLIPPLANE4 = false;
  43667. _this.POINTSIZE = false;
  43668. _this.FOG = false;
  43669. _this.LOGARITHMICDEPTH = false;
  43670. _this.FORCENORMALFORWARD = false;
  43671. _this.SPECULARAA = false;
  43672. _this.UNLIT = false;
  43673. _this.rebuild();
  43674. return _this;
  43675. }
  43676. /**
  43677. * Resets the PBR Material defines.
  43678. */
  43679. PBRMaterialDefines.prototype.reset = function () {
  43680. _super.prototype.reset.call(this);
  43681. this.ALPHATESTVALUE = "0.5";
  43682. this.PBR = true;
  43683. };
  43684. return PBRMaterialDefines;
  43685. }(BABYLON.MaterialDefines));
  43686. /**
  43687. * The Physically based material base class of BJS.
  43688. *
  43689. * This offers the main features of a standard PBR material.
  43690. * For more information, please refer to the documentation :
  43691. * http://doc.babylonjs.com/extensions/Physically_Based_Rendering
  43692. */
  43693. var PBRBaseMaterial = /** @class */ (function (_super) {
  43694. __extends(PBRBaseMaterial, _super);
  43695. /**
  43696. * Instantiates a new PBRMaterial instance.
  43697. *
  43698. * @param name The material name
  43699. * @param scene The scene the material will be use in.
  43700. */
  43701. function PBRBaseMaterial(name, scene) {
  43702. var _this = _super.call(this, name, scene) || this;
  43703. /**
  43704. * Intensity of the direct lights e.g. the four lights available in your scene.
  43705. * This impacts both the direct diffuse and specular highlights.
  43706. */
  43707. _this._directIntensity = 1.0;
  43708. /**
  43709. * Intensity of the emissive part of the material.
  43710. * This helps controlling the emissive effect without modifying the emissive color.
  43711. */
  43712. _this._emissiveIntensity = 1.0;
  43713. /**
  43714. * Intensity of the environment e.g. how much the environment will light the object
  43715. * either through harmonics for rough material or through the refelction for shiny ones.
  43716. */
  43717. _this._environmentIntensity = 1.0;
  43718. /**
  43719. * This is a special control allowing the reduction of the specular highlights coming from the
  43720. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  43721. */
  43722. _this._specularIntensity = 1.0;
  43723. /**
  43724. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  43725. */
  43726. _this._lightingInfos = new BABYLON.Vector4(_this._directIntensity, _this._emissiveIntensity, _this._environmentIntensity, _this._specularIntensity);
  43727. /**
  43728. * Debug Control allowing disabling the bump map on this material.
  43729. */
  43730. _this._disableBumpMap = false;
  43731. /**
  43732. * AKA Occlusion Texture Intensity in other nomenclature.
  43733. */
  43734. _this._ambientTextureStrength = 1.0;
  43735. /**
  43736. * Defines how much the AO map is occluding the analytical lights (point spot...).
  43737. * 1 means it completely occludes it
  43738. * 0 mean it has no impact
  43739. */
  43740. _this._ambientTextureImpactOnAnalyticalLights = BABYLON.PBRMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS;
  43741. /**
  43742. * The color of a material in ambient lighting.
  43743. */
  43744. _this._ambientColor = new BABYLON.Color3(0, 0, 0);
  43745. /**
  43746. * AKA Diffuse Color in other nomenclature.
  43747. */
  43748. _this._albedoColor = new BABYLON.Color3(1, 1, 1);
  43749. /**
  43750. * AKA Specular Color in other nomenclature.
  43751. */
  43752. _this._reflectivityColor = new BABYLON.Color3(1, 1, 1);
  43753. /**
  43754. * The color applied when light is reflected from a material.
  43755. */
  43756. _this._reflectionColor = new BABYLON.Color3(1, 1, 1);
  43757. /**
  43758. * The color applied when light is emitted from a material.
  43759. */
  43760. _this._emissiveColor = new BABYLON.Color3(0, 0, 0);
  43761. /**
  43762. * AKA Glossiness in other nomenclature.
  43763. */
  43764. _this._microSurface = 0.9;
  43765. /**
  43766. * source material index of refraction (IOR)' / 'destination material IOR.
  43767. */
  43768. _this._indexOfRefraction = 0.66;
  43769. /**
  43770. * Controls if refraction needs to be inverted on Y. This could be usefull for procedural texture.
  43771. */
  43772. _this._invertRefractionY = false;
  43773. /**
  43774. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  43775. * Materials half opaque for instance using refraction could benefit from this control.
  43776. */
  43777. _this._linkRefractionWithTransparency = false;
  43778. /**
  43779. * Specifies that the material will use the light map as a show map.
  43780. */
  43781. _this._useLightmapAsShadowmap = false;
  43782. /**
  43783. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  43784. * makes the reflect vector face the model (under horizon).
  43785. */
  43786. _this._useHorizonOcclusion = true;
  43787. /**
  43788. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  43789. * too much the area relying on ambient texture to define their ambient occlusion.
  43790. */
  43791. _this._useRadianceOcclusion = true;
  43792. /**
  43793. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  43794. */
  43795. _this._useAlphaFromAlbedoTexture = false;
  43796. /**
  43797. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  43798. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  43799. */
  43800. _this._useSpecularOverAlpha = true;
  43801. /**
  43802. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  43803. */
  43804. _this._useMicroSurfaceFromReflectivityMapAlpha = false;
  43805. /**
  43806. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  43807. */
  43808. _this._useRoughnessFromMetallicTextureAlpha = true;
  43809. /**
  43810. * Specifies if the metallic texture contains the roughness information in its green channel.
  43811. */
  43812. _this._useRoughnessFromMetallicTextureGreen = false;
  43813. /**
  43814. * Specifies if the metallic texture contains the metallness information in its blue channel.
  43815. */
  43816. _this._useMetallnessFromMetallicTextureBlue = false;
  43817. /**
  43818. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  43819. */
  43820. _this._useAmbientOcclusionFromMetallicTextureRed = false;
  43821. /**
  43822. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  43823. */
  43824. _this._useAmbientInGrayScale = false;
  43825. /**
  43826. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  43827. * The material will try to infer what glossiness each pixel should be.
  43828. */
  43829. _this._useAutoMicroSurfaceFromReflectivityMap = false;
  43830. /**
  43831. * Defines the falloff type used in this material.
  43832. * It by default is Physical.
  43833. */
  43834. _this._lightFalloff = PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;
  43835. /**
  43836. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  43837. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  43838. */
  43839. _this._useRadianceOverAlpha = true;
  43840. /**
  43841. * Allows using an object space normal map (instead of tangent space).
  43842. */
  43843. _this._useObjectSpaceNormalMap = false;
  43844. /**
  43845. * Allows using the bump map in parallax mode.
  43846. */
  43847. _this._useParallax = false;
  43848. /**
  43849. * Allows using the bump map in parallax occlusion mode.
  43850. */
  43851. _this._useParallaxOcclusion = false;
  43852. /**
  43853. * Controls the scale bias of the parallax mode.
  43854. */
  43855. _this._parallaxScaleBias = 0.05;
  43856. /**
  43857. * If sets to true, disables all the lights affecting the material.
  43858. */
  43859. _this._disableLighting = false;
  43860. /**
  43861. * Number of Simultaneous lights allowed on the material.
  43862. */
  43863. _this._maxSimultaneousLights = 4;
  43864. /**
  43865. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  43866. */
  43867. _this._invertNormalMapX = false;
  43868. /**
  43869. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  43870. */
  43871. _this._invertNormalMapY = false;
  43872. /**
  43873. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  43874. */
  43875. _this._twoSidedLighting = false;
  43876. /**
  43877. * Defines the alpha limits in alpha test mode.
  43878. */
  43879. _this._alphaCutOff = 0.4;
  43880. /**
  43881. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  43882. */
  43883. _this._forceAlphaTest = false;
  43884. /**
  43885. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  43886. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  43887. */
  43888. _this._useAlphaFresnel = false;
  43889. /**
  43890. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  43891. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  43892. */
  43893. _this._useLinearAlphaFresnel = false;
  43894. /**
  43895. * The transparency mode of the material.
  43896. */
  43897. _this._transparencyMode = null;
  43898. /**
  43899. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  43900. * from cos thetav and roughness:
  43901. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  43902. */
  43903. _this._environmentBRDFTexture = null;
  43904. /**
  43905. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  43906. */
  43907. _this._forceIrradianceInFragment = false;
  43908. /**
  43909. * Force normal to face away from face.
  43910. */
  43911. _this._forceNormalForward = false;
  43912. /**
  43913. * Enables specular anti aliasing in the PBR shader.
  43914. * It will both interacts on the Geometry for analytical and IBL lighting.
  43915. * It also prefilter the roughness map based on the bump values.
  43916. */
  43917. _this._enableSpecularAntiAliasing = false;
  43918. /**
  43919. * Stores the available render targets.
  43920. */
  43921. _this._renderTargets = new BABYLON.SmartArray(16);
  43922. /**
  43923. * Sets the global ambient color for the material used in lighting calculations.
  43924. */
  43925. _this._globalAmbientColor = new BABYLON.Color3(0, 0, 0);
  43926. /**
  43927. * If set to true, no lighting calculations will be applied.
  43928. */
  43929. _this._unlit = false;
  43930. // Setup the default processing configuration to the scene.
  43931. _this._attachImageProcessingConfiguration(null);
  43932. _this.getRenderTargetTextures = function () {
  43933. _this._renderTargets.reset();
  43934. if (BABYLON.StandardMaterial.ReflectionTextureEnabled && _this._reflectionTexture && _this._reflectionTexture.isRenderTarget) {
  43935. _this._renderTargets.push(_this._reflectionTexture);
  43936. }
  43937. if (BABYLON.StandardMaterial.RefractionTextureEnabled && _this._refractionTexture && _this._refractionTexture.isRenderTarget) {
  43938. _this._renderTargets.push(_this._refractionTexture);
  43939. }
  43940. return _this._renderTargets;
  43941. };
  43942. _this._environmentBRDFTexture = BABYLON.TextureTools.GetEnvironmentBRDFTexture(scene);
  43943. return _this;
  43944. }
  43945. /**
  43946. * Attaches a new image processing configuration to the PBR Material.
  43947. * @param configuration
  43948. */
  43949. PBRBaseMaterial.prototype._attachImageProcessingConfiguration = function (configuration) {
  43950. var _this = this;
  43951. if (configuration === this._imageProcessingConfiguration) {
  43952. return;
  43953. }
  43954. // Detaches observer.
  43955. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  43956. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  43957. }
  43958. // Pick the scene configuration if needed.
  43959. if (!configuration) {
  43960. this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;
  43961. }
  43962. else {
  43963. this._imageProcessingConfiguration = configuration;
  43964. }
  43965. // Attaches observer.
  43966. if (this._imageProcessingConfiguration) {
  43967. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  43968. _this._markAllSubMeshesAsImageProcessingDirty();
  43969. });
  43970. }
  43971. };
  43972. Object.defineProperty(PBRBaseMaterial.prototype, "hasRenderTargetTextures", {
  43973. /**
  43974. * Gets a boolean indicating that current material needs to register RTT
  43975. */
  43976. get: function () {
  43977. if (BABYLON.StandardMaterial.ReflectionTextureEnabled && this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  43978. return true;
  43979. }
  43980. if (BABYLON.StandardMaterial.RefractionTextureEnabled && this._refractionTexture && this._refractionTexture.isRenderTarget) {
  43981. return true;
  43982. }
  43983. return false;
  43984. },
  43985. enumerable: true,
  43986. configurable: true
  43987. });
  43988. /**
  43989. * Gets the name of the material class.
  43990. */
  43991. PBRBaseMaterial.prototype.getClassName = function () {
  43992. return "PBRBaseMaterial";
  43993. };
  43994. Object.defineProperty(PBRBaseMaterial.prototype, "useLogarithmicDepth", {
  43995. /**
  43996. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  43997. */
  43998. get: function () {
  43999. return this._useLogarithmicDepth;
  44000. },
  44001. /**
  44002. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  44003. */
  44004. set: function (value) {
  44005. this._useLogarithmicDepth = value && this.getScene().getEngine().getCaps().fragmentDepthSupported;
  44006. },
  44007. enumerable: true,
  44008. configurable: true
  44009. });
  44010. Object.defineProperty(PBRBaseMaterial.prototype, "transparencyMode", {
  44011. /**
  44012. * Gets the current transparency mode.
  44013. */
  44014. get: function () {
  44015. return this._transparencyMode;
  44016. },
  44017. /**
  44018. * Sets the transparency mode of the material.
  44019. *
  44020. * | Value | Type | Description |
  44021. * | ----- | ----------------------------------- | ----------- |
  44022. * | 0 | OPAQUE | |
  44023. * | 1 | ALPHATEST | |
  44024. * | 2 | ALPHABLEND | |
  44025. * | 3 | ALPHATESTANDBLEND | |
  44026. *
  44027. */
  44028. set: function (value) {
  44029. if (this._transparencyMode === value) {
  44030. return;
  44031. }
  44032. this._transparencyMode = value;
  44033. this._forceAlphaTest = (value === BABYLON.PBRMaterial.PBRMATERIAL_ALPHATESTANDBLEND);
  44034. this._markAllSubMeshesAsTexturesAndMiscDirty();
  44035. },
  44036. enumerable: true,
  44037. configurable: true
  44038. });
  44039. Object.defineProperty(PBRBaseMaterial.prototype, "_disableAlphaBlending", {
  44040. /**
  44041. * Returns true if alpha blending should be disabled.
  44042. */
  44043. get: function () {
  44044. return (this._linkRefractionWithTransparency ||
  44045. this._transparencyMode === BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE ||
  44046. this._transparencyMode === BABYLON.PBRMaterial.PBRMATERIAL_ALPHATEST);
  44047. },
  44048. enumerable: true,
  44049. configurable: true
  44050. });
  44051. /**
  44052. * Specifies whether or not this material should be rendered in alpha blend mode.
  44053. */
  44054. PBRBaseMaterial.prototype.needAlphaBlending = function () {
  44055. if (this._disableAlphaBlending) {
  44056. return false;
  44057. }
  44058. return (this.alpha < 1.0) || (this._opacityTexture != null) || this._shouldUseAlphaFromAlbedoTexture();
  44059. };
  44060. /**
  44061. * Specifies if the mesh will require alpha blending.
  44062. * @param mesh - BJS mesh.
  44063. */
  44064. PBRBaseMaterial.prototype.needAlphaBlendingForMesh = function (mesh) {
  44065. if (this._disableAlphaBlending) {
  44066. return false;
  44067. }
  44068. return _super.prototype.needAlphaBlendingForMesh.call(this, mesh);
  44069. };
  44070. /**
  44071. * Specifies whether or not this material should be rendered in alpha test mode.
  44072. */
  44073. PBRBaseMaterial.prototype.needAlphaTesting = function () {
  44074. if (this._forceAlphaTest) {
  44075. return true;
  44076. }
  44077. if (this._linkRefractionWithTransparency) {
  44078. return false;
  44079. }
  44080. return this._albedoTexture != null && this._albedoTexture.hasAlpha && (this._transparencyMode == null || this._transparencyMode === BABYLON.PBRMaterial.PBRMATERIAL_ALPHATEST);
  44081. };
  44082. /**
  44083. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  44084. */
  44085. PBRBaseMaterial.prototype._shouldUseAlphaFromAlbedoTexture = function () {
  44086. return this._albedoTexture != null && this._albedoTexture.hasAlpha && this._useAlphaFromAlbedoTexture && this._transparencyMode !== BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE;
  44087. };
  44088. /**
  44089. * Gets the texture used for the alpha test.
  44090. */
  44091. PBRBaseMaterial.prototype.getAlphaTestTexture = function () {
  44092. return this._albedoTexture;
  44093. };
  44094. /**
  44095. * Specifies that the submesh is ready to be used.
  44096. * @param mesh - BJS mesh.
  44097. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  44098. * @param useInstances - Specifies that instances should be used.
  44099. * @returns - boolean indicating that the submesh is ready or not.
  44100. */
  44101. PBRBaseMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  44102. if (subMesh.effect && this.isFrozen) {
  44103. if (this._wasPreviouslyReady) {
  44104. return true;
  44105. }
  44106. }
  44107. if (!subMesh._materialDefines) {
  44108. subMesh._materialDefines = new PBRMaterialDefines();
  44109. }
  44110. var defines = subMesh._materialDefines;
  44111. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  44112. if (defines._renderId === this.getScene().getRenderId()) {
  44113. return true;
  44114. }
  44115. }
  44116. var scene = this.getScene();
  44117. var engine = scene.getEngine();
  44118. if (defines._areTexturesDirty) {
  44119. if (scene.texturesEnabled) {
  44120. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  44121. if (!this._albedoTexture.isReadyOrNotBlocking()) {
  44122. return false;
  44123. }
  44124. }
  44125. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  44126. if (!this._ambientTexture.isReadyOrNotBlocking()) {
  44127. return false;
  44128. }
  44129. }
  44130. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  44131. if (!this._opacityTexture.isReadyOrNotBlocking()) {
  44132. return false;
  44133. }
  44134. }
  44135. var reflectionTexture = this._getReflectionTexture();
  44136. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  44137. if (!reflectionTexture.isReadyOrNotBlocking()) {
  44138. return false;
  44139. }
  44140. }
  44141. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  44142. if (!this._lightmapTexture.isReadyOrNotBlocking()) {
  44143. return false;
  44144. }
  44145. }
  44146. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  44147. if (!this._emissiveTexture.isReadyOrNotBlocking()) {
  44148. return false;
  44149. }
  44150. }
  44151. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  44152. if (this._metallicTexture) {
  44153. if (!this._metallicTexture.isReadyOrNotBlocking()) {
  44154. return false;
  44155. }
  44156. }
  44157. else if (this._reflectivityTexture) {
  44158. if (!this._reflectivityTexture.isReadyOrNotBlocking()) {
  44159. return false;
  44160. }
  44161. }
  44162. if (this._microSurfaceTexture) {
  44163. if (!this._microSurfaceTexture.isReadyOrNotBlocking()) {
  44164. return false;
  44165. }
  44166. }
  44167. }
  44168. if (engine.getCaps().standardDerivatives && this._bumpTexture && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  44169. // Bump texture cannot be not blocking.
  44170. if (!this._bumpTexture.isReady()) {
  44171. return false;
  44172. }
  44173. }
  44174. var refractionTexture = this._getRefractionTexture();
  44175. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  44176. if (!refractionTexture.isReadyOrNotBlocking()) {
  44177. return false;
  44178. }
  44179. }
  44180. if (this._environmentBRDFTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  44181. // This is blocking.
  44182. if (!this._environmentBRDFTexture.isReady()) {
  44183. return false;
  44184. }
  44185. }
  44186. }
  44187. }
  44188. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  44189. if (!this._imageProcessingConfiguration.isReady()) {
  44190. return false;
  44191. }
  44192. }
  44193. if (!engine.getCaps().standardDerivatives && !mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  44194. mesh.createNormals(true);
  44195. BABYLON.Tools.Warn("PBRMaterial: Normals have been created for the mesh: " + mesh.name);
  44196. }
  44197. var effect = this._prepareEffect(mesh, defines, this.onCompiled, this.onError, useInstances);
  44198. if (effect) {
  44199. scene.resetCachedMaterial();
  44200. subMesh.setEffect(effect, defines);
  44201. this.buildUniformLayout();
  44202. }
  44203. if (!subMesh.effect || !subMesh.effect.isReady()) {
  44204. return false;
  44205. }
  44206. defines._renderId = scene.getRenderId();
  44207. this._wasPreviouslyReady = true;
  44208. return true;
  44209. };
  44210. /**
  44211. * Specifies if the material uses metallic roughness workflow.
  44212. * @returns boolean specifiying if the material uses metallic roughness workflow.
  44213. */
  44214. PBRBaseMaterial.prototype.isMetallicWorkflow = function () {
  44215. if (this._metallic != null || this._roughness != null || this._metallicTexture) {
  44216. return true;
  44217. }
  44218. return false;
  44219. };
  44220. PBRBaseMaterial.prototype._prepareEffect = function (mesh, defines, onCompiled, onError, useInstances, useClipPlane) {
  44221. if (onCompiled === void 0) { onCompiled = null; }
  44222. if (onError === void 0) { onError = null; }
  44223. if (useInstances === void 0) { useInstances = null; }
  44224. if (useClipPlane === void 0) { useClipPlane = null; }
  44225. this._prepareDefines(mesh, defines, useInstances, useClipPlane);
  44226. if (!defines.isDirty) {
  44227. return null;
  44228. }
  44229. defines.markAsProcessed();
  44230. var scene = this.getScene();
  44231. var engine = scene.getEngine();
  44232. // Fallbacks
  44233. var fallbacks = new BABYLON.EffectFallbacks();
  44234. var fallbackRank = 0;
  44235. if (defines.USESPHERICALINVERTEX) {
  44236. fallbacks.addFallback(fallbackRank++, "USESPHERICALINVERTEX");
  44237. }
  44238. if (defines.FOG) {
  44239. fallbacks.addFallback(fallbackRank, "FOG");
  44240. }
  44241. if (defines.SPECULARAA) {
  44242. fallbacks.addFallback(fallbackRank, "SPECULARAA");
  44243. }
  44244. if (defines.POINTSIZE) {
  44245. fallbacks.addFallback(fallbackRank, "POINTSIZE");
  44246. }
  44247. if (defines.LOGARITHMICDEPTH) {
  44248. fallbacks.addFallback(fallbackRank, "LOGARITHMICDEPTH");
  44249. }
  44250. if (defines.PARALLAX) {
  44251. fallbacks.addFallback(fallbackRank, "PARALLAX");
  44252. }
  44253. if (defines.PARALLAXOCCLUSION) {
  44254. fallbacks.addFallback(fallbackRank++, "PARALLAXOCCLUSION");
  44255. }
  44256. if (defines.ENVIRONMENTBRDF) {
  44257. fallbacks.addFallback(fallbackRank++, "ENVIRONMENTBRDF");
  44258. }
  44259. if (defines.TANGENT) {
  44260. fallbacks.addFallback(fallbackRank++, "TANGENT");
  44261. }
  44262. if (defines.BUMP) {
  44263. fallbacks.addFallback(fallbackRank++, "BUMP");
  44264. }
  44265. fallbackRank = BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights, fallbackRank++);
  44266. if (defines.SPECULARTERM) {
  44267. fallbacks.addFallback(fallbackRank++, "SPECULARTERM");
  44268. }
  44269. if (defines.USESPHERICALFROMREFLECTIONMAP) {
  44270. fallbacks.addFallback(fallbackRank++, "USESPHERICALFROMREFLECTIONMAP");
  44271. }
  44272. if (defines.LIGHTMAP) {
  44273. fallbacks.addFallback(fallbackRank++, "LIGHTMAP");
  44274. }
  44275. if (defines.NORMAL) {
  44276. fallbacks.addFallback(fallbackRank++, "NORMAL");
  44277. }
  44278. if (defines.AMBIENT) {
  44279. fallbacks.addFallback(fallbackRank++, "AMBIENT");
  44280. }
  44281. if (defines.EMISSIVE) {
  44282. fallbacks.addFallback(fallbackRank++, "EMISSIVE");
  44283. }
  44284. if (defines.VERTEXCOLOR) {
  44285. fallbacks.addFallback(fallbackRank++, "VERTEXCOLOR");
  44286. }
  44287. if (defines.NUM_BONE_INFLUENCERS > 0) {
  44288. fallbacks.addCPUSkinningFallback(fallbackRank++, mesh);
  44289. }
  44290. if (defines.MORPHTARGETS) {
  44291. fallbacks.addFallback(fallbackRank++, "MORPHTARGETS");
  44292. }
  44293. //Attributes
  44294. var attribs = [BABYLON.VertexBuffer.PositionKind];
  44295. if (defines.NORMAL) {
  44296. attribs.push(BABYLON.VertexBuffer.NormalKind);
  44297. }
  44298. if (defines.TANGENT) {
  44299. attribs.push(BABYLON.VertexBuffer.TangentKind);
  44300. }
  44301. if (defines.UV1) {
  44302. attribs.push(BABYLON.VertexBuffer.UVKind);
  44303. }
  44304. if (defines.UV2) {
  44305. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  44306. }
  44307. if (defines.VERTEXCOLOR) {
  44308. attribs.push(BABYLON.VertexBuffer.ColorKind);
  44309. }
  44310. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  44311. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  44312. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, defines);
  44313. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vAmbientColor", "vAlbedoColor", "vReflectivityColor", "vEmissiveColor", "vReflectionColor",
  44314. "vFogInfos", "vFogColor", "pointSize",
  44315. "vAlbedoInfos", "vAmbientInfos", "vOpacityInfos", "vReflectionInfos", "vReflectionPosition", "vReflectionSize", "vEmissiveInfos", "vReflectivityInfos",
  44316. "vMicroSurfaceSamplerInfos", "vBumpInfos", "vLightmapInfos", "vRefractionInfos",
  44317. "mBones",
  44318. "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "albedoMatrix", "ambientMatrix", "opacityMatrix", "reflectionMatrix", "emissiveMatrix", "reflectivityMatrix", "normalMatrix", "microSurfaceSamplerMatrix", "bumpMatrix", "lightmapMatrix", "refractionMatrix",
  44319. "vLightingIntensity",
  44320. "logarithmicDepthConstant",
  44321. "vSphericalX", "vSphericalY", "vSphericalZ",
  44322. "vSphericalXX", "vSphericalYY", "vSphericalZZ",
  44323. "vSphericalXY", "vSphericalYZ", "vSphericalZX",
  44324. "vReflectionMicrosurfaceInfos", "vRefractionMicrosurfaceInfos",
  44325. "vTangentSpaceParams"
  44326. ];
  44327. var samplers = ["albedoSampler", "reflectivitySampler", "ambientSampler", "emissiveSampler",
  44328. "bumpSampler", "lightmapSampler", "opacitySampler",
  44329. "refractionSampler", "refractionSamplerLow", "refractionSamplerHigh",
  44330. "reflectionSampler", "reflectionSamplerLow", "reflectionSamplerHigh",
  44331. "microSurfaceSampler", "environmentBrdfSampler"];
  44332. var uniformBuffers = ["Material", "Scene"];
  44333. if (BABYLON.ImageProcessingConfiguration) {
  44334. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);
  44335. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, defines);
  44336. }
  44337. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  44338. uniformsNames: uniforms,
  44339. uniformBuffersNames: uniformBuffers,
  44340. samplers: samplers,
  44341. defines: defines,
  44342. maxSimultaneousLights: this._maxSimultaneousLights
  44343. });
  44344. var join = defines.toString();
  44345. return engine.createEffect("pbr", {
  44346. attributes: attribs,
  44347. uniformsNames: uniforms,
  44348. uniformBuffersNames: uniformBuffers,
  44349. samplers: samplers,
  44350. defines: join,
  44351. fallbacks: fallbacks,
  44352. onCompiled: onCompiled,
  44353. onError: onError,
  44354. indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights, maxSimultaneousMorphTargets: defines.NUM_MORPH_INFLUENCERS }
  44355. }, engine);
  44356. };
  44357. PBRBaseMaterial.prototype._prepareDefines = function (mesh, defines, useInstances, useClipPlane) {
  44358. if (useInstances === void 0) { useInstances = null; }
  44359. if (useClipPlane === void 0) { useClipPlane = null; }
  44360. var scene = this.getScene();
  44361. var engine = scene.getEngine();
  44362. // Lights
  44363. BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, true, this._maxSimultaneousLights, this._disableLighting);
  44364. defines._needNormals = true;
  44365. // Textures
  44366. defines.METALLICWORKFLOW = this.isMetallicWorkflow();
  44367. if (defines._areTexturesDirty) {
  44368. defines._needUVs = false;
  44369. if (scene.texturesEnabled) {
  44370. if (scene.getEngine().getCaps().textureLOD) {
  44371. defines.LODBASEDMICROSFURACE = true;
  44372. }
  44373. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  44374. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._albedoTexture, defines, "ALBEDO");
  44375. }
  44376. else {
  44377. defines.ALBEDO = false;
  44378. }
  44379. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  44380. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._ambientTexture, defines, "AMBIENT");
  44381. defines.AMBIENTINGRAYSCALE = this._useAmbientInGrayScale;
  44382. }
  44383. else {
  44384. defines.AMBIENT = false;
  44385. }
  44386. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  44387. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._opacityTexture, defines, "OPACITY");
  44388. defines.OPACITYRGB = this._opacityTexture.getAlphaFromRGB;
  44389. }
  44390. else {
  44391. defines.OPACITY = false;
  44392. }
  44393. var reflectionTexture = this._getReflectionTexture();
  44394. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  44395. defines.REFLECTION = true;
  44396. defines.GAMMAREFLECTION = reflectionTexture.gammaSpace;
  44397. defines.RGBDREFLECTION = reflectionTexture.isRGBD;
  44398. defines.REFLECTIONMAP_OPPOSITEZ = this.getScene().useRightHandedSystem ? !reflectionTexture.invertZ : reflectionTexture.invertZ;
  44399. defines.LODINREFLECTIONALPHA = reflectionTexture.lodLevelInAlpha;
  44400. if (reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE) {
  44401. defines.INVERTCUBICMAP = true;
  44402. }
  44403. defines.REFLECTIONMAP_3D = reflectionTexture.isCube;
  44404. switch (reflectionTexture.coordinatesMode) {
  44405. case BABYLON.Texture.EXPLICIT_MODE:
  44406. defines.REFLECTIONMAP_EXPLICIT = true;
  44407. break;
  44408. case BABYLON.Texture.PLANAR_MODE:
  44409. defines.REFLECTIONMAP_PLANAR = true;
  44410. break;
  44411. case BABYLON.Texture.PROJECTION_MODE:
  44412. defines.REFLECTIONMAP_PROJECTION = true;
  44413. break;
  44414. case BABYLON.Texture.SKYBOX_MODE:
  44415. defines.REFLECTIONMAP_SKYBOX = true;
  44416. break;
  44417. case BABYLON.Texture.SPHERICAL_MODE:
  44418. defines.REFLECTIONMAP_SPHERICAL = true;
  44419. break;
  44420. case BABYLON.Texture.EQUIRECTANGULAR_MODE:
  44421. defines.REFLECTIONMAP_EQUIRECTANGULAR = true;
  44422. break;
  44423. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MODE:
  44424. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = true;
  44425. break;
  44426. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:
  44427. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = true;
  44428. break;
  44429. case BABYLON.Texture.CUBIC_MODE:
  44430. case BABYLON.Texture.INVCUBIC_MODE:
  44431. default:
  44432. defines.REFLECTIONMAP_CUBIC = true;
  44433. defines.USE_LOCAL_REFLECTIONMAP_CUBIC = reflectionTexture.boundingBoxSize ? true : false;
  44434. break;
  44435. }
  44436. if (reflectionTexture.coordinatesMode !== BABYLON.Texture.SKYBOX_MODE) {
  44437. if (reflectionTexture.sphericalPolynomial) {
  44438. defines.USESPHERICALFROMREFLECTIONMAP = true;
  44439. if (this._forceIrradianceInFragment || scene.getEngine().getCaps().maxVaryingVectors <= 8) {
  44440. defines.USESPHERICALINVERTEX = false;
  44441. }
  44442. else {
  44443. defines.USESPHERICALINVERTEX = true;
  44444. }
  44445. }
  44446. }
  44447. else {
  44448. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = !reflectionTexture.getReflectionTextureMatrix().isIdentity();
  44449. }
  44450. }
  44451. else {
  44452. defines.REFLECTION = false;
  44453. defines.REFLECTIONMAP_3D = false;
  44454. defines.REFLECTIONMAP_SPHERICAL = false;
  44455. defines.REFLECTIONMAP_PLANAR = false;
  44456. defines.REFLECTIONMAP_CUBIC = false;
  44457. defines.USE_LOCAL_REFLECTIONMAP_CUBIC = false;
  44458. defines.REFLECTIONMAP_PROJECTION = false;
  44459. defines.REFLECTIONMAP_SKYBOX = false;
  44460. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  44461. defines.REFLECTIONMAP_EXPLICIT = false;
  44462. defines.REFLECTIONMAP_EQUIRECTANGULAR = false;
  44463. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  44464. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  44465. defines.INVERTCUBICMAP = false;
  44466. defines.USESPHERICALFROMREFLECTIONMAP = false;
  44467. defines.USESPHERICALINVERTEX = false;
  44468. defines.REFLECTIONMAP_OPPOSITEZ = false;
  44469. defines.LODINREFLECTIONALPHA = false;
  44470. defines.GAMMAREFLECTION = false;
  44471. defines.RGBDREFLECTION = false;
  44472. }
  44473. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  44474. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._lightmapTexture, defines, "LIGHTMAP");
  44475. defines.USELIGHTMAPASSHADOWMAP = this._useLightmapAsShadowmap;
  44476. defines.GAMMALIGHTMAP = this._lightmapTexture.gammaSpace;
  44477. }
  44478. else {
  44479. defines.LIGHTMAP = false;
  44480. }
  44481. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  44482. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._emissiveTexture, defines, "EMISSIVE");
  44483. }
  44484. else {
  44485. defines.EMISSIVE = false;
  44486. }
  44487. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  44488. if (this._metallicTexture) {
  44489. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._metallicTexture, defines, "REFLECTIVITY");
  44490. defines.ROUGHNESSSTOREINMETALMAPALPHA = this._useRoughnessFromMetallicTextureAlpha;
  44491. defines.ROUGHNESSSTOREINMETALMAPGREEN = !this._useRoughnessFromMetallicTextureAlpha && this._useRoughnessFromMetallicTextureGreen;
  44492. defines.METALLNESSSTOREINMETALMAPBLUE = this._useMetallnessFromMetallicTextureBlue;
  44493. defines.AOSTOREINMETALMAPRED = this._useAmbientOcclusionFromMetallicTextureRed;
  44494. }
  44495. else if (this._reflectivityTexture) {
  44496. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._reflectivityTexture, defines, "REFLECTIVITY");
  44497. defines.MICROSURFACEFROMREFLECTIVITYMAP = this._useMicroSurfaceFromReflectivityMapAlpha;
  44498. defines.MICROSURFACEAUTOMATIC = this._useAutoMicroSurfaceFromReflectivityMap;
  44499. }
  44500. else {
  44501. defines.REFLECTIVITY = false;
  44502. }
  44503. if (this._microSurfaceTexture) {
  44504. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._microSurfaceTexture, defines, "MICROSURFACEMAP");
  44505. }
  44506. else {
  44507. defines.MICROSURFACEMAP = false;
  44508. }
  44509. }
  44510. else {
  44511. defines.REFLECTIVITY = false;
  44512. defines.MICROSURFACEMAP = false;
  44513. }
  44514. if (scene.getEngine().getCaps().standardDerivatives && this._bumpTexture && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  44515. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._bumpTexture, defines, "BUMP");
  44516. if (this._useParallax && this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  44517. defines.PARALLAX = true;
  44518. defines.PARALLAXOCCLUSION = !!this._useParallaxOcclusion;
  44519. }
  44520. else {
  44521. defines.PARALLAX = false;
  44522. }
  44523. defines.OBJECTSPACE_NORMALMAP = this._useObjectSpaceNormalMap;
  44524. }
  44525. else {
  44526. defines.BUMP = false;
  44527. }
  44528. var refractionTexture = this._getRefractionTexture();
  44529. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  44530. defines.REFRACTION = true;
  44531. defines.REFRACTIONMAP_3D = refractionTexture.isCube;
  44532. defines.GAMMAREFRACTION = refractionTexture.gammaSpace;
  44533. defines.RGBDREFRACTION = refractionTexture.isRGBD;
  44534. defines.REFRACTIONMAP_OPPOSITEZ = refractionTexture.invertZ;
  44535. defines.LODINREFRACTIONALPHA = refractionTexture.lodLevelInAlpha;
  44536. if (this._linkRefractionWithTransparency) {
  44537. defines.LINKREFRACTIONTOTRANSPARENCY = true;
  44538. }
  44539. }
  44540. else {
  44541. defines.REFRACTION = false;
  44542. }
  44543. if (this._environmentBRDFTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  44544. defines.ENVIRONMENTBRDF = true;
  44545. }
  44546. else {
  44547. defines.ENVIRONMENTBRDF = false;
  44548. }
  44549. if (this._shouldUseAlphaFromAlbedoTexture()) {
  44550. defines.ALPHAFROMALBEDO = true;
  44551. }
  44552. else {
  44553. defines.ALPHAFROMALBEDO = false;
  44554. }
  44555. }
  44556. defines.SPECULAROVERALPHA = this._useSpecularOverAlpha;
  44557. if (this._lightFalloff === PBRBaseMaterial.LIGHTFALLOFF_STANDARD) {
  44558. defines.USEPHYSICALLIGHTFALLOFF = false;
  44559. defines.USEGLTFLIGHTFALLOFF = false;
  44560. }
  44561. else if (this._lightFalloff === PBRBaseMaterial.LIGHTFALLOFF_GLTF) {
  44562. defines.USEPHYSICALLIGHTFALLOFF = false;
  44563. defines.USEGLTFLIGHTFALLOFF = true;
  44564. }
  44565. else {
  44566. defines.USEPHYSICALLIGHTFALLOFF = true;
  44567. defines.USEGLTFLIGHTFALLOFF = false;
  44568. }
  44569. defines.RADIANCEOVERALPHA = this._useRadianceOverAlpha;
  44570. if (!this.backFaceCulling && this._twoSidedLighting) {
  44571. defines.TWOSIDEDLIGHTING = true;
  44572. }
  44573. else {
  44574. defines.TWOSIDEDLIGHTING = false;
  44575. }
  44576. defines.ALPHATESTVALUE = "" + this._alphaCutOff + (this._alphaCutOff % 1 === 0 ? "." : "");
  44577. defines.PREMULTIPLYALPHA = (this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED || this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF);
  44578. defines.ALPHABLEND = this.needAlphaBlendingForMesh(mesh);
  44579. defines.ALPHAFRESNEL = this._useAlphaFresnel || this._useLinearAlphaFresnel;
  44580. defines.LINEARALPHAFRESNEL = this._useLinearAlphaFresnel;
  44581. defines.SPECULARAA = scene.getEngine().getCaps().standardDerivatives && this._enableSpecularAntiAliasing;
  44582. }
  44583. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  44584. this._imageProcessingConfiguration.prepareDefines(defines);
  44585. }
  44586. defines.FORCENORMALFORWARD = this._forceNormalForward;
  44587. defines.RADIANCEOCCLUSION = this._useRadianceOcclusion;
  44588. defines.HORIZONOCCLUSION = this._useHorizonOcclusion;
  44589. // Misc.
  44590. if (defines._areMiscDirty) {
  44591. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh) || this._forceAlphaTest, defines);
  44592. defines.UNLIT = this._unlit || ((this.pointsCloud || this.wireframe) && !mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind));
  44593. }
  44594. // Values that need to be evaluated on every frame
  44595. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances ? true : false, useClipPlane);
  44596. // Attribs
  44597. BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true, true, this._transparencyMode !== BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE);
  44598. };
  44599. /**
  44600. * Force shader compilation
  44601. */
  44602. PBRBaseMaterial.prototype.forceCompilation = function (mesh, onCompiled, options) {
  44603. var _this = this;
  44604. var localOptions = __assign({ clipPlane: false }, options);
  44605. var defines = new PBRMaterialDefines();
  44606. var effect = this._prepareEffect(mesh, defines, undefined, undefined, undefined, localOptions.clipPlane);
  44607. if (effect.isReady()) {
  44608. if (onCompiled) {
  44609. onCompiled(this);
  44610. }
  44611. }
  44612. else {
  44613. effect.onCompileObservable.add(function () {
  44614. if (onCompiled) {
  44615. onCompiled(_this);
  44616. }
  44617. });
  44618. }
  44619. };
  44620. /**
  44621. * Initializes the uniform buffer layout for the shader.
  44622. */
  44623. PBRBaseMaterial.prototype.buildUniformLayout = function () {
  44624. // Order is important !
  44625. this._uniformBuffer.addUniform("vAlbedoInfos", 2);
  44626. this._uniformBuffer.addUniform("vAmbientInfos", 4);
  44627. this._uniformBuffer.addUniform("vOpacityInfos", 2);
  44628. this._uniformBuffer.addUniform("vEmissiveInfos", 2);
  44629. this._uniformBuffer.addUniform("vLightmapInfos", 2);
  44630. this._uniformBuffer.addUniform("vReflectivityInfos", 3);
  44631. this._uniformBuffer.addUniform("vMicroSurfaceSamplerInfos", 2);
  44632. this._uniformBuffer.addUniform("vRefractionInfos", 4);
  44633. this._uniformBuffer.addUniform("vReflectionInfos", 2);
  44634. this._uniformBuffer.addUniform("vReflectionPosition", 3);
  44635. this._uniformBuffer.addUniform("vReflectionSize", 3);
  44636. this._uniformBuffer.addUniform("vBumpInfos", 3);
  44637. this._uniformBuffer.addUniform("albedoMatrix", 16);
  44638. this._uniformBuffer.addUniform("ambientMatrix", 16);
  44639. this._uniformBuffer.addUniform("opacityMatrix", 16);
  44640. this._uniformBuffer.addUniform("emissiveMatrix", 16);
  44641. this._uniformBuffer.addUniform("lightmapMatrix", 16);
  44642. this._uniformBuffer.addUniform("reflectivityMatrix", 16);
  44643. this._uniformBuffer.addUniform("microSurfaceSamplerMatrix", 16);
  44644. this._uniformBuffer.addUniform("bumpMatrix", 16);
  44645. this._uniformBuffer.addUniform("vTangentSpaceParams", 2);
  44646. this._uniformBuffer.addUniform("refractionMatrix", 16);
  44647. this._uniformBuffer.addUniform("reflectionMatrix", 16);
  44648. this._uniformBuffer.addUniform("vReflectionColor", 3);
  44649. this._uniformBuffer.addUniform("vAlbedoColor", 4);
  44650. this._uniformBuffer.addUniform("vLightingIntensity", 4);
  44651. this._uniformBuffer.addUniform("vRefractionMicrosurfaceInfos", 3);
  44652. this._uniformBuffer.addUniform("vReflectionMicrosurfaceInfos", 3);
  44653. this._uniformBuffer.addUniform("vReflectivityColor", 4);
  44654. this._uniformBuffer.addUniform("vEmissiveColor", 3);
  44655. this._uniformBuffer.addUniform("pointSize", 1);
  44656. this._uniformBuffer.create();
  44657. };
  44658. /**
  44659. * Unbinds the textures.
  44660. */
  44661. PBRBaseMaterial.prototype.unbind = function () {
  44662. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  44663. this._uniformBuffer.setTexture("reflectionSampler", null);
  44664. }
  44665. if (this._refractionTexture && this._refractionTexture.isRenderTarget) {
  44666. this._uniformBuffer.setTexture("refractionSampler", null);
  44667. }
  44668. _super.prototype.unbind.call(this);
  44669. };
  44670. /**
  44671. * Binds the submesh data.
  44672. * @param world - The world matrix.
  44673. * @param mesh - The BJS mesh.
  44674. * @param subMesh - A submesh of the BJS mesh.
  44675. */
  44676. PBRBaseMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  44677. var scene = this.getScene();
  44678. var defines = subMesh._materialDefines;
  44679. if (!defines) {
  44680. return;
  44681. }
  44682. var effect = subMesh.effect;
  44683. if (!effect) {
  44684. return;
  44685. }
  44686. this._activeEffect = effect;
  44687. // Matrices
  44688. this.bindOnlyWorldMatrix(world);
  44689. // Normal Matrix
  44690. if (defines.OBJECTSPACE_NORMALMAP) {
  44691. world.toNormalMatrix(this._normalMatrix);
  44692. this.bindOnlyNormalMatrix(this._normalMatrix);
  44693. }
  44694. var mustRebind = this._mustRebind(scene, effect, mesh.visibility);
  44695. // Bones
  44696. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._activeEffect);
  44697. var reflectionTexture = null;
  44698. if (mustRebind) {
  44699. this._uniformBuffer.bindToEffect(effect, "Material");
  44700. this.bindViewProjection(effect);
  44701. reflectionTexture = this._getReflectionTexture();
  44702. var refractionTexture = this._getRefractionTexture();
  44703. if (!this._uniformBuffer.useUbo || !this.isFrozen || !this._uniformBuffer.isSync) {
  44704. // Texture uniforms
  44705. if (scene.texturesEnabled) {
  44706. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  44707. this._uniformBuffer.updateFloat2("vAlbedoInfos", this._albedoTexture.coordinatesIndex, this._albedoTexture.level);
  44708. BABYLON.MaterialHelper.BindTextureMatrix(this._albedoTexture, this._uniformBuffer, "albedo");
  44709. }
  44710. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  44711. this._uniformBuffer.updateFloat4("vAmbientInfos", this._ambientTexture.coordinatesIndex, this._ambientTexture.level, this._ambientTextureStrength, this._ambientTextureImpactOnAnalyticalLights);
  44712. BABYLON.MaterialHelper.BindTextureMatrix(this._ambientTexture, this._uniformBuffer, "ambient");
  44713. }
  44714. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  44715. this._uniformBuffer.updateFloat2("vOpacityInfos", this._opacityTexture.coordinatesIndex, this._opacityTexture.level);
  44716. BABYLON.MaterialHelper.BindTextureMatrix(this._opacityTexture, this._uniformBuffer, "opacity");
  44717. }
  44718. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  44719. this._uniformBuffer.updateMatrix("reflectionMatrix", reflectionTexture.getReflectionTextureMatrix());
  44720. this._uniformBuffer.updateFloat2("vReflectionInfos", reflectionTexture.level, 0);
  44721. if (reflectionTexture.boundingBoxSize) {
  44722. var cubeTexture = reflectionTexture;
  44723. this._uniformBuffer.updateVector3("vReflectionPosition", cubeTexture.boundingBoxPosition);
  44724. this._uniformBuffer.updateVector3("vReflectionSize", cubeTexture.boundingBoxSize);
  44725. }
  44726. var polynomials = reflectionTexture.sphericalPolynomial;
  44727. if (defines.USESPHERICALFROMREFLECTIONMAP && polynomials) {
  44728. this._activeEffect.setFloat3("vSphericalX", polynomials.x.x, polynomials.x.y, polynomials.x.z);
  44729. this._activeEffect.setFloat3("vSphericalY", polynomials.y.x, polynomials.y.y, polynomials.y.z);
  44730. this._activeEffect.setFloat3("vSphericalZ", polynomials.z.x, polynomials.z.y, polynomials.z.z);
  44731. this._activeEffect.setFloat3("vSphericalXX_ZZ", polynomials.xx.x - polynomials.zz.x, polynomials.xx.y - polynomials.zz.y, polynomials.xx.z - polynomials.zz.z);
  44732. this._activeEffect.setFloat3("vSphericalYY_ZZ", polynomials.yy.x - polynomials.zz.x, polynomials.yy.y - polynomials.zz.y, polynomials.yy.z - polynomials.zz.z);
  44733. this._activeEffect.setFloat3("vSphericalZZ", polynomials.zz.x, polynomials.zz.y, polynomials.zz.z);
  44734. this._activeEffect.setFloat3("vSphericalXY", polynomials.xy.x, polynomials.xy.y, polynomials.xy.z);
  44735. this._activeEffect.setFloat3("vSphericalYZ", polynomials.yz.x, polynomials.yz.y, polynomials.yz.z);
  44736. this._activeEffect.setFloat3("vSphericalZX", polynomials.zx.x, polynomials.zx.y, polynomials.zx.z);
  44737. }
  44738. this._uniformBuffer.updateFloat3("vReflectionMicrosurfaceInfos", reflectionTexture.getSize().width, reflectionTexture.lodGenerationScale, reflectionTexture.lodGenerationOffset);
  44739. }
  44740. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  44741. this._uniformBuffer.updateFloat2("vEmissiveInfos", this._emissiveTexture.coordinatesIndex, this._emissiveTexture.level);
  44742. BABYLON.MaterialHelper.BindTextureMatrix(this._emissiveTexture, this._uniformBuffer, "emissive");
  44743. }
  44744. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  44745. this._uniformBuffer.updateFloat2("vLightmapInfos", this._lightmapTexture.coordinatesIndex, this._lightmapTexture.level);
  44746. BABYLON.MaterialHelper.BindTextureMatrix(this._lightmapTexture, this._uniformBuffer, "lightmap");
  44747. }
  44748. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  44749. if (this._metallicTexture) {
  44750. this._uniformBuffer.updateFloat3("vReflectivityInfos", this._metallicTexture.coordinatesIndex, this._metallicTexture.level, this._ambientTextureStrength);
  44751. BABYLON.MaterialHelper.BindTextureMatrix(this._metallicTexture, this._uniformBuffer, "reflectivity");
  44752. }
  44753. else if (this._reflectivityTexture) {
  44754. this._uniformBuffer.updateFloat3("vReflectivityInfos", this._reflectivityTexture.coordinatesIndex, this._reflectivityTexture.level, 1.0);
  44755. BABYLON.MaterialHelper.BindTextureMatrix(this._reflectivityTexture, this._uniformBuffer, "reflectivity");
  44756. }
  44757. if (this._microSurfaceTexture) {
  44758. this._uniformBuffer.updateFloat2("vMicroSurfaceSamplerInfos", this._microSurfaceTexture.coordinatesIndex, this._microSurfaceTexture.level);
  44759. BABYLON.MaterialHelper.BindTextureMatrix(this._microSurfaceTexture, this._uniformBuffer, "microSurfaceSampler");
  44760. }
  44761. }
  44762. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  44763. this._uniformBuffer.updateFloat3("vBumpInfos", this._bumpTexture.coordinatesIndex, this._bumpTexture.level, this._parallaxScaleBias);
  44764. BABYLON.MaterialHelper.BindTextureMatrix(this._bumpTexture, this._uniformBuffer, "bump");
  44765. if (scene._mirroredCameraPosition) {
  44766. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? 1.0 : -1.0, this._invertNormalMapY ? 1.0 : -1.0);
  44767. }
  44768. else {
  44769. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? -1.0 : 1.0, this._invertNormalMapY ? -1.0 : 1.0);
  44770. }
  44771. }
  44772. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  44773. this._uniformBuffer.updateMatrix("refractionMatrix", refractionTexture.getReflectionTextureMatrix());
  44774. var depth = 1.0;
  44775. if (!refractionTexture.isCube) {
  44776. if (refractionTexture.depth) {
  44777. depth = refractionTexture.depth;
  44778. }
  44779. }
  44780. this._uniformBuffer.updateFloat4("vRefractionInfos", refractionTexture.level, this._indexOfRefraction, depth, this._invertRefractionY ? -1 : 1);
  44781. this._uniformBuffer.updateFloat3("vRefractionMicrosurfaceInfos", refractionTexture.getSize().width, refractionTexture.lodGenerationScale, refractionTexture.lodGenerationOffset);
  44782. }
  44783. }
  44784. // Point size
  44785. if (this.pointsCloud) {
  44786. this._uniformBuffer.updateFloat("pointSize", this.pointSize);
  44787. }
  44788. // Colors
  44789. if (defines.METALLICWORKFLOW) {
  44790. BABYLON.PBRMaterial._scaledReflectivity.r = (this._metallic === undefined || this._metallic === null) ? 1 : this._metallic;
  44791. BABYLON.PBRMaterial._scaledReflectivity.g = (this._roughness === undefined || this._roughness === null) ? 1 : this._roughness;
  44792. this._uniformBuffer.updateColor4("vReflectivityColor", BABYLON.PBRMaterial._scaledReflectivity, 0);
  44793. }
  44794. else {
  44795. this._uniformBuffer.updateColor4("vReflectivityColor", this._reflectivityColor, this._microSurface);
  44796. }
  44797. this._uniformBuffer.updateColor3("vEmissiveColor", this._emissiveColor);
  44798. this._uniformBuffer.updateColor3("vReflectionColor", this._reflectionColor);
  44799. this._uniformBuffer.updateColor4("vAlbedoColor", this._albedoColor, this.alpha * mesh.visibility);
  44800. // Misc
  44801. this._lightingInfos.x = this._directIntensity;
  44802. this._lightingInfos.y = this._emissiveIntensity;
  44803. this._lightingInfos.z = this._environmentIntensity;
  44804. this._lightingInfos.w = this._specularIntensity;
  44805. this._uniformBuffer.updateVector4("vLightingIntensity", this._lightingInfos);
  44806. }
  44807. // Textures
  44808. if (scene.texturesEnabled) {
  44809. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  44810. this._uniformBuffer.setTexture("albedoSampler", this._albedoTexture);
  44811. }
  44812. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  44813. this._uniformBuffer.setTexture("ambientSampler", this._ambientTexture);
  44814. }
  44815. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  44816. this._uniformBuffer.setTexture("opacitySampler", this._opacityTexture);
  44817. }
  44818. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  44819. if (defines.LODBASEDMICROSFURACE) {
  44820. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture);
  44821. }
  44822. else {
  44823. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture._lodTextureMid || reflectionTexture);
  44824. this._uniformBuffer.setTexture("reflectionSamplerLow", reflectionTexture._lodTextureLow || reflectionTexture);
  44825. this._uniformBuffer.setTexture("reflectionSamplerHigh", reflectionTexture._lodTextureHigh || reflectionTexture);
  44826. }
  44827. }
  44828. if (defines.ENVIRONMENTBRDF) {
  44829. this._uniformBuffer.setTexture("environmentBrdfSampler", this._environmentBRDFTexture);
  44830. }
  44831. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  44832. if (defines.LODBASEDMICROSFURACE) {
  44833. this._uniformBuffer.setTexture("refractionSampler", refractionTexture);
  44834. }
  44835. else {
  44836. this._uniformBuffer.setTexture("refractionSampler", refractionTexture._lodTextureMid || refractionTexture);
  44837. this._uniformBuffer.setTexture("refractionSamplerLow", refractionTexture._lodTextureLow || refractionTexture);
  44838. this._uniformBuffer.setTexture("refractionSamplerHigh", refractionTexture._lodTextureHigh || refractionTexture);
  44839. }
  44840. }
  44841. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  44842. this._uniformBuffer.setTexture("emissiveSampler", this._emissiveTexture);
  44843. }
  44844. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  44845. this._uniformBuffer.setTexture("lightmapSampler", this._lightmapTexture);
  44846. }
  44847. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  44848. if (this._metallicTexture) {
  44849. this._uniformBuffer.setTexture("reflectivitySampler", this._metallicTexture);
  44850. }
  44851. else if (this._reflectivityTexture) {
  44852. this._uniformBuffer.setTexture("reflectivitySampler", this._reflectivityTexture);
  44853. }
  44854. if (this._microSurfaceTexture) {
  44855. this._uniformBuffer.setTexture("microSurfaceSampler", this._microSurfaceTexture);
  44856. }
  44857. }
  44858. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  44859. this._uniformBuffer.setTexture("bumpSampler", this._bumpTexture);
  44860. }
  44861. }
  44862. // Clip plane
  44863. BABYLON.MaterialHelper.BindClipPlane(this._activeEffect, scene);
  44864. // Colors
  44865. scene.ambientColor.multiplyToRef(this._ambientColor, this._globalAmbientColor);
  44866. var eyePosition = scene._forcedViewPosition ? scene._forcedViewPosition : (scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.globalPosition);
  44867. var invertNormal = (scene.useRightHandedSystem === (scene._mirroredCameraPosition != null));
  44868. effect.setFloat4("vEyePosition", eyePosition.x, eyePosition.y, eyePosition.z, invertNormal ? -1 : 1);
  44869. effect.setColor3("vAmbientColor", this._globalAmbientColor);
  44870. }
  44871. if (mustRebind || !this.isFrozen) {
  44872. // Lights
  44873. if (scene.lightsEnabled && !this._disableLighting) {
  44874. BABYLON.MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, this._maxSimultaneousLights, this._lightFalloff !== PBRBaseMaterial.LIGHTFALLOFF_STANDARD);
  44875. }
  44876. // View
  44877. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE || reflectionTexture) {
  44878. this.bindView(effect);
  44879. }
  44880. // Fog
  44881. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect, true);
  44882. // Morph targets
  44883. if (defines.NUM_MORPH_INFLUENCERS) {
  44884. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, this._activeEffect);
  44885. }
  44886. // image processing
  44887. this._imageProcessingConfiguration.bind(this._activeEffect);
  44888. // Log. depth
  44889. BABYLON.MaterialHelper.BindLogDepth(defines, this._activeEffect, scene);
  44890. }
  44891. this._uniformBuffer.update();
  44892. this._afterBind(mesh, this._activeEffect);
  44893. };
  44894. /**
  44895. * Returns the animatable textures.
  44896. * @returns - Array of animatable textures.
  44897. */
  44898. PBRBaseMaterial.prototype.getAnimatables = function () {
  44899. var results = [];
  44900. if (this._albedoTexture && this._albedoTexture.animations && this._albedoTexture.animations.length > 0) {
  44901. results.push(this._albedoTexture);
  44902. }
  44903. if (this._ambientTexture && this._ambientTexture.animations && this._ambientTexture.animations.length > 0) {
  44904. results.push(this._ambientTexture);
  44905. }
  44906. if (this._opacityTexture && this._opacityTexture.animations && this._opacityTexture.animations.length > 0) {
  44907. results.push(this._opacityTexture);
  44908. }
  44909. if (this._reflectionTexture && this._reflectionTexture.animations && this._reflectionTexture.animations.length > 0) {
  44910. results.push(this._reflectionTexture);
  44911. }
  44912. if (this._emissiveTexture && this._emissiveTexture.animations && this._emissiveTexture.animations.length > 0) {
  44913. results.push(this._emissiveTexture);
  44914. }
  44915. if (this._metallicTexture && this._metallicTexture.animations && this._metallicTexture.animations.length > 0) {
  44916. results.push(this._metallicTexture);
  44917. }
  44918. else if (this._reflectivityTexture && this._reflectivityTexture.animations && this._reflectivityTexture.animations.length > 0) {
  44919. results.push(this._reflectivityTexture);
  44920. }
  44921. if (this._bumpTexture && this._bumpTexture.animations && this._bumpTexture.animations.length > 0) {
  44922. results.push(this._bumpTexture);
  44923. }
  44924. if (this._lightmapTexture && this._lightmapTexture.animations && this._lightmapTexture.animations.length > 0) {
  44925. results.push(this._lightmapTexture);
  44926. }
  44927. if (this._refractionTexture && this._refractionTexture.animations && this._refractionTexture.animations.length > 0) {
  44928. results.push(this._refractionTexture);
  44929. }
  44930. return results;
  44931. };
  44932. /**
  44933. * Returns the texture used for reflections.
  44934. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  44935. */
  44936. PBRBaseMaterial.prototype._getReflectionTexture = function () {
  44937. if (this._reflectionTexture) {
  44938. return this._reflectionTexture;
  44939. }
  44940. return this.getScene().environmentTexture;
  44941. };
  44942. /**
  44943. * Returns the texture used for refraction or null if none is used.
  44944. * @returns - Refection texture if present. If no refraction texture and refraction
  44945. * is linked with transparency, returns environment texture. Otherwise, returns null.
  44946. */
  44947. PBRBaseMaterial.prototype._getRefractionTexture = function () {
  44948. if (this._refractionTexture) {
  44949. return this._refractionTexture;
  44950. }
  44951. if (this._linkRefractionWithTransparency) {
  44952. return this.getScene().environmentTexture;
  44953. }
  44954. return null;
  44955. };
  44956. /**
  44957. * Disposes the resources of the material.
  44958. * @param forceDisposeEffect - Forces the disposal of effects.
  44959. * @param forceDisposeTextures - Forces the disposal of all textures.
  44960. */
  44961. PBRBaseMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  44962. if (forceDisposeTextures) {
  44963. if (this._albedoTexture) {
  44964. this._albedoTexture.dispose();
  44965. }
  44966. if (this._ambientTexture) {
  44967. this._ambientTexture.dispose();
  44968. }
  44969. if (this._opacityTexture) {
  44970. this._opacityTexture.dispose();
  44971. }
  44972. if (this._reflectionTexture) {
  44973. this._reflectionTexture.dispose();
  44974. }
  44975. if (this._environmentBRDFTexture && this.getScene()._environmentBRDFTexture !== this._environmentBRDFTexture) {
  44976. this._environmentBRDFTexture.dispose();
  44977. }
  44978. if (this._emissiveTexture) {
  44979. this._emissiveTexture.dispose();
  44980. }
  44981. if (this._metallicTexture) {
  44982. this._metallicTexture.dispose();
  44983. }
  44984. if (this._reflectivityTexture) {
  44985. this._reflectivityTexture.dispose();
  44986. }
  44987. if (this._bumpTexture) {
  44988. this._bumpTexture.dispose();
  44989. }
  44990. if (this._lightmapTexture) {
  44991. this._lightmapTexture.dispose();
  44992. }
  44993. if (this._refractionTexture) {
  44994. this._refractionTexture.dispose();
  44995. }
  44996. }
  44997. this._renderTargets.dispose();
  44998. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  44999. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  45000. }
  45001. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);
  45002. };
  45003. /**
  45004. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  45005. */
  45006. PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL = 0;
  45007. /**
  45008. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  45009. * to enhance interoperability with other engines.
  45010. */
  45011. PBRBaseMaterial.LIGHTFALLOFF_GLTF = 1;
  45012. /**
  45013. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  45014. * to enhance interoperability with other materials.
  45015. */
  45016. PBRBaseMaterial.LIGHTFALLOFF_STANDARD = 2;
  45017. /**
  45018. * Stores the reflectivity values based on metallic roughness workflow.
  45019. */
  45020. PBRBaseMaterial._scaledReflectivity = new BABYLON.Color3();
  45021. __decorate([
  45022. BABYLON.serializeAsImageProcessingConfiguration()
  45023. ], PBRBaseMaterial.prototype, "_imageProcessingConfiguration", void 0);
  45024. __decorate([
  45025. BABYLON.serialize()
  45026. ], PBRBaseMaterial.prototype, "useLogarithmicDepth", null);
  45027. __decorate([
  45028. BABYLON.serialize()
  45029. ], PBRBaseMaterial.prototype, "transparencyMode", null);
  45030. return PBRBaseMaterial;
  45031. }(BABYLON.PushMaterial));
  45032. BABYLON.PBRBaseMaterial = PBRBaseMaterial;
  45033. })(BABYLON || (BABYLON = {}));
  45034. //# sourceMappingURL=babylon.pbrBaseMaterial.js.map
  45035. var BABYLON;
  45036. (function (BABYLON) {
  45037. /**
  45038. * The Physically based simple base material of BJS.
  45039. *
  45040. * This enables better naming and convention enforcements on top of the pbrMaterial.
  45041. * It is used as the base class for both the specGloss and metalRough conventions.
  45042. */
  45043. var PBRBaseSimpleMaterial = /** @class */ (function (_super) {
  45044. __extends(PBRBaseSimpleMaterial, _super);
  45045. /**
  45046. * Instantiates a new PBRMaterial instance.
  45047. *
  45048. * @param name The material name
  45049. * @param scene The scene the material will be use in.
  45050. */
  45051. function PBRBaseSimpleMaterial(name, scene) {
  45052. var _this = _super.call(this, name, scene) || this;
  45053. /**
  45054. * Number of Simultaneous lights allowed on the material.
  45055. */
  45056. _this.maxSimultaneousLights = 4;
  45057. /**
  45058. * If sets to true, disables all the lights affecting the material.
  45059. */
  45060. _this.disableLighting = false;
  45061. /**
  45062. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  45063. */
  45064. _this.invertNormalMapX = false;
  45065. /**
  45066. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  45067. */
  45068. _this.invertNormalMapY = false;
  45069. /**
  45070. * Emissivie color used to self-illuminate the model.
  45071. */
  45072. _this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  45073. /**
  45074. * Occlusion Channel Strenght.
  45075. */
  45076. _this.occlusionStrength = 1.0;
  45077. _this.useLightmapAsShadowmap = false;
  45078. _this._useAlphaFromAlbedoTexture = true;
  45079. _this._useAmbientInGrayScale = true;
  45080. return _this;
  45081. }
  45082. Object.defineProperty(PBRBaseSimpleMaterial.prototype, "doubleSided", {
  45083. /**
  45084. * Gets the current double sided mode.
  45085. */
  45086. get: function () {
  45087. return this._twoSidedLighting;
  45088. },
  45089. /**
  45090. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  45091. */
  45092. set: function (value) {
  45093. if (this._twoSidedLighting === value) {
  45094. return;
  45095. }
  45096. this._twoSidedLighting = value;
  45097. this.backFaceCulling = !value;
  45098. this._markAllSubMeshesAsTexturesDirty();
  45099. },
  45100. enumerable: true,
  45101. configurable: true
  45102. });
  45103. /**
  45104. * Return the active textures of the material.
  45105. */
  45106. PBRBaseSimpleMaterial.prototype.getActiveTextures = function () {
  45107. var activeTextures = _super.prototype.getActiveTextures.call(this);
  45108. if (this.environmentTexture) {
  45109. activeTextures.push(this.environmentTexture);
  45110. }
  45111. if (this.normalTexture) {
  45112. activeTextures.push(this.normalTexture);
  45113. }
  45114. if (this.emissiveTexture) {
  45115. activeTextures.push(this.emissiveTexture);
  45116. }
  45117. if (this.occlusionTexture) {
  45118. activeTextures.push(this.occlusionTexture);
  45119. }
  45120. if (this.lightmapTexture) {
  45121. activeTextures.push(this.lightmapTexture);
  45122. }
  45123. return activeTextures;
  45124. };
  45125. PBRBaseSimpleMaterial.prototype.hasTexture = function (texture) {
  45126. if (_super.prototype.hasTexture.call(this, texture)) {
  45127. return true;
  45128. }
  45129. if (this.lightmapTexture === texture) {
  45130. return true;
  45131. }
  45132. return false;
  45133. };
  45134. PBRBaseSimpleMaterial.prototype.getClassName = function () {
  45135. return "PBRBaseSimpleMaterial";
  45136. };
  45137. __decorate([
  45138. BABYLON.serialize(),
  45139. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  45140. ], PBRBaseSimpleMaterial.prototype, "maxSimultaneousLights", void 0);
  45141. __decorate([
  45142. BABYLON.serialize(),
  45143. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  45144. ], PBRBaseSimpleMaterial.prototype, "disableLighting", void 0);
  45145. __decorate([
  45146. BABYLON.serializeAsTexture(),
  45147. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_reflectionTexture")
  45148. ], PBRBaseSimpleMaterial.prototype, "environmentTexture", void 0);
  45149. __decorate([
  45150. BABYLON.serialize(),
  45151. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45152. ], PBRBaseSimpleMaterial.prototype, "invertNormalMapX", void 0);
  45153. __decorate([
  45154. BABYLON.serialize(),
  45155. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45156. ], PBRBaseSimpleMaterial.prototype, "invertNormalMapY", void 0);
  45157. __decorate([
  45158. BABYLON.serializeAsTexture(),
  45159. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_bumpTexture")
  45160. ], PBRBaseSimpleMaterial.prototype, "normalTexture", void 0);
  45161. __decorate([
  45162. BABYLON.serializeAsColor3("emissive"),
  45163. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45164. ], PBRBaseSimpleMaterial.prototype, "emissiveColor", void 0);
  45165. __decorate([
  45166. BABYLON.serializeAsTexture(),
  45167. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45168. ], PBRBaseSimpleMaterial.prototype, "emissiveTexture", void 0);
  45169. __decorate([
  45170. BABYLON.serialize(),
  45171. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_ambientTextureStrength")
  45172. ], PBRBaseSimpleMaterial.prototype, "occlusionStrength", void 0);
  45173. __decorate([
  45174. BABYLON.serializeAsTexture(),
  45175. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_ambientTexture")
  45176. ], PBRBaseSimpleMaterial.prototype, "occlusionTexture", void 0);
  45177. __decorate([
  45178. BABYLON.serialize(),
  45179. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_alphaCutOff")
  45180. ], PBRBaseSimpleMaterial.prototype, "alphaCutOff", void 0);
  45181. __decorate([
  45182. BABYLON.serialize()
  45183. ], PBRBaseSimpleMaterial.prototype, "doubleSided", null);
  45184. __decorate([
  45185. BABYLON.serializeAsTexture(),
  45186. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", null)
  45187. ], PBRBaseSimpleMaterial.prototype, "lightmapTexture", void 0);
  45188. __decorate([
  45189. BABYLON.serialize(),
  45190. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45191. ], PBRBaseSimpleMaterial.prototype, "useLightmapAsShadowmap", void 0);
  45192. return PBRBaseSimpleMaterial;
  45193. }(BABYLON.PBRBaseMaterial));
  45194. BABYLON.PBRBaseSimpleMaterial = PBRBaseSimpleMaterial;
  45195. })(BABYLON || (BABYLON = {}));
  45196. //# sourceMappingURL=babylon.pbrBaseSimpleMaterial.js.map
  45197. var BABYLON;
  45198. (function (BABYLON) {
  45199. /**
  45200. * The Physically based material of BJS.
  45201. *
  45202. * This offers the main features of a standard PBR material.
  45203. * For more information, please refer to the documentation :
  45204. * http://doc.babylonjs.com/extensions/Physically_Based_Rendering
  45205. */
  45206. var PBRMaterial = /** @class */ (function (_super) {
  45207. __extends(PBRMaterial, _super);
  45208. /**
  45209. * Instantiates a new PBRMaterial instance.
  45210. *
  45211. * @param name The material name
  45212. * @param scene The scene the material will be use in.
  45213. */
  45214. function PBRMaterial(name, scene) {
  45215. var _this = _super.call(this, name, scene) || this;
  45216. /**
  45217. * Intensity of the direct lights e.g. the four lights available in your scene.
  45218. * This impacts both the direct diffuse and specular highlights.
  45219. */
  45220. _this.directIntensity = 1.0;
  45221. /**
  45222. * Intensity of the emissive part of the material.
  45223. * This helps controlling the emissive effect without modifying the emissive color.
  45224. */
  45225. _this.emissiveIntensity = 1.0;
  45226. /**
  45227. * Intensity of the environment e.g. how much the environment will light the object
  45228. * either through harmonics for rough material or through the refelction for shiny ones.
  45229. */
  45230. _this.environmentIntensity = 1.0;
  45231. /**
  45232. * This is a special control allowing the reduction of the specular highlights coming from the
  45233. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  45234. */
  45235. _this.specularIntensity = 1.0;
  45236. /**
  45237. * Debug Control allowing disabling the bump map on this material.
  45238. */
  45239. _this.disableBumpMap = false;
  45240. /**
  45241. * AKA Occlusion Texture Intensity in other nomenclature.
  45242. */
  45243. _this.ambientTextureStrength = 1.0;
  45244. /**
  45245. * Defines how much the AO map is occluding the analytical lights (point spot...).
  45246. * 1 means it completely occludes it
  45247. * 0 mean it has no impact
  45248. */
  45249. _this.ambientTextureImpactOnAnalyticalLights = PBRMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS;
  45250. /**
  45251. * The color of a material in ambient lighting.
  45252. */
  45253. _this.ambientColor = new BABYLON.Color3(0, 0, 0);
  45254. /**
  45255. * AKA Diffuse Color in other nomenclature.
  45256. */
  45257. _this.albedoColor = new BABYLON.Color3(1, 1, 1);
  45258. /**
  45259. * AKA Specular Color in other nomenclature.
  45260. */
  45261. _this.reflectivityColor = new BABYLON.Color3(1, 1, 1);
  45262. /**
  45263. * The color reflected from the material.
  45264. */
  45265. _this.reflectionColor = new BABYLON.Color3(1.0, 1.0, 1.0);
  45266. /**
  45267. * The color emitted from the material.
  45268. */
  45269. _this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  45270. /**
  45271. * AKA Glossiness in other nomenclature.
  45272. */
  45273. _this.microSurface = 1.0;
  45274. /**
  45275. * source material index of refraction (IOR)' / 'destination material IOR.
  45276. */
  45277. _this.indexOfRefraction = 0.66;
  45278. /**
  45279. * Controls if refraction needs to be inverted on Y. This could be usefull for procedural texture.
  45280. */
  45281. _this.invertRefractionY = false;
  45282. /**
  45283. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  45284. * Materials half opaque for instance using refraction could benefit from this control.
  45285. */
  45286. _this.linkRefractionWithTransparency = false;
  45287. _this.useLightmapAsShadowmap = false;
  45288. /**
  45289. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  45290. */
  45291. _this.useAlphaFromAlbedoTexture = false;
  45292. /**
  45293. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  45294. */
  45295. _this.forceAlphaTest = false;
  45296. /**
  45297. * Defines the alpha limits in alpha test mode.
  45298. */
  45299. _this.alphaCutOff = 0.4;
  45300. /**
  45301. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  45302. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  45303. */
  45304. _this.useSpecularOverAlpha = true;
  45305. /**
  45306. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  45307. */
  45308. _this.useMicroSurfaceFromReflectivityMapAlpha = false;
  45309. /**
  45310. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  45311. */
  45312. _this.useRoughnessFromMetallicTextureAlpha = true;
  45313. /**
  45314. * Specifies if the metallic texture contains the roughness information in its green channel.
  45315. */
  45316. _this.useRoughnessFromMetallicTextureGreen = false;
  45317. /**
  45318. * Specifies if the metallic texture contains the metallness information in its blue channel.
  45319. */
  45320. _this.useMetallnessFromMetallicTextureBlue = false;
  45321. /**
  45322. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  45323. */
  45324. _this.useAmbientOcclusionFromMetallicTextureRed = false;
  45325. /**
  45326. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  45327. */
  45328. _this.useAmbientInGrayScale = false;
  45329. /**
  45330. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  45331. * The material will try to infer what glossiness each pixel should be.
  45332. */
  45333. _this.useAutoMicroSurfaceFromReflectivityMap = false;
  45334. /**
  45335. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  45336. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  45337. */
  45338. _this.useRadianceOverAlpha = true;
  45339. /**
  45340. * Allows using an object space normal map (instead of tangent space).
  45341. */
  45342. _this.useObjectSpaceNormalMap = false;
  45343. /**
  45344. * Allows using the bump map in parallax mode.
  45345. */
  45346. _this.useParallax = false;
  45347. /**
  45348. * Allows using the bump map in parallax occlusion mode.
  45349. */
  45350. _this.useParallaxOcclusion = false;
  45351. /**
  45352. * Controls the scale bias of the parallax mode.
  45353. */
  45354. _this.parallaxScaleBias = 0.05;
  45355. /**
  45356. * If sets to true, disables all the lights affecting the material.
  45357. */
  45358. _this.disableLighting = false;
  45359. /**
  45360. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  45361. */
  45362. _this.forceIrradianceInFragment = false;
  45363. /**
  45364. * Number of Simultaneous lights allowed on the material.
  45365. */
  45366. _this.maxSimultaneousLights = 4;
  45367. /**
  45368. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  45369. */
  45370. _this.invertNormalMapX = false;
  45371. /**
  45372. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  45373. */
  45374. _this.invertNormalMapY = false;
  45375. /**
  45376. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  45377. */
  45378. _this.twoSidedLighting = false;
  45379. /**
  45380. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  45381. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  45382. */
  45383. _this.useAlphaFresnel = false;
  45384. /**
  45385. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  45386. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  45387. */
  45388. _this.useLinearAlphaFresnel = false;
  45389. /**
  45390. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  45391. * And/Or occlude the blended part.
  45392. */
  45393. _this.environmentBRDFTexture = null;
  45394. /**
  45395. * Force normal to face away from face.
  45396. */
  45397. _this.forceNormalForward = false;
  45398. /**
  45399. * Enables specular anti aliasing in the PBR shader.
  45400. * It will both interacts on the Geometry for analytical and IBL lighting.
  45401. * It also prefilter the roughness map based on the bump values.
  45402. */
  45403. _this.enableSpecularAntiAliasing = false;
  45404. /**
  45405. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  45406. * makes the reflect vector face the model (under horizon).
  45407. */
  45408. _this.useHorizonOcclusion = true;
  45409. /**
  45410. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  45411. * too much the area relying on ambient texture to define their ambient occlusion.
  45412. */
  45413. _this.useRadianceOcclusion = true;
  45414. /**
  45415. * If set to true, no lighting calculations will be applied.
  45416. */
  45417. _this.unlit = false;
  45418. _this._environmentBRDFTexture = BABYLON.TextureTools.GetEnvironmentBRDFTexture(scene);
  45419. return _this;
  45420. }
  45421. Object.defineProperty(PBRMaterial.prototype, "usePhysicalLightFalloff", {
  45422. /**
  45423. * BJS is using an harcoded light falloff based on a manually sets up range.
  45424. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  45425. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  45426. */
  45427. get: function () {
  45428. return this._lightFalloff === BABYLON.PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;
  45429. },
  45430. /**
  45431. * BJS is using an harcoded light falloff based on a manually sets up range.
  45432. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  45433. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  45434. */
  45435. set: function (value) {
  45436. if (value !== this.usePhysicalLightFalloff) {
  45437. // Ensure the effect will be rebuilt.
  45438. this._markAllSubMeshesAsTexturesDirty();
  45439. if (value) {
  45440. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;
  45441. }
  45442. else {
  45443. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_STANDARD;
  45444. }
  45445. }
  45446. },
  45447. enumerable: true,
  45448. configurable: true
  45449. });
  45450. Object.defineProperty(PBRMaterial.prototype, "useGLTFLightFalloff", {
  45451. /**
  45452. * In order to support the falloff compatibility with gltf, a special mode has been added
  45453. * to reproduce the gltf light falloff.
  45454. */
  45455. get: function () {
  45456. return this._lightFalloff === BABYLON.PBRBaseMaterial.LIGHTFALLOFF_GLTF;
  45457. },
  45458. /**
  45459. * In order to support the falloff compatibility with gltf, a special mode has been added
  45460. * to reproduce the gltf light falloff.
  45461. */
  45462. set: function (value) {
  45463. if (value !== this.useGLTFLightFalloff) {
  45464. // Ensure the effect will be rebuilt.
  45465. this._markAllSubMeshesAsTexturesDirty();
  45466. if (value) {
  45467. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_GLTF;
  45468. }
  45469. else {
  45470. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_STANDARD;
  45471. }
  45472. }
  45473. },
  45474. enumerable: true,
  45475. configurable: true
  45476. });
  45477. Object.defineProperty(PBRMaterial.prototype, "imageProcessingConfiguration", {
  45478. /**
  45479. * Gets the image processing configuration used either in this material.
  45480. */
  45481. get: function () {
  45482. return this._imageProcessingConfiguration;
  45483. },
  45484. /**
  45485. * Sets the Default image processing configuration used either in the this material.
  45486. *
  45487. * If sets to null, the scene one is in use.
  45488. */
  45489. set: function (value) {
  45490. this._attachImageProcessingConfiguration(value);
  45491. // Ensure the effect will be rebuilt.
  45492. this._markAllSubMeshesAsTexturesDirty();
  45493. },
  45494. enumerable: true,
  45495. configurable: true
  45496. });
  45497. Object.defineProperty(PBRMaterial.prototype, "cameraColorCurvesEnabled", {
  45498. /**
  45499. * Gets wether the color curves effect is enabled.
  45500. */
  45501. get: function () {
  45502. return this.imageProcessingConfiguration.colorCurvesEnabled;
  45503. },
  45504. /**
  45505. * Sets wether the color curves effect is enabled.
  45506. */
  45507. set: function (value) {
  45508. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  45509. },
  45510. enumerable: true,
  45511. configurable: true
  45512. });
  45513. Object.defineProperty(PBRMaterial.prototype, "cameraColorGradingEnabled", {
  45514. /**
  45515. * Gets wether the color grading effect is enabled.
  45516. */
  45517. get: function () {
  45518. return this.imageProcessingConfiguration.colorGradingEnabled;
  45519. },
  45520. /**
  45521. * Gets wether the color grading effect is enabled.
  45522. */
  45523. set: function (value) {
  45524. this.imageProcessingConfiguration.colorGradingEnabled = value;
  45525. },
  45526. enumerable: true,
  45527. configurable: true
  45528. });
  45529. Object.defineProperty(PBRMaterial.prototype, "cameraToneMappingEnabled", {
  45530. /**
  45531. * Gets wether tonemapping is enabled or not.
  45532. */
  45533. get: function () {
  45534. return this._imageProcessingConfiguration.toneMappingEnabled;
  45535. },
  45536. /**
  45537. * Sets wether tonemapping is enabled or not
  45538. */
  45539. set: function (value) {
  45540. this._imageProcessingConfiguration.toneMappingEnabled = value;
  45541. },
  45542. enumerable: true,
  45543. configurable: true
  45544. });
  45545. ;
  45546. ;
  45547. Object.defineProperty(PBRMaterial.prototype, "cameraExposure", {
  45548. /**
  45549. * The camera exposure used on this material.
  45550. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  45551. * This corresponds to a photographic exposure.
  45552. */
  45553. get: function () {
  45554. return this._imageProcessingConfiguration.exposure;
  45555. },
  45556. /**
  45557. * The camera exposure used on this material.
  45558. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  45559. * This corresponds to a photographic exposure.
  45560. */
  45561. set: function (value) {
  45562. this._imageProcessingConfiguration.exposure = value;
  45563. },
  45564. enumerable: true,
  45565. configurable: true
  45566. });
  45567. ;
  45568. ;
  45569. Object.defineProperty(PBRMaterial.prototype, "cameraContrast", {
  45570. /**
  45571. * Gets The camera contrast used on this material.
  45572. */
  45573. get: function () {
  45574. return this._imageProcessingConfiguration.contrast;
  45575. },
  45576. /**
  45577. * Sets The camera contrast used on this material.
  45578. */
  45579. set: function (value) {
  45580. this._imageProcessingConfiguration.contrast = value;
  45581. },
  45582. enumerable: true,
  45583. configurable: true
  45584. });
  45585. Object.defineProperty(PBRMaterial.prototype, "cameraColorGradingTexture", {
  45586. /**
  45587. * Gets the Color Grading 2D Lookup Texture.
  45588. */
  45589. get: function () {
  45590. return this._imageProcessingConfiguration.colorGradingTexture;
  45591. },
  45592. /**
  45593. * Sets the Color Grading 2D Lookup Texture.
  45594. */
  45595. set: function (value) {
  45596. this._imageProcessingConfiguration.colorGradingTexture = value;
  45597. },
  45598. enumerable: true,
  45599. configurable: true
  45600. });
  45601. Object.defineProperty(PBRMaterial.prototype, "cameraColorCurves", {
  45602. /**
  45603. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  45604. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  45605. * 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;
  45606. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  45607. */
  45608. get: function () {
  45609. return this._imageProcessingConfiguration.colorCurves;
  45610. },
  45611. /**
  45612. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  45613. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  45614. * 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;
  45615. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  45616. */
  45617. set: function (value) {
  45618. this._imageProcessingConfiguration.colorCurves = value;
  45619. },
  45620. enumerable: true,
  45621. configurable: true
  45622. });
  45623. /**
  45624. * Returns the name of this material class.
  45625. */
  45626. PBRMaterial.prototype.getClassName = function () {
  45627. return "PBRMaterial";
  45628. };
  45629. /**
  45630. * Returns an array of the actively used textures.
  45631. * @returns - Array of BaseTextures
  45632. */
  45633. PBRMaterial.prototype.getActiveTextures = function () {
  45634. var activeTextures = _super.prototype.getActiveTextures.call(this);
  45635. if (this._albedoTexture) {
  45636. activeTextures.push(this._albedoTexture);
  45637. }
  45638. if (this._ambientTexture) {
  45639. activeTextures.push(this._ambientTexture);
  45640. }
  45641. if (this._opacityTexture) {
  45642. activeTextures.push(this._opacityTexture);
  45643. }
  45644. if (this._reflectionTexture) {
  45645. activeTextures.push(this._reflectionTexture);
  45646. }
  45647. if (this._emissiveTexture) {
  45648. activeTextures.push(this._emissiveTexture);
  45649. }
  45650. if (this._reflectivityTexture) {
  45651. activeTextures.push(this._reflectivityTexture);
  45652. }
  45653. if (this._metallicTexture) {
  45654. activeTextures.push(this._metallicTexture);
  45655. }
  45656. if (this._microSurfaceTexture) {
  45657. activeTextures.push(this._microSurfaceTexture);
  45658. }
  45659. if (this._bumpTexture) {
  45660. activeTextures.push(this._bumpTexture);
  45661. }
  45662. if (this._lightmapTexture) {
  45663. activeTextures.push(this._lightmapTexture);
  45664. }
  45665. if (this._refractionTexture) {
  45666. activeTextures.push(this._refractionTexture);
  45667. }
  45668. return activeTextures;
  45669. };
  45670. /**
  45671. * Checks to see if a texture is used in the material.
  45672. * @param texture - Base texture to use.
  45673. * @returns - Boolean specifying if a texture is used in the material.
  45674. */
  45675. PBRMaterial.prototype.hasTexture = function (texture) {
  45676. if (_super.prototype.hasTexture.call(this, texture)) {
  45677. return true;
  45678. }
  45679. if (this._albedoTexture === texture) {
  45680. return true;
  45681. }
  45682. if (this._ambientTexture === texture) {
  45683. return true;
  45684. }
  45685. if (this._opacityTexture === texture) {
  45686. return true;
  45687. }
  45688. if (this._reflectionTexture === texture) {
  45689. return true;
  45690. }
  45691. if (this._reflectivityTexture === texture) {
  45692. return true;
  45693. }
  45694. if (this._metallicTexture === texture) {
  45695. return true;
  45696. }
  45697. if (this._microSurfaceTexture === texture) {
  45698. return true;
  45699. }
  45700. if (this._bumpTexture === texture) {
  45701. return true;
  45702. }
  45703. if (this._lightmapTexture === texture) {
  45704. return true;
  45705. }
  45706. if (this._refractionTexture === texture) {
  45707. return true;
  45708. }
  45709. return false;
  45710. };
  45711. /**
  45712. * Makes a duplicate of the current material.
  45713. * @param name - name to use for the new material.
  45714. */
  45715. PBRMaterial.prototype.clone = function (name) {
  45716. var _this = this;
  45717. var clone = BABYLON.SerializationHelper.Clone(function () { return new PBRMaterial(name, _this.getScene()); }, this);
  45718. clone.id = name;
  45719. clone.name = name;
  45720. return clone;
  45721. };
  45722. /**
  45723. * Serializes this PBR Material.
  45724. * @returns - An object with the serialized material.
  45725. */
  45726. PBRMaterial.prototype.serialize = function () {
  45727. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  45728. serializationObject.customType = "BABYLON.PBRMaterial";
  45729. return serializationObject;
  45730. };
  45731. // Statics
  45732. /**
  45733. * Parses a PBR Material from a serialized object.
  45734. * @param source - Serialized object.
  45735. * @param scene - BJS scene instance.
  45736. * @param rootUrl - url for the scene object
  45737. * @returns - PBRMaterial
  45738. */
  45739. PBRMaterial.Parse = function (source, scene, rootUrl) {
  45740. return BABYLON.SerializationHelper.Parse(function () { return new PBRMaterial(source.name, scene); }, source, scene, rootUrl);
  45741. };
  45742. /**
  45743. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  45744. */
  45745. PBRMaterial.PBRMATERIAL_OPAQUE = 0;
  45746. /**
  45747. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  45748. */
  45749. PBRMaterial.PBRMATERIAL_ALPHATEST = 1;
  45750. /**
  45751. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  45752. */
  45753. PBRMaterial.PBRMATERIAL_ALPHABLEND = 2;
  45754. /**
  45755. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  45756. * They are also discarded below the alpha cutoff threshold to improve performances.
  45757. */
  45758. PBRMaterial.PBRMATERIAL_ALPHATESTANDBLEND = 3;
  45759. /**
  45760. * Defines the default value of how much AO map is occluding the analytical lights
  45761. * (point spot...).
  45762. */
  45763. PBRMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS = 1;
  45764. __decorate([
  45765. BABYLON.serialize(),
  45766. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45767. ], PBRMaterial.prototype, "directIntensity", void 0);
  45768. __decorate([
  45769. BABYLON.serialize(),
  45770. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45771. ], PBRMaterial.prototype, "emissiveIntensity", void 0);
  45772. __decorate([
  45773. BABYLON.serialize(),
  45774. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45775. ], PBRMaterial.prototype, "environmentIntensity", void 0);
  45776. __decorate([
  45777. BABYLON.serialize(),
  45778. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45779. ], PBRMaterial.prototype, "specularIntensity", void 0);
  45780. __decorate([
  45781. BABYLON.serialize(),
  45782. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45783. ], PBRMaterial.prototype, "disableBumpMap", void 0);
  45784. __decorate([
  45785. BABYLON.serializeAsTexture(),
  45786. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45787. ], PBRMaterial.prototype, "albedoTexture", void 0);
  45788. __decorate([
  45789. BABYLON.serializeAsTexture(),
  45790. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45791. ], PBRMaterial.prototype, "ambientTexture", void 0);
  45792. __decorate([
  45793. BABYLON.serialize(),
  45794. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45795. ], PBRMaterial.prototype, "ambientTextureStrength", void 0);
  45796. __decorate([
  45797. BABYLON.serialize(),
  45798. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45799. ], PBRMaterial.prototype, "ambientTextureImpactOnAnalyticalLights", void 0);
  45800. __decorate([
  45801. BABYLON.serializeAsTexture(),
  45802. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  45803. ], PBRMaterial.prototype, "opacityTexture", void 0);
  45804. __decorate([
  45805. BABYLON.serializeAsTexture(),
  45806. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45807. ], PBRMaterial.prototype, "reflectionTexture", void 0);
  45808. __decorate([
  45809. BABYLON.serializeAsTexture(),
  45810. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45811. ], PBRMaterial.prototype, "emissiveTexture", void 0);
  45812. __decorate([
  45813. BABYLON.serializeAsTexture(),
  45814. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45815. ], PBRMaterial.prototype, "reflectivityTexture", void 0);
  45816. __decorate([
  45817. BABYLON.serializeAsTexture(),
  45818. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45819. ], PBRMaterial.prototype, "metallicTexture", void 0);
  45820. __decorate([
  45821. BABYLON.serialize(),
  45822. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45823. ], PBRMaterial.prototype, "metallic", void 0);
  45824. __decorate([
  45825. BABYLON.serialize(),
  45826. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45827. ], PBRMaterial.prototype, "roughness", void 0);
  45828. __decorate([
  45829. BABYLON.serializeAsTexture(),
  45830. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45831. ], PBRMaterial.prototype, "microSurfaceTexture", void 0);
  45832. __decorate([
  45833. BABYLON.serializeAsTexture(),
  45834. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45835. ], PBRMaterial.prototype, "bumpTexture", void 0);
  45836. __decorate([
  45837. BABYLON.serializeAsTexture(),
  45838. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", null)
  45839. ], PBRMaterial.prototype, "lightmapTexture", void 0);
  45840. __decorate([
  45841. BABYLON.serializeAsTexture(),
  45842. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45843. ], PBRMaterial.prototype, "refractionTexture", void 0);
  45844. __decorate([
  45845. BABYLON.serializeAsColor3("ambient"),
  45846. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45847. ], PBRMaterial.prototype, "ambientColor", void 0);
  45848. __decorate([
  45849. BABYLON.serializeAsColor3("albedo"),
  45850. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45851. ], PBRMaterial.prototype, "albedoColor", void 0);
  45852. __decorate([
  45853. BABYLON.serializeAsColor3("reflectivity"),
  45854. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45855. ], PBRMaterial.prototype, "reflectivityColor", void 0);
  45856. __decorate([
  45857. BABYLON.serializeAsColor3("reflection"),
  45858. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45859. ], PBRMaterial.prototype, "reflectionColor", void 0);
  45860. __decorate([
  45861. BABYLON.serializeAsColor3("emissive"),
  45862. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45863. ], PBRMaterial.prototype, "emissiveColor", void 0);
  45864. __decorate([
  45865. BABYLON.serialize(),
  45866. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45867. ], PBRMaterial.prototype, "microSurface", void 0);
  45868. __decorate([
  45869. BABYLON.serialize(),
  45870. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45871. ], PBRMaterial.prototype, "indexOfRefraction", void 0);
  45872. __decorate([
  45873. BABYLON.serialize(),
  45874. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45875. ], PBRMaterial.prototype, "invertRefractionY", void 0);
  45876. __decorate([
  45877. BABYLON.serialize(),
  45878. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45879. ], PBRMaterial.prototype, "linkRefractionWithTransparency", void 0);
  45880. __decorate([
  45881. BABYLON.serialize(),
  45882. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45883. ], PBRMaterial.prototype, "useLightmapAsShadowmap", void 0);
  45884. __decorate([
  45885. BABYLON.serialize(),
  45886. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  45887. ], PBRMaterial.prototype, "useAlphaFromAlbedoTexture", void 0);
  45888. __decorate([
  45889. BABYLON.serialize(),
  45890. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  45891. ], PBRMaterial.prototype, "forceAlphaTest", void 0);
  45892. __decorate([
  45893. BABYLON.serialize(),
  45894. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  45895. ], PBRMaterial.prototype, "alphaCutOff", void 0);
  45896. __decorate([
  45897. BABYLON.serialize(),
  45898. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45899. ], PBRMaterial.prototype, "useSpecularOverAlpha", void 0);
  45900. __decorate([
  45901. BABYLON.serialize(),
  45902. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45903. ], PBRMaterial.prototype, "useMicroSurfaceFromReflectivityMapAlpha", void 0);
  45904. __decorate([
  45905. BABYLON.serialize(),
  45906. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45907. ], PBRMaterial.prototype, "useRoughnessFromMetallicTextureAlpha", void 0);
  45908. __decorate([
  45909. BABYLON.serialize(),
  45910. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45911. ], PBRMaterial.prototype, "useRoughnessFromMetallicTextureGreen", void 0);
  45912. __decorate([
  45913. BABYLON.serialize(),
  45914. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45915. ], PBRMaterial.prototype, "useMetallnessFromMetallicTextureBlue", void 0);
  45916. __decorate([
  45917. BABYLON.serialize(),
  45918. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45919. ], PBRMaterial.prototype, "useAmbientOcclusionFromMetallicTextureRed", void 0);
  45920. __decorate([
  45921. BABYLON.serialize(),
  45922. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45923. ], PBRMaterial.prototype, "useAmbientInGrayScale", void 0);
  45924. __decorate([
  45925. BABYLON.serialize(),
  45926. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45927. ], PBRMaterial.prototype, "useAutoMicroSurfaceFromReflectivityMap", void 0);
  45928. __decorate([
  45929. BABYLON.serialize()
  45930. ], PBRMaterial.prototype, "usePhysicalLightFalloff", null);
  45931. __decorate([
  45932. BABYLON.serialize()
  45933. ], PBRMaterial.prototype, "useGLTFLightFalloff", null);
  45934. __decorate([
  45935. BABYLON.serialize(),
  45936. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45937. ], PBRMaterial.prototype, "useRadianceOverAlpha", void 0);
  45938. __decorate([
  45939. BABYLON.serialize(),
  45940. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45941. ], PBRMaterial.prototype, "useObjectSpaceNormalMap", void 0);
  45942. __decorate([
  45943. BABYLON.serialize(),
  45944. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45945. ], PBRMaterial.prototype, "useParallax", void 0);
  45946. __decorate([
  45947. BABYLON.serialize(),
  45948. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45949. ], PBRMaterial.prototype, "useParallaxOcclusion", void 0);
  45950. __decorate([
  45951. BABYLON.serialize(),
  45952. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45953. ], PBRMaterial.prototype, "parallaxScaleBias", void 0);
  45954. __decorate([
  45955. BABYLON.serialize(),
  45956. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  45957. ], PBRMaterial.prototype, "disableLighting", void 0);
  45958. __decorate([
  45959. BABYLON.serialize(),
  45960. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45961. ], PBRMaterial.prototype, "forceIrradianceInFragment", void 0);
  45962. __decorate([
  45963. BABYLON.serialize(),
  45964. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  45965. ], PBRMaterial.prototype, "maxSimultaneousLights", void 0);
  45966. __decorate([
  45967. BABYLON.serialize(),
  45968. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45969. ], PBRMaterial.prototype, "invertNormalMapX", void 0);
  45970. __decorate([
  45971. BABYLON.serialize(),
  45972. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45973. ], PBRMaterial.prototype, "invertNormalMapY", void 0);
  45974. __decorate([
  45975. BABYLON.serialize(),
  45976. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45977. ], PBRMaterial.prototype, "twoSidedLighting", void 0);
  45978. __decorate([
  45979. BABYLON.serialize(),
  45980. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45981. ], PBRMaterial.prototype, "useAlphaFresnel", void 0);
  45982. __decorate([
  45983. BABYLON.serialize(),
  45984. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45985. ], PBRMaterial.prototype, "useLinearAlphaFresnel", void 0);
  45986. __decorate([
  45987. BABYLON.serializeAsTexture(),
  45988. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45989. ], PBRMaterial.prototype, "environmentBRDFTexture", void 0);
  45990. __decorate([
  45991. BABYLON.serialize(),
  45992. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45993. ], PBRMaterial.prototype, "forceNormalForward", void 0);
  45994. __decorate([
  45995. BABYLON.serialize(),
  45996. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45997. ], PBRMaterial.prototype, "enableSpecularAntiAliasing", void 0);
  45998. __decorate([
  45999. BABYLON.serialize(),
  46000. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  46001. ], PBRMaterial.prototype, "useHorizonOcclusion", void 0);
  46002. __decorate([
  46003. BABYLON.serialize(),
  46004. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  46005. ], PBRMaterial.prototype, "useRadianceOcclusion", void 0);
  46006. __decorate([
  46007. BABYLON.serialize(),
  46008. BABYLON.expandToProperty("_markAllSubMeshesAsMiscDirty")
  46009. ], PBRMaterial.prototype, "unlit", void 0);
  46010. return PBRMaterial;
  46011. }(BABYLON.PBRBaseMaterial));
  46012. BABYLON.PBRMaterial = PBRMaterial;
  46013. })(BABYLON || (BABYLON = {}));
  46014. //# sourceMappingURL=babylon.pbrMaterial.js.map
  46015. var BABYLON;
  46016. (function (BABYLON) {
  46017. /**
  46018. * The PBR material of BJS following the metal roughness convention.
  46019. *
  46020. * This fits to the PBR convention in the GLTF definition:
  46021. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  46022. */
  46023. var PBRMetallicRoughnessMaterial = /** @class */ (function (_super) {
  46024. __extends(PBRMetallicRoughnessMaterial, _super);
  46025. /**
  46026. * Instantiates a new PBRMetalRoughnessMaterial instance.
  46027. *
  46028. * @param name The material name
  46029. * @param scene The scene the material will be use in.
  46030. */
  46031. function PBRMetallicRoughnessMaterial(name, scene) {
  46032. var _this = _super.call(this, name, scene) || this;
  46033. _this._useRoughnessFromMetallicTextureAlpha = false;
  46034. _this._useRoughnessFromMetallicTextureGreen = true;
  46035. _this._useMetallnessFromMetallicTextureBlue = true;
  46036. _this.metallic = 1.0;
  46037. _this.roughness = 1.0;
  46038. return _this;
  46039. }
  46040. /**
  46041. * Return the currrent class name of the material.
  46042. */
  46043. PBRMetallicRoughnessMaterial.prototype.getClassName = function () {
  46044. return "PBRMetallicRoughnessMaterial";
  46045. };
  46046. /**
  46047. * Return the active textures of the material.
  46048. */
  46049. PBRMetallicRoughnessMaterial.prototype.getActiveTextures = function () {
  46050. var activeTextures = _super.prototype.getActiveTextures.call(this);
  46051. if (this.baseTexture) {
  46052. activeTextures.push(this.baseTexture);
  46053. }
  46054. if (this.metallicRoughnessTexture) {
  46055. activeTextures.push(this.metallicRoughnessTexture);
  46056. }
  46057. return activeTextures;
  46058. };
  46059. /**
  46060. * Checks to see if a texture is used in the material.
  46061. * @param texture - Base texture to use.
  46062. * @returns - Boolean specifying if a texture is used in the material.
  46063. */
  46064. PBRMetallicRoughnessMaterial.prototype.hasTexture = function (texture) {
  46065. if (_super.prototype.hasTexture.call(this, texture)) {
  46066. return true;
  46067. }
  46068. if (this.baseTexture === texture) {
  46069. return true;
  46070. }
  46071. if (this.metallicRoughnessTexture === texture) {
  46072. return true;
  46073. }
  46074. return false;
  46075. };
  46076. /**
  46077. * Makes a duplicate of the current material.
  46078. * @param name - name to use for the new material.
  46079. */
  46080. PBRMetallicRoughnessMaterial.prototype.clone = function (name) {
  46081. var _this = this;
  46082. var clone = BABYLON.SerializationHelper.Clone(function () { return new PBRMetallicRoughnessMaterial(name, _this.getScene()); }, this);
  46083. clone.id = name;
  46084. clone.name = name;
  46085. return clone;
  46086. };
  46087. /**
  46088. * Serialize the material to a parsable JSON object.
  46089. */
  46090. PBRMetallicRoughnessMaterial.prototype.serialize = function () {
  46091. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  46092. serializationObject.customType = "BABYLON.PBRMetallicRoughnessMaterial";
  46093. return serializationObject;
  46094. };
  46095. /**
  46096. * Parses a JSON object correponding to the serialize function.
  46097. */
  46098. PBRMetallicRoughnessMaterial.Parse = function (source, scene, rootUrl) {
  46099. return BABYLON.SerializationHelper.Parse(function () { return new PBRMetallicRoughnessMaterial(source.name, scene); }, source, scene, rootUrl);
  46100. };
  46101. __decorate([
  46102. BABYLON.serializeAsColor3(),
  46103. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoColor")
  46104. ], PBRMetallicRoughnessMaterial.prototype, "baseColor", void 0);
  46105. __decorate([
  46106. BABYLON.serializeAsTexture(),
  46107. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoTexture")
  46108. ], PBRMetallicRoughnessMaterial.prototype, "baseTexture", void 0);
  46109. __decorate([
  46110. BABYLON.serialize(),
  46111. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  46112. ], PBRMetallicRoughnessMaterial.prototype, "metallic", void 0);
  46113. __decorate([
  46114. BABYLON.serialize(),
  46115. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  46116. ], PBRMetallicRoughnessMaterial.prototype, "roughness", void 0);
  46117. __decorate([
  46118. BABYLON.serializeAsTexture(),
  46119. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_metallicTexture")
  46120. ], PBRMetallicRoughnessMaterial.prototype, "metallicRoughnessTexture", void 0);
  46121. return PBRMetallicRoughnessMaterial;
  46122. }(BABYLON.PBRBaseSimpleMaterial));
  46123. BABYLON.PBRMetallicRoughnessMaterial = PBRMetallicRoughnessMaterial;
  46124. })(BABYLON || (BABYLON = {}));
  46125. //# sourceMappingURL=babylon.pbrMetallicRoughnessMaterial.js.map
  46126. var BABYLON;
  46127. (function (BABYLON) {
  46128. /**
  46129. * The PBR material of BJS following the specular glossiness convention.
  46130. *
  46131. * This fits to the PBR convention in the GLTF definition:
  46132. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  46133. */
  46134. var PBRSpecularGlossinessMaterial = /** @class */ (function (_super) {
  46135. __extends(PBRSpecularGlossinessMaterial, _super);
  46136. /**
  46137. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  46138. *
  46139. * @param name The material name
  46140. * @param scene The scene the material will be use in.
  46141. */
  46142. function PBRSpecularGlossinessMaterial(name, scene) {
  46143. var _this = _super.call(this, name, scene) || this;
  46144. _this._useMicroSurfaceFromReflectivityMapAlpha = true;
  46145. return _this;
  46146. }
  46147. /**
  46148. * Return the currrent class name of the material.
  46149. */
  46150. PBRSpecularGlossinessMaterial.prototype.getClassName = function () {
  46151. return "PBRSpecularGlossinessMaterial";
  46152. };
  46153. /**
  46154. * Return the active textures of the material.
  46155. */
  46156. PBRSpecularGlossinessMaterial.prototype.getActiveTextures = function () {
  46157. var activeTextures = _super.prototype.getActiveTextures.call(this);
  46158. if (this.diffuseTexture) {
  46159. activeTextures.push(this.diffuseTexture);
  46160. }
  46161. if (this.specularGlossinessTexture) {
  46162. activeTextures.push(this.specularGlossinessTexture);
  46163. }
  46164. return activeTextures;
  46165. };
  46166. /**
  46167. * Checks to see if a texture is used in the material.
  46168. * @param texture - Base texture to use.
  46169. * @returns - Boolean specifying if a texture is used in the material.
  46170. */
  46171. PBRSpecularGlossinessMaterial.prototype.hasTexture = function (texture) {
  46172. if (_super.prototype.hasTexture.call(this, texture)) {
  46173. return true;
  46174. }
  46175. if (this.diffuseTexture === texture) {
  46176. return true;
  46177. }
  46178. if (this.specularGlossinessTexture === texture) {
  46179. return true;
  46180. }
  46181. return false;
  46182. };
  46183. /**
  46184. * Makes a duplicate of the current material.
  46185. * @param name - name to use for the new material.
  46186. */
  46187. PBRSpecularGlossinessMaterial.prototype.clone = function (name) {
  46188. var _this = this;
  46189. var clone = BABYLON.SerializationHelper.Clone(function () { return new PBRSpecularGlossinessMaterial(name, _this.getScene()); }, this);
  46190. clone.id = name;
  46191. clone.name = name;
  46192. return clone;
  46193. };
  46194. /**
  46195. * Serialize the material to a parsable JSON object.
  46196. */
  46197. PBRSpecularGlossinessMaterial.prototype.serialize = function () {
  46198. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  46199. serializationObject.customType = "BABYLON.PBRSpecularGlossinessMaterial";
  46200. return serializationObject;
  46201. };
  46202. /**
  46203. * Parses a JSON object correponding to the serialize function.
  46204. */
  46205. PBRSpecularGlossinessMaterial.Parse = function (source, scene, rootUrl) {
  46206. return BABYLON.SerializationHelper.Parse(function () { return new PBRSpecularGlossinessMaterial(source.name, scene); }, source, scene, rootUrl);
  46207. };
  46208. __decorate([
  46209. BABYLON.serializeAsColor3("diffuse"),
  46210. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoColor")
  46211. ], PBRSpecularGlossinessMaterial.prototype, "diffuseColor", void 0);
  46212. __decorate([
  46213. BABYLON.serializeAsTexture(),
  46214. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoTexture")
  46215. ], PBRSpecularGlossinessMaterial.prototype, "diffuseTexture", void 0);
  46216. __decorate([
  46217. BABYLON.serializeAsColor3("specular"),
  46218. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_reflectivityColor")
  46219. ], PBRSpecularGlossinessMaterial.prototype, "specularColor", void 0);
  46220. __decorate([
  46221. BABYLON.serialize(),
  46222. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_microSurface")
  46223. ], PBRSpecularGlossinessMaterial.prototype, "glossiness", void 0);
  46224. __decorate([
  46225. BABYLON.serializeAsTexture(),
  46226. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_reflectivityTexture")
  46227. ], PBRSpecularGlossinessMaterial.prototype, "specularGlossinessTexture", void 0);
  46228. return PBRSpecularGlossinessMaterial;
  46229. }(BABYLON.PBRBaseSimpleMaterial));
  46230. BABYLON.PBRSpecularGlossinessMaterial = PBRSpecularGlossinessMaterial;
  46231. })(BABYLON || (BABYLON = {}));
  46232. //# sourceMappingURL=babylon.pbrSpecularGlossinessMaterial.js.map
  46233. var BABYLON;
  46234. (function (BABYLON) {
  46235. /**
  46236. * This is a list of all the different input types that are available in the application.
  46237. * Fo instance: ArcRotateCameraGamepadInput...
  46238. */
  46239. BABYLON.CameraInputTypes = {};
  46240. /**
  46241. * This represents the input manager used within a camera.
  46242. * It helps dealing with all the different kind of input attached to a camera.
  46243. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  46244. */
  46245. var CameraInputsManager = /** @class */ (function () {
  46246. /**
  46247. * Instantiate a new Camera Input Manager.
  46248. * @param camera Defines the camera the input manager blongs to
  46249. */
  46250. function CameraInputsManager(camera) {
  46251. this.attached = {};
  46252. this.camera = camera;
  46253. this.checkInputs = function () { };
  46254. }
  46255. /**
  46256. * Add an input method to a camera
  46257. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  46258. * @param input camera input method
  46259. */
  46260. CameraInputsManager.prototype.add = function (input) {
  46261. var type = input.getSimpleName();
  46262. if (this.attached[type]) {
  46263. BABYLON.Tools.Warn("camera input of type " + type + " already exists on camera");
  46264. return;
  46265. }
  46266. this.attached[type] = input;
  46267. input.camera = this.camera;
  46268. //for checkInputs, we are dynamically creating a function
  46269. //the goal is to avoid the performance penalty of looping for inputs in the render loop
  46270. if (input.checkInputs) {
  46271. this.checkInputs = this._addCheckInputs(input.checkInputs.bind(input));
  46272. }
  46273. if (this.attachedElement) {
  46274. input.attachControl(this.attachedElement);
  46275. }
  46276. };
  46277. /**
  46278. * Remove a specific input method from a camera
  46279. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  46280. * @param inputToRemove camera input method
  46281. */
  46282. CameraInputsManager.prototype.remove = function (inputToRemove) {
  46283. for (var cam in this.attached) {
  46284. var input = this.attached[cam];
  46285. if (input === inputToRemove) {
  46286. input.detachControl(this.attachedElement);
  46287. input.camera = null;
  46288. delete this.attached[cam];
  46289. this.rebuildInputCheck();
  46290. }
  46291. }
  46292. };
  46293. /**
  46294. * Remove a specific input type from a camera
  46295. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  46296. * @param inputType the type of the input to remove
  46297. */
  46298. CameraInputsManager.prototype.removeByType = function (inputType) {
  46299. for (var cam in this.attached) {
  46300. var input = this.attached[cam];
  46301. if (input.getClassName() === inputType) {
  46302. input.detachControl(this.attachedElement);
  46303. input.camera = null;
  46304. delete this.attached[cam];
  46305. this.rebuildInputCheck();
  46306. }
  46307. }
  46308. };
  46309. CameraInputsManager.prototype._addCheckInputs = function (fn) {
  46310. var current = this.checkInputs;
  46311. return function () {
  46312. current();
  46313. fn();
  46314. };
  46315. };
  46316. /**
  46317. * Attach the input controls to the currently attached dom element to listen the events from.
  46318. * @param input Defines the input to attach
  46319. */
  46320. CameraInputsManager.prototype.attachInput = function (input) {
  46321. if (this.attachedElement) {
  46322. input.attachControl(this.attachedElement, this.noPreventDefault);
  46323. }
  46324. };
  46325. /**
  46326. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  46327. * @param element Defines the dom element to collect the events from
  46328. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  46329. */
  46330. CameraInputsManager.prototype.attachElement = function (element, noPreventDefault) {
  46331. if (noPreventDefault === void 0) { noPreventDefault = false; }
  46332. if (this.attachedElement) {
  46333. return;
  46334. }
  46335. noPreventDefault = BABYLON.Camera.ForceAttachControlToAlwaysPreventDefault ? false : noPreventDefault;
  46336. this.attachedElement = element;
  46337. this.noPreventDefault = noPreventDefault;
  46338. for (var cam in this.attached) {
  46339. this.attached[cam].attachControl(element, noPreventDefault);
  46340. }
  46341. };
  46342. /**
  46343. * Detach the current manager inputs controls from a specific dom element.
  46344. * @param element Defines the dom element to collect the events from
  46345. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  46346. */
  46347. CameraInputsManager.prototype.detachElement = function (element, disconnect) {
  46348. if (disconnect === void 0) { disconnect = false; }
  46349. if (this.attachedElement !== element) {
  46350. return;
  46351. }
  46352. for (var cam in this.attached) {
  46353. this.attached[cam].detachControl(element);
  46354. if (disconnect) {
  46355. this.attached[cam].camera = null;
  46356. }
  46357. }
  46358. this.attachedElement = null;
  46359. };
  46360. /**
  46361. * Rebuild the dynamic inputCheck function from the current list of
  46362. * defined inputs in the manager.
  46363. */
  46364. CameraInputsManager.prototype.rebuildInputCheck = function () {
  46365. this.checkInputs = function () { };
  46366. for (var cam in this.attached) {
  46367. var input = this.attached[cam];
  46368. if (input.checkInputs) {
  46369. this.checkInputs = this._addCheckInputs(input.checkInputs.bind(input));
  46370. }
  46371. }
  46372. };
  46373. /**
  46374. * Remove all attached input methods from a camera
  46375. */
  46376. CameraInputsManager.prototype.clear = function () {
  46377. if (this.attachedElement) {
  46378. this.detachElement(this.attachedElement, true);
  46379. }
  46380. this.attached = {};
  46381. this.attachedElement = null;
  46382. this.checkInputs = function () { };
  46383. };
  46384. /**
  46385. * Serialize the current input manager attached to a camera.
  46386. * This ensures than once parsed,
  46387. * the input associated to the camera will be identical to the current ones
  46388. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  46389. */
  46390. CameraInputsManager.prototype.serialize = function (serializedCamera) {
  46391. var inputs = {};
  46392. for (var cam in this.attached) {
  46393. var input = this.attached[cam];
  46394. var res = BABYLON.SerializationHelper.Serialize(input);
  46395. inputs[input.getClassName()] = res;
  46396. }
  46397. serializedCamera.inputsmgr = inputs;
  46398. };
  46399. /**
  46400. * Parses an input manager serialized JSON to restore the previous list of inputs
  46401. * and states associated to a camera.
  46402. * @param parsedCamera Defines the JSON to parse
  46403. */
  46404. CameraInputsManager.prototype.parse = function (parsedCamera) {
  46405. var parsedInputs = parsedCamera.inputsmgr;
  46406. if (parsedInputs) {
  46407. this.clear();
  46408. for (var n in parsedInputs) {
  46409. var construct = BABYLON.CameraInputTypes[n];
  46410. if (construct) {
  46411. var parsedinput = parsedInputs[n];
  46412. var input = BABYLON.SerializationHelper.Parse(function () { return new construct(); }, parsedinput, null);
  46413. this.add(input);
  46414. }
  46415. }
  46416. }
  46417. else {
  46418. //2016-03-08 this part is for managing backward compatibility
  46419. for (var n in this.attached) {
  46420. var construct = BABYLON.CameraInputTypes[this.attached[n].getClassName()];
  46421. if (construct) {
  46422. var input = BABYLON.SerializationHelper.Parse(function () { return new construct(); }, parsedCamera, null);
  46423. this.remove(this.attached[n]);
  46424. this.add(input);
  46425. }
  46426. }
  46427. }
  46428. };
  46429. return CameraInputsManager;
  46430. }());
  46431. BABYLON.CameraInputsManager = CameraInputsManager;
  46432. })(BABYLON || (BABYLON = {}));
  46433. //# sourceMappingURL=babylon.cameraInputsManager.js.map
  46434. var BABYLON;
  46435. (function (BABYLON) {
  46436. /**
  46437. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  46438. * This is the base of the follow, arc rotate cameras and Free camera
  46439. * @see http://doc.babylonjs.com/features/cameras
  46440. */
  46441. var TargetCamera = /** @class */ (function (_super) {
  46442. __extends(TargetCamera, _super);
  46443. /**
  46444. * Instantiates a target camera that takes a meshor position as a target and continues to look at it while it moves.
  46445. * This is the base of the follow, arc rotate cameras and Free camera
  46446. * @see http://doc.babylonjs.com/features/cameras
  46447. * @param name Defines the name of the camera in the scene
  46448. * @param position Defines the start position of the camera in the scene
  46449. * @param scene Defines the scene the camera belongs to
  46450. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  46451. */
  46452. function TargetCamera(name, position, scene, setActiveOnSceneIfNoneActive) {
  46453. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  46454. var _this = _super.call(this, name, position, scene, setActiveOnSceneIfNoneActive) || this;
  46455. /**
  46456. * Define the current direction the camera is moving to
  46457. */
  46458. _this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  46459. /**
  46460. * Define the current rotation the camera is rotating to
  46461. */
  46462. _this.cameraRotation = new BABYLON.Vector2(0, 0);
  46463. /**
  46464. * Define the current rotation of the camera
  46465. */
  46466. _this.rotation = new BABYLON.Vector3(0, 0, 0);
  46467. /**
  46468. * Define the current speed of the camera
  46469. */
  46470. _this.speed = 2.0;
  46471. /**
  46472. * Add cconstraint to the camera to prevent it to move freely in all directions and
  46473. * around all axis.
  46474. */
  46475. _this.noRotationConstraint = false;
  46476. /**
  46477. * Define the current target of the camera as an object or a position.
  46478. */
  46479. _this.lockedTarget = null;
  46480. /** @hidden */
  46481. _this._currentTarget = BABYLON.Vector3.Zero();
  46482. /** @hidden */
  46483. _this._viewMatrix = BABYLON.Matrix.Zero();
  46484. /** @hidden */
  46485. _this._camMatrix = BABYLON.Matrix.Zero();
  46486. /** @hidden */
  46487. _this._cameraTransformMatrix = BABYLON.Matrix.Zero();
  46488. /** @hidden */
  46489. _this._cameraRotationMatrix = BABYLON.Matrix.Zero();
  46490. /** @hidden */
  46491. _this._referencePoint = new BABYLON.Vector3(0, 0, 1);
  46492. /** @hidden */
  46493. _this._transformedReferencePoint = BABYLON.Vector3.Zero();
  46494. _this._globalCurrentTarget = BABYLON.Vector3.Zero();
  46495. _this._globalCurrentUpVector = BABYLON.Vector3.Zero();
  46496. _this._defaultUp = BABYLON.Vector3.Up();
  46497. _this._cachedRotationZ = 0;
  46498. return _this;
  46499. }
  46500. /**
  46501. * Gets the position in front of the camera at a given distance.
  46502. * @param distance The distance from the camera we want the position to be
  46503. * @returns the position
  46504. */
  46505. TargetCamera.prototype.getFrontPosition = function (distance) {
  46506. this.getWorldMatrix();
  46507. var direction = this.getTarget().subtract(this.position);
  46508. direction.normalize();
  46509. direction.scaleInPlace(distance);
  46510. return this.globalPosition.add(direction);
  46511. };
  46512. /** @hidden */
  46513. TargetCamera.prototype._getLockedTargetPosition = function () {
  46514. if (!this.lockedTarget) {
  46515. return null;
  46516. }
  46517. if (this.lockedTarget.absolutePosition) {
  46518. this.lockedTarget.computeWorldMatrix();
  46519. }
  46520. return this.lockedTarget.absolutePosition || this.lockedTarget;
  46521. };
  46522. /**
  46523. * Store current camera state of the camera (fov, position, rotation, etc..)
  46524. * @returns the camera
  46525. */
  46526. TargetCamera.prototype.storeState = function () {
  46527. this._storedPosition = this.position.clone();
  46528. this._storedRotation = this.rotation.clone();
  46529. if (this.rotationQuaternion) {
  46530. this._storedRotationQuaternion = this.rotationQuaternion.clone();
  46531. }
  46532. return _super.prototype.storeState.call(this);
  46533. };
  46534. /**
  46535. * Restored camera state. You must call storeState() first
  46536. * @returns whether it was successful or not
  46537. * @hidden
  46538. */
  46539. TargetCamera.prototype._restoreStateValues = function () {
  46540. if (!_super.prototype._restoreStateValues.call(this)) {
  46541. return false;
  46542. }
  46543. this.position = this._storedPosition.clone();
  46544. this.rotation = this._storedRotation.clone();
  46545. if (this.rotationQuaternion) {
  46546. this.rotationQuaternion = this._storedRotationQuaternion.clone();
  46547. }
  46548. this.cameraDirection.copyFromFloats(0, 0, 0);
  46549. this.cameraRotation.copyFromFloats(0, 0);
  46550. return true;
  46551. };
  46552. /** @hidden */
  46553. TargetCamera.prototype._initCache = function () {
  46554. _super.prototype._initCache.call(this);
  46555. this._cache.lockedTarget = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  46556. this._cache.rotation = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  46557. this._cache.rotationQuaternion = new BABYLON.Quaternion(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  46558. };
  46559. /** @hidden */
  46560. TargetCamera.prototype._updateCache = function (ignoreParentClass) {
  46561. if (!ignoreParentClass) {
  46562. _super.prototype._updateCache.call(this);
  46563. }
  46564. var lockedTargetPosition = this._getLockedTargetPosition();
  46565. if (!lockedTargetPosition) {
  46566. this._cache.lockedTarget = null;
  46567. }
  46568. else {
  46569. if (!this._cache.lockedTarget) {
  46570. this._cache.lockedTarget = lockedTargetPosition.clone();
  46571. }
  46572. else {
  46573. this._cache.lockedTarget.copyFrom(lockedTargetPosition);
  46574. }
  46575. }
  46576. this._cache.rotation.copyFrom(this.rotation);
  46577. if (this.rotationQuaternion)
  46578. this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);
  46579. };
  46580. // Synchronized
  46581. /** @hidden */
  46582. TargetCamera.prototype._isSynchronizedViewMatrix = function () {
  46583. if (!_super.prototype._isSynchronizedViewMatrix.call(this)) {
  46584. return false;
  46585. }
  46586. var lockedTargetPosition = this._getLockedTargetPosition();
  46587. return (this._cache.lockedTarget ? this._cache.lockedTarget.equals(lockedTargetPosition) : !lockedTargetPosition)
  46588. && (this.rotationQuaternion ? this.rotationQuaternion.equals(this._cache.rotationQuaternion) : this._cache.rotation.equals(this.rotation));
  46589. };
  46590. // Methods
  46591. /** @hidden */
  46592. TargetCamera.prototype._computeLocalCameraSpeed = function () {
  46593. var engine = this.getEngine();
  46594. return this.speed * Math.sqrt((engine.getDeltaTime() / (engine.getFps() * 100.0)));
  46595. };
  46596. // Target
  46597. /** @hidden */
  46598. TargetCamera.prototype.setTarget = function (target) {
  46599. this.upVector.normalize();
  46600. if (this.position.z === target.z) {
  46601. this.position.z += BABYLON.Epsilon;
  46602. }
  46603. BABYLON.Matrix.LookAtLHToRef(this.position, target, this._defaultUp, this._camMatrix);
  46604. this._camMatrix.invert();
  46605. this.rotation.x = Math.atan(this._camMatrix.m[6] / this._camMatrix.m[10]);
  46606. var vDir = target.subtract(this.position);
  46607. if (vDir.x >= 0.0) {
  46608. this.rotation.y = (-Math.atan(vDir.z / vDir.x) + Math.PI / 2.0);
  46609. }
  46610. else {
  46611. this.rotation.y = (-Math.atan(vDir.z / vDir.x) - Math.PI / 2.0);
  46612. }
  46613. this.rotation.z = 0;
  46614. if (isNaN(this.rotation.x)) {
  46615. this.rotation.x = 0;
  46616. }
  46617. if (isNaN(this.rotation.y)) {
  46618. this.rotation.y = 0;
  46619. }
  46620. if (isNaN(this.rotation.z)) {
  46621. this.rotation.z = 0;
  46622. }
  46623. if (this.rotationQuaternion) {
  46624. BABYLON.Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this.rotationQuaternion);
  46625. }
  46626. };
  46627. /**
  46628. * Return the current target position of the camera. This value is expressed in local space.
  46629. * @returns the target position
  46630. */
  46631. TargetCamera.prototype.getTarget = function () {
  46632. return this._currentTarget;
  46633. };
  46634. /** @hidden */
  46635. TargetCamera.prototype._decideIfNeedsToMove = function () {
  46636. return Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  46637. };
  46638. /** @hidden */
  46639. TargetCamera.prototype._updatePosition = function () {
  46640. if (this.parent) {
  46641. this.parent.getWorldMatrix().invertToRef(BABYLON.Tmp.Matrix[0]);
  46642. BABYLON.Vector3.TransformNormalToRef(this.cameraDirection, BABYLON.Tmp.Matrix[0], BABYLON.Tmp.Vector3[0]);
  46643. this.position.addInPlace(BABYLON.Tmp.Vector3[0]);
  46644. return;
  46645. }
  46646. this.position.addInPlace(this.cameraDirection);
  46647. };
  46648. /** @hidden */
  46649. TargetCamera.prototype._checkInputs = function () {
  46650. var needToMove = this._decideIfNeedsToMove();
  46651. var needToRotate = Math.abs(this.cameraRotation.x) > 0 || Math.abs(this.cameraRotation.y) > 0;
  46652. // Move
  46653. if (needToMove) {
  46654. this._updatePosition();
  46655. }
  46656. // Rotate
  46657. if (needToRotate) {
  46658. this.rotation.x += this.cameraRotation.x;
  46659. this.rotation.y += this.cameraRotation.y;
  46660. //rotate, if quaternion is set and rotation was used
  46661. if (this.rotationQuaternion) {
  46662. var len = this.rotation.lengthSquared();
  46663. if (len) {
  46664. BABYLON.Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this.rotationQuaternion);
  46665. }
  46666. }
  46667. if (!this.noRotationConstraint) {
  46668. var limit = (Math.PI / 2) * 0.95;
  46669. if (this.rotation.x > limit)
  46670. this.rotation.x = limit;
  46671. if (this.rotation.x < -limit)
  46672. this.rotation.x = -limit;
  46673. }
  46674. }
  46675. // Inertia
  46676. if (needToMove) {
  46677. if (Math.abs(this.cameraDirection.x) < this.speed * BABYLON.Epsilon) {
  46678. this.cameraDirection.x = 0;
  46679. }
  46680. if (Math.abs(this.cameraDirection.y) < this.speed * BABYLON.Epsilon) {
  46681. this.cameraDirection.y = 0;
  46682. }
  46683. if (Math.abs(this.cameraDirection.z) < this.speed * BABYLON.Epsilon) {
  46684. this.cameraDirection.z = 0;
  46685. }
  46686. this.cameraDirection.scaleInPlace(this.inertia);
  46687. }
  46688. if (needToRotate) {
  46689. if (Math.abs(this.cameraRotation.x) < this.speed * BABYLON.Epsilon) {
  46690. this.cameraRotation.x = 0;
  46691. }
  46692. if (Math.abs(this.cameraRotation.y) < this.speed * BABYLON.Epsilon) {
  46693. this.cameraRotation.y = 0;
  46694. }
  46695. this.cameraRotation.scaleInPlace(this.inertia);
  46696. }
  46697. _super.prototype._checkInputs.call(this);
  46698. };
  46699. TargetCamera.prototype._updateCameraRotationMatrix = function () {
  46700. if (this.rotationQuaternion) {
  46701. this.rotationQuaternion.toRotationMatrix(this._cameraRotationMatrix);
  46702. }
  46703. else {
  46704. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix);
  46705. }
  46706. };
  46707. /**
  46708. * 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)
  46709. * @returns the current camera
  46710. */
  46711. TargetCamera.prototype._rotateUpVectorWithCameraRotationMatrix = function () {
  46712. BABYLON.Vector3.TransformNormalToRef(this._defaultUp, this._cameraRotationMatrix, this.upVector);
  46713. return this;
  46714. };
  46715. /** @hidden */
  46716. TargetCamera.prototype._getViewMatrix = function () {
  46717. if (this.lockedTarget) {
  46718. this.setTarget(this._getLockedTargetPosition());
  46719. }
  46720. // Compute
  46721. this._updateCameraRotationMatrix();
  46722. // Apply the changed rotation to the upVector.
  46723. if (this._cachedRotationZ != this.rotation.z) {
  46724. this._rotateUpVectorWithCameraRotationMatrix();
  46725. this._cachedRotationZ = this.rotation.z;
  46726. }
  46727. BABYLON.Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);
  46728. // Computing target and final matrix
  46729. this.position.addToRef(this._transformedReferencePoint, this._currentTarget);
  46730. this._computeViewMatrix(this.position, this._currentTarget, this.upVector);
  46731. return this._viewMatrix;
  46732. };
  46733. TargetCamera.prototype._computeViewMatrix = function (position, target, up) {
  46734. if (this.parent) {
  46735. var parentWorldMatrix = this.parent.getWorldMatrix();
  46736. BABYLON.Vector3.TransformCoordinatesToRef(position, parentWorldMatrix, this._globalPosition);
  46737. BABYLON.Vector3.TransformCoordinatesToRef(target, parentWorldMatrix, this._globalCurrentTarget);
  46738. BABYLON.Vector3.TransformNormalToRef(up, parentWorldMatrix, this._globalCurrentUpVector);
  46739. this._markSyncedWithParent();
  46740. }
  46741. else {
  46742. this._globalPosition.copyFrom(position);
  46743. this._globalCurrentTarget.copyFrom(target);
  46744. this._globalCurrentUpVector.copyFrom(up);
  46745. }
  46746. if (this.getScene().useRightHandedSystem) {
  46747. BABYLON.Matrix.LookAtRHToRef(this._globalPosition, this._globalCurrentTarget, this._globalCurrentUpVector, this._viewMatrix);
  46748. }
  46749. else {
  46750. BABYLON.Matrix.LookAtLHToRef(this._globalPosition, this._globalCurrentTarget, this._globalCurrentUpVector, this._viewMatrix);
  46751. }
  46752. };
  46753. /**
  46754. * @hidden
  46755. */
  46756. TargetCamera.prototype.createRigCamera = function (name, cameraIndex) {
  46757. if (this.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE) {
  46758. var rigCamera = new TargetCamera(name, this.position.clone(), this.getScene());
  46759. if (this.cameraRigMode === BABYLON.Camera.RIG_MODE_VR || this.cameraRigMode === BABYLON.Camera.RIG_MODE_WEBVR) {
  46760. if (!this.rotationQuaternion) {
  46761. this.rotationQuaternion = new BABYLON.Quaternion();
  46762. }
  46763. rigCamera._cameraRigParams = {};
  46764. rigCamera.rotationQuaternion = new BABYLON.Quaternion();
  46765. }
  46766. return rigCamera;
  46767. }
  46768. return null;
  46769. };
  46770. /**
  46771. * @hidden
  46772. */
  46773. TargetCamera.prototype._updateRigCameras = function () {
  46774. var camLeft = this._rigCameras[0];
  46775. var camRight = this._rigCameras[1];
  46776. switch (this.cameraRigMode) {
  46777. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  46778. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  46779. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  46780. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  46781. //provisionnaly using _cameraRigParams.stereoHalfAngle instead of calculations based on _cameraRigParams.interaxialDistance:
  46782. var leftSign = (this.cameraRigMode === BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED) ? 1 : -1;
  46783. var rightSign = (this.cameraRigMode === BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED) ? -1 : 1;
  46784. this._getRigCamPosition(this._cameraRigParams.stereoHalfAngle * leftSign, camLeft.position);
  46785. this._getRigCamPosition(this._cameraRigParams.stereoHalfAngle * rightSign, camRight.position);
  46786. camLeft.setTarget(this.getTarget());
  46787. camRight.setTarget(this.getTarget());
  46788. break;
  46789. case BABYLON.Camera.RIG_MODE_VR:
  46790. if (camLeft.rotationQuaternion) {
  46791. camLeft.rotationQuaternion.copyFrom(this.rotationQuaternion);
  46792. camRight.rotationQuaternion.copyFrom(this.rotationQuaternion);
  46793. }
  46794. else {
  46795. camLeft.rotation.copyFrom(this.rotation);
  46796. camRight.rotation.copyFrom(this.rotation);
  46797. }
  46798. camLeft.position.copyFrom(this.position);
  46799. camRight.position.copyFrom(this.position);
  46800. break;
  46801. }
  46802. _super.prototype._updateRigCameras.call(this);
  46803. };
  46804. TargetCamera.prototype._getRigCamPosition = function (halfSpace, result) {
  46805. if (!this._rigCamTransformMatrix) {
  46806. this._rigCamTransformMatrix = new BABYLON.Matrix();
  46807. }
  46808. var target = this.getTarget();
  46809. BABYLON.Matrix.Translation(-target.x, -target.y, -target.z).multiplyToRef(BABYLON.Matrix.RotationY(halfSpace), this._rigCamTransformMatrix);
  46810. this._rigCamTransformMatrix = this._rigCamTransformMatrix.multiply(BABYLON.Matrix.Translation(target.x, target.y, target.z));
  46811. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this._rigCamTransformMatrix, result);
  46812. };
  46813. /**
  46814. * Gets the current object class name.
  46815. * @return the class name
  46816. */
  46817. TargetCamera.prototype.getClassName = function () {
  46818. return "TargetCamera";
  46819. };
  46820. __decorate([
  46821. BABYLON.serializeAsVector3()
  46822. ], TargetCamera.prototype, "rotation", void 0);
  46823. __decorate([
  46824. BABYLON.serialize()
  46825. ], TargetCamera.prototype, "speed", void 0);
  46826. __decorate([
  46827. BABYLON.serializeAsMeshReference("lockedTargetId")
  46828. ], TargetCamera.prototype, "lockedTarget", void 0);
  46829. return TargetCamera;
  46830. }(BABYLON.Camera));
  46831. BABYLON.TargetCamera = TargetCamera;
  46832. })(BABYLON || (BABYLON = {}));
  46833. //# sourceMappingURL=babylon.targetCamera.js.map
  46834. var BABYLON;
  46835. (function (BABYLON) {
  46836. /**
  46837. * Manage the mouse inputs to control the movement of a free camera.
  46838. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  46839. */
  46840. var FreeCameraMouseInput = /** @class */ (function () {
  46841. /**
  46842. * Manage the mouse inputs to control the movement of a free camera.
  46843. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  46844. * @param touchEnabled Defines if touch is enabled or not
  46845. */
  46846. function FreeCameraMouseInput(
  46847. /**
  46848. * Define if touch is enabled in the mouse input
  46849. */
  46850. touchEnabled) {
  46851. if (touchEnabled === void 0) { touchEnabled = true; }
  46852. this.touchEnabled = touchEnabled;
  46853. /**
  46854. * Defines the buttons associated with the input to handle camera move.
  46855. */
  46856. this.buttons = [0, 1, 2];
  46857. /**
  46858. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  46859. */
  46860. this.angularSensibility = 2000.0;
  46861. this.previousPosition = null;
  46862. }
  46863. /**
  46864. * Attach the input controls to a specific dom element to get the input from.
  46865. * @param element Defines the element the controls should be listened from
  46866. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  46867. */
  46868. FreeCameraMouseInput.prototype.attachControl = function (element, noPreventDefault) {
  46869. var _this = this;
  46870. var engine = this.camera.getEngine();
  46871. if (!this._pointerInput) {
  46872. this._pointerInput = function (p, s) {
  46873. var evt = p.event;
  46874. if (engine.isInVRExclusivePointerMode) {
  46875. return;
  46876. }
  46877. if (!_this.touchEnabled && evt.pointerType === "touch") {
  46878. return;
  46879. }
  46880. if (p.type !== BABYLON.PointerEventTypes.POINTERMOVE && _this.buttons.indexOf(evt.button) === -1) {
  46881. return;
  46882. }
  46883. var srcElement = (evt.srcElement || evt.target);
  46884. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN && srcElement) {
  46885. try {
  46886. srcElement.setPointerCapture(evt.pointerId);
  46887. }
  46888. catch (e) {
  46889. //Nothing to do with the error. Execution will continue.
  46890. }
  46891. _this.previousPosition = {
  46892. x: evt.clientX,
  46893. y: evt.clientY
  46894. };
  46895. if (!noPreventDefault) {
  46896. evt.preventDefault();
  46897. element.focus();
  46898. }
  46899. }
  46900. else if (p.type === BABYLON.PointerEventTypes.POINTERUP && srcElement) {
  46901. try {
  46902. srcElement.releasePointerCapture(evt.pointerId);
  46903. }
  46904. catch (e) {
  46905. //Nothing to do with the error.
  46906. }
  46907. _this.previousPosition = null;
  46908. if (!noPreventDefault) {
  46909. evt.preventDefault();
  46910. }
  46911. }
  46912. else if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  46913. if (!_this.previousPosition || engine.isPointerLock) {
  46914. return;
  46915. }
  46916. var offsetX = evt.clientX - _this.previousPosition.x;
  46917. if (_this.camera.getScene().useRightHandedSystem)
  46918. offsetX *= -1;
  46919. if (_this.camera.parent && _this.camera.parent._getWorldMatrixDeterminant() < 0)
  46920. offsetX *= -1;
  46921. _this.camera.cameraRotation.y += offsetX / _this.angularSensibility;
  46922. var offsetY = evt.clientY - _this.previousPosition.y;
  46923. _this.camera.cameraRotation.x += offsetY / _this.angularSensibility;
  46924. _this.previousPosition = {
  46925. x: evt.clientX,
  46926. y: evt.clientY
  46927. };
  46928. if (!noPreventDefault) {
  46929. evt.preventDefault();
  46930. }
  46931. }
  46932. };
  46933. }
  46934. this._onMouseMove = function (evt) {
  46935. if (!engine.isPointerLock) {
  46936. return;
  46937. }
  46938. if (engine.isInVRExclusivePointerMode) {
  46939. return;
  46940. }
  46941. var offsetX = evt.movementX || evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || 0;
  46942. if (_this.camera.getScene().useRightHandedSystem)
  46943. offsetX *= -1;
  46944. if (_this.camera.parent && _this.camera.parent._getWorldMatrixDeterminant() < 0)
  46945. offsetX *= -1;
  46946. _this.camera.cameraRotation.y += offsetX / _this.angularSensibility;
  46947. var offsetY = evt.movementY || evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || 0;
  46948. _this.camera.cameraRotation.x += offsetY / _this.angularSensibility;
  46949. _this.previousPosition = null;
  46950. if (!noPreventDefault) {
  46951. evt.preventDefault();
  46952. }
  46953. };
  46954. this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE);
  46955. element.addEventListener("mousemove", this._onMouseMove, false);
  46956. };
  46957. /**
  46958. * Detach the current controls from the specified dom element.
  46959. * @param element Defines the element to stop listening the inputs from
  46960. */
  46961. FreeCameraMouseInput.prototype.detachControl = function (element) {
  46962. if (this._observer && element) {
  46963. this.camera.getScene().onPointerObservable.remove(this._observer);
  46964. if (this._onMouseMove) {
  46965. element.removeEventListener("mousemove", this._onMouseMove);
  46966. }
  46967. this._observer = null;
  46968. this._onMouseMove = null;
  46969. this.previousPosition = null;
  46970. }
  46971. };
  46972. /**
  46973. * Gets the class name of the current intput.
  46974. * @returns the class name
  46975. */
  46976. FreeCameraMouseInput.prototype.getClassName = function () {
  46977. return "FreeCameraMouseInput";
  46978. };
  46979. /**
  46980. * Get the friendly name associated with the input class.
  46981. * @returns the input friendly name
  46982. */
  46983. FreeCameraMouseInput.prototype.getSimpleName = function () {
  46984. return "mouse";
  46985. };
  46986. __decorate([
  46987. BABYLON.serialize()
  46988. ], FreeCameraMouseInput.prototype, "buttons", void 0);
  46989. __decorate([
  46990. BABYLON.serialize()
  46991. ], FreeCameraMouseInput.prototype, "angularSensibility", void 0);
  46992. return FreeCameraMouseInput;
  46993. }());
  46994. BABYLON.FreeCameraMouseInput = FreeCameraMouseInput;
  46995. BABYLON.CameraInputTypes["FreeCameraMouseInput"] = FreeCameraMouseInput;
  46996. })(BABYLON || (BABYLON = {}));
  46997. //# sourceMappingURL=babylon.freeCameraMouseInput.js.map
  46998. var BABYLON;
  46999. (function (BABYLON) {
  47000. /**
  47001. * Manage the keyboard inputs to control the movement of a free camera.
  47002. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  47003. */
  47004. var FreeCameraKeyboardMoveInput = /** @class */ (function () {
  47005. function FreeCameraKeyboardMoveInput() {
  47006. /**
  47007. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  47008. */
  47009. this.keysUp = [38];
  47010. /**
  47011. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  47012. */
  47013. this.keysDown = [40];
  47014. /**
  47015. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  47016. */
  47017. this.keysLeft = [37];
  47018. /**
  47019. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  47020. */
  47021. this.keysRight = [39];
  47022. this._keys = new Array();
  47023. }
  47024. /**
  47025. * Attach the input controls to a specific dom element to get the input from.
  47026. * @param element Defines the element the controls should be listened from
  47027. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  47028. */
  47029. FreeCameraKeyboardMoveInput.prototype.attachControl = function (element, noPreventDefault) {
  47030. var _this = this;
  47031. if (this._onCanvasBlurObserver) {
  47032. return;
  47033. }
  47034. this._scene = this.camera.getScene();
  47035. this._engine = this._scene.getEngine();
  47036. this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(function () {
  47037. _this._keys = [];
  47038. });
  47039. this._onKeyboardObserver = this._scene.onKeyboardObservable.add(function (info) {
  47040. var evt = info.event;
  47041. if (info.type === BABYLON.KeyboardEventTypes.KEYDOWN) {
  47042. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  47043. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  47044. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  47045. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  47046. var index = _this._keys.indexOf(evt.keyCode);
  47047. if (index === -1) {
  47048. _this._keys.push(evt.keyCode);
  47049. }
  47050. if (!noPreventDefault) {
  47051. evt.preventDefault();
  47052. }
  47053. }
  47054. }
  47055. else {
  47056. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  47057. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  47058. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  47059. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  47060. var index = _this._keys.indexOf(evt.keyCode);
  47061. if (index >= 0) {
  47062. _this._keys.splice(index, 1);
  47063. }
  47064. if (!noPreventDefault) {
  47065. evt.preventDefault();
  47066. }
  47067. }
  47068. }
  47069. });
  47070. };
  47071. /**
  47072. * Detach the current controls from the specified dom element.
  47073. * @param element Defines the element to stop listening the inputs from
  47074. */
  47075. FreeCameraKeyboardMoveInput.prototype.detachControl = function (element) {
  47076. if (this._scene) {
  47077. if (this._onKeyboardObserver) {
  47078. this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);
  47079. }
  47080. if (this._onCanvasBlurObserver) {
  47081. this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  47082. }
  47083. this._onKeyboardObserver = null;
  47084. this._onCanvasBlurObserver = null;
  47085. }
  47086. this._keys = [];
  47087. };
  47088. /**
  47089. * Update the current camera state depending on the inputs that have been used this frame.
  47090. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  47091. */
  47092. FreeCameraKeyboardMoveInput.prototype.checkInputs = function () {
  47093. if (this._onKeyboardObserver) {
  47094. var camera = this.camera;
  47095. // Keyboard
  47096. for (var index = 0; index < this._keys.length; index++) {
  47097. var keyCode = this._keys[index];
  47098. var speed = camera._computeLocalCameraSpeed();
  47099. if (this.keysLeft.indexOf(keyCode) !== -1) {
  47100. camera._localDirection.copyFromFloats(-speed, 0, 0);
  47101. }
  47102. else if (this.keysUp.indexOf(keyCode) !== -1) {
  47103. camera._localDirection.copyFromFloats(0, 0, speed);
  47104. }
  47105. else if (this.keysRight.indexOf(keyCode) !== -1) {
  47106. camera._localDirection.copyFromFloats(speed, 0, 0);
  47107. }
  47108. else if (this.keysDown.indexOf(keyCode) !== -1) {
  47109. camera._localDirection.copyFromFloats(0, 0, -speed);
  47110. }
  47111. if (camera.getScene().useRightHandedSystem) {
  47112. camera._localDirection.z *= -1;
  47113. }
  47114. camera.getViewMatrix().invertToRef(camera._cameraTransformMatrix);
  47115. BABYLON.Vector3.TransformNormalToRef(camera._localDirection, camera._cameraTransformMatrix, camera._transformedDirection);
  47116. camera.cameraDirection.addInPlace(camera._transformedDirection);
  47117. }
  47118. }
  47119. };
  47120. /**
  47121. * Gets the class name of the current intput.
  47122. * @returns the class name
  47123. */
  47124. FreeCameraKeyboardMoveInput.prototype.getClassName = function () {
  47125. return "FreeCameraKeyboardMoveInput";
  47126. };
  47127. /** @hidden */
  47128. FreeCameraKeyboardMoveInput.prototype._onLostFocus = function (e) {
  47129. this._keys = [];
  47130. };
  47131. /**
  47132. * Get the friendly name associated with the input class.
  47133. * @returns the input friendly name
  47134. */
  47135. FreeCameraKeyboardMoveInput.prototype.getSimpleName = function () {
  47136. return "keyboard";
  47137. };
  47138. __decorate([
  47139. BABYLON.serialize()
  47140. ], FreeCameraKeyboardMoveInput.prototype, "keysUp", void 0);
  47141. __decorate([
  47142. BABYLON.serialize()
  47143. ], FreeCameraKeyboardMoveInput.prototype, "keysDown", void 0);
  47144. __decorate([
  47145. BABYLON.serialize()
  47146. ], FreeCameraKeyboardMoveInput.prototype, "keysLeft", void 0);
  47147. __decorate([
  47148. BABYLON.serialize()
  47149. ], FreeCameraKeyboardMoveInput.prototype, "keysRight", void 0);
  47150. return FreeCameraKeyboardMoveInput;
  47151. }());
  47152. BABYLON.FreeCameraKeyboardMoveInput = FreeCameraKeyboardMoveInput;
  47153. BABYLON.CameraInputTypes["FreeCameraKeyboardMoveInput"] = FreeCameraKeyboardMoveInput;
  47154. })(BABYLON || (BABYLON = {}));
  47155. //# sourceMappingURL=babylon.freeCameraKeyboardMoveInput.js.map
  47156. var BABYLON;
  47157. (function (BABYLON) {
  47158. /**
  47159. * Default Inputs manager for the FreeCamera.
  47160. * It groups all the default supported inputs for ease of use.
  47161. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  47162. */
  47163. var FreeCameraInputsManager = /** @class */ (function (_super) {
  47164. __extends(FreeCameraInputsManager, _super);
  47165. /**
  47166. * Instantiates a new FreeCameraInputsManager.
  47167. * @param camera Defines the camera the inputs belong to
  47168. */
  47169. function FreeCameraInputsManager(camera) {
  47170. return _super.call(this, camera) || this;
  47171. }
  47172. /**
  47173. * Add keyboard input support to the input manager.
  47174. * @returns the current input manager
  47175. */
  47176. FreeCameraInputsManager.prototype.addKeyboard = function () {
  47177. this.add(new BABYLON.FreeCameraKeyboardMoveInput());
  47178. return this;
  47179. };
  47180. /**
  47181. * Add mouse input support to the input manager.
  47182. * @returns the current input manager
  47183. */
  47184. FreeCameraInputsManager.prototype.addMouse = function (touchEnabled) {
  47185. if (touchEnabled === void 0) { touchEnabled = true; }
  47186. this.add(new BABYLON.FreeCameraMouseInput(touchEnabled));
  47187. return this;
  47188. };
  47189. /**
  47190. * Add orientation input support to the input manager.
  47191. * @returns the current input manager
  47192. */
  47193. FreeCameraInputsManager.prototype.addDeviceOrientation = function () {
  47194. this.add(new BABYLON.FreeCameraDeviceOrientationInput());
  47195. return this;
  47196. };
  47197. /**
  47198. * Add touch input support to the input manager.
  47199. * @returns the current input manager
  47200. */
  47201. FreeCameraInputsManager.prototype.addTouch = function () {
  47202. this.add(new BABYLON.FreeCameraTouchInput());
  47203. return this;
  47204. };
  47205. /**
  47206. * Add virtual joystick input support to the input manager.
  47207. * @returns the current input manager
  47208. */
  47209. FreeCameraInputsManager.prototype.addVirtualJoystick = function () {
  47210. this.add(new BABYLON.FreeCameraVirtualJoystickInput());
  47211. return this;
  47212. };
  47213. return FreeCameraInputsManager;
  47214. }(BABYLON.CameraInputsManager));
  47215. BABYLON.FreeCameraInputsManager = FreeCameraInputsManager;
  47216. })(BABYLON || (BABYLON = {}));
  47217. //# sourceMappingURL=babylon.freeCameraInputsManager.js.map
  47218. var BABYLON;
  47219. (function (BABYLON) {
  47220. BABYLON.Node.AddNodeConstructor("FreeCamera", function (name, scene) {
  47221. // Forcing to use the Universal camera
  47222. return function () { return new BABYLON.UniversalCamera(name, BABYLON.Vector3.Zero(), scene); };
  47223. });
  47224. /**
  47225. * This represents a free type of camera. It can be usefull in First Person Shooter game for instance.
  47226. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  47227. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  47228. */
  47229. var FreeCamera = /** @class */ (function (_super) {
  47230. __extends(FreeCamera, _super);
  47231. /**
  47232. * Instantiates a Free Camera.
  47233. * This represents a free type of camera. It can be usefull in First Person Shooter game for instance.
  47234. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  47235. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  47236. * @param name Define the name of the camera in the scene
  47237. * @param position Define the start position of the camera in the scene
  47238. * @param scene Define the scene the camera belongs to
  47239. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  47240. */
  47241. function FreeCamera(name, position, scene, setActiveOnSceneIfNoneActive) {
  47242. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  47243. var _this = _super.call(this, name, position, scene, setActiveOnSceneIfNoneActive) || this;
  47244. /**
  47245. * Define the collision ellipsoid of the camera.
  47246. * This is helpful to simulate a camera body like the player body around the camera
  47247. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  47248. */
  47249. _this.ellipsoid = new BABYLON.Vector3(0.5, 1, 0.5);
  47250. /**
  47251. * Define an offset for the position of the ellipsoid around the camera.
  47252. * This can be helpful to determine the center of the body near the gravity center of the body
  47253. * instead of its head.
  47254. */
  47255. _this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
  47256. /**
  47257. * Enable or disable collisions of the camera with the rest of the scene objects.
  47258. */
  47259. _this.checkCollisions = false;
  47260. /**
  47261. * Enable or disable gravity on the camera.
  47262. */
  47263. _this.applyGravity = false;
  47264. _this._needMoveForGravity = false;
  47265. _this._oldPosition = BABYLON.Vector3.Zero();
  47266. _this._diffPosition = BABYLON.Vector3.Zero();
  47267. _this._newPosition = BABYLON.Vector3.Zero();
  47268. // Collisions
  47269. _this._collisionMask = -1;
  47270. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  47271. if (collidedMesh === void 0) { collidedMesh = null; }
  47272. //TODO move this to the collision coordinator!
  47273. if (_this.getScene().workerCollisions)
  47274. newPosition.multiplyInPlace(_this._collider._radius);
  47275. var updatePosition = function (newPos) {
  47276. _this._newPosition.copyFrom(newPos);
  47277. _this._newPosition.subtractToRef(_this._oldPosition, _this._diffPosition);
  47278. if (_this._diffPosition.length() > BABYLON.Engine.CollisionsEpsilon) {
  47279. _this.position.addInPlace(_this._diffPosition);
  47280. if (_this.onCollide && collidedMesh) {
  47281. _this.onCollide(collidedMesh);
  47282. }
  47283. }
  47284. };
  47285. updatePosition(newPosition);
  47286. };
  47287. _this.inputs = new BABYLON.FreeCameraInputsManager(_this);
  47288. _this.inputs.addKeyboard().addMouse();
  47289. return _this;
  47290. }
  47291. Object.defineProperty(FreeCamera.prototype, "angularSensibility", {
  47292. /**
  47293. * Gets the input sensibility for a mouse input. (default is 2000.0)
  47294. * Higher values reduce sensitivity.
  47295. */
  47296. get: function () {
  47297. var mouse = this.inputs.attached["mouse"];
  47298. if (mouse)
  47299. return mouse.angularSensibility;
  47300. return 0;
  47301. },
  47302. /**
  47303. * Sets the input sensibility for a mouse input. (default is 2000.0)
  47304. * Higher values reduce sensitivity.
  47305. */
  47306. set: function (value) {
  47307. var mouse = this.inputs.attached["mouse"];
  47308. if (mouse)
  47309. mouse.angularSensibility = value;
  47310. },
  47311. enumerable: true,
  47312. configurable: true
  47313. });
  47314. Object.defineProperty(FreeCamera.prototype, "keysUp", {
  47315. /**
  47316. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  47317. */
  47318. get: function () {
  47319. var keyboard = this.inputs.attached["keyboard"];
  47320. if (keyboard)
  47321. return keyboard.keysUp;
  47322. return [];
  47323. },
  47324. set: function (value) {
  47325. var keyboard = this.inputs.attached["keyboard"];
  47326. if (keyboard)
  47327. keyboard.keysUp = value;
  47328. },
  47329. enumerable: true,
  47330. configurable: true
  47331. });
  47332. Object.defineProperty(FreeCamera.prototype, "keysDown", {
  47333. /**
  47334. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  47335. */
  47336. get: function () {
  47337. var keyboard = this.inputs.attached["keyboard"];
  47338. if (keyboard)
  47339. return keyboard.keysDown;
  47340. return [];
  47341. },
  47342. set: function (value) {
  47343. var keyboard = this.inputs.attached["keyboard"];
  47344. if (keyboard)
  47345. keyboard.keysDown = value;
  47346. },
  47347. enumerable: true,
  47348. configurable: true
  47349. });
  47350. Object.defineProperty(FreeCamera.prototype, "keysLeft", {
  47351. /**
  47352. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  47353. */
  47354. get: function () {
  47355. var keyboard = this.inputs.attached["keyboard"];
  47356. if (keyboard)
  47357. return keyboard.keysLeft;
  47358. return [];
  47359. },
  47360. set: function (value) {
  47361. var keyboard = this.inputs.attached["keyboard"];
  47362. if (keyboard)
  47363. keyboard.keysLeft = value;
  47364. },
  47365. enumerable: true,
  47366. configurable: true
  47367. });
  47368. Object.defineProperty(FreeCamera.prototype, "keysRight", {
  47369. /**
  47370. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  47371. */
  47372. get: function () {
  47373. var keyboard = this.inputs.attached["keyboard"];
  47374. if (keyboard)
  47375. return keyboard.keysRight;
  47376. return [];
  47377. },
  47378. set: function (value) {
  47379. var keyboard = this.inputs.attached["keyboard"];
  47380. if (keyboard)
  47381. keyboard.keysRight = value;
  47382. },
  47383. enumerable: true,
  47384. configurable: true
  47385. });
  47386. /**
  47387. * Attached controls to the current camera.
  47388. * @param element Defines the element the controls should be listened from
  47389. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  47390. */
  47391. FreeCamera.prototype.attachControl = function (element, noPreventDefault) {
  47392. this.inputs.attachElement(element, noPreventDefault);
  47393. };
  47394. /**
  47395. * Detach the current controls from the camera.
  47396. * The camera will stop reacting to inputs.
  47397. * @param element Defines the element to stop listening the inputs from
  47398. */
  47399. FreeCamera.prototype.detachControl = function (element) {
  47400. this.inputs.detachElement(element);
  47401. this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  47402. this.cameraRotation = new BABYLON.Vector2(0, 0);
  47403. };
  47404. Object.defineProperty(FreeCamera.prototype, "collisionMask", {
  47405. /**
  47406. * Define a collision mask to limit the list of object the camera can collide with
  47407. */
  47408. get: function () {
  47409. return this._collisionMask;
  47410. },
  47411. set: function (mask) {
  47412. this._collisionMask = !isNaN(mask) ? mask : -1;
  47413. },
  47414. enumerable: true,
  47415. configurable: true
  47416. });
  47417. /** @hidden */
  47418. FreeCamera.prototype._collideWithWorld = function (displacement) {
  47419. var globalPosition;
  47420. if (this.parent) {
  47421. globalPosition = BABYLON.Vector3.TransformCoordinates(this.position, this.parent.getWorldMatrix());
  47422. }
  47423. else {
  47424. globalPosition = this.position;
  47425. }
  47426. globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPosition);
  47427. this._oldPosition.addInPlace(this.ellipsoidOffset);
  47428. if (!this._collider) {
  47429. this._collider = new BABYLON.Collider();
  47430. }
  47431. this._collider._radius = this.ellipsoid;
  47432. this._collider.collisionMask = this._collisionMask;
  47433. //no need for clone, as long as gravity is not on.
  47434. var actualDisplacement = displacement;
  47435. //add gravity to the direction to prevent the dual-collision checking
  47436. if (this.applyGravity) {
  47437. //this prevents mending with cameraDirection, a global variable of the free camera class.
  47438. actualDisplacement = displacement.add(this.getScene().gravity);
  47439. }
  47440. this.getScene().collisionCoordinator.getNewPosition(this._oldPosition, actualDisplacement, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);
  47441. };
  47442. /** @hidden */
  47443. FreeCamera.prototype._checkInputs = function () {
  47444. if (!this._localDirection) {
  47445. this._localDirection = BABYLON.Vector3.Zero();
  47446. this._transformedDirection = BABYLON.Vector3.Zero();
  47447. }
  47448. this.inputs.checkInputs();
  47449. _super.prototype._checkInputs.call(this);
  47450. };
  47451. /** @hidden */
  47452. FreeCamera.prototype._decideIfNeedsToMove = function () {
  47453. return this._needMoveForGravity || Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  47454. };
  47455. /** @hidden */
  47456. FreeCamera.prototype._updatePosition = function () {
  47457. if (this.checkCollisions && this.getScene().collisionsEnabled) {
  47458. this._collideWithWorld(this.cameraDirection);
  47459. }
  47460. else {
  47461. _super.prototype._updatePosition.call(this);
  47462. }
  47463. };
  47464. /**
  47465. * Destroy the camera and release the current resources hold by it.
  47466. */
  47467. FreeCamera.prototype.dispose = function () {
  47468. this.inputs.clear();
  47469. _super.prototype.dispose.call(this);
  47470. };
  47471. /**
  47472. * Gets the current object class name.
  47473. * @return the class name
  47474. */
  47475. FreeCamera.prototype.getClassName = function () {
  47476. return "FreeCamera";
  47477. };
  47478. __decorate([
  47479. BABYLON.serializeAsVector3()
  47480. ], FreeCamera.prototype, "ellipsoid", void 0);
  47481. __decorate([
  47482. BABYLON.serializeAsVector3()
  47483. ], FreeCamera.prototype, "ellipsoidOffset", void 0);
  47484. __decorate([
  47485. BABYLON.serialize()
  47486. ], FreeCamera.prototype, "checkCollisions", void 0);
  47487. __decorate([
  47488. BABYLON.serialize()
  47489. ], FreeCamera.prototype, "applyGravity", void 0);
  47490. return FreeCamera;
  47491. }(BABYLON.TargetCamera));
  47492. BABYLON.FreeCamera = FreeCamera;
  47493. })(BABYLON || (BABYLON = {}));
  47494. //# sourceMappingURL=babylon.freeCamera.js.map
  47495. var BABYLON;
  47496. (function (BABYLON) {
  47497. /**
  47498. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  47499. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  47500. */
  47501. var ArcRotateCameraKeyboardMoveInput = /** @class */ (function () {
  47502. function ArcRotateCameraKeyboardMoveInput() {
  47503. /**
  47504. * Defines the list of key codes associated with the up action (increase alpha)
  47505. */
  47506. this.keysUp = [38];
  47507. /**
  47508. * Defines the list of key codes associated with the down action (decrease alpha)
  47509. */
  47510. this.keysDown = [40];
  47511. /**
  47512. * Defines the list of key codes associated with the left action (increase beta)
  47513. */
  47514. this.keysLeft = [37];
  47515. /**
  47516. * Defines the list of key codes associated with the right action (decrease beta)
  47517. */
  47518. this.keysRight = [39];
  47519. /**
  47520. * Defines the list of key codes associated with the reset action.
  47521. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  47522. */
  47523. this.keysReset = [220];
  47524. /**
  47525. * Defines the panning sensibility of the inputs.
  47526. * (How fast is the camera paning)
  47527. */
  47528. this.panningSensibility = 50.0;
  47529. /**
  47530. * Defines the zooming sensibility of the inputs.
  47531. * (How fast is the camera zooming)
  47532. */
  47533. this.zoomingSensibility = 25.0;
  47534. /**
  47535. * Defines wether maintaining the alt key down switch the movement mode from
  47536. * orientation to zoom.
  47537. */
  47538. this.useAltToZoom = true;
  47539. this._keys = new Array();
  47540. }
  47541. /**
  47542. * Attach the input controls to a specific dom element to get the input from.
  47543. * @param element Defines the element the controls should be listened from
  47544. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  47545. */
  47546. ArcRotateCameraKeyboardMoveInput.prototype.attachControl = function (element, noPreventDefault) {
  47547. var _this = this;
  47548. if (this._onCanvasBlurObserver) {
  47549. return;
  47550. }
  47551. this._scene = this.camera.getScene();
  47552. this._engine = this._scene.getEngine();
  47553. this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(function () {
  47554. _this._keys = [];
  47555. });
  47556. this._onKeyboardObserver = this._scene.onKeyboardObservable.add(function (info) {
  47557. var evt = info.event;
  47558. if (info.type === BABYLON.KeyboardEventTypes.KEYDOWN) {
  47559. _this._ctrlPressed = evt.ctrlKey;
  47560. _this._altPressed = evt.altKey;
  47561. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  47562. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  47563. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  47564. _this.keysRight.indexOf(evt.keyCode) !== -1 ||
  47565. _this.keysReset.indexOf(evt.keyCode) !== -1) {
  47566. var index = _this._keys.indexOf(evt.keyCode);
  47567. if (index === -1) {
  47568. _this._keys.push(evt.keyCode);
  47569. }
  47570. if (evt.preventDefault) {
  47571. if (!noPreventDefault) {
  47572. evt.preventDefault();
  47573. }
  47574. }
  47575. }
  47576. }
  47577. else {
  47578. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  47579. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  47580. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  47581. _this.keysRight.indexOf(evt.keyCode) !== -1 ||
  47582. _this.keysReset.indexOf(evt.keyCode) !== -1) {
  47583. var index = _this._keys.indexOf(evt.keyCode);
  47584. if (index >= 0) {
  47585. _this._keys.splice(index, 1);
  47586. }
  47587. if (evt.preventDefault) {
  47588. if (!noPreventDefault) {
  47589. evt.preventDefault();
  47590. }
  47591. }
  47592. }
  47593. }
  47594. });
  47595. };
  47596. /**
  47597. * Detach the current controls from the specified dom element.
  47598. * @param element Defines the element to stop listening the inputs from
  47599. */
  47600. ArcRotateCameraKeyboardMoveInput.prototype.detachControl = function (element) {
  47601. if (this._scene) {
  47602. if (this._onKeyboardObserver) {
  47603. this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);
  47604. }
  47605. if (this._onCanvasBlurObserver) {
  47606. this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  47607. }
  47608. this._onKeyboardObserver = null;
  47609. this._onCanvasBlurObserver = null;
  47610. }
  47611. this._keys = [];
  47612. };
  47613. /**
  47614. * Update the current camera state depending on the inputs that have been used this frame.
  47615. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  47616. */
  47617. ArcRotateCameraKeyboardMoveInput.prototype.checkInputs = function () {
  47618. if (this._onKeyboardObserver) {
  47619. var camera = this.camera;
  47620. for (var index = 0; index < this._keys.length; index++) {
  47621. var keyCode = this._keys[index];
  47622. if (this.keysLeft.indexOf(keyCode) !== -1) {
  47623. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  47624. camera.inertialPanningX -= 1 / this.panningSensibility;
  47625. }
  47626. else {
  47627. camera.inertialAlphaOffset -= 0.01;
  47628. }
  47629. }
  47630. else if (this.keysUp.indexOf(keyCode) !== -1) {
  47631. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  47632. camera.inertialPanningY += 1 / this.panningSensibility;
  47633. }
  47634. else if (this._altPressed && this.useAltToZoom) {
  47635. camera.inertialRadiusOffset += 1 / this.zoomingSensibility;
  47636. }
  47637. else {
  47638. camera.inertialBetaOffset -= 0.01;
  47639. }
  47640. }
  47641. else if (this.keysRight.indexOf(keyCode) !== -1) {
  47642. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  47643. camera.inertialPanningX += 1 / this.panningSensibility;
  47644. }
  47645. else {
  47646. camera.inertialAlphaOffset += 0.01;
  47647. }
  47648. }
  47649. else if (this.keysDown.indexOf(keyCode) !== -1) {
  47650. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  47651. camera.inertialPanningY -= 1 / this.panningSensibility;
  47652. }
  47653. else if (this._altPressed && this.useAltToZoom) {
  47654. camera.inertialRadiusOffset -= 1 / this.zoomingSensibility;
  47655. }
  47656. else {
  47657. camera.inertialBetaOffset += 0.01;
  47658. }
  47659. }
  47660. else if (this.keysReset.indexOf(keyCode) !== -1) {
  47661. if (camera.useInputToRestoreState) {
  47662. camera.restoreState();
  47663. }
  47664. }
  47665. }
  47666. }
  47667. };
  47668. /**
  47669. * Gets the class name of the current intput.
  47670. * @returns the class name
  47671. */
  47672. ArcRotateCameraKeyboardMoveInput.prototype.getClassName = function () {
  47673. return "ArcRotateCameraKeyboardMoveInput";
  47674. };
  47675. /**
  47676. * Get the friendly name associated with the input class.
  47677. * @returns the input friendly name
  47678. */
  47679. ArcRotateCameraKeyboardMoveInput.prototype.getSimpleName = function () {
  47680. return "keyboard";
  47681. };
  47682. __decorate([
  47683. BABYLON.serialize()
  47684. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysUp", void 0);
  47685. __decorate([
  47686. BABYLON.serialize()
  47687. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysDown", void 0);
  47688. __decorate([
  47689. BABYLON.serialize()
  47690. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysLeft", void 0);
  47691. __decorate([
  47692. BABYLON.serialize()
  47693. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysRight", void 0);
  47694. __decorate([
  47695. BABYLON.serialize()
  47696. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysReset", void 0);
  47697. __decorate([
  47698. BABYLON.serialize()
  47699. ], ArcRotateCameraKeyboardMoveInput.prototype, "panningSensibility", void 0);
  47700. __decorate([
  47701. BABYLON.serialize()
  47702. ], ArcRotateCameraKeyboardMoveInput.prototype, "zoomingSensibility", void 0);
  47703. __decorate([
  47704. BABYLON.serialize()
  47705. ], ArcRotateCameraKeyboardMoveInput.prototype, "useAltToZoom", void 0);
  47706. return ArcRotateCameraKeyboardMoveInput;
  47707. }());
  47708. BABYLON.ArcRotateCameraKeyboardMoveInput = ArcRotateCameraKeyboardMoveInput;
  47709. BABYLON.CameraInputTypes["ArcRotateCameraKeyboardMoveInput"] = ArcRotateCameraKeyboardMoveInput;
  47710. })(BABYLON || (BABYLON = {}));
  47711. //# sourceMappingURL=babylon.arcRotateCameraKeyboardMoveInput.js.map
  47712. var BABYLON;
  47713. (function (BABYLON) {
  47714. /**
  47715. * Manage the mouse wheel inputs to control an arc rotate camera.
  47716. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  47717. */
  47718. var ArcRotateCameraMouseWheelInput = /** @class */ (function () {
  47719. function ArcRotateCameraMouseWheelInput() {
  47720. /**
  47721. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  47722. */
  47723. this.wheelPrecision = 3.0;
  47724. /**
  47725. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  47726. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  47727. */
  47728. this.wheelDeltaPercentage = 0;
  47729. }
  47730. /**
  47731. * Attach the input controls to a specific dom element to get the input from.
  47732. * @param element Defines the element the controls should be listened from
  47733. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  47734. */
  47735. ArcRotateCameraMouseWheelInput.prototype.attachControl = function (element, noPreventDefault) {
  47736. var _this = this;
  47737. this._wheel = function (p, s) {
  47738. //sanity check - this should be a PointerWheel event.
  47739. if (p.type !== BABYLON.PointerEventTypes.POINTERWHEEL)
  47740. return;
  47741. var event = p.event;
  47742. var delta = 0;
  47743. if (event.wheelDelta) {
  47744. if (_this.wheelDeltaPercentage) {
  47745. var wheelDelta = (event.wheelDelta * 0.01 * _this.wheelDeltaPercentage) * _this.camera.radius;
  47746. if (event.wheelDelta > 0) {
  47747. delta = wheelDelta / (1.0 + _this.wheelDeltaPercentage);
  47748. }
  47749. else {
  47750. delta = wheelDelta * (1.0 + _this.wheelDeltaPercentage);
  47751. }
  47752. }
  47753. else {
  47754. delta = event.wheelDelta / (_this.wheelPrecision * 40);
  47755. }
  47756. }
  47757. else if (event.detail) {
  47758. delta = -event.detail / _this.wheelPrecision;
  47759. }
  47760. if (delta)
  47761. _this.camera.inertialRadiusOffset += delta;
  47762. if (event.preventDefault) {
  47763. if (!noPreventDefault) {
  47764. event.preventDefault();
  47765. }
  47766. }
  47767. };
  47768. this._observer = this.camera.getScene().onPointerObservable.add(this._wheel, BABYLON.PointerEventTypes.POINTERWHEEL);
  47769. };
  47770. /**
  47771. * Detach the current controls from the specified dom element.
  47772. * @param element Defines the element to stop listening the inputs from
  47773. */
  47774. ArcRotateCameraMouseWheelInput.prototype.detachControl = function (element) {
  47775. if (this._observer && element) {
  47776. this.camera.getScene().onPointerObservable.remove(this._observer);
  47777. this._observer = null;
  47778. this._wheel = null;
  47779. }
  47780. };
  47781. /**
  47782. * Gets the class name of the current intput.
  47783. * @returns the class name
  47784. */
  47785. ArcRotateCameraMouseWheelInput.prototype.getClassName = function () {
  47786. return "ArcRotateCameraMouseWheelInput";
  47787. };
  47788. /**
  47789. * Get the friendly name associated with the input class.
  47790. * @returns the input friendly name
  47791. */
  47792. ArcRotateCameraMouseWheelInput.prototype.getSimpleName = function () {
  47793. return "mousewheel";
  47794. };
  47795. __decorate([
  47796. BABYLON.serialize()
  47797. ], ArcRotateCameraMouseWheelInput.prototype, "wheelPrecision", void 0);
  47798. __decorate([
  47799. BABYLON.serialize()
  47800. ], ArcRotateCameraMouseWheelInput.prototype, "wheelDeltaPercentage", void 0);
  47801. return ArcRotateCameraMouseWheelInput;
  47802. }());
  47803. BABYLON.ArcRotateCameraMouseWheelInput = ArcRotateCameraMouseWheelInput;
  47804. BABYLON.CameraInputTypes["ArcRotateCameraMouseWheelInput"] = ArcRotateCameraMouseWheelInput;
  47805. })(BABYLON || (BABYLON = {}));
  47806. //# sourceMappingURL=babylon.arcRotateCameraMouseWheelInput.js.map
  47807. var BABYLON;
  47808. (function (BABYLON) {
  47809. /**
  47810. * Manage the pointers inputs to control an arc rotate camera.
  47811. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  47812. */
  47813. var ArcRotateCameraPointersInput = /** @class */ (function () {
  47814. function ArcRotateCameraPointersInput() {
  47815. /**
  47816. * Defines the buttons associated with the input to handle camera move.
  47817. */
  47818. this.buttons = [0, 1, 2];
  47819. /**
  47820. * Defines the pointer angular sensibility along the X axis or how fast is the camera rotating.
  47821. */
  47822. this.angularSensibilityX = 1000.0;
  47823. /**
  47824. * Defines the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  47825. */
  47826. this.angularSensibilityY = 1000.0;
  47827. /**
  47828. * Defines the pointer pinch precision or how fast is the camera zooming.
  47829. */
  47830. this.pinchPrecision = 12.0;
  47831. /**
  47832. * pinchDeltaPercentage will be used instead of pinchPrecision if different from 0.
  47833. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  47834. */
  47835. this.pinchDeltaPercentage = 0;
  47836. /**
  47837. * Defines the pointer panning sensibility or how fast is the camera moving.
  47838. */
  47839. this.panningSensibility = 1000.0;
  47840. /**
  47841. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  47842. */
  47843. this.multiTouchPanning = true;
  47844. /**
  47845. * Defines whether panning is enabled for both pan (2 fingers swipe) and zoom (pinch) through multitouch.
  47846. */
  47847. this.multiTouchPanAndZoom = true;
  47848. /**
  47849. * Revers pinch action direction.
  47850. */
  47851. this.pinchInwards = true;
  47852. this._isPanClick = false;
  47853. }
  47854. /**
  47855. * Attach the input controls to a specific dom element to get the input from.
  47856. * @param element Defines the element the controls should be listened from
  47857. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  47858. */
  47859. ArcRotateCameraPointersInput.prototype.attachControl = function (element, noPreventDefault) {
  47860. var _this = this;
  47861. var engine = this.camera.getEngine();
  47862. var cacheSoloPointer; // cache pointer object for better perf on camera rotation
  47863. var pointA = null;
  47864. var pointB = null;
  47865. var previousPinchSquaredDistance = 0;
  47866. var initialDistance = 0;
  47867. var twoFingerActivityCount = 0;
  47868. var previousMultiTouchPanPosition = { x: 0, y: 0, isPaning: false, isPinching: false };
  47869. this._pointerInput = function (p, s) {
  47870. var evt = p.event;
  47871. var isTouch = p.event.pointerType === "touch";
  47872. if (engine.isInVRExclusivePointerMode) {
  47873. return;
  47874. }
  47875. if (p.type !== BABYLON.PointerEventTypes.POINTERMOVE && _this.buttons.indexOf(evt.button) === -1) {
  47876. return;
  47877. }
  47878. var srcElement = (evt.srcElement || evt.target);
  47879. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN && srcElement) {
  47880. try {
  47881. srcElement.setPointerCapture(evt.pointerId);
  47882. }
  47883. catch (e) {
  47884. //Nothing to do with the error. Execution will continue.
  47885. }
  47886. // Manage panning with pan button click
  47887. _this._isPanClick = evt.button === _this.camera._panningMouseButton;
  47888. // manage pointers
  47889. cacheSoloPointer = { x: evt.clientX, y: evt.clientY, pointerId: evt.pointerId, type: evt.pointerType };
  47890. if (pointA === null) {
  47891. pointA = cacheSoloPointer;
  47892. }
  47893. else if (pointB === null) {
  47894. pointB = cacheSoloPointer;
  47895. }
  47896. if (!noPreventDefault) {
  47897. evt.preventDefault();
  47898. element.focus();
  47899. }
  47900. }
  47901. else if (p.type === BABYLON.PointerEventTypes.POINTERDOUBLETAP) {
  47902. if (_this.camera.useInputToRestoreState) {
  47903. _this.camera.restoreState();
  47904. }
  47905. }
  47906. else if (p.type === BABYLON.PointerEventTypes.POINTERUP && srcElement) {
  47907. try {
  47908. srcElement.releasePointerCapture(evt.pointerId);
  47909. }
  47910. catch (e) {
  47911. //Nothing to do with the error.
  47912. }
  47913. cacheSoloPointer = null;
  47914. previousPinchSquaredDistance = 0;
  47915. previousMultiTouchPanPosition.isPaning = false;
  47916. previousMultiTouchPanPosition.isPinching = false;
  47917. twoFingerActivityCount = 0;
  47918. initialDistance = 0;
  47919. if (!isTouch) {
  47920. pointB = null; // Mouse and pen are mono pointer
  47921. }
  47922. //would be better to use pointers.remove(evt.pointerId) for multitouch gestures,
  47923. //but emptying completly pointers collection is required to fix a bug on iPhone :
  47924. //when changing orientation while pinching camera, one pointer stay pressed forever if we don't release all pointers
  47925. //will be ok to put back pointers.remove(evt.pointerId); when iPhone bug corrected
  47926. if (engine._badOS) {
  47927. pointA = pointB = null;
  47928. }
  47929. else {
  47930. //only remove the impacted pointer in case of multitouch allowing on most
  47931. //platforms switching from rotate to zoom and pan seamlessly.
  47932. if (pointB && pointA && pointA.pointerId == evt.pointerId) {
  47933. pointA = pointB;
  47934. pointB = null;
  47935. cacheSoloPointer = { x: pointA.x, y: pointA.y, pointerId: pointA.pointerId, type: evt.pointerType };
  47936. }
  47937. else if (pointA && pointB && pointB.pointerId == evt.pointerId) {
  47938. pointB = null;
  47939. cacheSoloPointer = { x: pointA.x, y: pointA.y, pointerId: pointA.pointerId, type: evt.pointerType };
  47940. }
  47941. else {
  47942. pointA = pointB = null;
  47943. }
  47944. }
  47945. if (!noPreventDefault) {
  47946. evt.preventDefault();
  47947. }
  47948. }
  47949. else if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  47950. if (!noPreventDefault) {
  47951. evt.preventDefault();
  47952. }
  47953. // One button down
  47954. if (pointA && pointB === null && cacheSoloPointer) {
  47955. if (_this.panningSensibility !== 0 &&
  47956. ((evt.ctrlKey && _this.camera._useCtrlForPanning) || _this._isPanClick)) {
  47957. _this.camera.inertialPanningX += -(evt.clientX - cacheSoloPointer.x) / _this.panningSensibility;
  47958. _this.camera.inertialPanningY += (evt.clientY - cacheSoloPointer.y) / _this.panningSensibility;
  47959. }
  47960. else {
  47961. var offsetX = evt.clientX - cacheSoloPointer.x;
  47962. var offsetY = evt.clientY - cacheSoloPointer.y;
  47963. _this.camera.inertialAlphaOffset -= offsetX / _this.angularSensibilityX;
  47964. _this.camera.inertialBetaOffset -= offsetY / _this.angularSensibilityY;
  47965. }
  47966. cacheSoloPointer.x = evt.clientX;
  47967. cacheSoloPointer.y = evt.clientY;
  47968. }
  47969. // Two buttons down: pinch/pan
  47970. else if (pointA && pointB) {
  47971. //if (noPreventDefault) { evt.preventDefault(); } //if pinch gesture, could be useful to force preventDefault to avoid html page scroll/zoom in some mobile browsers
  47972. var ed = (pointA.pointerId === evt.pointerId) ? pointA : pointB;
  47973. ed.x = evt.clientX;
  47974. ed.y = evt.clientY;
  47975. var direction = _this.pinchInwards ? 1 : -1;
  47976. var distX = pointA.x - pointB.x;
  47977. var distY = pointA.y - pointB.y;
  47978. var pinchSquaredDistance = (distX * distX) + (distY * distY);
  47979. var pinchDistance = Math.sqrt(pinchSquaredDistance);
  47980. if (previousPinchSquaredDistance === 0) {
  47981. initialDistance = pinchDistance;
  47982. previousPinchSquaredDistance = pinchSquaredDistance;
  47983. previousMultiTouchPanPosition.x = (pointA.x + pointB.x) / 2;
  47984. previousMultiTouchPanPosition.y = (pointA.y + pointB.y) / 2;
  47985. return;
  47986. }
  47987. if (_this.multiTouchPanAndZoom) {
  47988. if (_this.pinchDeltaPercentage) {
  47989. _this.camera.inertialRadiusOffset += ((pinchSquaredDistance - previousPinchSquaredDistance) * 0.001) * _this.camera.radius * _this.pinchDeltaPercentage;
  47990. }
  47991. else {
  47992. _this.camera.inertialRadiusOffset += (pinchSquaredDistance - previousPinchSquaredDistance) /
  47993. (_this.pinchPrecision *
  47994. ((_this.angularSensibilityX + _this.angularSensibilityY) / 2) *
  47995. direction);
  47996. }
  47997. if (_this.panningSensibility !== 0) {
  47998. var pointersCenterX = (pointA.x + pointB.x) / 2;
  47999. var pointersCenterY = (pointA.y + pointB.y) / 2;
  48000. var pointersCenterDistX = pointersCenterX - previousMultiTouchPanPosition.x;
  48001. var pointersCenterDistY = pointersCenterY - previousMultiTouchPanPosition.y;
  48002. previousMultiTouchPanPosition.x = pointersCenterX;
  48003. previousMultiTouchPanPosition.y = pointersCenterY;
  48004. _this.camera.inertialPanningX += -(pointersCenterDistX) / (_this.panningSensibility);
  48005. _this.camera.inertialPanningY += (pointersCenterDistY) / (_this.panningSensibility);
  48006. }
  48007. }
  48008. else {
  48009. twoFingerActivityCount++;
  48010. if (previousMultiTouchPanPosition.isPinching || (twoFingerActivityCount < 20 && Math.abs(pinchDistance - initialDistance) > _this.camera.pinchToPanMaxDistance)) {
  48011. if (_this.pinchDeltaPercentage) {
  48012. _this.camera.inertialRadiusOffset += ((pinchSquaredDistance - previousPinchSquaredDistance) * 0.001) * _this.camera.radius * _this.pinchDeltaPercentage;
  48013. }
  48014. else {
  48015. _this.camera.inertialRadiusOffset += (pinchSquaredDistance - previousPinchSquaredDistance) /
  48016. (_this.pinchPrecision *
  48017. ((_this.angularSensibilityX + _this.angularSensibilityY) / 2) *
  48018. direction);
  48019. }
  48020. previousMultiTouchPanPosition.isPaning = false;
  48021. previousMultiTouchPanPosition.isPinching = true;
  48022. }
  48023. else {
  48024. if (cacheSoloPointer && cacheSoloPointer.pointerId === ed.pointerId && _this.panningSensibility !== 0 && _this.multiTouchPanning) {
  48025. if (!previousMultiTouchPanPosition.isPaning) {
  48026. previousMultiTouchPanPosition.isPaning = true;
  48027. previousMultiTouchPanPosition.isPinching = false;
  48028. previousMultiTouchPanPosition.x = ed.x;
  48029. previousMultiTouchPanPosition.y = ed.y;
  48030. return;
  48031. }
  48032. _this.camera.inertialPanningX += -(ed.x - previousMultiTouchPanPosition.x) / (_this.panningSensibility);
  48033. _this.camera.inertialPanningY += (ed.y - previousMultiTouchPanPosition.y) / (_this.panningSensibility);
  48034. }
  48035. }
  48036. if (cacheSoloPointer && cacheSoloPointer.pointerId === evt.pointerId) {
  48037. previousMultiTouchPanPosition.x = ed.x;
  48038. previousMultiTouchPanPosition.y = ed.y;
  48039. }
  48040. }
  48041. previousPinchSquaredDistance = pinchSquaredDistance;
  48042. }
  48043. }
  48044. };
  48045. this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE | BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  48046. this._onContextMenu = function (evt) {
  48047. evt.preventDefault();
  48048. };
  48049. if (!this.camera._useCtrlForPanning) {
  48050. element.addEventListener("contextmenu", this._onContextMenu, false);
  48051. }
  48052. this._onLostFocus = function () {
  48053. //this._keys = [];
  48054. pointA = pointB = null;
  48055. previousPinchSquaredDistance = 0;
  48056. previousMultiTouchPanPosition.isPaning = false;
  48057. previousMultiTouchPanPosition.isPinching = false;
  48058. twoFingerActivityCount = 0;
  48059. cacheSoloPointer = null;
  48060. initialDistance = 0;
  48061. };
  48062. this._onMouseMove = function (evt) {
  48063. if (!engine.isPointerLock) {
  48064. return;
  48065. }
  48066. var offsetX = evt.movementX || evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || 0;
  48067. var offsetY = evt.movementY || evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || 0;
  48068. _this.camera.inertialAlphaOffset -= offsetX / _this.angularSensibilityX;
  48069. _this.camera.inertialBetaOffset -= offsetY / _this.angularSensibilityY;
  48070. if (!noPreventDefault) {
  48071. evt.preventDefault();
  48072. }
  48073. };
  48074. this._onGestureStart = function (e) {
  48075. if (window.MSGesture === undefined) {
  48076. return;
  48077. }
  48078. if (!_this._MSGestureHandler) {
  48079. _this._MSGestureHandler = new MSGesture();
  48080. _this._MSGestureHandler.target = element;
  48081. }
  48082. _this._MSGestureHandler.addPointer(e.pointerId);
  48083. };
  48084. this._onGesture = function (e) {
  48085. _this.camera.radius *= e.scale;
  48086. if (e.preventDefault) {
  48087. if (!noPreventDefault) {
  48088. e.stopPropagation();
  48089. e.preventDefault();
  48090. }
  48091. }
  48092. };
  48093. element.addEventListener("mousemove", this._onMouseMove, false);
  48094. element.addEventListener("MSPointerDown", this._onGestureStart, false);
  48095. element.addEventListener("MSGestureChange", this._onGesture, false);
  48096. BABYLON.Tools.RegisterTopRootEvents([
  48097. { name: "blur", handler: this._onLostFocus }
  48098. ]);
  48099. };
  48100. /**
  48101. * Detach the current controls from the specified dom element.
  48102. * @param element Defines the element to stop listening the inputs from
  48103. */
  48104. ArcRotateCameraPointersInput.prototype.detachControl = function (element) {
  48105. if (this._onLostFocus) {
  48106. BABYLON.Tools.UnregisterTopRootEvents([
  48107. { name: "blur", handler: this._onLostFocus }
  48108. ]);
  48109. }
  48110. if (element && this._observer) {
  48111. this.camera.getScene().onPointerObservable.remove(this._observer);
  48112. this._observer = null;
  48113. if (this._onContextMenu) {
  48114. element.removeEventListener("contextmenu", this._onContextMenu);
  48115. }
  48116. if (this._onMouseMove) {
  48117. element.removeEventListener("mousemove", this._onMouseMove);
  48118. }
  48119. if (this._onGestureStart) {
  48120. element.removeEventListener("MSPointerDown", this._onGestureStart);
  48121. }
  48122. if (this._onGesture) {
  48123. element.removeEventListener("MSGestureChange", this._onGesture);
  48124. }
  48125. this._isPanClick = false;
  48126. this.pinchInwards = true;
  48127. this._onMouseMove = null;
  48128. this._onGestureStart = null;
  48129. this._onGesture = null;
  48130. this._MSGestureHandler = null;
  48131. this._onLostFocus = null;
  48132. this._onContextMenu = null;
  48133. }
  48134. };
  48135. /**
  48136. * Gets the class name of the current intput.
  48137. * @returns the class name
  48138. */
  48139. ArcRotateCameraPointersInput.prototype.getClassName = function () {
  48140. return "ArcRotateCameraPointersInput";
  48141. };
  48142. /**
  48143. * Get the friendly name associated with the input class.
  48144. * @returns the input friendly name
  48145. */
  48146. ArcRotateCameraPointersInput.prototype.getSimpleName = function () {
  48147. return "pointers";
  48148. };
  48149. __decorate([
  48150. BABYLON.serialize()
  48151. ], ArcRotateCameraPointersInput.prototype, "buttons", void 0);
  48152. __decorate([
  48153. BABYLON.serialize()
  48154. ], ArcRotateCameraPointersInput.prototype, "angularSensibilityX", void 0);
  48155. __decorate([
  48156. BABYLON.serialize()
  48157. ], ArcRotateCameraPointersInput.prototype, "angularSensibilityY", void 0);
  48158. __decorate([
  48159. BABYLON.serialize()
  48160. ], ArcRotateCameraPointersInput.prototype, "pinchPrecision", void 0);
  48161. __decorate([
  48162. BABYLON.serialize()
  48163. ], ArcRotateCameraPointersInput.prototype, "pinchDeltaPercentage", void 0);
  48164. __decorate([
  48165. BABYLON.serialize()
  48166. ], ArcRotateCameraPointersInput.prototype, "panningSensibility", void 0);
  48167. __decorate([
  48168. BABYLON.serialize()
  48169. ], ArcRotateCameraPointersInput.prototype, "multiTouchPanning", void 0);
  48170. __decorate([
  48171. BABYLON.serialize()
  48172. ], ArcRotateCameraPointersInput.prototype, "multiTouchPanAndZoom", void 0);
  48173. return ArcRotateCameraPointersInput;
  48174. }());
  48175. BABYLON.ArcRotateCameraPointersInput = ArcRotateCameraPointersInput;
  48176. BABYLON.CameraInputTypes["ArcRotateCameraPointersInput"] = ArcRotateCameraPointersInput;
  48177. })(BABYLON || (BABYLON = {}));
  48178. //# sourceMappingURL=babylon.arcRotateCameraPointersInput.js.map
  48179. var BABYLON;
  48180. (function (BABYLON) {
  48181. /**
  48182. * Default Inputs manager for the ArcRotateCamera.
  48183. * It groups all the default supported inputs for ease of use.
  48184. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  48185. */
  48186. var ArcRotateCameraInputsManager = /** @class */ (function (_super) {
  48187. __extends(ArcRotateCameraInputsManager, _super);
  48188. /**
  48189. * Instantiates a new ArcRotateCameraInputsManager.
  48190. * @param camera Defines the camera the inputs belong to
  48191. */
  48192. function ArcRotateCameraInputsManager(camera) {
  48193. return _super.call(this, camera) || this;
  48194. }
  48195. /**
  48196. * Add mouse wheel input support to the input manager.
  48197. * @returns the current input manager
  48198. */
  48199. ArcRotateCameraInputsManager.prototype.addMouseWheel = function () {
  48200. this.add(new BABYLON.ArcRotateCameraMouseWheelInput());
  48201. return this;
  48202. };
  48203. /**
  48204. * Add pointers input support to the input manager.
  48205. * @returns the current input manager
  48206. */
  48207. ArcRotateCameraInputsManager.prototype.addPointers = function () {
  48208. this.add(new BABYLON.ArcRotateCameraPointersInput());
  48209. return this;
  48210. };
  48211. /**
  48212. * Add keyboard input support to the input manager.
  48213. * @returns the current input manager
  48214. */
  48215. ArcRotateCameraInputsManager.prototype.addKeyboard = function () {
  48216. this.add(new BABYLON.ArcRotateCameraKeyboardMoveInput());
  48217. return this;
  48218. };
  48219. /**
  48220. * Add orientation input support to the input manager.
  48221. * @returns the current input manager
  48222. */
  48223. ArcRotateCameraInputsManager.prototype.addVRDeviceOrientation = function () {
  48224. this.add(new BABYLON.ArcRotateCameraVRDeviceOrientationInput());
  48225. return this;
  48226. };
  48227. return ArcRotateCameraInputsManager;
  48228. }(BABYLON.CameraInputsManager));
  48229. BABYLON.ArcRotateCameraInputsManager = ArcRotateCameraInputsManager;
  48230. })(BABYLON || (BABYLON = {}));
  48231. //# sourceMappingURL=babylon.arcRotateCameraInputsManager.js.map
  48232. var BABYLON;
  48233. (function (BABYLON) {
  48234. BABYLON.Node.AddNodeConstructor("ArcRotateCamera", function (name, scene) {
  48235. return function () { return new ArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), scene); };
  48236. });
  48237. /**
  48238. * This represents an orbital type of camera.
  48239. *
  48240. * 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.
  48241. * 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.
  48242. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  48243. */
  48244. var ArcRotateCamera = /** @class */ (function (_super) {
  48245. __extends(ArcRotateCamera, _super);
  48246. /**
  48247. * Instantiates a new ArcRotateCamera in a given scene
  48248. * @param name Defines the name of the camera
  48249. * @param alpha Defines the camera rotation along the logitudinal axis
  48250. * @param beta Defines the camera rotation along the latitudinal axis
  48251. * @param radius Defines the camera distance from its target
  48252. * @param target Defines the camera target
  48253. * @param scene Defines the scene the camera belongs to
  48254. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  48255. */
  48256. function ArcRotateCamera(name, alpha, beta, radius, target, scene, setActiveOnSceneIfNoneActive) {
  48257. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  48258. var _this = _super.call(this, name, BABYLON.Vector3.Zero(), scene, setActiveOnSceneIfNoneActive) || this;
  48259. /**
  48260. * Current inertia value on the longitudinal axis.
  48261. * The bigger this number the longer it will take for the camera to stop.
  48262. */
  48263. _this.inertialAlphaOffset = 0;
  48264. /**
  48265. * Current inertia value on the latitudinal axis.
  48266. * The bigger this number the longer it will take for the camera to stop.
  48267. */
  48268. _this.inertialBetaOffset = 0;
  48269. /**
  48270. * Current inertia value on the radius axis.
  48271. * The bigger this number the longer it will take for the camera to stop.
  48272. */
  48273. _this.inertialRadiusOffset = 0;
  48274. /**
  48275. * Minimum allowed angle on the longitudinal axis.
  48276. * This can help limiting how the Camera is able to move in the scene.
  48277. */
  48278. _this.lowerAlphaLimit = null;
  48279. /**
  48280. * Maximum allowed angle on the longitudinal axis.
  48281. * This can help limiting how the Camera is able to move in the scene.
  48282. */
  48283. _this.upperAlphaLimit = null;
  48284. /**
  48285. * Minimum allowed angle on the latitudinal axis.
  48286. * This can help limiting how the Camera is able to move in the scene.
  48287. */
  48288. _this.lowerBetaLimit = 0.01;
  48289. /**
  48290. * Maximum allowed angle on the latitudinal axis.
  48291. * This can help limiting how the Camera is able to move in the scene.
  48292. */
  48293. _this.upperBetaLimit = Math.PI;
  48294. /**
  48295. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  48296. * This can help limiting how the Camera is able to move in the scene.
  48297. */
  48298. _this.lowerRadiusLimit = null;
  48299. /**
  48300. * Maximum allowed distance of the camera to the target (The camera can not get further).
  48301. * This can help limiting how the Camera is able to move in the scene.
  48302. */
  48303. _this.upperRadiusLimit = null;
  48304. /**
  48305. * Defines the current inertia value used during panning of the camera along the X axis.
  48306. */
  48307. _this.inertialPanningX = 0;
  48308. /**
  48309. * Defines the current inertia value used during panning of the camera along the Y axis.
  48310. */
  48311. _this.inertialPanningY = 0;
  48312. /**
  48313. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  48314. * Basically if your fingers moves away from more than this distance you will be considered
  48315. * in pinch mode.
  48316. */
  48317. _this.pinchToPanMaxDistance = 20;
  48318. /**
  48319. * Defines the maximum distance the camera can pan.
  48320. * This could help keeping the cammera always in your scene.
  48321. */
  48322. _this.panningDistanceLimit = null;
  48323. /**
  48324. * Defines the target of the camera before paning.
  48325. */
  48326. _this.panningOriginTarget = BABYLON.Vector3.Zero();
  48327. /**
  48328. * Defines the value of the inertia used during panning.
  48329. * 0 would mean stop inertia and one would mean no decelleration at all.
  48330. */
  48331. _this.panningInertia = 0.9;
  48332. //-- end properties for backward compatibility for inputs
  48333. /**
  48334. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  48335. */
  48336. _this.zoomOnFactor = 1;
  48337. /**
  48338. * Defines a screen offset for the camera position.
  48339. */
  48340. _this.targetScreenOffset = BABYLON.Vector2.Zero();
  48341. /**
  48342. * Allows the camera to be completely reversed.
  48343. * If false the camera can not arrive upside down.
  48344. */
  48345. _this.allowUpsideDown = true;
  48346. /**
  48347. * Define if double tap/click is used to restore the previously saved state of the camera.
  48348. */
  48349. _this.useInputToRestoreState = true;
  48350. /** @hidden */
  48351. _this._viewMatrix = new BABYLON.Matrix();
  48352. /**
  48353. * Defines the allowed panning axis.
  48354. */
  48355. _this.panningAxis = new BABYLON.Vector3(1, 1, 0);
  48356. /**
  48357. * Observable triggered when the mesh target has been changed on the camera.
  48358. */
  48359. _this.onMeshTargetChangedObservable = new BABYLON.Observable();
  48360. /**
  48361. * Defines whether the camera should check collision with the objects oh the scene.
  48362. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  48363. */
  48364. _this.checkCollisions = false;
  48365. /**
  48366. * Defines the collision radius of the camera.
  48367. * This simulates a sphere around the camera.
  48368. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  48369. */
  48370. _this.collisionRadius = new BABYLON.Vector3(0.5, 0.5, 0.5);
  48371. _this._previousPosition = BABYLON.Vector3.Zero();
  48372. _this._collisionVelocity = BABYLON.Vector3.Zero();
  48373. _this._newPosition = BABYLON.Vector3.Zero();
  48374. _this._computationVector = BABYLON.Vector3.Zero();
  48375. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  48376. if (collidedMesh === void 0) { collidedMesh = null; }
  48377. if (_this.getScene().workerCollisions && _this.checkCollisions) {
  48378. newPosition.multiplyInPlace(_this._collider._radius);
  48379. }
  48380. if (!collidedMesh) {
  48381. _this._previousPosition.copyFrom(_this.position);
  48382. }
  48383. else {
  48384. _this.setPosition(newPosition);
  48385. if (_this.onCollide) {
  48386. _this.onCollide(collidedMesh);
  48387. }
  48388. }
  48389. // Recompute because of constraints
  48390. var cosa = Math.cos(_this.alpha);
  48391. var sina = Math.sin(_this.alpha);
  48392. var cosb = Math.cos(_this.beta);
  48393. var sinb = Math.sin(_this.beta);
  48394. if (sinb === 0) {
  48395. sinb = 0.0001;
  48396. }
  48397. var target = _this._getTargetPosition();
  48398. _this._computationVector.copyFromFloats(_this.radius * cosa * sinb, _this.radius * cosb, _this.radius * sina * sinb);
  48399. target.addToRef(_this._computationVector, _this._newPosition);
  48400. _this.position.copyFrom(_this._newPosition);
  48401. var up = _this.upVector;
  48402. if (_this.allowUpsideDown && _this.beta < 0) {
  48403. up = up.clone();
  48404. up = up.negate();
  48405. }
  48406. _this._computeViewMatrix(_this.position, target, up);
  48407. _this._viewMatrix.m[12] += _this.targetScreenOffset.x;
  48408. _this._viewMatrix.m[13] += _this.targetScreenOffset.y;
  48409. _this._collisionTriggered = false;
  48410. };
  48411. _this._target = BABYLON.Vector3.Zero();
  48412. if (target) {
  48413. _this.setTarget(target);
  48414. }
  48415. _this.alpha = alpha;
  48416. _this.beta = beta;
  48417. _this.radius = radius;
  48418. _this.getViewMatrix();
  48419. _this.inputs = new BABYLON.ArcRotateCameraInputsManager(_this);
  48420. _this.inputs.addKeyboard().addMouseWheel().addPointers();
  48421. return _this;
  48422. }
  48423. Object.defineProperty(ArcRotateCamera.prototype, "target", {
  48424. /**
  48425. * Defines the target point of the camera.
  48426. * The camera looks towards it form the radius distance.
  48427. */
  48428. get: function () {
  48429. return this._target;
  48430. },
  48431. set: function (value) {
  48432. this.setTarget(value);
  48433. },
  48434. enumerable: true,
  48435. configurable: true
  48436. });
  48437. Object.defineProperty(ArcRotateCamera.prototype, "angularSensibilityX", {
  48438. //-- begin properties for backward compatibility for inputs
  48439. /**
  48440. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  48441. */
  48442. get: function () {
  48443. var pointers = this.inputs.attached["pointers"];
  48444. if (pointers)
  48445. return pointers.angularSensibilityX;
  48446. return 0;
  48447. },
  48448. set: function (value) {
  48449. var pointers = this.inputs.attached["pointers"];
  48450. if (pointers) {
  48451. pointers.angularSensibilityX = value;
  48452. }
  48453. },
  48454. enumerable: true,
  48455. configurable: true
  48456. });
  48457. Object.defineProperty(ArcRotateCamera.prototype, "angularSensibilityY", {
  48458. /**
  48459. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  48460. */
  48461. get: function () {
  48462. var pointers = this.inputs.attached["pointers"];
  48463. if (pointers)
  48464. return pointers.angularSensibilityY;
  48465. return 0;
  48466. },
  48467. set: function (value) {
  48468. var pointers = this.inputs.attached["pointers"];
  48469. if (pointers) {
  48470. pointers.angularSensibilityY = value;
  48471. }
  48472. },
  48473. enumerable: true,
  48474. configurable: true
  48475. });
  48476. Object.defineProperty(ArcRotateCamera.prototype, "pinchPrecision", {
  48477. /**
  48478. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  48479. */
  48480. get: function () {
  48481. var pointers = this.inputs.attached["pointers"];
  48482. if (pointers)
  48483. return pointers.pinchPrecision;
  48484. return 0;
  48485. },
  48486. set: function (value) {
  48487. var pointers = this.inputs.attached["pointers"];
  48488. if (pointers) {
  48489. pointers.pinchPrecision = value;
  48490. }
  48491. },
  48492. enumerable: true,
  48493. configurable: true
  48494. });
  48495. Object.defineProperty(ArcRotateCamera.prototype, "pinchDeltaPercentage", {
  48496. /**
  48497. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  48498. * It will be used instead of pinchDeltaPrecision if different from 0.
  48499. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  48500. */
  48501. get: function () {
  48502. var pointers = this.inputs.attached["pointers"];
  48503. if (pointers)
  48504. return pointers.pinchDeltaPercentage;
  48505. return 0;
  48506. },
  48507. set: function (value) {
  48508. var pointers = this.inputs.attached["pointers"];
  48509. if (pointers) {
  48510. pointers.pinchDeltaPercentage = value;
  48511. }
  48512. },
  48513. enumerable: true,
  48514. configurable: true
  48515. });
  48516. Object.defineProperty(ArcRotateCamera.prototype, "panningSensibility", {
  48517. /**
  48518. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  48519. */
  48520. get: function () {
  48521. var pointers = this.inputs.attached["pointers"];
  48522. if (pointers)
  48523. return pointers.panningSensibility;
  48524. return 0;
  48525. },
  48526. set: function (value) {
  48527. var pointers = this.inputs.attached["pointers"];
  48528. if (pointers) {
  48529. pointers.panningSensibility = value;
  48530. }
  48531. },
  48532. enumerable: true,
  48533. configurable: true
  48534. });
  48535. Object.defineProperty(ArcRotateCamera.prototype, "keysUp", {
  48536. /**
  48537. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  48538. */
  48539. get: function () {
  48540. var keyboard = this.inputs.attached["keyboard"];
  48541. if (keyboard)
  48542. return keyboard.keysUp;
  48543. return [];
  48544. },
  48545. set: function (value) {
  48546. var keyboard = this.inputs.attached["keyboard"];
  48547. if (keyboard)
  48548. keyboard.keysUp = value;
  48549. },
  48550. enumerable: true,
  48551. configurable: true
  48552. });
  48553. Object.defineProperty(ArcRotateCamera.prototype, "keysDown", {
  48554. /**
  48555. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  48556. */
  48557. get: function () {
  48558. var keyboard = this.inputs.attached["keyboard"];
  48559. if (keyboard)
  48560. return keyboard.keysDown;
  48561. return [];
  48562. },
  48563. set: function (value) {
  48564. var keyboard = this.inputs.attached["keyboard"];
  48565. if (keyboard)
  48566. keyboard.keysDown = value;
  48567. },
  48568. enumerable: true,
  48569. configurable: true
  48570. });
  48571. Object.defineProperty(ArcRotateCamera.prototype, "keysLeft", {
  48572. /**
  48573. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  48574. */
  48575. get: function () {
  48576. var keyboard = this.inputs.attached["keyboard"];
  48577. if (keyboard)
  48578. return keyboard.keysLeft;
  48579. return [];
  48580. },
  48581. set: function (value) {
  48582. var keyboard = this.inputs.attached["keyboard"];
  48583. if (keyboard)
  48584. keyboard.keysLeft = value;
  48585. },
  48586. enumerable: true,
  48587. configurable: true
  48588. });
  48589. Object.defineProperty(ArcRotateCamera.prototype, "keysRight", {
  48590. /**
  48591. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  48592. */
  48593. get: function () {
  48594. var keyboard = this.inputs.attached["keyboard"];
  48595. if (keyboard)
  48596. return keyboard.keysRight;
  48597. return [];
  48598. },
  48599. set: function (value) {
  48600. var keyboard = this.inputs.attached["keyboard"];
  48601. if (keyboard)
  48602. keyboard.keysRight = value;
  48603. },
  48604. enumerable: true,
  48605. configurable: true
  48606. });
  48607. Object.defineProperty(ArcRotateCamera.prototype, "wheelPrecision", {
  48608. /**
  48609. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  48610. */
  48611. get: function () {
  48612. var mousewheel = this.inputs.attached["mousewheel"];
  48613. if (mousewheel)
  48614. return mousewheel.wheelPrecision;
  48615. return 0;
  48616. },
  48617. set: function (value) {
  48618. var mousewheel = this.inputs.attached["mousewheel"];
  48619. if (mousewheel)
  48620. mousewheel.wheelPrecision = value;
  48621. },
  48622. enumerable: true,
  48623. configurable: true
  48624. });
  48625. Object.defineProperty(ArcRotateCamera.prototype, "wheelDeltaPercentage", {
  48626. /**
  48627. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  48628. * It will be used instead of pinchDeltaPrecision if different from 0.
  48629. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  48630. */
  48631. get: function () {
  48632. var mousewheel = this.inputs.attached["mousewheel"];
  48633. if (mousewheel)
  48634. return mousewheel.wheelDeltaPercentage;
  48635. return 0;
  48636. },
  48637. set: function (value) {
  48638. var mousewheel = this.inputs.attached["mousewheel"];
  48639. if (mousewheel)
  48640. mousewheel.wheelDeltaPercentage = value;
  48641. },
  48642. enumerable: true,
  48643. configurable: true
  48644. });
  48645. Object.defineProperty(ArcRotateCamera.prototype, "bouncingBehavior", {
  48646. /**
  48647. * Gets the bouncing behavior of the camera if it has been enabled.
  48648. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  48649. */
  48650. get: function () {
  48651. return this._bouncingBehavior;
  48652. },
  48653. enumerable: true,
  48654. configurable: true
  48655. });
  48656. Object.defineProperty(ArcRotateCamera.prototype, "useBouncingBehavior", {
  48657. /**
  48658. * Defines if the bouncing behavior of the camera is enabled on the camera.
  48659. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  48660. */
  48661. get: function () {
  48662. return this._bouncingBehavior != null;
  48663. },
  48664. set: function (value) {
  48665. if (value === this.useBouncingBehavior) {
  48666. return;
  48667. }
  48668. if (value) {
  48669. this._bouncingBehavior = new BABYLON.BouncingBehavior();
  48670. this.addBehavior(this._bouncingBehavior);
  48671. }
  48672. else if (this._bouncingBehavior) {
  48673. this.removeBehavior(this._bouncingBehavior);
  48674. this._bouncingBehavior = null;
  48675. }
  48676. },
  48677. enumerable: true,
  48678. configurable: true
  48679. });
  48680. Object.defineProperty(ArcRotateCamera.prototype, "framingBehavior", {
  48681. /**
  48682. * Gets the framing behavior of the camera if it has been enabled.
  48683. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  48684. */
  48685. get: function () {
  48686. return this._framingBehavior;
  48687. },
  48688. enumerable: true,
  48689. configurable: true
  48690. });
  48691. Object.defineProperty(ArcRotateCamera.prototype, "useFramingBehavior", {
  48692. /**
  48693. * Defines if the framing behavior of the camera is enabled on the camera.
  48694. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  48695. */
  48696. get: function () {
  48697. return this._framingBehavior != null;
  48698. },
  48699. set: function (value) {
  48700. if (value === this.useFramingBehavior) {
  48701. return;
  48702. }
  48703. if (value) {
  48704. this._framingBehavior = new BABYLON.FramingBehavior();
  48705. this.addBehavior(this._framingBehavior);
  48706. }
  48707. else if (this._framingBehavior) {
  48708. this.removeBehavior(this._framingBehavior);
  48709. this._framingBehavior = null;
  48710. }
  48711. },
  48712. enumerable: true,
  48713. configurable: true
  48714. });
  48715. Object.defineProperty(ArcRotateCamera.prototype, "autoRotationBehavior", {
  48716. /**
  48717. * Gets the auto rotation behavior of the camera if it has been enabled.
  48718. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  48719. */
  48720. get: function () {
  48721. return this._autoRotationBehavior;
  48722. },
  48723. enumerable: true,
  48724. configurable: true
  48725. });
  48726. Object.defineProperty(ArcRotateCamera.prototype, "useAutoRotationBehavior", {
  48727. /**
  48728. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  48729. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  48730. */
  48731. get: function () {
  48732. return this._autoRotationBehavior != null;
  48733. },
  48734. set: function (value) {
  48735. if (value === this.useAutoRotationBehavior) {
  48736. return;
  48737. }
  48738. if (value) {
  48739. this._autoRotationBehavior = new BABYLON.AutoRotationBehavior();
  48740. this.addBehavior(this._autoRotationBehavior);
  48741. }
  48742. else if (this._autoRotationBehavior) {
  48743. this.removeBehavior(this._autoRotationBehavior);
  48744. this._autoRotationBehavior = null;
  48745. }
  48746. },
  48747. enumerable: true,
  48748. configurable: true
  48749. });
  48750. // Cache
  48751. /** @hidden */
  48752. ArcRotateCamera.prototype._initCache = function () {
  48753. _super.prototype._initCache.call(this);
  48754. this._cache._target = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  48755. this._cache.alpha = undefined;
  48756. this._cache.beta = undefined;
  48757. this._cache.radius = undefined;
  48758. this._cache.targetScreenOffset = BABYLON.Vector2.Zero();
  48759. };
  48760. /** @hidden */
  48761. ArcRotateCamera.prototype._updateCache = function (ignoreParentClass) {
  48762. if (!ignoreParentClass) {
  48763. _super.prototype._updateCache.call(this);
  48764. }
  48765. this._cache._target.copyFrom(this._getTargetPosition());
  48766. this._cache.alpha = this.alpha;
  48767. this._cache.beta = this.beta;
  48768. this._cache.radius = this.radius;
  48769. this._cache.targetScreenOffset.copyFrom(this.targetScreenOffset);
  48770. };
  48771. ArcRotateCamera.prototype._getTargetPosition = function () {
  48772. if (this._targetHost && this._targetHost.getAbsolutePosition) {
  48773. var pos = this._targetHost.getAbsolutePosition();
  48774. if (this._targetBoundingCenter) {
  48775. pos.addToRef(this._targetBoundingCenter, this._target);
  48776. }
  48777. else {
  48778. this._target.copyFrom(pos);
  48779. }
  48780. }
  48781. var lockedTargetPosition = this._getLockedTargetPosition();
  48782. if (lockedTargetPosition) {
  48783. return lockedTargetPosition;
  48784. }
  48785. return this._target;
  48786. };
  48787. /**
  48788. * Stores the current state of the camera (alpha, beta, radius and target)
  48789. * @returns the camera itself
  48790. */
  48791. ArcRotateCamera.prototype.storeState = function () {
  48792. this._storedAlpha = this.alpha;
  48793. this._storedBeta = this.beta;
  48794. this._storedRadius = this.radius;
  48795. this._storedTarget = this._getTargetPosition().clone();
  48796. return _super.prototype.storeState.call(this);
  48797. };
  48798. /**
  48799. * @hidden
  48800. * Restored camera state. You must call storeState() first
  48801. */
  48802. ArcRotateCamera.prototype._restoreStateValues = function () {
  48803. if (!_super.prototype._restoreStateValues.call(this)) {
  48804. return false;
  48805. }
  48806. this.alpha = this._storedAlpha;
  48807. this.beta = this._storedBeta;
  48808. this.radius = this._storedRadius;
  48809. this.setTarget(this._storedTarget.clone());
  48810. this.inertialAlphaOffset = 0;
  48811. this.inertialBetaOffset = 0;
  48812. this.inertialRadiusOffset = 0;
  48813. this.inertialPanningX = 0;
  48814. this.inertialPanningY = 0;
  48815. return true;
  48816. };
  48817. // Synchronized
  48818. /** @hidden */
  48819. ArcRotateCamera.prototype._isSynchronizedViewMatrix = function () {
  48820. if (!_super.prototype._isSynchronizedViewMatrix.call(this))
  48821. return false;
  48822. return this._cache._target.equals(this._getTargetPosition())
  48823. && this._cache.alpha === this.alpha
  48824. && this._cache.beta === this.beta
  48825. && this._cache.radius === this.radius
  48826. && this._cache.targetScreenOffset.equals(this.targetScreenOffset);
  48827. };
  48828. /**
  48829. * Attached controls to the current camera.
  48830. * @param element Defines the element the controls should be listened from
  48831. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  48832. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  48833. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  48834. */
  48835. ArcRotateCamera.prototype.attachControl = function (element, noPreventDefault, useCtrlForPanning, panningMouseButton) {
  48836. var _this = this;
  48837. if (useCtrlForPanning === void 0) { useCtrlForPanning = true; }
  48838. if (panningMouseButton === void 0) { panningMouseButton = 2; }
  48839. this._useCtrlForPanning = useCtrlForPanning;
  48840. this._panningMouseButton = panningMouseButton;
  48841. this.inputs.attachElement(element, noPreventDefault);
  48842. this._reset = function () {
  48843. _this.inertialAlphaOffset = 0;
  48844. _this.inertialBetaOffset = 0;
  48845. _this.inertialRadiusOffset = 0;
  48846. _this.inertialPanningX = 0;
  48847. _this.inertialPanningY = 0;
  48848. };
  48849. };
  48850. /**
  48851. * Detach the current controls from the camera.
  48852. * The camera will stop reacting to inputs.
  48853. * @param element Defines the element to stop listening the inputs from
  48854. */
  48855. ArcRotateCamera.prototype.detachControl = function (element) {
  48856. this.inputs.detachElement(element);
  48857. if (this._reset) {
  48858. this._reset();
  48859. }
  48860. };
  48861. /** @hidden */
  48862. ArcRotateCamera.prototype._checkInputs = function () {
  48863. //if (async) collision inspection was triggered, don't update the camera's position - until the collision callback was called.
  48864. if (this._collisionTriggered) {
  48865. return;
  48866. }
  48867. this.inputs.checkInputs();
  48868. // Inertia
  48869. if (this.inertialAlphaOffset !== 0 || this.inertialBetaOffset !== 0 || this.inertialRadiusOffset !== 0) {
  48870. var inertialAlphaOffset = this.inertialAlphaOffset;
  48871. if (this.beta <= 0)
  48872. inertialAlphaOffset *= -1;
  48873. if (this.getScene().useRightHandedSystem)
  48874. inertialAlphaOffset *= -1;
  48875. if (this.parent && this.parent._getWorldMatrixDeterminant() < 0)
  48876. inertialAlphaOffset *= -1;
  48877. this.alpha += inertialAlphaOffset;
  48878. this.beta += this.inertialBetaOffset;
  48879. this.radius -= this.inertialRadiusOffset;
  48880. this.inertialAlphaOffset *= this.inertia;
  48881. this.inertialBetaOffset *= this.inertia;
  48882. this.inertialRadiusOffset *= this.inertia;
  48883. if (Math.abs(this.inertialAlphaOffset) < BABYLON.Epsilon)
  48884. this.inertialAlphaOffset = 0;
  48885. if (Math.abs(this.inertialBetaOffset) < BABYLON.Epsilon)
  48886. this.inertialBetaOffset = 0;
  48887. if (Math.abs(this.inertialRadiusOffset) < this.speed * BABYLON.Epsilon)
  48888. this.inertialRadiusOffset = 0;
  48889. }
  48890. // Panning inertia
  48891. if (this.inertialPanningX !== 0 || this.inertialPanningY !== 0) {
  48892. if (!this._localDirection) {
  48893. this._localDirection = BABYLON.Vector3.Zero();
  48894. this._transformedDirection = BABYLON.Vector3.Zero();
  48895. }
  48896. this._localDirection.copyFromFloats(this.inertialPanningX, this.inertialPanningY, this.inertialPanningY);
  48897. this._localDirection.multiplyInPlace(this.panningAxis);
  48898. this._viewMatrix.invertToRef(this._cameraTransformMatrix);
  48899. BABYLON.Vector3.TransformNormalToRef(this._localDirection, this._cameraTransformMatrix, this._transformedDirection);
  48900. //Eliminate y if map panning is enabled (panningAxis == 1,0,1)
  48901. if (!this.panningAxis.y) {
  48902. this._transformedDirection.y = 0;
  48903. }
  48904. if (!this._targetHost) {
  48905. if (this.panningDistanceLimit) {
  48906. this._transformedDirection.addInPlace(this._target);
  48907. var distanceSquared = BABYLON.Vector3.DistanceSquared(this._transformedDirection, this.panningOriginTarget);
  48908. if (distanceSquared <= (this.panningDistanceLimit * this.panningDistanceLimit)) {
  48909. this._target.copyFrom(this._transformedDirection);
  48910. }
  48911. }
  48912. else {
  48913. this._target.addInPlace(this._transformedDirection);
  48914. }
  48915. }
  48916. this.inertialPanningX *= this.panningInertia;
  48917. this.inertialPanningY *= this.panningInertia;
  48918. if (Math.abs(this.inertialPanningX) < this.speed * BABYLON.Epsilon)
  48919. this.inertialPanningX = 0;
  48920. if (Math.abs(this.inertialPanningY) < this.speed * BABYLON.Epsilon)
  48921. this.inertialPanningY = 0;
  48922. }
  48923. // Limits
  48924. this._checkLimits();
  48925. _super.prototype._checkInputs.call(this);
  48926. };
  48927. ArcRotateCamera.prototype._checkLimits = function () {
  48928. if (this.lowerBetaLimit === null || this.lowerBetaLimit === undefined) {
  48929. if (this.allowUpsideDown && this.beta > Math.PI) {
  48930. this.beta = this.beta - (2 * Math.PI);
  48931. }
  48932. }
  48933. else {
  48934. if (this.beta < this.lowerBetaLimit) {
  48935. this.beta = this.lowerBetaLimit;
  48936. }
  48937. }
  48938. if (this.upperBetaLimit === null || this.upperBetaLimit === undefined) {
  48939. if (this.allowUpsideDown && this.beta < -Math.PI) {
  48940. this.beta = this.beta + (2 * Math.PI);
  48941. }
  48942. }
  48943. else {
  48944. if (this.beta > this.upperBetaLimit) {
  48945. this.beta = this.upperBetaLimit;
  48946. }
  48947. }
  48948. if (this.lowerAlphaLimit !== null && this.alpha < this.lowerAlphaLimit) {
  48949. this.alpha = this.lowerAlphaLimit;
  48950. }
  48951. if (this.upperAlphaLimit !== null && this.alpha > this.upperAlphaLimit) {
  48952. this.alpha = this.upperAlphaLimit;
  48953. }
  48954. if (this.lowerRadiusLimit !== null && this.radius < this.lowerRadiusLimit) {
  48955. this.radius = this.lowerRadiusLimit;
  48956. }
  48957. if (this.upperRadiusLimit !== null && this.radius > this.upperRadiusLimit) {
  48958. this.radius = this.upperRadiusLimit;
  48959. }
  48960. };
  48961. /**
  48962. * Rebuilds angles (alpha, beta) and radius from the give position and target.
  48963. */
  48964. ArcRotateCamera.prototype.rebuildAnglesAndRadius = function () {
  48965. this.position.subtractToRef(this._getTargetPosition(), this._computationVector);
  48966. this.radius = this._computationVector.length();
  48967. if (this.radius === 0) {
  48968. this.radius = 0.0001; // Just to avoid division by zero
  48969. }
  48970. // Alpha
  48971. this.alpha = Math.acos(this._computationVector.x / Math.sqrt(Math.pow(this._computationVector.x, 2) + Math.pow(this._computationVector.z, 2)));
  48972. if (this._computationVector.z < 0) {
  48973. this.alpha = 2 * Math.PI - this.alpha;
  48974. }
  48975. // Beta
  48976. this.beta = Math.acos(this._computationVector.y / this.radius);
  48977. this._checkLimits();
  48978. };
  48979. /**
  48980. * Use a position to define the current camera related information like aplha, beta and radius
  48981. * @param position Defines the position to set the camera at
  48982. */
  48983. ArcRotateCamera.prototype.setPosition = function (position) {
  48984. if (this.position.equals(position)) {
  48985. return;
  48986. }
  48987. this.position.copyFrom(position);
  48988. this.rebuildAnglesAndRadius();
  48989. };
  48990. /**
  48991. * Defines the target the camera should look at.
  48992. * This will automatically adapt alpha beta and radius to fit within the new target.
  48993. * @param target Defines the new target as a Vector or a mesh
  48994. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  48995. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  48996. */
  48997. ArcRotateCamera.prototype.setTarget = function (target, toBoundingCenter, allowSamePosition) {
  48998. if (toBoundingCenter === void 0) { toBoundingCenter = false; }
  48999. if (allowSamePosition === void 0) { allowSamePosition = false; }
  49000. if (target.getBoundingInfo) {
  49001. if (toBoundingCenter) {
  49002. this._targetBoundingCenter = target.getBoundingInfo().boundingBox.centerWorld.clone();
  49003. }
  49004. else {
  49005. this._targetBoundingCenter = null;
  49006. }
  49007. this._targetHost = target;
  49008. this._target = this._getTargetPosition();
  49009. this.onMeshTargetChangedObservable.notifyObservers(this._targetHost);
  49010. }
  49011. else {
  49012. var newTarget = target;
  49013. var currentTarget = this._getTargetPosition();
  49014. if (currentTarget && !allowSamePosition && currentTarget.equals(newTarget)) {
  49015. return;
  49016. }
  49017. this._targetHost = null;
  49018. this._target = newTarget;
  49019. this._targetBoundingCenter = null;
  49020. this.onMeshTargetChangedObservable.notifyObservers(null);
  49021. }
  49022. this.rebuildAnglesAndRadius();
  49023. };
  49024. /** @hidden */
  49025. ArcRotateCamera.prototype._getViewMatrix = function () {
  49026. // Compute
  49027. var cosa = Math.cos(this.alpha);
  49028. var sina = Math.sin(this.alpha);
  49029. var cosb = Math.cos(this.beta);
  49030. var sinb = Math.sin(this.beta);
  49031. if (sinb === 0) {
  49032. sinb = 0.0001;
  49033. }
  49034. var target = this._getTargetPosition();
  49035. this._computationVector.copyFromFloats(this.radius * cosa * sinb, this.radius * cosb, this.radius * sina * sinb);
  49036. target.addToRef(this._computationVector, this._newPosition);
  49037. if (this.getScene().collisionsEnabled && this.checkCollisions) {
  49038. if (!this._collider) {
  49039. this._collider = new BABYLON.Collider();
  49040. }
  49041. this._collider._radius = this.collisionRadius;
  49042. this._newPosition.subtractToRef(this.position, this._collisionVelocity);
  49043. this._collisionTriggered = true;
  49044. this.getScene().collisionCoordinator.getNewPosition(this.position, this._collisionVelocity, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);
  49045. }
  49046. else {
  49047. this.position.copyFrom(this._newPosition);
  49048. var up = this.upVector;
  49049. if (this.allowUpsideDown && sinb < 0) {
  49050. up = up.clone();
  49051. up = up.negate();
  49052. }
  49053. this._computeViewMatrix(this.position, target, up);
  49054. this._viewMatrix.m[12] += this.targetScreenOffset.x;
  49055. this._viewMatrix.m[13] += this.targetScreenOffset.y;
  49056. }
  49057. this._currentTarget = target;
  49058. return this._viewMatrix;
  49059. };
  49060. /**
  49061. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  49062. * @param meshes Defines the mesh to zoom on
  49063. * @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)
  49064. */
  49065. ArcRotateCamera.prototype.zoomOn = function (meshes, doNotUpdateMaxZ) {
  49066. if (doNotUpdateMaxZ === void 0) { doNotUpdateMaxZ = false; }
  49067. meshes = meshes || this.getScene().meshes;
  49068. var minMaxVector = BABYLON.Mesh.MinMax(meshes);
  49069. var distance = BABYLON.Vector3.Distance(minMaxVector.min, minMaxVector.max);
  49070. this.radius = distance * this.zoomOnFactor;
  49071. this.focusOn({ min: minMaxVector.min, max: minMaxVector.max, distance: distance }, doNotUpdateMaxZ);
  49072. };
  49073. /**
  49074. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  49075. * The target will be changed but the radius
  49076. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  49077. * @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)
  49078. */
  49079. ArcRotateCamera.prototype.focusOn = function (meshesOrMinMaxVectorAndDistance, doNotUpdateMaxZ) {
  49080. if (doNotUpdateMaxZ === void 0) { doNotUpdateMaxZ = false; }
  49081. var meshesOrMinMaxVector;
  49082. var distance;
  49083. if (meshesOrMinMaxVectorAndDistance.min === undefined) { // meshes
  49084. var meshes = meshesOrMinMaxVectorAndDistance || this.getScene().meshes;
  49085. meshesOrMinMaxVector = BABYLON.Mesh.MinMax(meshes);
  49086. distance = BABYLON.Vector3.Distance(meshesOrMinMaxVector.min, meshesOrMinMaxVector.max);
  49087. }
  49088. else { //minMaxVector and distance
  49089. var minMaxVectorAndDistance = meshesOrMinMaxVectorAndDistance;
  49090. meshesOrMinMaxVector = minMaxVectorAndDistance;
  49091. distance = minMaxVectorAndDistance.distance;
  49092. }
  49093. this._target = BABYLON.Mesh.Center(meshesOrMinMaxVector);
  49094. if (!doNotUpdateMaxZ) {
  49095. this.maxZ = distance * 2;
  49096. }
  49097. };
  49098. /**
  49099. * @override
  49100. * Override Camera.createRigCamera
  49101. */
  49102. ArcRotateCamera.prototype.createRigCamera = function (name, cameraIndex) {
  49103. var alphaShift = 0;
  49104. switch (this.cameraRigMode) {
  49105. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  49106. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  49107. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  49108. case BABYLON.Camera.RIG_MODE_VR:
  49109. alphaShift = this._cameraRigParams.stereoHalfAngle * (cameraIndex === 0 ? 1 : -1);
  49110. break;
  49111. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  49112. alphaShift = this._cameraRigParams.stereoHalfAngle * (cameraIndex === 0 ? -1 : 1);
  49113. break;
  49114. }
  49115. var rigCam = new ArcRotateCamera(name, this.alpha + alphaShift, this.beta, this.radius, this._target, this.getScene());
  49116. rigCam._cameraRigParams = {};
  49117. return rigCam;
  49118. };
  49119. /**
  49120. * @hidden
  49121. * @override
  49122. * Override Camera._updateRigCameras
  49123. */
  49124. ArcRotateCamera.prototype._updateRigCameras = function () {
  49125. var camLeft = this._rigCameras[0];
  49126. var camRight = this._rigCameras[1];
  49127. camLeft.beta = camRight.beta = this.beta;
  49128. camLeft.radius = camRight.radius = this.radius;
  49129. switch (this.cameraRigMode) {
  49130. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  49131. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  49132. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  49133. case BABYLON.Camera.RIG_MODE_VR:
  49134. camLeft.alpha = this.alpha - this._cameraRigParams.stereoHalfAngle;
  49135. camRight.alpha = this.alpha + this._cameraRigParams.stereoHalfAngle;
  49136. break;
  49137. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  49138. camLeft.alpha = this.alpha + this._cameraRigParams.stereoHalfAngle;
  49139. camRight.alpha = this.alpha - this._cameraRigParams.stereoHalfAngle;
  49140. break;
  49141. }
  49142. _super.prototype._updateRigCameras.call(this);
  49143. };
  49144. /**
  49145. * Destroy the camera and release the current resources hold by it.
  49146. */
  49147. ArcRotateCamera.prototype.dispose = function () {
  49148. this.inputs.clear();
  49149. _super.prototype.dispose.call(this);
  49150. };
  49151. /**
  49152. * Gets the current object class name.
  49153. * @return the class name
  49154. */
  49155. ArcRotateCamera.prototype.getClassName = function () {
  49156. return "ArcRotateCamera";
  49157. };
  49158. __decorate([
  49159. BABYLON.serialize()
  49160. ], ArcRotateCamera.prototype, "alpha", void 0);
  49161. __decorate([
  49162. BABYLON.serialize()
  49163. ], ArcRotateCamera.prototype, "beta", void 0);
  49164. __decorate([
  49165. BABYLON.serialize()
  49166. ], ArcRotateCamera.prototype, "radius", void 0);
  49167. __decorate([
  49168. BABYLON.serializeAsVector3("target")
  49169. ], ArcRotateCamera.prototype, "_target", void 0);
  49170. __decorate([
  49171. BABYLON.serialize()
  49172. ], ArcRotateCamera.prototype, "inertialAlphaOffset", void 0);
  49173. __decorate([
  49174. BABYLON.serialize()
  49175. ], ArcRotateCamera.prototype, "inertialBetaOffset", void 0);
  49176. __decorate([
  49177. BABYLON.serialize()
  49178. ], ArcRotateCamera.prototype, "inertialRadiusOffset", void 0);
  49179. __decorate([
  49180. BABYLON.serialize()
  49181. ], ArcRotateCamera.prototype, "lowerAlphaLimit", void 0);
  49182. __decorate([
  49183. BABYLON.serialize()
  49184. ], ArcRotateCamera.prototype, "upperAlphaLimit", void 0);
  49185. __decorate([
  49186. BABYLON.serialize()
  49187. ], ArcRotateCamera.prototype, "lowerBetaLimit", void 0);
  49188. __decorate([
  49189. BABYLON.serialize()
  49190. ], ArcRotateCamera.prototype, "upperBetaLimit", void 0);
  49191. __decorate([
  49192. BABYLON.serialize()
  49193. ], ArcRotateCamera.prototype, "lowerRadiusLimit", void 0);
  49194. __decorate([
  49195. BABYLON.serialize()
  49196. ], ArcRotateCamera.prototype, "upperRadiusLimit", void 0);
  49197. __decorate([
  49198. BABYLON.serialize()
  49199. ], ArcRotateCamera.prototype, "inertialPanningX", void 0);
  49200. __decorate([
  49201. BABYLON.serialize()
  49202. ], ArcRotateCamera.prototype, "inertialPanningY", void 0);
  49203. __decorate([
  49204. BABYLON.serialize()
  49205. ], ArcRotateCamera.prototype, "pinchToPanMaxDistance", void 0);
  49206. __decorate([
  49207. BABYLON.serialize()
  49208. ], ArcRotateCamera.prototype, "panningDistanceLimit", void 0);
  49209. __decorate([
  49210. BABYLON.serializeAsVector3()
  49211. ], ArcRotateCamera.prototype, "panningOriginTarget", void 0);
  49212. __decorate([
  49213. BABYLON.serialize()
  49214. ], ArcRotateCamera.prototype, "panningInertia", void 0);
  49215. __decorate([
  49216. BABYLON.serialize()
  49217. ], ArcRotateCamera.prototype, "zoomOnFactor", void 0);
  49218. __decorate([
  49219. BABYLON.serialize()
  49220. ], ArcRotateCamera.prototype, "targetScreenOffset", void 0);
  49221. __decorate([
  49222. BABYLON.serialize()
  49223. ], ArcRotateCamera.prototype, "allowUpsideDown", void 0);
  49224. __decorate([
  49225. BABYLON.serialize()
  49226. ], ArcRotateCamera.prototype, "useInputToRestoreState", void 0);
  49227. return ArcRotateCamera;
  49228. }(BABYLON.TargetCamera));
  49229. BABYLON.ArcRotateCamera = ArcRotateCamera;
  49230. })(BABYLON || (BABYLON = {}));
  49231. //# sourceMappingURL=babylon.arcRotateCamera.js.map
  49232. var BABYLON;
  49233. (function (BABYLON) {
  49234. BABYLON.Node.AddNodeConstructor("Light_Type_3", function (name, scene) {
  49235. return function () { return new HemisphericLight(name, BABYLON.Vector3.Zero(), scene); };
  49236. });
  49237. /**
  49238. * The HemisphericLight simulates the ambient environment light,
  49239. * so the passed direction is the light reflection direction, not the incoming direction.
  49240. */
  49241. var HemisphericLight = /** @class */ (function (_super) {
  49242. __extends(HemisphericLight, _super);
  49243. /**
  49244. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  49245. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  49246. * The HemisphericLight can't cast shadows.
  49247. * Documentation : http://doc.babylonjs.com/tutorials/lights
  49248. * @param name The friendly name of the light
  49249. * @param direction The direction of the light reflection
  49250. * @param scene The scene the light belongs to
  49251. */
  49252. function HemisphericLight(name, direction, scene) {
  49253. var _this = _super.call(this, name, scene) || this;
  49254. /**
  49255. * The groundColor is the light in the opposite direction to the one specified during creation.
  49256. * 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.
  49257. */
  49258. _this.groundColor = new BABYLON.Color3(0.0, 0.0, 0.0);
  49259. _this.direction = direction || BABYLON.Vector3.Up();
  49260. return _this;
  49261. }
  49262. HemisphericLight.prototype._buildUniformLayout = function () {
  49263. this._uniformBuffer.addUniform("vLightData", 4);
  49264. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  49265. this._uniformBuffer.addUniform("vLightSpecular", 3);
  49266. this._uniformBuffer.addUniform("vLightGround", 3);
  49267. this._uniformBuffer.addUniform("shadowsInfo", 3);
  49268. this._uniformBuffer.addUniform("depthValues", 2);
  49269. this._uniformBuffer.create();
  49270. };
  49271. /**
  49272. * Returns the string "HemisphericLight".
  49273. * @return The class name
  49274. */
  49275. HemisphericLight.prototype.getClassName = function () {
  49276. return "HemisphericLight";
  49277. };
  49278. /**
  49279. * Sets the HemisphericLight direction towards the passed target (Vector3).
  49280. * Returns the updated direction.
  49281. * @param target The target the direction should point to
  49282. * @return The computed direction
  49283. */
  49284. HemisphericLight.prototype.setDirectionToTarget = function (target) {
  49285. this.direction = BABYLON.Vector3.Normalize(target.subtract(BABYLON.Vector3.Zero()));
  49286. return this.direction;
  49287. };
  49288. /**
  49289. * Returns the shadow generator associated to the light.
  49290. * @returns Always null for hemispheric lights because it does not support shadows.
  49291. */
  49292. HemisphericLight.prototype.getShadowGenerator = function () {
  49293. return null;
  49294. };
  49295. /**
  49296. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  49297. * @param effect The effect to update
  49298. * @param lightIndex The index of the light in the effect to update
  49299. * @returns The hemispheric light
  49300. */
  49301. HemisphericLight.prototype.transferToEffect = function (effect, lightIndex) {
  49302. var normalizeDirection = BABYLON.Vector3.Normalize(this.direction);
  49303. this._uniformBuffer.updateFloat4("vLightData", normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, 0.0, lightIndex);
  49304. this._uniformBuffer.updateColor3("vLightGround", this.groundColor.scale(this.intensity), lightIndex);
  49305. return this;
  49306. };
  49307. /**
  49308. * Computes the world matrix of the node
  49309. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  49310. * @param useWasUpdatedFlag defines a reserved property
  49311. * @returns the world matrix
  49312. */
  49313. HemisphericLight.prototype.computeWorldMatrix = function (force, useWasUpdatedFlag) {
  49314. if (!this._worldMatrix) {
  49315. this._worldMatrix = BABYLON.Matrix.Identity();
  49316. }
  49317. return this._worldMatrix;
  49318. };
  49319. /**
  49320. * Returns the integer 3.
  49321. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  49322. */
  49323. HemisphericLight.prototype.getTypeID = function () {
  49324. return BABYLON.Light.LIGHTTYPEID_HEMISPHERICLIGHT;
  49325. };
  49326. /**
  49327. * Prepares the list of defines specific to the light type.
  49328. * @param defines the list of defines
  49329. * @param lightIndex defines the index of the light for the effect
  49330. */
  49331. HemisphericLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  49332. defines["HEMILIGHT" + lightIndex] = true;
  49333. };
  49334. __decorate([
  49335. BABYLON.serializeAsColor3()
  49336. ], HemisphericLight.prototype, "groundColor", void 0);
  49337. __decorate([
  49338. BABYLON.serializeAsVector3()
  49339. ], HemisphericLight.prototype, "direction", void 0);
  49340. return HemisphericLight;
  49341. }(BABYLON.Light));
  49342. BABYLON.HemisphericLight = HemisphericLight;
  49343. })(BABYLON || (BABYLON = {}));
  49344. //# sourceMappingURL=babylon.hemisphericLight.js.map
  49345. var BABYLON;
  49346. (function (BABYLON) {
  49347. /**
  49348. * Base implementation IShadowLight
  49349. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  49350. */
  49351. var ShadowLight = /** @class */ (function (_super) {
  49352. __extends(ShadowLight, _super);
  49353. function ShadowLight() {
  49354. var _this = _super !== null && _super.apply(this, arguments) || this;
  49355. _this._needProjectionMatrixCompute = true;
  49356. return _this;
  49357. }
  49358. ShadowLight.prototype._setPosition = function (value) {
  49359. this._position = value;
  49360. };
  49361. Object.defineProperty(ShadowLight.prototype, "position", {
  49362. /**
  49363. * Sets the position the shadow will be casted from. Also use as the light position for both
  49364. * point and spot lights.
  49365. */
  49366. get: function () {
  49367. return this._position;
  49368. },
  49369. /**
  49370. * Sets the position the shadow will be casted from. Also use as the light position for both
  49371. * point and spot lights.
  49372. */
  49373. set: function (value) {
  49374. this._setPosition(value);
  49375. },
  49376. enumerable: true,
  49377. configurable: true
  49378. });
  49379. ShadowLight.prototype._setDirection = function (value) {
  49380. this._direction = value;
  49381. };
  49382. Object.defineProperty(ShadowLight.prototype, "direction", {
  49383. /**
  49384. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  49385. * Also use as the light direction on spot and directional lights.
  49386. */
  49387. get: function () {
  49388. return this._direction;
  49389. },
  49390. /**
  49391. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  49392. * Also use as the light direction on spot and directional lights.
  49393. */
  49394. set: function (value) {
  49395. this._setDirection(value);
  49396. },
  49397. enumerable: true,
  49398. configurable: true
  49399. });
  49400. Object.defineProperty(ShadowLight.prototype, "shadowMinZ", {
  49401. /**
  49402. * Gets the shadow projection clipping minimum z value.
  49403. */
  49404. get: function () {
  49405. return this._shadowMinZ;
  49406. },
  49407. /**
  49408. * Sets the shadow projection clipping minimum z value.
  49409. */
  49410. set: function (value) {
  49411. this._shadowMinZ = value;
  49412. this.forceProjectionMatrixCompute();
  49413. },
  49414. enumerable: true,
  49415. configurable: true
  49416. });
  49417. Object.defineProperty(ShadowLight.prototype, "shadowMaxZ", {
  49418. /**
  49419. * Sets the shadow projection clipping maximum z value.
  49420. */
  49421. get: function () {
  49422. return this._shadowMaxZ;
  49423. },
  49424. /**
  49425. * Gets the shadow projection clipping maximum z value.
  49426. */
  49427. set: function (value) {
  49428. this._shadowMaxZ = value;
  49429. this.forceProjectionMatrixCompute();
  49430. },
  49431. enumerable: true,
  49432. configurable: true
  49433. });
  49434. /**
  49435. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  49436. * @returns true if the information has been computed, false if it does not need to (no parenting)
  49437. */
  49438. ShadowLight.prototype.computeTransformedInformation = function () {
  49439. if (this.parent && this.parent.getWorldMatrix) {
  49440. if (!this.transformedPosition) {
  49441. this.transformedPosition = BABYLON.Vector3.Zero();
  49442. }
  49443. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), this.transformedPosition);
  49444. // In case the direction is present.
  49445. if (this.direction) {
  49446. if (!this.transformedDirection) {
  49447. this.transformedDirection = BABYLON.Vector3.Zero();
  49448. }
  49449. BABYLON.Vector3.TransformNormalToRef(this.direction, this.parent.getWorldMatrix(), this.transformedDirection);
  49450. }
  49451. return true;
  49452. }
  49453. return false;
  49454. };
  49455. /**
  49456. * Return the depth scale used for the shadow map.
  49457. * @returns the depth scale.
  49458. */
  49459. ShadowLight.prototype.getDepthScale = function () {
  49460. return 50.0;
  49461. };
  49462. /**
  49463. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  49464. * @param faceIndex The index of the face we are computed the direction to generate shadow
  49465. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  49466. */
  49467. ShadowLight.prototype.getShadowDirection = function (faceIndex) {
  49468. return this.transformedDirection ? this.transformedDirection : this.direction;
  49469. };
  49470. /**
  49471. * Returns the ShadowLight absolute position in the World.
  49472. * @returns the position vector in world space
  49473. */
  49474. ShadowLight.prototype.getAbsolutePosition = function () {
  49475. return this.transformedPosition ? this.transformedPosition : this.position;
  49476. };
  49477. /**
  49478. * Sets the ShadowLight direction toward the passed target.
  49479. * @param target The point tot target in local space
  49480. * @returns the updated ShadowLight direction
  49481. */
  49482. ShadowLight.prototype.setDirectionToTarget = function (target) {
  49483. this.direction = BABYLON.Vector3.Normalize(target.subtract(this.position));
  49484. return this.direction;
  49485. };
  49486. /**
  49487. * Returns the light rotation in euler definition.
  49488. * @returns the x y z rotation in local space.
  49489. */
  49490. ShadowLight.prototype.getRotation = function () {
  49491. this.direction.normalize();
  49492. var xaxis = BABYLON.Vector3.Cross(this.direction, BABYLON.Axis.Y);
  49493. var yaxis = BABYLON.Vector3.Cross(xaxis, this.direction);
  49494. return BABYLON.Vector3.RotationFromAxis(xaxis, yaxis, this.direction);
  49495. };
  49496. /**
  49497. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  49498. * @returns true if a cube texture needs to be use
  49499. */
  49500. ShadowLight.prototype.needCube = function () {
  49501. return false;
  49502. };
  49503. /**
  49504. * Detects if the projection matrix requires to be recomputed this frame.
  49505. * @returns true if it requires to be recomputed otherwise, false.
  49506. */
  49507. ShadowLight.prototype.needProjectionMatrixCompute = function () {
  49508. return this._needProjectionMatrixCompute;
  49509. };
  49510. /**
  49511. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  49512. */
  49513. ShadowLight.prototype.forceProjectionMatrixCompute = function () {
  49514. this._needProjectionMatrixCompute = true;
  49515. };
  49516. /** @hidden */
  49517. ShadowLight.prototype._initCache = function () {
  49518. _super.prototype._initCache.call(this);
  49519. this._cache.position = BABYLON.Vector3.Zero();
  49520. };
  49521. /** @hidden */
  49522. ShadowLight.prototype._isSynchronized = function () {
  49523. if (!this._cache.position.equals(this.position))
  49524. return false;
  49525. return true;
  49526. };
  49527. /**
  49528. * Computes the world matrix of the node
  49529. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  49530. * @returns the world matrix
  49531. */
  49532. ShadowLight.prototype.computeWorldMatrix = function (force) {
  49533. if (!force && this.isSynchronized()) {
  49534. this._currentRenderId = this.getScene().getRenderId();
  49535. return this._worldMatrix;
  49536. }
  49537. this._updateCache();
  49538. this._cache.position.copyFrom(this.position);
  49539. if (!this._worldMatrix) {
  49540. this._worldMatrix = BABYLON.Matrix.Identity();
  49541. }
  49542. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._worldMatrix);
  49543. if (this.parent && this.parent.getWorldMatrix) {
  49544. this._worldMatrix.multiplyToRef(this.parent.getWorldMatrix(), this._worldMatrix);
  49545. this._markSyncedWithParent();
  49546. }
  49547. // Cache the determinant
  49548. this._worldMatrixDeterminant = this._worldMatrix.determinant();
  49549. return this._worldMatrix;
  49550. };
  49551. /**
  49552. * Gets the minZ used for shadow according to both the scene and the light.
  49553. * @param activeCamera The camera we are returning the min for
  49554. * @returns the depth min z
  49555. */
  49556. ShadowLight.prototype.getDepthMinZ = function (activeCamera) {
  49557. return this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ;
  49558. };
  49559. /**
  49560. * Gets the maxZ used for shadow according to both the scene and the light.
  49561. * @param activeCamera The camera we are returning the max for
  49562. * @returns the depth max z
  49563. */
  49564. ShadowLight.prototype.getDepthMaxZ = function (activeCamera) {
  49565. return this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ;
  49566. };
  49567. /**
  49568. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  49569. * @param matrix The materix to updated with the projection information
  49570. * @param viewMatrix The transform matrix of the light
  49571. * @param renderList The list of mesh to render in the map
  49572. * @returns The current light
  49573. */
  49574. ShadowLight.prototype.setShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  49575. if (this.customProjectionMatrixBuilder) {
  49576. this.customProjectionMatrixBuilder(viewMatrix, renderList, matrix);
  49577. }
  49578. else {
  49579. this._setDefaultShadowProjectionMatrix(matrix, viewMatrix, renderList);
  49580. }
  49581. return this;
  49582. };
  49583. __decorate([
  49584. BABYLON.serializeAsVector3()
  49585. ], ShadowLight.prototype, "position", null);
  49586. __decorate([
  49587. BABYLON.serializeAsVector3()
  49588. ], ShadowLight.prototype, "direction", null);
  49589. __decorate([
  49590. BABYLON.serialize()
  49591. ], ShadowLight.prototype, "shadowMinZ", null);
  49592. __decorate([
  49593. BABYLON.serialize()
  49594. ], ShadowLight.prototype, "shadowMaxZ", null);
  49595. return ShadowLight;
  49596. }(BABYLON.Light));
  49597. BABYLON.ShadowLight = ShadowLight;
  49598. })(BABYLON || (BABYLON = {}));
  49599. //# sourceMappingURL=babylon.shadowLight.js.map
  49600. var BABYLON;
  49601. (function (BABYLON) {
  49602. BABYLON.Node.AddNodeConstructor("Light_Type_0", function (name, scene) {
  49603. return function () { return new PointLight(name, BABYLON.Vector3.Zero(), scene); };
  49604. });
  49605. /**
  49606. * A point light is a light defined by an unique point in world space.
  49607. * The light is emitted in every direction from this point.
  49608. * A good example of a point light is a standard light bulb.
  49609. * Documentation: https://doc.babylonjs.com/babylon101/lights
  49610. */
  49611. var PointLight = /** @class */ (function (_super) {
  49612. __extends(PointLight, _super);
  49613. /**
  49614. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  49615. * A PointLight emits the light in every direction.
  49616. * It can cast shadows.
  49617. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  49618. * ```javascript
  49619. * var pointLight = new BABYLON.PointLight("pl", camera.position, scene);
  49620. * ```
  49621. * Documentation : http://doc.babylonjs.com/tutorials/lights
  49622. * @param name The light friendly name
  49623. * @param position The position of the point light in the scene
  49624. * @param scene The scene the lights belongs to
  49625. */
  49626. function PointLight(name, position, scene) {
  49627. var _this = _super.call(this, name, scene) || this;
  49628. _this._shadowAngle = Math.PI / 2;
  49629. _this.position = position;
  49630. return _this;
  49631. }
  49632. Object.defineProperty(PointLight.prototype, "shadowAngle", {
  49633. /**
  49634. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  49635. * This specifies what angle the shadow will use to be created.
  49636. *
  49637. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  49638. */
  49639. get: function () {
  49640. return this._shadowAngle;
  49641. },
  49642. /**
  49643. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  49644. * This specifies what angle the shadow will use to be created.
  49645. *
  49646. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  49647. */
  49648. set: function (value) {
  49649. this._shadowAngle = value;
  49650. this.forceProjectionMatrixCompute();
  49651. },
  49652. enumerable: true,
  49653. configurable: true
  49654. });
  49655. Object.defineProperty(PointLight.prototype, "direction", {
  49656. /**
  49657. * Gets the direction if it has been set.
  49658. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  49659. */
  49660. get: function () {
  49661. return this._direction;
  49662. },
  49663. /**
  49664. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  49665. */
  49666. set: function (value) {
  49667. var previousNeedCube = this.needCube();
  49668. this._direction = value;
  49669. if (this.needCube() !== previousNeedCube && this._shadowGenerator) {
  49670. this._shadowGenerator.recreateShadowMap();
  49671. }
  49672. },
  49673. enumerable: true,
  49674. configurable: true
  49675. });
  49676. /**
  49677. * Returns the string "PointLight"
  49678. * @returns the class name
  49679. */
  49680. PointLight.prototype.getClassName = function () {
  49681. return "PointLight";
  49682. };
  49683. /**
  49684. * Returns the integer 0.
  49685. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  49686. */
  49687. PointLight.prototype.getTypeID = function () {
  49688. return BABYLON.Light.LIGHTTYPEID_POINTLIGHT;
  49689. };
  49690. /**
  49691. * Specifies wether or not the shadowmap should be a cube texture.
  49692. * @returns true if the shadowmap needs to be a cube texture.
  49693. */
  49694. PointLight.prototype.needCube = function () {
  49695. return !this.direction;
  49696. };
  49697. /**
  49698. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  49699. * @param faceIndex The index of the face we are computed the direction to generate shadow
  49700. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  49701. */
  49702. PointLight.prototype.getShadowDirection = function (faceIndex) {
  49703. if (this.direction) {
  49704. return _super.prototype.getShadowDirection.call(this, faceIndex);
  49705. }
  49706. else {
  49707. switch (faceIndex) {
  49708. case 0:
  49709. return new BABYLON.Vector3(1.0, 0.0, 0.0);
  49710. case 1:
  49711. return new BABYLON.Vector3(-1.0, 0.0, 0.0);
  49712. case 2:
  49713. return new BABYLON.Vector3(0.0, -1.0, 0.0);
  49714. case 3:
  49715. return new BABYLON.Vector3(0.0, 1.0, 0.0);
  49716. case 4:
  49717. return new BABYLON.Vector3(0.0, 0.0, 1.0);
  49718. case 5:
  49719. return new BABYLON.Vector3(0.0, 0.0, -1.0);
  49720. }
  49721. }
  49722. return BABYLON.Vector3.Zero();
  49723. };
  49724. /**
  49725. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  49726. * - fov = PI / 2
  49727. * - aspect ratio : 1.0
  49728. * - z-near and far equal to the active camera minZ and maxZ.
  49729. * Returns the PointLight.
  49730. */
  49731. PointLight.prototype._setDefaultShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  49732. var activeCamera = this.getScene().activeCamera;
  49733. if (!activeCamera) {
  49734. return;
  49735. }
  49736. BABYLON.Matrix.PerspectiveFovLHToRef(this.shadowAngle, 1.0, this.getDepthMinZ(activeCamera), this.getDepthMaxZ(activeCamera), matrix);
  49737. };
  49738. PointLight.prototype._buildUniformLayout = function () {
  49739. this._uniformBuffer.addUniform("vLightData", 4);
  49740. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  49741. this._uniformBuffer.addUniform("vLightSpecular", 3);
  49742. this._uniformBuffer.addUniform("vLightFalloff", 4);
  49743. this._uniformBuffer.addUniform("shadowsInfo", 3);
  49744. this._uniformBuffer.addUniform("depthValues", 2);
  49745. this._uniformBuffer.create();
  49746. };
  49747. /**
  49748. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  49749. * @param effect The effect to update
  49750. * @param lightIndex The index of the light in the effect to update
  49751. * @returns The point light
  49752. */
  49753. PointLight.prototype.transferToEffect = function (effect, lightIndex) {
  49754. if (this.computeTransformedInformation()) {
  49755. this._uniformBuffer.updateFloat4("vLightData", this.transformedPosition.x, this.transformedPosition.y, this.transformedPosition.z, 0.0, lightIndex);
  49756. }
  49757. else {
  49758. this._uniformBuffer.updateFloat4("vLightData", this.position.x, this.position.y, this.position.z, 0, lightIndex);
  49759. }
  49760. this._uniformBuffer.updateFloat4("vLightFalloff", this.range, this._inverseSquaredRange, 0, 0, lightIndex);
  49761. return this;
  49762. };
  49763. /**
  49764. * Prepares the list of defines specific to the light type.
  49765. * @param defines the list of defines
  49766. * @param lightIndex defines the index of the light for the effect
  49767. */
  49768. PointLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  49769. defines["POINTLIGHT" + lightIndex] = true;
  49770. };
  49771. __decorate([
  49772. BABYLON.serialize()
  49773. ], PointLight.prototype, "shadowAngle", null);
  49774. return PointLight;
  49775. }(BABYLON.ShadowLight));
  49776. BABYLON.PointLight = PointLight;
  49777. })(BABYLON || (BABYLON = {}));
  49778. //# sourceMappingURL=babylon.pointLight.js.map
  49779. var BABYLON;
  49780. (function (BABYLON) {
  49781. BABYLON.Node.AddNodeConstructor("Light_Type_1", function (name, scene) {
  49782. return function () { return new DirectionalLight(name, BABYLON.Vector3.Zero(), scene); };
  49783. });
  49784. /**
  49785. * A directional light is defined by a direction (what a surprise!).
  49786. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  49787. * 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.
  49788. * Documentation: https://doc.babylonjs.com/babylon101/lights
  49789. */
  49790. var DirectionalLight = /** @class */ (function (_super) {
  49791. __extends(DirectionalLight, _super);
  49792. /**
  49793. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  49794. * The directional light is emitted from everywhere in the given direction.
  49795. * It can cast shadows.
  49796. * Documentation : http://doc.babylonjs.com/tutorials/lights
  49797. * @param name The friendly name of the light
  49798. * @param direction The direction of the light
  49799. * @param scene The scene the light belongs to
  49800. */
  49801. function DirectionalLight(name, direction, scene) {
  49802. var _this = _super.call(this, name, scene) || this;
  49803. _this._shadowFrustumSize = 0;
  49804. _this._shadowOrthoScale = 0.1;
  49805. /**
  49806. * Automatically compute the projection matrix to best fit (including all the casters)
  49807. * on each frame.
  49808. */
  49809. _this.autoUpdateExtends = true;
  49810. // Cache
  49811. _this._orthoLeft = Number.MAX_VALUE;
  49812. _this._orthoRight = Number.MIN_VALUE;
  49813. _this._orthoTop = Number.MIN_VALUE;
  49814. _this._orthoBottom = Number.MAX_VALUE;
  49815. _this.position = direction.scale(-1.0);
  49816. _this.direction = direction;
  49817. return _this;
  49818. }
  49819. Object.defineProperty(DirectionalLight.prototype, "shadowFrustumSize", {
  49820. /**
  49821. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  49822. */
  49823. get: function () {
  49824. return this._shadowFrustumSize;
  49825. },
  49826. /**
  49827. * Specifies a fix frustum size for the shadow generation.
  49828. */
  49829. set: function (value) {
  49830. this._shadowFrustumSize = value;
  49831. this.forceProjectionMatrixCompute();
  49832. },
  49833. enumerable: true,
  49834. configurable: true
  49835. });
  49836. Object.defineProperty(DirectionalLight.prototype, "shadowOrthoScale", {
  49837. /**
  49838. * Gets the shadow projection scale against the optimal computed one.
  49839. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  49840. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  49841. */
  49842. get: function () {
  49843. return this._shadowOrthoScale;
  49844. },
  49845. /**
  49846. * Sets the shadow projection scale against the optimal computed one.
  49847. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  49848. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  49849. */
  49850. set: function (value) {
  49851. this._shadowOrthoScale = value;
  49852. this.forceProjectionMatrixCompute();
  49853. },
  49854. enumerable: true,
  49855. configurable: true
  49856. });
  49857. /**
  49858. * Returns the string "DirectionalLight".
  49859. * @return The class name
  49860. */
  49861. DirectionalLight.prototype.getClassName = function () {
  49862. return "DirectionalLight";
  49863. };
  49864. /**
  49865. * Returns the integer 1.
  49866. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  49867. */
  49868. DirectionalLight.prototype.getTypeID = function () {
  49869. return BABYLON.Light.LIGHTTYPEID_DIRECTIONALLIGHT;
  49870. };
  49871. /**
  49872. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  49873. * Returns the DirectionalLight Shadow projection matrix.
  49874. */
  49875. DirectionalLight.prototype._setDefaultShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  49876. if (this.shadowFrustumSize > 0) {
  49877. this._setDefaultFixedFrustumShadowProjectionMatrix(matrix, viewMatrix);
  49878. }
  49879. else {
  49880. this._setDefaultAutoExtendShadowProjectionMatrix(matrix, viewMatrix, renderList);
  49881. }
  49882. };
  49883. /**
  49884. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  49885. * Returns the DirectionalLight Shadow projection matrix.
  49886. */
  49887. DirectionalLight.prototype._setDefaultFixedFrustumShadowProjectionMatrix = function (matrix, viewMatrix) {
  49888. var activeCamera = this.getScene().activeCamera;
  49889. if (!activeCamera) {
  49890. return;
  49891. }
  49892. BABYLON.Matrix.OrthoLHToRef(this.shadowFrustumSize, this.shadowFrustumSize, this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ, this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ, matrix);
  49893. };
  49894. /**
  49895. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  49896. * Returns the DirectionalLight Shadow projection matrix.
  49897. */
  49898. DirectionalLight.prototype._setDefaultAutoExtendShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  49899. var activeCamera = this.getScene().activeCamera;
  49900. if (!activeCamera) {
  49901. return;
  49902. }
  49903. // Check extends
  49904. if (this.autoUpdateExtends || this._orthoLeft === Number.MAX_VALUE) {
  49905. var tempVector3 = BABYLON.Vector3.Zero();
  49906. this._orthoLeft = Number.MAX_VALUE;
  49907. this._orthoRight = Number.MIN_VALUE;
  49908. this._orthoTop = Number.MIN_VALUE;
  49909. this._orthoBottom = Number.MAX_VALUE;
  49910. for (var meshIndex = 0; meshIndex < renderList.length; meshIndex++) {
  49911. var mesh = renderList[meshIndex];
  49912. if (!mesh) {
  49913. continue;
  49914. }
  49915. var boundingInfo = mesh.getBoundingInfo();
  49916. var boundingBox = boundingInfo.boundingBox;
  49917. for (var index = 0; index < boundingBox.vectorsWorld.length; index++) {
  49918. BABYLON.Vector3.TransformCoordinatesToRef(boundingBox.vectorsWorld[index], viewMatrix, tempVector3);
  49919. if (tempVector3.x < this._orthoLeft)
  49920. this._orthoLeft = tempVector3.x;
  49921. if (tempVector3.y < this._orthoBottom)
  49922. this._orthoBottom = tempVector3.y;
  49923. if (tempVector3.x > this._orthoRight)
  49924. this._orthoRight = tempVector3.x;
  49925. if (tempVector3.y > this._orthoTop)
  49926. this._orthoTop = tempVector3.y;
  49927. }
  49928. }
  49929. }
  49930. var xOffset = this._orthoRight - this._orthoLeft;
  49931. var yOffset = this._orthoTop - this._orthoBottom;
  49932. 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);
  49933. };
  49934. DirectionalLight.prototype._buildUniformLayout = function () {
  49935. this._uniformBuffer.addUniform("vLightData", 4);
  49936. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  49937. this._uniformBuffer.addUniform("vLightSpecular", 3);
  49938. this._uniformBuffer.addUniform("shadowsInfo", 3);
  49939. this._uniformBuffer.addUniform("depthValues", 2);
  49940. this._uniformBuffer.create();
  49941. };
  49942. /**
  49943. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  49944. * @param effect The effect to update
  49945. * @param lightIndex The index of the light in the effect to update
  49946. * @returns The directional light
  49947. */
  49948. DirectionalLight.prototype.transferToEffect = function (effect, lightIndex) {
  49949. if (this.computeTransformedInformation()) {
  49950. this._uniformBuffer.updateFloat4("vLightData", this.transformedDirection.x, this.transformedDirection.y, this.transformedDirection.z, 1, lightIndex);
  49951. return this;
  49952. }
  49953. this._uniformBuffer.updateFloat4("vLightData", this.direction.x, this.direction.y, this.direction.z, 1, lightIndex);
  49954. return this;
  49955. };
  49956. /**
  49957. * Gets the minZ used for shadow according to both the scene and the light.
  49958. *
  49959. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  49960. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  49961. * @param activeCamera The camera we are returning the min for
  49962. * @returns the depth min z
  49963. */
  49964. DirectionalLight.prototype.getDepthMinZ = function (activeCamera) {
  49965. return 1;
  49966. };
  49967. /**
  49968. * Gets the maxZ used for shadow according to both the scene and the light.
  49969. *
  49970. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  49971. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  49972. * @param activeCamera The camera we are returning the max for
  49973. * @returns the depth max z
  49974. */
  49975. DirectionalLight.prototype.getDepthMaxZ = function (activeCamera) {
  49976. return 1;
  49977. };
  49978. /**
  49979. * Prepares the list of defines specific to the light type.
  49980. * @param defines the list of defines
  49981. * @param lightIndex defines the index of the light for the effect
  49982. */
  49983. DirectionalLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  49984. defines["DIRLIGHT" + lightIndex] = true;
  49985. };
  49986. __decorate([
  49987. BABYLON.serialize()
  49988. ], DirectionalLight.prototype, "shadowFrustumSize", null);
  49989. __decorate([
  49990. BABYLON.serialize()
  49991. ], DirectionalLight.prototype, "shadowOrthoScale", null);
  49992. __decorate([
  49993. BABYLON.serialize()
  49994. ], DirectionalLight.prototype, "autoUpdateExtends", void 0);
  49995. return DirectionalLight;
  49996. }(BABYLON.ShadowLight));
  49997. BABYLON.DirectionalLight = DirectionalLight;
  49998. })(BABYLON || (BABYLON = {}));
  49999. //# sourceMappingURL=babylon.directionalLight.js.map
  50000. var BABYLON;
  50001. (function (BABYLON) {
  50002. BABYLON.Node.AddNodeConstructor("Light_Type_2", function (name, scene) {
  50003. return function () { return new SpotLight(name, BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), 0, 0, scene); };
  50004. });
  50005. /**
  50006. * A spot light is defined by a position, a direction, an angle, and an exponent.
  50007. * These values define a cone of light starting from the position, emitting toward the direction.
  50008. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  50009. * and the exponent defines the speed of the decay of the light with distance (reach).
  50010. * Documentation: https://doc.babylonjs.com/babylon101/lights
  50011. */
  50012. var SpotLight = /** @class */ (function (_super) {
  50013. __extends(SpotLight, _super);
  50014. /**
  50015. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  50016. * It can cast shadows.
  50017. * Documentation : http://doc.babylonjs.com/tutorials/lights
  50018. * @param name The light friendly name
  50019. * @param position The position of the spot light in the scene
  50020. * @param direction The direction of the light in the scene
  50021. * @param angle The cone angle of the light in Radians
  50022. * @param exponent The light decay speed with the distance from the emission spot
  50023. * @param scene The scene the lights belongs to
  50024. */
  50025. function SpotLight(name, position, direction, angle, exponent, scene) {
  50026. var _this = _super.call(this, name, scene) || this;
  50027. _this._innerAngle = 0;
  50028. _this._projectionTextureMatrix = BABYLON.Matrix.Zero();
  50029. _this._projectionTextureLightNear = 1e-6;
  50030. _this._projectionTextureLightFar = 1000.0;
  50031. _this._projectionTextureUpDirection = BABYLON.Vector3.Up();
  50032. _this._projectionTextureViewLightDirty = true;
  50033. _this._projectionTextureProjectionLightDirty = true;
  50034. _this._projectionTextureDirty = true;
  50035. _this._projectionTextureViewTargetVector = BABYLON.Vector3.Zero();
  50036. _this._projectionTextureViewLightMatrix = BABYLON.Matrix.Zero();
  50037. _this._projectionTextureProjectionLightMatrix = BABYLON.Matrix.Zero();
  50038. _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);
  50039. _this.position = position;
  50040. _this.direction = direction;
  50041. _this.angle = angle;
  50042. _this.exponent = exponent;
  50043. return _this;
  50044. }
  50045. Object.defineProperty(SpotLight.prototype, "angle", {
  50046. /**
  50047. * Gets the cone angle of the spot light in Radians.
  50048. */
  50049. get: function () {
  50050. return this._angle;
  50051. },
  50052. /**
  50053. * Sets the cone angle of the spot light in Radians.
  50054. */
  50055. set: function (value) {
  50056. this._angle = value;
  50057. this._cosHalfAngle = Math.cos(value * 0.5);
  50058. this._projectionTextureProjectionLightDirty = true;
  50059. this.forceProjectionMatrixCompute();
  50060. this._computeAngleValues();
  50061. },
  50062. enumerable: true,
  50063. configurable: true
  50064. });
  50065. Object.defineProperty(SpotLight.prototype, "innerAngle", {
  50066. /**
  50067. * Only used in gltf falloff mode, this defines the angle where
  50068. * the directional falloff will start before cutting at angle which could be seen
  50069. * as outer angle.
  50070. */
  50071. get: function () {
  50072. return this._innerAngle;
  50073. },
  50074. /**
  50075. * Only used in gltf falloff mode, this defines the angle where
  50076. * the directional falloff will start before cutting at angle which could be seen
  50077. * as outer angle.
  50078. */
  50079. set: function (value) {
  50080. this._innerAngle = value;
  50081. this._computeAngleValues();
  50082. },
  50083. enumerable: true,
  50084. configurable: true
  50085. });
  50086. Object.defineProperty(SpotLight.prototype, "shadowAngleScale", {
  50087. /**
  50088. * Allows scaling the angle of the light for shadow generation only.
  50089. */
  50090. get: function () {
  50091. return this._shadowAngleScale;
  50092. },
  50093. /**
  50094. * Allows scaling the angle of the light for shadow generation only.
  50095. */
  50096. set: function (value) {
  50097. this._shadowAngleScale = value;
  50098. this.forceProjectionMatrixCompute();
  50099. },
  50100. enumerable: true,
  50101. configurable: true
  50102. });
  50103. Object.defineProperty(SpotLight.prototype, "projectionTextureMatrix", {
  50104. /**
  50105. * Allows reading the projecton texture
  50106. */
  50107. get: function () {
  50108. return this._projectionTextureMatrix;
  50109. },
  50110. enumerable: true,
  50111. configurable: true
  50112. });
  50113. Object.defineProperty(SpotLight.prototype, "projectionTextureLightNear", {
  50114. /**
  50115. * Gets the near clip of the Spotlight for texture projection.
  50116. */
  50117. get: function () {
  50118. return this._projectionTextureLightNear;
  50119. },
  50120. /**
  50121. * Sets the near clip of the Spotlight for texture projection.
  50122. */
  50123. set: function (value) {
  50124. this._projectionTextureLightNear = value;
  50125. this._projectionTextureProjectionLightDirty = true;
  50126. },
  50127. enumerable: true,
  50128. configurable: true
  50129. });
  50130. Object.defineProperty(SpotLight.prototype, "projectionTextureLightFar", {
  50131. /**
  50132. * Gets the far clip of the Spotlight for texture projection.
  50133. */
  50134. get: function () {
  50135. return this._projectionTextureLightFar;
  50136. },
  50137. /**
  50138. * Sets the far clip of the Spotlight for texture projection.
  50139. */
  50140. set: function (value) {
  50141. this._projectionTextureLightFar = value;
  50142. this._projectionTextureProjectionLightDirty = true;
  50143. },
  50144. enumerable: true,
  50145. configurable: true
  50146. });
  50147. Object.defineProperty(SpotLight.prototype, "projectionTextureUpDirection", {
  50148. /**
  50149. * Gets the Up vector of the Spotlight for texture projection.
  50150. */
  50151. get: function () {
  50152. return this._projectionTextureUpDirection;
  50153. },
  50154. /**
  50155. * Sets the Up vector of the Spotlight for texture projection.
  50156. */
  50157. set: function (value) {
  50158. this._projectionTextureUpDirection = value;
  50159. this._projectionTextureProjectionLightDirty = true;
  50160. },
  50161. enumerable: true,
  50162. configurable: true
  50163. });
  50164. Object.defineProperty(SpotLight.prototype, "projectionTexture", {
  50165. /**
  50166. * Gets the projection texture of the light.
  50167. */
  50168. get: function () {
  50169. return this._projectionTexture;
  50170. },
  50171. /**
  50172. * Sets the projection texture of the light.
  50173. */
  50174. set: function (value) {
  50175. this._projectionTexture = value;
  50176. this._projectionTextureDirty = true;
  50177. },
  50178. enumerable: true,
  50179. configurable: true
  50180. });
  50181. /**
  50182. * Returns the string "SpotLight".
  50183. * @returns the class name
  50184. */
  50185. SpotLight.prototype.getClassName = function () {
  50186. return "SpotLight";
  50187. };
  50188. /**
  50189. * Returns the integer 2.
  50190. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  50191. */
  50192. SpotLight.prototype.getTypeID = function () {
  50193. return BABYLON.Light.LIGHTTYPEID_SPOTLIGHT;
  50194. };
  50195. /**
  50196. * Overrides the direction setter to recompute the projection texture view light Matrix.
  50197. */
  50198. SpotLight.prototype._setDirection = function (value) {
  50199. _super.prototype._setDirection.call(this, value);
  50200. this._projectionTextureViewLightDirty = true;
  50201. };
  50202. /**
  50203. * Overrides the position setter to recompute the projection texture view light Matrix.
  50204. */
  50205. SpotLight.prototype._setPosition = function (value) {
  50206. _super.prototype._setPosition.call(this, value);
  50207. this._projectionTextureViewLightDirty = true;
  50208. };
  50209. /**
  50210. * 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.
  50211. * Returns the SpotLight.
  50212. */
  50213. SpotLight.prototype._setDefaultShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  50214. var activeCamera = this.getScene().activeCamera;
  50215. if (!activeCamera) {
  50216. return;
  50217. }
  50218. this._shadowAngleScale = this._shadowAngleScale || 1;
  50219. var angle = this._shadowAngleScale * this._angle;
  50220. BABYLON.Matrix.PerspectiveFovLHToRef(angle, 1.0, this.getDepthMinZ(activeCamera), this.getDepthMaxZ(activeCamera), matrix);
  50221. };
  50222. SpotLight.prototype._computeProjectionTextureViewLightMatrix = function () {
  50223. this._projectionTextureViewLightDirty = false;
  50224. this._projectionTextureDirty = true;
  50225. this.position.addToRef(this.direction, this._projectionTextureViewTargetVector);
  50226. BABYLON.Matrix.LookAtLHToRef(this.position, this._projectionTextureViewTargetVector, this._projectionTextureUpDirection, this._projectionTextureViewLightMatrix);
  50227. };
  50228. SpotLight.prototype._computeProjectionTextureProjectionLightMatrix = function () {
  50229. this._projectionTextureProjectionLightDirty = false;
  50230. this._projectionTextureDirty = true;
  50231. var light_far = this.projectionTextureLightFar;
  50232. var light_near = this.projectionTextureLightNear;
  50233. var P = light_far / (light_far - light_near);
  50234. var Q = -P * light_near;
  50235. var S = 1.0 / Math.tan(this._angle / 2.0);
  50236. var A = 1.0;
  50237. 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);
  50238. };
  50239. /**
  50240. * Main function for light texture projection matrix computing.
  50241. */
  50242. SpotLight.prototype._computeProjectionTextureMatrix = function () {
  50243. this._projectionTextureDirty = false;
  50244. this._projectionTextureViewLightMatrix.multiplyToRef(this._projectionTextureProjectionLightMatrix, this._projectionTextureMatrix);
  50245. this._projectionTextureMatrix.multiplyToRef(this._projectionTextureScalingMatrix, this._projectionTextureMatrix);
  50246. };
  50247. SpotLight.prototype._buildUniformLayout = function () {
  50248. this._uniformBuffer.addUniform("vLightData", 4);
  50249. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  50250. this._uniformBuffer.addUniform("vLightSpecular", 3);
  50251. this._uniformBuffer.addUniform("vLightDirection", 3);
  50252. this._uniformBuffer.addUniform("vLightFalloff", 4);
  50253. this._uniformBuffer.addUniform("shadowsInfo", 3);
  50254. this._uniformBuffer.addUniform("depthValues", 2);
  50255. this._uniformBuffer.create();
  50256. };
  50257. SpotLight.prototype._computeAngleValues = function () {
  50258. this._lightAngleScale = 1.0 / Math.max(0.001, (Math.cos(this._innerAngle * 0.5) - this._cosHalfAngle));
  50259. this._lightAngleOffset = -this._cosHalfAngle * this._lightAngleScale;
  50260. };
  50261. /**
  50262. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  50263. * @param effect The effect to update
  50264. * @param lightIndex The index of the light in the effect to update
  50265. * @returns The spot light
  50266. */
  50267. SpotLight.prototype.transferToEffect = function (effect, lightIndex) {
  50268. var normalizeDirection;
  50269. if (this.computeTransformedInformation()) {
  50270. this._uniformBuffer.updateFloat4("vLightData", this.transformedPosition.x, this.transformedPosition.y, this.transformedPosition.z, this.exponent, lightIndex);
  50271. normalizeDirection = BABYLON.Vector3.Normalize(this.transformedDirection);
  50272. }
  50273. else {
  50274. this._uniformBuffer.updateFloat4("vLightData", this.position.x, this.position.y, this.position.z, this.exponent, lightIndex);
  50275. normalizeDirection = BABYLON.Vector3.Normalize(this.direction);
  50276. }
  50277. this._uniformBuffer.updateFloat4("vLightDirection", normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, this._cosHalfAngle, lightIndex);
  50278. this._uniformBuffer.updateFloat4("vLightFalloff", this.range, this._inverseSquaredRange, this._lightAngleScale, this._lightAngleOffset, lightIndex);
  50279. if (this.projectionTexture && this.projectionTexture.isReady()) {
  50280. if (this._projectionTextureViewLightDirty) {
  50281. this._computeProjectionTextureViewLightMatrix();
  50282. }
  50283. if (this._projectionTextureProjectionLightDirty) {
  50284. this._computeProjectionTextureProjectionLightMatrix();
  50285. }
  50286. if (this._projectionTextureDirty) {
  50287. this._computeProjectionTextureMatrix();
  50288. }
  50289. effect.setMatrix("textureProjectionMatrix" + lightIndex, this._projectionTextureMatrix);
  50290. effect.setTexture("projectionLightSampler" + lightIndex, this.projectionTexture);
  50291. }
  50292. return this;
  50293. };
  50294. /**
  50295. * Disposes the light and the associated resources.
  50296. */
  50297. SpotLight.prototype.dispose = function () {
  50298. _super.prototype.dispose.call(this);
  50299. if (this._projectionTexture) {
  50300. this._projectionTexture.dispose();
  50301. }
  50302. };
  50303. /**
  50304. * Prepares the list of defines specific to the light type.
  50305. * @param defines the list of defines
  50306. * @param lightIndex defines the index of the light for the effect
  50307. */
  50308. SpotLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  50309. defines["SPOTLIGHT" + lightIndex] = true;
  50310. defines["PROJECTEDLIGHTTEXTURE" + lightIndex] = this.projectionTexture ? true : false;
  50311. };
  50312. __decorate([
  50313. BABYLON.serialize()
  50314. ], SpotLight.prototype, "angle", null);
  50315. __decorate([
  50316. BABYLON.serialize()
  50317. ], SpotLight.prototype, "innerAngle", null);
  50318. __decorate([
  50319. BABYLON.serialize()
  50320. ], SpotLight.prototype, "shadowAngleScale", null);
  50321. __decorate([
  50322. BABYLON.serialize()
  50323. ], SpotLight.prototype, "exponent", void 0);
  50324. __decorate([
  50325. BABYLON.serialize()
  50326. ], SpotLight.prototype, "projectionTextureLightNear", null);
  50327. __decorate([
  50328. BABYLON.serialize()
  50329. ], SpotLight.prototype, "projectionTextureLightFar", null);
  50330. __decorate([
  50331. BABYLON.serialize()
  50332. ], SpotLight.prototype, "projectionTextureUpDirection", null);
  50333. __decorate([
  50334. BABYLON.serializeAsTexture("projectedLightTexture")
  50335. ], SpotLight.prototype, "_projectionTexture", void 0);
  50336. return SpotLight;
  50337. }(BABYLON.ShadowLight));
  50338. BABYLON.SpotLight = SpotLight;
  50339. })(BABYLON || (BABYLON = {}));
  50340. //# sourceMappingURL=babylon.spotLight.js.map
  50341. var BABYLON;
  50342. (function (BABYLON) {
  50343. /**
  50344. * Class used to override all child animations of a given target
  50345. */
  50346. var AnimationPropertiesOverride = /** @class */ (function () {
  50347. function AnimationPropertiesOverride() {
  50348. /**
  50349. * Gets or sets a value indicating if animation blending must be used
  50350. */
  50351. this.enableBlending = false;
  50352. /**
  50353. * Gets or sets the blending speed to use when enableBlending is true
  50354. */
  50355. this.blendingSpeed = 0.01;
  50356. /**
  50357. * Gets or sets the default loop mode to use
  50358. */
  50359. this.loopMode = BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE;
  50360. }
  50361. return AnimationPropertiesOverride;
  50362. }());
  50363. BABYLON.AnimationPropertiesOverride = AnimationPropertiesOverride;
  50364. })(BABYLON || (BABYLON = {}));
  50365. //# sourceMappingURL=babylon.animationPropertiesOverride.js.map
  50366. var BABYLON;
  50367. (function (BABYLON) {
  50368. /**
  50369. * Represents the range of an animation
  50370. */
  50371. var AnimationRange = /** @class */ (function () {
  50372. /**
  50373. * Initializes the range of an animation
  50374. * @param name The name of the animation range
  50375. * @param from The starting frame of the animation
  50376. * @param to The ending frame of the animation
  50377. */
  50378. function AnimationRange(
  50379. /**The name of the animation range**/
  50380. name,
  50381. /**The starting frame of the animation */
  50382. from,
  50383. /**The ending frame of the animation*/
  50384. to) {
  50385. this.name = name;
  50386. this.from = from;
  50387. this.to = to;
  50388. }
  50389. /**
  50390. * Makes a copy of the animation range
  50391. * @returns A copy of the animation range
  50392. */
  50393. AnimationRange.prototype.clone = function () {
  50394. return new AnimationRange(this.name, this.from, this.to);
  50395. };
  50396. return AnimationRange;
  50397. }());
  50398. BABYLON.AnimationRange = AnimationRange;
  50399. /**
  50400. * Composed of a frame, and an action function
  50401. */
  50402. var AnimationEvent = /** @class */ (function () {
  50403. /**
  50404. * Initializes the animation event
  50405. * @param frame The frame for which the event is triggered
  50406. * @param action The event to perform when triggered
  50407. * @param onlyOnce Specifies if the event should be triggered only once
  50408. */
  50409. function AnimationEvent(
  50410. /** The frame for which the event is triggered **/
  50411. frame,
  50412. /** The event to perform when triggered **/
  50413. action,
  50414. /** Specifies if the event should be triggered only once**/
  50415. onlyOnce) {
  50416. this.frame = frame;
  50417. this.action = action;
  50418. this.onlyOnce = onlyOnce;
  50419. /**
  50420. * Specifies if the animation event is done
  50421. */
  50422. this.isDone = false;
  50423. }
  50424. /** @hidden */
  50425. AnimationEvent.prototype._clone = function () {
  50426. return new AnimationEvent(this.frame, this.action, this.onlyOnce);
  50427. };
  50428. return AnimationEvent;
  50429. }());
  50430. BABYLON.AnimationEvent = AnimationEvent;
  50431. /**
  50432. * A cursor which tracks a point on a path
  50433. */
  50434. var PathCursor = /** @class */ (function () {
  50435. /**
  50436. * Initializes the path cursor
  50437. * @param path The path to track
  50438. */
  50439. function PathCursor(path) {
  50440. this.path = path;
  50441. /**
  50442. * Stores path cursor callbacks for when an onchange event is triggered
  50443. */
  50444. this._onchange = new Array();
  50445. /**
  50446. * The value of the path cursor
  50447. */
  50448. this.value = 0;
  50449. /**
  50450. * The animation array of the path cursor
  50451. */
  50452. this.animations = new Array();
  50453. }
  50454. /**
  50455. * Gets the cursor point on the path
  50456. * @returns A point on the path cursor at the cursor location
  50457. */
  50458. PathCursor.prototype.getPoint = function () {
  50459. var point = this.path.getPointAtLengthPosition(this.value);
  50460. return new BABYLON.Vector3(point.x, 0, point.y);
  50461. };
  50462. /**
  50463. * Moves the cursor ahead by the step amount
  50464. * @param step The amount to move the cursor forward
  50465. * @returns This path cursor
  50466. */
  50467. PathCursor.prototype.moveAhead = function (step) {
  50468. if (step === void 0) { step = 0.002; }
  50469. this.move(step);
  50470. return this;
  50471. };
  50472. /**
  50473. * Moves the cursor behind by the step amount
  50474. * @param step The amount to move the cursor back
  50475. * @returns This path cursor
  50476. */
  50477. PathCursor.prototype.moveBack = function (step) {
  50478. if (step === void 0) { step = 0.002; }
  50479. this.move(-step);
  50480. return this;
  50481. };
  50482. /**
  50483. * Moves the cursor by the step amount
  50484. * If the step amount is greater than one, an exception is thrown
  50485. * @param step The amount to move the cursor
  50486. * @returns This path cursor
  50487. */
  50488. PathCursor.prototype.move = function (step) {
  50489. if (Math.abs(step) > 1) {
  50490. throw "step size should be less than 1.";
  50491. }
  50492. this.value += step;
  50493. this.ensureLimits();
  50494. this.raiseOnChange();
  50495. return this;
  50496. };
  50497. /**
  50498. * Ensures that the value is limited between zero and one
  50499. * @returns This path cursor
  50500. */
  50501. PathCursor.prototype.ensureLimits = function () {
  50502. while (this.value > 1) {
  50503. this.value -= 1;
  50504. }
  50505. while (this.value < 0) {
  50506. this.value += 1;
  50507. }
  50508. return this;
  50509. };
  50510. /**
  50511. * Runs onchange callbacks on change (used by the animation engine)
  50512. * @returns This path cursor
  50513. */
  50514. PathCursor.prototype.raiseOnChange = function () {
  50515. var _this = this;
  50516. this._onchange.forEach(function (f) { return f(_this); });
  50517. return this;
  50518. };
  50519. /**
  50520. * Executes a function on change
  50521. * @param f A path cursor onchange callback
  50522. * @returns This path cursor
  50523. */
  50524. PathCursor.prototype.onchange = function (f) {
  50525. this._onchange.push(f);
  50526. return this;
  50527. };
  50528. return PathCursor;
  50529. }());
  50530. BABYLON.PathCursor = PathCursor;
  50531. /**
  50532. * Enum for the animation key frame interpolation type
  50533. */
  50534. var AnimationKeyInterpolation;
  50535. (function (AnimationKeyInterpolation) {
  50536. /**
  50537. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  50538. */
  50539. AnimationKeyInterpolation[AnimationKeyInterpolation["STEP"] = 1] = "STEP";
  50540. })(AnimationKeyInterpolation = BABYLON.AnimationKeyInterpolation || (BABYLON.AnimationKeyInterpolation = {}));
  50541. /**
  50542. * Class used to store any kind of animation
  50543. */
  50544. var Animation = /** @class */ (function () {
  50545. /**
  50546. * Initializes the animation
  50547. * @param name Name of the animation
  50548. * @param targetProperty Property to animate
  50549. * @param framePerSecond The frames per second of the animation
  50550. * @param dataType The data type of the animation
  50551. * @param loopMode The loop mode of the animation
  50552. * @param enableBlendings Specifies if blending should be enabled
  50553. */
  50554. function Animation(
  50555. /**Name of the animation */
  50556. name,
  50557. /**Property to animate */
  50558. targetProperty,
  50559. /**The frames per second of the animation */
  50560. framePerSecond,
  50561. /**The data type of the animation */
  50562. dataType,
  50563. /**The loop mode of the animation */
  50564. loopMode,
  50565. /**Specifies if blending should be enabled */
  50566. enableBlending) {
  50567. this.name = name;
  50568. this.targetProperty = targetProperty;
  50569. this.framePerSecond = framePerSecond;
  50570. this.dataType = dataType;
  50571. this.loopMode = loopMode;
  50572. this.enableBlending = enableBlending;
  50573. /**
  50574. * @hidden Internal use only
  50575. */
  50576. this._runtimeAnimations = new Array();
  50577. /**
  50578. * The set of event that will be linked to this animation
  50579. */
  50580. this._events = new Array();
  50581. /**
  50582. * Stores the blending speed of the animation
  50583. */
  50584. this.blendingSpeed = 0.01;
  50585. /**
  50586. * Stores the animation ranges for the animation
  50587. */
  50588. this._ranges = {};
  50589. this.targetPropertyPath = targetProperty.split(".");
  50590. this.dataType = dataType;
  50591. this.loopMode = loopMode === undefined ? Animation.ANIMATIONLOOPMODE_CYCLE : loopMode;
  50592. }
  50593. /**
  50594. * @hidden Internal use
  50595. */
  50596. Animation._PrepareAnimation = function (name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction) {
  50597. var dataType = undefined;
  50598. if (!isNaN(parseFloat(from)) && isFinite(from)) {
  50599. dataType = Animation.ANIMATIONTYPE_FLOAT;
  50600. }
  50601. else if (from instanceof BABYLON.Quaternion) {
  50602. dataType = Animation.ANIMATIONTYPE_QUATERNION;
  50603. }
  50604. else if (from instanceof BABYLON.Vector3) {
  50605. dataType = Animation.ANIMATIONTYPE_VECTOR3;
  50606. }
  50607. else if (from instanceof BABYLON.Vector2) {
  50608. dataType = Animation.ANIMATIONTYPE_VECTOR2;
  50609. }
  50610. else if (from instanceof BABYLON.Color3) {
  50611. dataType = Animation.ANIMATIONTYPE_COLOR3;
  50612. }
  50613. else if (from instanceof BABYLON.Size) {
  50614. dataType = Animation.ANIMATIONTYPE_SIZE;
  50615. }
  50616. if (dataType == undefined) {
  50617. return null;
  50618. }
  50619. var animation = new Animation(name, targetProperty, framePerSecond, dataType, loopMode);
  50620. var keys = [{ frame: 0, value: from }, { frame: totalFrame, value: to }];
  50621. animation.setKeys(keys);
  50622. if (easingFunction !== undefined) {
  50623. animation.setEasingFunction(easingFunction);
  50624. }
  50625. return animation;
  50626. };
  50627. /**
  50628. * Sets up an animation
  50629. * @param property The property to animate
  50630. * @param animationType The animation type to apply
  50631. * @param framePerSecond The frames per second of the animation
  50632. * @param easingFunction The easing function used in the animation
  50633. * @returns The created animation
  50634. */
  50635. Animation.CreateAnimation = function (property, animationType, framePerSecond, easingFunction) {
  50636. var animation = new Animation(property + "Animation", property, framePerSecond, animationType, Animation.ANIMATIONLOOPMODE_CONSTANT);
  50637. animation.setEasingFunction(easingFunction);
  50638. return animation;
  50639. };
  50640. /**
  50641. * Create and start an animation on a node
  50642. * @param name defines the name of the global animation that will be run on all nodes
  50643. * @param node defines the root node where the animation will take place
  50644. * @param targetProperty defines property to animate
  50645. * @param framePerSecond defines the number of frame per second yo use
  50646. * @param totalFrame defines the number of frames in total
  50647. * @param from defines the initial value
  50648. * @param to defines the final value
  50649. * @param loopMode defines which loop mode you want to use (off by default)
  50650. * @param easingFunction defines the easing function to use (linear by default)
  50651. * @param onAnimationEnd defines the callback to call when animation end
  50652. * @returns the animatable created for this animation
  50653. */
  50654. Animation.CreateAndStartAnimation = function (name, node, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {
  50655. var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);
  50656. if (!animation) {
  50657. return null;
  50658. }
  50659. return node.getScene().beginDirectAnimation(node, [animation], 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);
  50660. };
  50661. /**
  50662. * Create and start an animation on a node and its descendants
  50663. * @param name defines the name of the global animation that will be run on all nodes
  50664. * @param node defines the root node where the animation will take place
  50665. * @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
  50666. * @param targetProperty defines property to animate
  50667. * @param framePerSecond defines the number of frame per second to use
  50668. * @param totalFrame defines the number of frames in total
  50669. * @param from defines the initial value
  50670. * @param to defines the final value
  50671. * @param loopMode defines which loop mode you want to use (off by default)
  50672. * @param easingFunction defines the easing function to use (linear by default)
  50673. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  50674. * @returns the list of animatables created for all nodes
  50675. * @example https://www.babylonjs-playground.com/#MH0VLI
  50676. */
  50677. Animation.CreateAndStartHierarchyAnimation = function (name, node, directDescendantsOnly, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {
  50678. var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);
  50679. if (!animation) {
  50680. return null;
  50681. }
  50682. var scene = node.getScene();
  50683. return scene.beginDirectHierarchyAnimation(node, directDescendantsOnly, [animation], 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);
  50684. };
  50685. /**
  50686. * Creates a new animation, merges it with the existing animations and starts it
  50687. * @param name Name of the animation
  50688. * @param node Node which contains the scene that begins the animations
  50689. * @param targetProperty Specifies which property to animate
  50690. * @param framePerSecond The frames per second of the animation
  50691. * @param totalFrame The total number of frames
  50692. * @param from The frame at the beginning of the animation
  50693. * @param to The frame at the end of the animation
  50694. * @param loopMode Specifies the loop mode of the animation
  50695. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  50696. * @param onAnimationEnd Callback to run once the animation is complete
  50697. * @returns Nullable animation
  50698. */
  50699. Animation.CreateMergeAndStartAnimation = function (name, node, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {
  50700. var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);
  50701. if (!animation) {
  50702. return null;
  50703. }
  50704. node.animations.push(animation);
  50705. return node.getScene().beginAnimation(node, 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);
  50706. };
  50707. /**
  50708. * Transition property of an host to the target Value
  50709. * @param property The property to transition
  50710. * @param targetValue The target Value of the property
  50711. * @param host The object where the property to animate belongs
  50712. * @param scene Scene used to run the animation
  50713. * @param frameRate Framerate (in frame/s) to use
  50714. * @param transition The transition type we want to use
  50715. * @param duration The duration of the animation, in milliseconds
  50716. * @param onAnimationEnd Callback trigger at the end of the animation
  50717. * @returns Nullable animation
  50718. */
  50719. Animation.TransitionTo = function (property, targetValue, host, scene, frameRate, transition, duration, onAnimationEnd) {
  50720. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  50721. if (duration <= 0) {
  50722. host[property] = targetValue;
  50723. if (onAnimationEnd) {
  50724. onAnimationEnd();
  50725. }
  50726. return null;
  50727. }
  50728. var endFrame = frameRate * (duration / 1000);
  50729. transition.setKeys([{
  50730. frame: 0,
  50731. value: host[property].clone ? host[property].clone() : host[property]
  50732. },
  50733. {
  50734. frame: endFrame,
  50735. value: targetValue
  50736. }]);
  50737. if (!host.animations) {
  50738. host.animations = [];
  50739. }
  50740. host.animations.push(transition);
  50741. var animation = scene.beginAnimation(host, 0, endFrame, false);
  50742. animation.onAnimationEnd = onAnimationEnd;
  50743. return animation;
  50744. };
  50745. Object.defineProperty(Animation.prototype, "runtimeAnimations", {
  50746. /**
  50747. * Return the array of runtime animations currently using this animation
  50748. */
  50749. get: function () {
  50750. return this._runtimeAnimations;
  50751. },
  50752. enumerable: true,
  50753. configurable: true
  50754. });
  50755. Object.defineProperty(Animation.prototype, "hasRunningRuntimeAnimations", {
  50756. /**
  50757. * Specifies if any of the runtime animations are currently running
  50758. */
  50759. get: function () {
  50760. for (var _i = 0, _a = this._runtimeAnimations; _i < _a.length; _i++) {
  50761. var runtimeAnimation = _a[_i];
  50762. if (!runtimeAnimation.isStopped) {
  50763. return true;
  50764. }
  50765. }
  50766. return false;
  50767. },
  50768. enumerable: true,
  50769. configurable: true
  50770. });
  50771. // Methods
  50772. /**
  50773. * Converts the animation to a string
  50774. * @param fullDetails support for multiple levels of logging within scene loading
  50775. * @returns String form of the animation
  50776. */
  50777. Animation.prototype.toString = function (fullDetails) {
  50778. var ret = "Name: " + this.name + ", property: " + this.targetProperty;
  50779. ret += ", datatype: " + (["Float", "Vector3", "Quaternion", "Matrix", "Color3", "Vector2"])[this.dataType];
  50780. ret += ", nKeys: " + (this._keys ? this._keys.length : "none");
  50781. ret += ", nRanges: " + (this._ranges ? Object.keys(this._ranges).length : "none");
  50782. if (fullDetails) {
  50783. ret += ", Ranges: {";
  50784. var first = true;
  50785. for (var name in this._ranges) {
  50786. if (first) {
  50787. ret += ", ";
  50788. first = false;
  50789. }
  50790. ret += name;
  50791. }
  50792. ret += "}";
  50793. }
  50794. return ret;
  50795. };
  50796. /**
  50797. * Add an event to this animation
  50798. * @param event Event to add
  50799. */
  50800. Animation.prototype.addEvent = function (event) {
  50801. this._events.push(event);
  50802. };
  50803. /**
  50804. * Remove all events found at the given frame
  50805. * @param frame The frame to remove events from
  50806. */
  50807. Animation.prototype.removeEvents = function (frame) {
  50808. for (var index = 0; index < this._events.length; index++) {
  50809. if (this._events[index].frame === frame) {
  50810. this._events.splice(index, 1);
  50811. index--;
  50812. }
  50813. }
  50814. };
  50815. /**
  50816. * Retrieves all the events from the animation
  50817. * @returns Events from the animation
  50818. */
  50819. Animation.prototype.getEvents = function () {
  50820. return this._events;
  50821. };
  50822. /**
  50823. * Creates an animation range
  50824. * @param name Name of the animation range
  50825. * @param from Starting frame of the animation range
  50826. * @param to Ending frame of the animation
  50827. */
  50828. Animation.prototype.createRange = function (name, from, to) {
  50829. // check name not already in use; could happen for bones after serialized
  50830. if (!this._ranges[name]) {
  50831. this._ranges[name] = new AnimationRange(name, from, to);
  50832. }
  50833. };
  50834. /**
  50835. * Deletes an animation range by name
  50836. * @param name Name of the animation range to delete
  50837. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  50838. */
  50839. Animation.prototype.deleteRange = function (name, deleteFrames) {
  50840. if (deleteFrames === void 0) { deleteFrames = true; }
  50841. var range = this._ranges[name];
  50842. if (!range) {
  50843. return;
  50844. }
  50845. if (deleteFrames) {
  50846. var from = range.from;
  50847. var to = range.to;
  50848. // this loop MUST go high to low for multiple splices to work
  50849. for (var key = this._keys.length - 1; key >= 0; key--) {
  50850. if (this._keys[key].frame >= from && this._keys[key].frame <= to) {
  50851. this._keys.splice(key, 1);
  50852. }
  50853. }
  50854. }
  50855. this._ranges[name] = null; // said much faster than 'delete this._range[name]'
  50856. };
  50857. /**
  50858. * Gets the animation range by name, or null if not defined
  50859. * @param name Name of the animation range
  50860. * @returns Nullable animation range
  50861. */
  50862. Animation.prototype.getRange = function (name) {
  50863. return this._ranges[name];
  50864. };
  50865. /**
  50866. * Gets the key frames from the animation
  50867. * @returns The key frames of the animation
  50868. */
  50869. Animation.prototype.getKeys = function () {
  50870. return this._keys;
  50871. };
  50872. /**
  50873. * Gets the highest frame rate of the animation
  50874. * @returns Highest frame rate of the animation
  50875. */
  50876. Animation.prototype.getHighestFrame = function () {
  50877. var ret = 0;
  50878. for (var key = 0, nKeys = this._keys.length; key < nKeys; key++) {
  50879. if (ret < this._keys[key].frame) {
  50880. ret = this._keys[key].frame;
  50881. }
  50882. }
  50883. return ret;
  50884. };
  50885. /**
  50886. * Gets the easing function of the animation
  50887. * @returns Easing function of the animation
  50888. */
  50889. Animation.prototype.getEasingFunction = function () {
  50890. return this._easingFunction;
  50891. };
  50892. /**
  50893. * Sets the easing function of the animation
  50894. * @param easingFunction A custom mathematical formula for animation
  50895. */
  50896. Animation.prototype.setEasingFunction = function (easingFunction) {
  50897. this._easingFunction = easingFunction;
  50898. };
  50899. /**
  50900. * Interpolates a scalar linearly
  50901. * @param startValue Start value of the animation curve
  50902. * @param endValue End value of the animation curve
  50903. * @param gradient Scalar amount to interpolate
  50904. * @returns Interpolated scalar value
  50905. */
  50906. Animation.prototype.floatInterpolateFunction = function (startValue, endValue, gradient) {
  50907. return BABYLON.Scalar.Lerp(startValue, endValue, gradient);
  50908. };
  50909. /**
  50910. * Interpolates a scalar cubically
  50911. * @param startValue Start value of the animation curve
  50912. * @param outTangent End tangent of the animation
  50913. * @param endValue End value of the animation curve
  50914. * @param inTangent Start tangent of the animation curve
  50915. * @param gradient Scalar amount to interpolate
  50916. * @returns Interpolated scalar value
  50917. */
  50918. Animation.prototype.floatInterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  50919. return BABYLON.Scalar.Hermite(startValue, outTangent, endValue, inTangent, gradient);
  50920. };
  50921. /**
  50922. * Interpolates a quaternion using a spherical linear interpolation
  50923. * @param startValue Start value of the animation curve
  50924. * @param endValue End value of the animation curve
  50925. * @param gradient Scalar amount to interpolate
  50926. * @returns Interpolated quaternion value
  50927. */
  50928. Animation.prototype.quaternionInterpolateFunction = function (startValue, endValue, gradient) {
  50929. return BABYLON.Quaternion.Slerp(startValue, endValue, gradient);
  50930. };
  50931. /**
  50932. * Interpolates a quaternion cubically
  50933. * @param startValue Start value of the animation curve
  50934. * @param outTangent End tangent of the animation curve
  50935. * @param endValue End value of the animation curve
  50936. * @param inTangent Start tangent of the animation curve
  50937. * @param gradient Scalar amount to interpolate
  50938. * @returns Interpolated quaternion value
  50939. */
  50940. Animation.prototype.quaternionInterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  50941. return BABYLON.Quaternion.Hermite(startValue, outTangent, endValue, inTangent, gradient).normalize();
  50942. };
  50943. /**
  50944. * Interpolates a Vector3 linearl
  50945. * @param startValue Start value of the animation curve
  50946. * @param endValue End value of the animation curve
  50947. * @param gradient Scalar amount to interpolate
  50948. * @returns Interpolated scalar value
  50949. */
  50950. Animation.prototype.vector3InterpolateFunction = function (startValue, endValue, gradient) {
  50951. return BABYLON.Vector3.Lerp(startValue, endValue, gradient);
  50952. };
  50953. /**
  50954. * Interpolates a Vector3 cubically
  50955. * @param startValue Start value of the animation curve
  50956. * @param outTangent End tangent of the animation
  50957. * @param endValue End value of the animation curve
  50958. * @param inTangent Start tangent of the animation curve
  50959. * @param gradient Scalar amount to interpolate
  50960. * @returns InterpolatedVector3 value
  50961. */
  50962. Animation.prototype.vector3InterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  50963. return BABYLON.Vector3.Hermite(startValue, outTangent, endValue, inTangent, gradient);
  50964. };
  50965. /**
  50966. * Interpolates a Vector2 linearly
  50967. * @param startValue Start value of the animation curve
  50968. * @param endValue End value of the animation curve
  50969. * @param gradient Scalar amount to interpolate
  50970. * @returns Interpolated Vector2 value
  50971. */
  50972. Animation.prototype.vector2InterpolateFunction = function (startValue, endValue, gradient) {
  50973. return BABYLON.Vector2.Lerp(startValue, endValue, gradient);
  50974. };
  50975. /**
  50976. * Interpolates a Vector2 cubically
  50977. * @param startValue Start value of the animation curve
  50978. * @param outTangent End tangent of the animation
  50979. * @param endValue End value of the animation curve
  50980. * @param inTangent Start tangent of the animation curve
  50981. * @param gradient Scalar amount to interpolate
  50982. * @returns Interpolated Vector2 value
  50983. */
  50984. Animation.prototype.vector2InterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  50985. return BABYLON.Vector2.Hermite(startValue, outTangent, endValue, inTangent, gradient);
  50986. };
  50987. /**
  50988. * Interpolates a size linearly
  50989. * @param startValue Start value of the animation curve
  50990. * @param endValue End value of the animation curve
  50991. * @param gradient Scalar amount to interpolate
  50992. * @returns Interpolated Size value
  50993. */
  50994. Animation.prototype.sizeInterpolateFunction = function (startValue, endValue, gradient) {
  50995. return BABYLON.Size.Lerp(startValue, endValue, gradient);
  50996. };
  50997. /**
  50998. * Interpolates a Color3 linearly
  50999. * @param startValue Start value of the animation curve
  51000. * @param endValue End value of the animation curve
  51001. * @param gradient Scalar amount to interpolate
  51002. * @returns Interpolated Color3 value
  51003. */
  51004. Animation.prototype.color3InterpolateFunction = function (startValue, endValue, gradient) {
  51005. return BABYLON.Color3.Lerp(startValue, endValue, gradient);
  51006. };
  51007. /**
  51008. * @hidden Internal use only
  51009. */
  51010. Animation.prototype._getKeyValue = function (value) {
  51011. if (typeof value === "function") {
  51012. return value();
  51013. }
  51014. return value;
  51015. };
  51016. /**
  51017. * @hidden Internal use only
  51018. */
  51019. Animation.prototype._interpolate = function (currentFrame, repeatCount, workValue, loopMode, offsetValue, highLimitValue) {
  51020. if (loopMode === Animation.ANIMATIONLOOPMODE_CONSTANT && repeatCount > 0) {
  51021. return highLimitValue.clone ? highLimitValue.clone() : highLimitValue;
  51022. }
  51023. var keys = this.getKeys();
  51024. // Try to get a hash to find the right key
  51025. 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));
  51026. if (keys[startKeyIndex].frame >= currentFrame) {
  51027. while (startKeyIndex - 1 >= 0 && keys[startKeyIndex].frame >= currentFrame) {
  51028. startKeyIndex--;
  51029. }
  51030. }
  51031. for (var key = startKeyIndex; key < keys.length; key++) {
  51032. var endKey = keys[key + 1];
  51033. if (endKey.frame >= currentFrame) {
  51034. var startKey = keys[key];
  51035. var startValue = this._getKeyValue(startKey.value);
  51036. if (startKey.interpolation === AnimationKeyInterpolation.STEP) {
  51037. return startValue;
  51038. }
  51039. var endValue = this._getKeyValue(endKey.value);
  51040. var useTangent = startKey.outTangent !== undefined && endKey.inTangent !== undefined;
  51041. var frameDelta = endKey.frame - startKey.frame;
  51042. // gradient : percent of currentFrame between the frame inf and the frame sup
  51043. var gradient = (currentFrame - startKey.frame) / frameDelta;
  51044. // check for easingFunction and correction of gradient
  51045. var easingFunction = this.getEasingFunction();
  51046. if (easingFunction != null) {
  51047. gradient = easingFunction.ease(gradient);
  51048. }
  51049. switch (this.dataType) {
  51050. // Float
  51051. case Animation.ANIMATIONTYPE_FLOAT:
  51052. var floatValue = useTangent ? this.floatInterpolateFunctionWithTangents(startValue, startKey.outTangent * frameDelta, endValue, endKey.inTangent * frameDelta, gradient) : this.floatInterpolateFunction(startValue, endValue, gradient);
  51053. switch (loopMode) {
  51054. case Animation.ANIMATIONLOOPMODE_CYCLE:
  51055. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  51056. return floatValue;
  51057. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  51058. return offsetValue * repeatCount + floatValue;
  51059. }
  51060. break;
  51061. // Quaternion
  51062. case Animation.ANIMATIONTYPE_QUATERNION:
  51063. var quatValue = useTangent ? this.quaternionInterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.quaternionInterpolateFunction(startValue, endValue, gradient);
  51064. switch (loopMode) {
  51065. case Animation.ANIMATIONLOOPMODE_CYCLE:
  51066. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  51067. return quatValue;
  51068. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  51069. return quatValue.addInPlace(offsetValue.scale(repeatCount));
  51070. }
  51071. return quatValue;
  51072. // Vector3
  51073. case Animation.ANIMATIONTYPE_VECTOR3:
  51074. var vec3Value = useTangent ? this.vector3InterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.vector3InterpolateFunction(startValue, endValue, gradient);
  51075. switch (loopMode) {
  51076. case Animation.ANIMATIONLOOPMODE_CYCLE:
  51077. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  51078. return vec3Value;
  51079. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  51080. return vec3Value.add(offsetValue.scale(repeatCount));
  51081. }
  51082. // Vector2
  51083. case Animation.ANIMATIONTYPE_VECTOR2:
  51084. var vec2Value = useTangent ? this.vector2InterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.vector2InterpolateFunction(startValue, endValue, gradient);
  51085. switch (loopMode) {
  51086. case Animation.ANIMATIONLOOPMODE_CYCLE:
  51087. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  51088. return vec2Value;
  51089. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  51090. return vec2Value.add(offsetValue.scale(repeatCount));
  51091. }
  51092. // Size
  51093. case Animation.ANIMATIONTYPE_SIZE:
  51094. switch (loopMode) {
  51095. case Animation.ANIMATIONLOOPMODE_CYCLE:
  51096. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  51097. return this.sizeInterpolateFunction(startValue, endValue, gradient);
  51098. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  51099. return this.sizeInterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
  51100. }
  51101. // Color3
  51102. case Animation.ANIMATIONTYPE_COLOR3:
  51103. switch (loopMode) {
  51104. case Animation.ANIMATIONLOOPMODE_CYCLE:
  51105. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  51106. return this.color3InterpolateFunction(startValue, endValue, gradient);
  51107. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  51108. return this.color3InterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
  51109. }
  51110. // Matrix
  51111. case Animation.ANIMATIONTYPE_MATRIX:
  51112. switch (loopMode) {
  51113. case Animation.ANIMATIONLOOPMODE_CYCLE:
  51114. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  51115. if (Animation.AllowMatricesInterpolation) {
  51116. return this.matrixInterpolateFunction(startValue, endValue, gradient, workValue);
  51117. }
  51118. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  51119. return startValue;
  51120. }
  51121. default:
  51122. break;
  51123. }
  51124. break;
  51125. }
  51126. }
  51127. return this._getKeyValue(keys[keys.length - 1].value);
  51128. };
  51129. /**
  51130. * Defines the function to use to interpolate matrices
  51131. * @param startValue defines the start matrix
  51132. * @param endValue defines the end matrix
  51133. * @param gradient defines the gradient between both matrices
  51134. * @param result defines an optional target matrix where to store the interpolation
  51135. * @returns the interpolated matrix
  51136. */
  51137. Animation.prototype.matrixInterpolateFunction = function (startValue, endValue, gradient, result) {
  51138. if (Animation.AllowMatrixDecomposeForInterpolation) {
  51139. if (result) {
  51140. BABYLON.Matrix.DecomposeLerpToRef(startValue, endValue, gradient, result);
  51141. return result;
  51142. }
  51143. return BABYLON.Matrix.DecomposeLerp(startValue, endValue, gradient);
  51144. }
  51145. if (result) {
  51146. BABYLON.Matrix.LerpToRef(startValue, endValue, gradient, result);
  51147. return result;
  51148. }
  51149. return BABYLON.Matrix.Lerp(startValue, endValue, gradient);
  51150. };
  51151. /**
  51152. * Makes a copy of the animation
  51153. * @returns Cloned animation
  51154. */
  51155. Animation.prototype.clone = function () {
  51156. var clone = new Animation(this.name, this.targetPropertyPath.join("."), this.framePerSecond, this.dataType, this.loopMode);
  51157. clone.enableBlending = this.enableBlending;
  51158. clone.blendingSpeed = this.blendingSpeed;
  51159. if (this._keys) {
  51160. clone.setKeys(this._keys);
  51161. }
  51162. if (this._ranges) {
  51163. clone._ranges = {};
  51164. for (var name in this._ranges) {
  51165. var range = this._ranges[name];
  51166. if (!range) {
  51167. continue;
  51168. }
  51169. clone._ranges[name] = range.clone();
  51170. }
  51171. }
  51172. return clone;
  51173. };
  51174. /**
  51175. * Sets the key frames of the animation
  51176. * @param values The animation key frames to set
  51177. */
  51178. Animation.prototype.setKeys = function (values) {
  51179. this._keys = values.slice(0);
  51180. };
  51181. /**
  51182. * Serializes the animation to an object
  51183. * @returns Serialized object
  51184. */
  51185. Animation.prototype.serialize = function () {
  51186. var serializationObject = {};
  51187. serializationObject.name = this.name;
  51188. serializationObject.property = this.targetProperty;
  51189. serializationObject.framePerSecond = this.framePerSecond;
  51190. serializationObject.dataType = this.dataType;
  51191. serializationObject.loopBehavior = this.loopMode;
  51192. serializationObject.enableBlending = this.enableBlending;
  51193. serializationObject.blendingSpeed = this.blendingSpeed;
  51194. var dataType = this.dataType;
  51195. serializationObject.keys = [];
  51196. var keys = this.getKeys();
  51197. for (var index = 0; index < keys.length; index++) {
  51198. var animationKey = keys[index];
  51199. var key = {};
  51200. key.frame = animationKey.frame;
  51201. switch (dataType) {
  51202. case Animation.ANIMATIONTYPE_FLOAT:
  51203. key.values = [animationKey.value];
  51204. break;
  51205. case Animation.ANIMATIONTYPE_QUATERNION:
  51206. case Animation.ANIMATIONTYPE_MATRIX:
  51207. case Animation.ANIMATIONTYPE_VECTOR3:
  51208. case Animation.ANIMATIONTYPE_COLOR3:
  51209. key.values = animationKey.value.asArray();
  51210. break;
  51211. }
  51212. serializationObject.keys.push(key);
  51213. }
  51214. serializationObject.ranges = [];
  51215. for (var name in this._ranges) {
  51216. var source = this._ranges[name];
  51217. if (!source) {
  51218. continue;
  51219. }
  51220. var range = {};
  51221. range.name = name;
  51222. range.from = source.from;
  51223. range.to = source.to;
  51224. serializationObject.ranges.push(range);
  51225. }
  51226. return serializationObject;
  51227. };
  51228. Object.defineProperty(Animation, "ANIMATIONTYPE_FLOAT", {
  51229. /**
  51230. * Get the float animation type
  51231. */
  51232. get: function () {
  51233. return Animation._ANIMATIONTYPE_FLOAT;
  51234. },
  51235. enumerable: true,
  51236. configurable: true
  51237. });
  51238. Object.defineProperty(Animation, "ANIMATIONTYPE_VECTOR3", {
  51239. /**
  51240. * Get the Vector3 animation type
  51241. */
  51242. get: function () {
  51243. return Animation._ANIMATIONTYPE_VECTOR3;
  51244. },
  51245. enumerable: true,
  51246. configurable: true
  51247. });
  51248. Object.defineProperty(Animation, "ANIMATIONTYPE_VECTOR2", {
  51249. /**
  51250. * Get the Vector2 animation type
  51251. */
  51252. get: function () {
  51253. return Animation._ANIMATIONTYPE_VECTOR2;
  51254. },
  51255. enumerable: true,
  51256. configurable: true
  51257. });
  51258. Object.defineProperty(Animation, "ANIMATIONTYPE_SIZE", {
  51259. /**
  51260. * Get the Size animation type
  51261. */
  51262. get: function () {
  51263. return Animation._ANIMATIONTYPE_SIZE;
  51264. },
  51265. enumerable: true,
  51266. configurable: true
  51267. });
  51268. Object.defineProperty(Animation, "ANIMATIONTYPE_QUATERNION", {
  51269. /**
  51270. * Get the Quaternion animation type
  51271. */
  51272. get: function () {
  51273. return Animation._ANIMATIONTYPE_QUATERNION;
  51274. },
  51275. enumerable: true,
  51276. configurable: true
  51277. });
  51278. Object.defineProperty(Animation, "ANIMATIONTYPE_MATRIX", {
  51279. /**
  51280. * Get the Matrix animation type
  51281. */
  51282. get: function () {
  51283. return Animation._ANIMATIONTYPE_MATRIX;
  51284. },
  51285. enumerable: true,
  51286. configurable: true
  51287. });
  51288. Object.defineProperty(Animation, "ANIMATIONTYPE_COLOR3", {
  51289. /**
  51290. * Get the Color3 animation type
  51291. */
  51292. get: function () {
  51293. return Animation._ANIMATIONTYPE_COLOR3;
  51294. },
  51295. enumerable: true,
  51296. configurable: true
  51297. });
  51298. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_RELATIVE", {
  51299. /**
  51300. * Get the Relative Loop Mode
  51301. */
  51302. get: function () {
  51303. return Animation._ANIMATIONLOOPMODE_RELATIVE;
  51304. },
  51305. enumerable: true,
  51306. configurable: true
  51307. });
  51308. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_CYCLE", {
  51309. /**
  51310. * Get the Cycle Loop Mode
  51311. */
  51312. get: function () {
  51313. return Animation._ANIMATIONLOOPMODE_CYCLE;
  51314. },
  51315. enumerable: true,
  51316. configurable: true
  51317. });
  51318. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_CONSTANT", {
  51319. /**
  51320. * Get the Constant Loop Mode
  51321. */
  51322. get: function () {
  51323. return Animation._ANIMATIONLOOPMODE_CONSTANT;
  51324. },
  51325. enumerable: true,
  51326. configurable: true
  51327. });
  51328. /** @hidden */
  51329. Animation._UniversalLerp = function (left, right, amount) {
  51330. var constructor = left.constructor;
  51331. if (constructor.Lerp) { // Lerp supported
  51332. return constructor.Lerp(left, right, amount);
  51333. }
  51334. else if (constructor.Slerp) { // Slerp supported
  51335. return constructor.Slerp(left, right, amount);
  51336. }
  51337. else if (left.toFixed) { // Number
  51338. return left * (1.0 - amount) + amount * right;
  51339. }
  51340. else { // Blending not supported
  51341. return right;
  51342. }
  51343. };
  51344. /**
  51345. * Parses an animation object and creates an animation
  51346. * @param parsedAnimation Parsed animation object
  51347. * @returns Animation object
  51348. */
  51349. Animation.Parse = function (parsedAnimation) {
  51350. var animation = new Animation(parsedAnimation.name, parsedAnimation.property, parsedAnimation.framePerSecond, parsedAnimation.dataType, parsedAnimation.loopBehavior);
  51351. var dataType = parsedAnimation.dataType;
  51352. var keys = [];
  51353. var data;
  51354. var index;
  51355. if (parsedAnimation.enableBlending) {
  51356. animation.enableBlending = parsedAnimation.enableBlending;
  51357. }
  51358. if (parsedAnimation.blendingSpeed) {
  51359. animation.blendingSpeed = parsedAnimation.blendingSpeed;
  51360. }
  51361. for (index = 0; index < parsedAnimation.keys.length; index++) {
  51362. var key = parsedAnimation.keys[index];
  51363. var inTangent;
  51364. var outTangent;
  51365. switch (dataType) {
  51366. case Animation.ANIMATIONTYPE_FLOAT:
  51367. data = key.values[0];
  51368. if (key.values.length >= 1) {
  51369. inTangent = key.values[1];
  51370. }
  51371. if (key.values.length >= 2) {
  51372. outTangent = key.values[2];
  51373. }
  51374. break;
  51375. case Animation.ANIMATIONTYPE_QUATERNION:
  51376. data = BABYLON.Quaternion.FromArray(key.values);
  51377. if (key.values.length >= 8) {
  51378. var _inTangent = BABYLON.Quaternion.FromArray(key.values.slice(4, 8));
  51379. if (!_inTangent.equals(BABYLON.Quaternion.Zero())) {
  51380. inTangent = _inTangent;
  51381. }
  51382. }
  51383. if (key.values.length >= 12) {
  51384. var _outTangent = BABYLON.Quaternion.FromArray(key.values.slice(8, 12));
  51385. if (!_outTangent.equals(BABYLON.Quaternion.Zero())) {
  51386. outTangent = _outTangent;
  51387. }
  51388. }
  51389. break;
  51390. case Animation.ANIMATIONTYPE_MATRIX:
  51391. data = BABYLON.Matrix.FromArray(key.values);
  51392. break;
  51393. case Animation.ANIMATIONTYPE_COLOR3:
  51394. data = BABYLON.Color3.FromArray(key.values);
  51395. break;
  51396. case Animation.ANIMATIONTYPE_VECTOR3:
  51397. default:
  51398. data = BABYLON.Vector3.FromArray(key.values);
  51399. break;
  51400. }
  51401. var keyData = {};
  51402. keyData.frame = key.frame;
  51403. keyData.value = data;
  51404. if (inTangent != undefined) {
  51405. keyData.inTangent = inTangent;
  51406. }
  51407. if (outTangent != undefined) {
  51408. keyData.outTangent = outTangent;
  51409. }
  51410. keys.push(keyData);
  51411. }
  51412. animation.setKeys(keys);
  51413. if (parsedAnimation.ranges) {
  51414. for (index = 0; index < parsedAnimation.ranges.length; index++) {
  51415. data = parsedAnimation.ranges[index];
  51416. animation.createRange(data.name, data.from, data.to);
  51417. }
  51418. }
  51419. return animation;
  51420. };
  51421. /**
  51422. * Appends the serialized animations from the source animations
  51423. * @param source Source containing the animations
  51424. * @param destination Target to store the animations
  51425. */
  51426. Animation.AppendSerializedAnimations = function (source, destination) {
  51427. if (source.animations) {
  51428. destination.animations = [];
  51429. for (var animationIndex = 0; animationIndex < source.animations.length; animationIndex++) {
  51430. var animation = source.animations[animationIndex];
  51431. destination.animations.push(animation.serialize());
  51432. }
  51433. }
  51434. };
  51435. /**
  51436. * Use matrix interpolation instead of using direct key value when animating matrices
  51437. */
  51438. Animation.AllowMatricesInterpolation = false;
  51439. /**
  51440. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  51441. */
  51442. Animation.AllowMatrixDecomposeForInterpolation = true;
  51443. // Statics
  51444. /**
  51445. * Float animation type
  51446. */
  51447. Animation._ANIMATIONTYPE_FLOAT = 0;
  51448. /**
  51449. * Vector3 animation type
  51450. */
  51451. Animation._ANIMATIONTYPE_VECTOR3 = 1;
  51452. /**
  51453. * Quaternion animation type
  51454. */
  51455. Animation._ANIMATIONTYPE_QUATERNION = 2;
  51456. /**
  51457. * Matrix animation type
  51458. */
  51459. Animation._ANIMATIONTYPE_MATRIX = 3;
  51460. /**
  51461. * Color3 animation type
  51462. */
  51463. Animation._ANIMATIONTYPE_COLOR3 = 4;
  51464. /**
  51465. * Vector2 animation type
  51466. */
  51467. Animation._ANIMATIONTYPE_VECTOR2 = 5;
  51468. /**
  51469. * Size animation type
  51470. */
  51471. Animation._ANIMATIONTYPE_SIZE = 6;
  51472. /**
  51473. * Relative Loop Mode
  51474. */
  51475. Animation._ANIMATIONLOOPMODE_RELATIVE = 0;
  51476. /**
  51477. * Cycle Loop Mode
  51478. */
  51479. Animation._ANIMATIONLOOPMODE_CYCLE = 1;
  51480. /**
  51481. * Constant Loop Mode
  51482. */
  51483. Animation._ANIMATIONLOOPMODE_CONSTANT = 2;
  51484. return Animation;
  51485. }());
  51486. BABYLON.Animation = Animation;
  51487. })(BABYLON || (BABYLON = {}));
  51488. //# sourceMappingURL=babylon.animation.js.map
  51489. var BABYLON;
  51490. (function (BABYLON) {
  51491. /**
  51492. * This class defines the direct association between an animation and a target
  51493. */
  51494. var TargetedAnimation = /** @class */ (function () {
  51495. function TargetedAnimation() {
  51496. }
  51497. return TargetedAnimation;
  51498. }());
  51499. BABYLON.TargetedAnimation = TargetedAnimation;
  51500. /**
  51501. * Use this class to create coordinated animations on multiple targets
  51502. */
  51503. var AnimationGroup = /** @class */ (function () {
  51504. /**
  51505. * Instantiates a new Animation Group.
  51506. * This helps managing several animations at once.
  51507. * @see http://doc.babylonjs.com/how_to/group
  51508. * @param name Defines the name of the group
  51509. * @param scene Defines the scene the group belongs to
  51510. */
  51511. function AnimationGroup(
  51512. /** The name of the animation group */
  51513. name, scene) {
  51514. if (scene === void 0) { scene = null; }
  51515. this.name = name;
  51516. this._targetedAnimations = new Array();
  51517. this._animatables = new Array();
  51518. this._from = Number.MAX_VALUE;
  51519. this._to = -Number.MAX_VALUE;
  51520. this._speedRatio = 1;
  51521. /**
  51522. * This observable will notify when one animation have ended.
  51523. */
  51524. this.onAnimationEndObservable = new BABYLON.Observable();
  51525. /**
  51526. * This observable will notify when all animations have ended.
  51527. */
  51528. this.onAnimationGroupEndObservable = new BABYLON.Observable();
  51529. /**
  51530. * This observable will notify when all animations have paused.
  51531. */
  51532. this.onAnimationGroupPauseObservable = new BABYLON.Observable();
  51533. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  51534. this._scene.animationGroups.push(this);
  51535. }
  51536. Object.defineProperty(AnimationGroup.prototype, "from", {
  51537. /**
  51538. * Gets the first frame
  51539. */
  51540. get: function () {
  51541. return this._from;
  51542. },
  51543. enumerable: true,
  51544. configurable: true
  51545. });
  51546. Object.defineProperty(AnimationGroup.prototype, "to", {
  51547. /**
  51548. * Gets the last frame
  51549. */
  51550. get: function () {
  51551. return this._to;
  51552. },
  51553. enumerable: true,
  51554. configurable: true
  51555. });
  51556. Object.defineProperty(AnimationGroup.prototype, "isStarted", {
  51557. /**
  51558. * Define if the animations are started
  51559. */
  51560. get: function () {
  51561. return this._isStarted;
  51562. },
  51563. enumerable: true,
  51564. configurable: true
  51565. });
  51566. Object.defineProperty(AnimationGroup.prototype, "speedRatio", {
  51567. /**
  51568. * Gets or sets the speed ratio to use for all animations
  51569. */
  51570. get: function () {
  51571. return this._speedRatio;
  51572. },
  51573. /**
  51574. * Gets or sets the speed ratio to use for all animations
  51575. */
  51576. set: function (value) {
  51577. if (this._speedRatio === value) {
  51578. return;
  51579. }
  51580. this._speedRatio = value;
  51581. for (var index = 0; index < this._animatables.length; index++) {
  51582. var animatable = this._animatables[index];
  51583. animatable.speedRatio = this._speedRatio;
  51584. }
  51585. },
  51586. enumerable: true,
  51587. configurable: true
  51588. });
  51589. Object.defineProperty(AnimationGroup.prototype, "targetedAnimations", {
  51590. /**
  51591. * Gets the targeted animations for this animation group
  51592. */
  51593. get: function () {
  51594. return this._targetedAnimations;
  51595. },
  51596. enumerable: true,
  51597. configurable: true
  51598. });
  51599. Object.defineProperty(AnimationGroup.prototype, "animatables", {
  51600. /**
  51601. * returning the list of animatables controlled by this animation group.
  51602. */
  51603. get: function () {
  51604. return this._animatables;
  51605. },
  51606. enumerable: true,
  51607. configurable: true
  51608. });
  51609. /**
  51610. * Add an animation (with its target) in the group
  51611. * @param animation defines the animation we want to add
  51612. * @param target defines the target of the animation
  51613. * @returns the {BABYLON.TargetedAnimation} object
  51614. */
  51615. AnimationGroup.prototype.addTargetedAnimation = function (animation, target) {
  51616. var targetedAnimation = {
  51617. animation: animation,
  51618. target: target
  51619. };
  51620. var keys = animation.getKeys();
  51621. if (this._from > keys[0].frame) {
  51622. this._from = keys[0].frame;
  51623. }
  51624. if (this._to < keys[keys.length - 1].frame) {
  51625. this._to = keys[keys.length - 1].frame;
  51626. }
  51627. this._targetedAnimations.push(targetedAnimation);
  51628. return targetedAnimation;
  51629. };
  51630. /**
  51631. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  51632. * It can add constant keys at begin or end
  51633. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  51634. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  51635. * @returns the animation group
  51636. */
  51637. AnimationGroup.prototype.normalize = function (beginFrame, endFrame) {
  51638. if (beginFrame === void 0) { beginFrame = null; }
  51639. if (endFrame === void 0) { endFrame = null; }
  51640. if (beginFrame == null)
  51641. beginFrame = this._from;
  51642. if (endFrame == null)
  51643. endFrame = this._to;
  51644. for (var index = 0; index < this._targetedAnimations.length; index++) {
  51645. var targetedAnimation = this._targetedAnimations[index];
  51646. var keys = targetedAnimation.animation.getKeys();
  51647. var startKey = keys[0];
  51648. var endKey = keys[keys.length - 1];
  51649. if (startKey.frame > beginFrame) {
  51650. var newKey = {
  51651. frame: beginFrame,
  51652. value: startKey.value,
  51653. inTangent: startKey.inTangent,
  51654. outTangent: startKey.outTangent,
  51655. interpolation: startKey.interpolation
  51656. };
  51657. keys.splice(0, 0, newKey);
  51658. }
  51659. if (endKey.frame < endFrame) {
  51660. var newKey = {
  51661. frame: endFrame,
  51662. value: endKey.value,
  51663. inTangent: endKey.outTangent,
  51664. outTangent: endKey.outTangent,
  51665. interpolation: endKey.interpolation
  51666. };
  51667. keys.push(newKey);
  51668. }
  51669. }
  51670. this._from = beginFrame;
  51671. this._to = endFrame;
  51672. return this;
  51673. };
  51674. /**
  51675. * Start all animations on given targets
  51676. * @param loop defines if animations must loop
  51677. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  51678. * @param from defines the from key (optional)
  51679. * @param to defines the to key (optional)
  51680. * @returns the current animation group
  51681. */
  51682. AnimationGroup.prototype.start = function (loop, speedRatio, from, to) {
  51683. var _this = this;
  51684. if (loop === void 0) { loop = false; }
  51685. if (speedRatio === void 0) { speedRatio = 1; }
  51686. if (this._isStarted || this._targetedAnimations.length === 0) {
  51687. return this;
  51688. }
  51689. var _loop_1 = function (targetedAnimation) {
  51690. var animatable = this_1._scene.beginDirectAnimation(targetedAnimation.target, [targetedAnimation.animation], from !== undefined ? from : this_1._from, to !== undefined ? to : this_1._to, loop, speedRatio);
  51691. animatable.onAnimationEnd = function () {
  51692. _this.onAnimationEndObservable.notifyObservers(targetedAnimation);
  51693. _this._checkAnimationGroupEnded(animatable);
  51694. };
  51695. this_1._animatables.push(animatable);
  51696. };
  51697. var this_1 = this;
  51698. for (var _i = 0, _a = this._targetedAnimations; _i < _a.length; _i++) {
  51699. var targetedAnimation = _a[_i];
  51700. _loop_1(targetedAnimation);
  51701. }
  51702. this._speedRatio = speedRatio;
  51703. this._isStarted = true;
  51704. return this;
  51705. };
  51706. /**
  51707. * Pause all animations
  51708. * @returns the animation group
  51709. */
  51710. AnimationGroup.prototype.pause = function () {
  51711. if (!this._isStarted) {
  51712. return this;
  51713. }
  51714. for (var index = 0; index < this._animatables.length; index++) {
  51715. var animatable = this._animatables[index];
  51716. animatable.pause();
  51717. }
  51718. this.onAnimationGroupPauseObservable.notifyObservers(this);
  51719. return this;
  51720. };
  51721. /**
  51722. * Play all animations to initial state
  51723. * This function will start() the animations if they were not started or will restart() them if they were paused
  51724. * @param loop defines if animations must loop
  51725. * @returns the animation group
  51726. */
  51727. AnimationGroup.prototype.play = function (loop) {
  51728. // only if all animatables are ready and exist
  51729. if (this.isStarted && this._animatables.length === this._targetedAnimations.length) {
  51730. if (loop !== undefined) {
  51731. for (var index = 0; index < this._animatables.length; index++) {
  51732. var animatable = this._animatables[index];
  51733. animatable.loopAnimation = loop;
  51734. }
  51735. }
  51736. this.restart();
  51737. }
  51738. else {
  51739. this.stop();
  51740. this.start(loop, this._speedRatio);
  51741. }
  51742. return this;
  51743. };
  51744. /**
  51745. * Reset all animations to initial state
  51746. * @returns the animation group
  51747. */
  51748. AnimationGroup.prototype.reset = function () {
  51749. if (!this._isStarted) {
  51750. return this;
  51751. }
  51752. for (var index = 0; index < this._animatables.length; index++) {
  51753. var animatable = this._animatables[index];
  51754. animatable.reset();
  51755. }
  51756. return this;
  51757. };
  51758. /**
  51759. * Restart animations from key 0
  51760. * @returns the animation group
  51761. */
  51762. AnimationGroup.prototype.restart = function () {
  51763. if (!this._isStarted) {
  51764. return this;
  51765. }
  51766. for (var index = 0; index < this._animatables.length; index++) {
  51767. var animatable = this._animatables[index];
  51768. animatable.restart();
  51769. }
  51770. return this;
  51771. };
  51772. /**
  51773. * Stop all animations
  51774. * @returns the animation group
  51775. */
  51776. AnimationGroup.prototype.stop = function () {
  51777. if (!this._isStarted) {
  51778. return this;
  51779. }
  51780. var list = this._animatables.slice();
  51781. for (var index = 0; index < list.length; index++) {
  51782. list[index].stop();
  51783. }
  51784. this._isStarted = false;
  51785. return this;
  51786. };
  51787. /**
  51788. * Set animation weight for all animatables
  51789. * @param weight defines the weight to use
  51790. * @return the animationGroup
  51791. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  51792. */
  51793. AnimationGroup.prototype.setWeightForAllAnimatables = function (weight) {
  51794. for (var index = 0; index < this._animatables.length; index++) {
  51795. var animatable = this._animatables[index];
  51796. animatable.weight = weight;
  51797. }
  51798. return this;
  51799. };
  51800. /**
  51801. * Synchronize and normalize all animatables with a source animatable
  51802. * @param root defines the root animatable to synchronize with
  51803. * @return the animationGroup
  51804. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  51805. */
  51806. AnimationGroup.prototype.syncAllAnimationsWith = function (root) {
  51807. for (var index = 0; index < this._animatables.length; index++) {
  51808. var animatable = this._animatables[index];
  51809. animatable.syncWith(root);
  51810. }
  51811. return this;
  51812. };
  51813. /**
  51814. * Goes to a specific frame in this animation group
  51815. * @param frame the frame number to go to
  51816. * @return the animationGroup
  51817. */
  51818. AnimationGroup.prototype.goToFrame = function (frame) {
  51819. if (!this._isStarted) {
  51820. return this;
  51821. }
  51822. for (var index = 0; index < this._animatables.length; index++) {
  51823. var animatable = this._animatables[index];
  51824. animatable.goToFrame(frame);
  51825. }
  51826. return this;
  51827. };
  51828. /**
  51829. * Dispose all associated resources
  51830. */
  51831. AnimationGroup.prototype.dispose = function () {
  51832. this._targetedAnimations = [];
  51833. this._animatables = [];
  51834. var index = this._scene.animationGroups.indexOf(this);
  51835. if (index > -1) {
  51836. this._scene.animationGroups.splice(index, 1);
  51837. }
  51838. };
  51839. AnimationGroup.prototype._checkAnimationGroupEnded = function (animatable) {
  51840. // animatable should be taken out of the array
  51841. var idx = this._animatables.indexOf(animatable);
  51842. if (idx > -1) {
  51843. this._animatables.splice(idx, 1);
  51844. }
  51845. // all animatables were removed? animation group ended!
  51846. if (this._animatables.length === 0) {
  51847. this._isStarted = false;
  51848. this.onAnimationGroupEndObservable.notifyObservers(this);
  51849. }
  51850. };
  51851. // Statics
  51852. /**
  51853. * Returns a new AnimationGroup object parsed from the source provided.
  51854. * @param parsedAnimationGroup defines the source
  51855. * @param scene defines the scene that will receive the animationGroup
  51856. * @returns a new AnimationGroup
  51857. */
  51858. AnimationGroup.Parse = function (parsedAnimationGroup, scene) {
  51859. var animationGroup = new BABYLON.AnimationGroup(parsedAnimationGroup.name, scene);
  51860. for (var i = 0; i < parsedAnimationGroup.targetedAnimations.length; i++) {
  51861. var targetedAnimation = parsedAnimationGroup.targetedAnimations[i];
  51862. var animation = BABYLON.Animation.Parse(targetedAnimation.animation);
  51863. var id = targetedAnimation.targetId;
  51864. var targetNode = scene.getNodeByID(id);
  51865. if (targetNode != null)
  51866. animationGroup.addTargetedAnimation(animation, targetNode);
  51867. }
  51868. if (parsedAnimationGroup.from !== null && parsedAnimationGroup.from !== null)
  51869. animationGroup.normalize(parsedAnimationGroup.from, parsedAnimationGroup.to);
  51870. return animationGroup;
  51871. };
  51872. /**
  51873. * Returns the string "AnimationGroup"
  51874. * @returns "AnimationGroup"
  51875. */
  51876. AnimationGroup.prototype.getClassName = function () {
  51877. return "AnimationGroup";
  51878. };
  51879. /**
  51880. * Creates a detailled string about the object
  51881. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  51882. * @returns a string representing the object
  51883. */
  51884. AnimationGroup.prototype.toString = function (fullDetails) {
  51885. var ret = "Name: " + this.name;
  51886. ret += ", type: " + this.getClassName();
  51887. if (fullDetails) {
  51888. ret += ", from: " + this._from;
  51889. ret += ", to: " + this._to;
  51890. ret += ", isStarted: " + this._isStarted;
  51891. ret += ", speedRatio: " + this._speedRatio;
  51892. ret += ", targetedAnimations length: " + this._targetedAnimations.length;
  51893. ret += ", animatables length: " + this._animatables;
  51894. }
  51895. return ret;
  51896. };
  51897. return AnimationGroup;
  51898. }());
  51899. BABYLON.AnimationGroup = AnimationGroup;
  51900. })(BABYLON || (BABYLON = {}));
  51901. //# sourceMappingURL=babylon.animationGroup.js.map
  51902. var BABYLON;
  51903. (function (BABYLON) {
  51904. // Static values to help the garbage collector
  51905. // Quaternion
  51906. var _staticOffsetValueQuaternion = Object.freeze(new BABYLON.Quaternion(0, 0, 0, 0));
  51907. // Vector3
  51908. var _staticOffsetValueVector3 = Object.freeze(BABYLON.Vector3.Zero());
  51909. // Vector2
  51910. var _staticOffsetValueVector2 = Object.freeze(BABYLON.Vector2.Zero());
  51911. // Size
  51912. var _staticOffsetValueSize = Object.freeze(BABYLON.Size.Zero());
  51913. // Color3
  51914. var _staticOffsetValueColor3 = Object.freeze(BABYLON.Color3.Black());
  51915. /**
  51916. * Defines a runtime animation
  51917. */
  51918. var RuntimeAnimation = /** @class */ (function () {
  51919. /**
  51920. * Create a new RuntimeAnimation object
  51921. * @param target defines the target of the animation
  51922. * @param animation defines the source animation object
  51923. * @param scene defines the hosting scene
  51924. * @param host defines the initiating Animatable
  51925. */
  51926. function RuntimeAnimation(target, animation, scene, host) {
  51927. var _this = this;
  51928. this._events = new Array();
  51929. /**
  51930. * The current frame of the runtime animation
  51931. */
  51932. this._currentFrame = 0;
  51933. /**
  51934. * The original value of the runtime animation
  51935. */
  51936. this._originalValue = new Array();
  51937. /**
  51938. * The offsets cache of the runtime animation
  51939. */
  51940. this._offsetsCache = {};
  51941. /**
  51942. * The high limits cache of the runtime animation
  51943. */
  51944. this._highLimitsCache = {};
  51945. /**
  51946. * Specifies if the runtime animation has been stopped
  51947. */
  51948. this._stopped = false;
  51949. /**
  51950. * The blending factor of the runtime animation
  51951. */
  51952. this._blendingFactor = 0;
  51953. /**
  51954. * The target path of the runtime animation
  51955. */
  51956. this._targetPath = "";
  51957. /**
  51958. * The weight of the runtime animation
  51959. */
  51960. this._weight = 1.0;
  51961. /**
  51962. * The ratio offset of the runtime animation
  51963. */
  51964. this._ratioOffset = 0;
  51965. /**
  51966. * The previous delay of the runtime animation
  51967. */
  51968. this._previousDelay = 0;
  51969. /**
  51970. * The previous ratio of the runtime animation
  51971. */
  51972. this._previousRatio = 0;
  51973. this._animation = animation;
  51974. this._target = target;
  51975. this._scene = scene;
  51976. this._host = host;
  51977. animation._runtimeAnimations.push(this);
  51978. // Cloning events locally
  51979. var events = animation.getEvents();
  51980. if (events && events.length > 0) {
  51981. events.forEach(function (e) {
  51982. _this._events.push(e._clone());
  51983. });
  51984. }
  51985. }
  51986. Object.defineProperty(RuntimeAnimation.prototype, "currentFrame", {
  51987. /**
  51988. * Gets the current frame of the runtime animation
  51989. */
  51990. get: function () {
  51991. return this._currentFrame;
  51992. },
  51993. enumerable: true,
  51994. configurable: true
  51995. });
  51996. Object.defineProperty(RuntimeAnimation.prototype, "weight", {
  51997. /**
  51998. * Gets the weight of the runtime animation
  51999. */
  52000. get: function () {
  52001. return this._weight;
  52002. },
  52003. enumerable: true,
  52004. configurable: true
  52005. });
  52006. Object.defineProperty(RuntimeAnimation.prototype, "currentValue", {
  52007. /**
  52008. * Gets the current value of the runtime animation
  52009. */
  52010. get: function () {
  52011. return this._currentValue;
  52012. },
  52013. enumerable: true,
  52014. configurable: true
  52015. });
  52016. Object.defineProperty(RuntimeAnimation.prototype, "targetPath", {
  52017. /**
  52018. * Gets the target path of the runtime animation
  52019. */
  52020. get: function () {
  52021. return this._targetPath;
  52022. },
  52023. enumerable: true,
  52024. configurable: true
  52025. });
  52026. Object.defineProperty(RuntimeAnimation.prototype, "target", {
  52027. /**
  52028. * Gets the actual target of the runtime animation
  52029. */
  52030. get: function () {
  52031. return this._activeTarget;
  52032. },
  52033. enumerable: true,
  52034. configurable: true
  52035. });
  52036. Object.defineProperty(RuntimeAnimation.prototype, "animation", {
  52037. /**
  52038. * Gets the animation from the runtime animation
  52039. */
  52040. get: function () {
  52041. return this._animation;
  52042. },
  52043. enumerable: true,
  52044. configurable: true
  52045. });
  52046. /**
  52047. * Resets the runtime animation to the beginning
  52048. * @param restoreOriginal defines whether to restore the target property to the original value
  52049. */
  52050. RuntimeAnimation.prototype.reset = function (restoreOriginal) {
  52051. if (restoreOriginal === void 0) { restoreOriginal = false; }
  52052. if (restoreOriginal) {
  52053. if (this._target instanceof Array) {
  52054. var index = 0;
  52055. for (var _i = 0, _a = this._target; _i < _a.length; _i++) {
  52056. var target = _a[_i];
  52057. if (this._originalValue[index] !== undefined) {
  52058. this._setValue(target, this._originalValue[index], -1);
  52059. }
  52060. index++;
  52061. }
  52062. }
  52063. else {
  52064. if (this._originalValue[0] !== undefined) {
  52065. this._setValue(this._target, this._originalValue[0], -1);
  52066. }
  52067. }
  52068. }
  52069. this._offsetsCache = {};
  52070. this._highLimitsCache = {};
  52071. this._currentFrame = 0;
  52072. this._blendingFactor = 0;
  52073. this._originalValue = new Array();
  52074. // Events
  52075. for (var index = 0; index < this._events.length; index++) {
  52076. this._events[index].isDone = false;
  52077. }
  52078. };
  52079. /**
  52080. * Specifies if the runtime animation is stopped
  52081. * @returns Boolean specifying if the runtime animation is stopped
  52082. */
  52083. RuntimeAnimation.prototype.isStopped = function () {
  52084. return this._stopped;
  52085. };
  52086. /**
  52087. * Disposes of the runtime animation
  52088. */
  52089. RuntimeAnimation.prototype.dispose = function () {
  52090. var index = this._animation.runtimeAnimations.indexOf(this);
  52091. if (index > -1) {
  52092. this._animation.runtimeAnimations.splice(index, 1);
  52093. }
  52094. };
  52095. /**
  52096. * Interpolates the animation from the current frame
  52097. * @param currentFrame The frame to interpolate the animation to
  52098. * @param repeatCount The number of times that the animation should loop
  52099. * @param loopMode The type of looping mode to use
  52100. * @param offsetValue Animation offset value
  52101. * @param highLimitValue The high limit value
  52102. * @returns The interpolated value
  52103. */
  52104. RuntimeAnimation.prototype._interpolate = function (currentFrame, repeatCount, loopMode, offsetValue, highLimitValue) {
  52105. this._currentFrame = currentFrame;
  52106. if (this._animation.dataType === BABYLON.Animation.ANIMATIONTYPE_MATRIX && !this._workValue) {
  52107. this._workValue = BABYLON.Matrix.Zero();
  52108. }
  52109. return this._animation._interpolate(currentFrame, repeatCount, this._workValue, loopMode, offsetValue, highLimitValue);
  52110. };
  52111. /**
  52112. * Apply the interpolated value to the target
  52113. * @param currentValue defines the value computed by the animation
  52114. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  52115. */
  52116. RuntimeAnimation.prototype.setValue = function (currentValue, weight) {
  52117. if (weight === void 0) { weight = 1.0; }
  52118. if (this._target instanceof Array) {
  52119. var index = 0;
  52120. for (var _i = 0, _a = this._target; _i < _a.length; _i++) {
  52121. var target = _a[_i];
  52122. this._setValue(target, currentValue, weight, index);
  52123. index++;
  52124. }
  52125. }
  52126. else {
  52127. this._setValue(this._target, currentValue, weight);
  52128. }
  52129. };
  52130. RuntimeAnimation.prototype._setValue = function (target, currentValue, weight, targetIndex) {
  52131. if (targetIndex === void 0) { targetIndex = 0; }
  52132. // Set value
  52133. var path;
  52134. var destination;
  52135. var targetPropertyPath = this._animation.targetPropertyPath;
  52136. if (targetPropertyPath.length > 1) {
  52137. var property = target[targetPropertyPath[0]];
  52138. for (var index = 1; index < targetPropertyPath.length - 1; index++) {
  52139. property = property[targetPropertyPath[index]];
  52140. }
  52141. path = targetPropertyPath[targetPropertyPath.length - 1];
  52142. destination = property;
  52143. }
  52144. else {
  52145. path = targetPropertyPath[0];
  52146. destination = target;
  52147. }
  52148. this._targetPath = path;
  52149. this._activeTarget = destination;
  52150. this._weight = weight;
  52151. if (this._originalValue[targetIndex] === undefined) {
  52152. var originalValue = void 0;
  52153. if (destination.getRestPose && path === "_matrix") { // For bones
  52154. originalValue = destination.getRestPose();
  52155. }
  52156. else {
  52157. originalValue = destination[path];
  52158. }
  52159. if (originalValue && originalValue.clone) {
  52160. this._originalValue[targetIndex] = originalValue.clone();
  52161. }
  52162. else {
  52163. this._originalValue[targetIndex] = originalValue;
  52164. }
  52165. }
  52166. // Blending
  52167. var enableBlending = target && target.animationPropertiesOverride ? target.animationPropertiesOverride.enableBlending : this._animation.enableBlending;
  52168. if (enableBlending && this._blendingFactor <= 1.0) {
  52169. if (!this._originalBlendValue) {
  52170. var originalValue = destination[path];
  52171. if (originalValue.clone) {
  52172. this._originalBlendValue = originalValue.clone();
  52173. }
  52174. else {
  52175. this._originalBlendValue = originalValue;
  52176. }
  52177. }
  52178. if (this._originalBlendValue.m) { // Matrix
  52179. if (BABYLON.Animation.AllowMatrixDecomposeForInterpolation) {
  52180. if (this._currentValue) {
  52181. BABYLON.Matrix.DecomposeLerpToRef(this._originalBlendValue, currentValue, this._blendingFactor, this._currentValue);
  52182. }
  52183. else {
  52184. this._currentValue = BABYLON.Matrix.DecomposeLerp(this._originalBlendValue, currentValue, this._blendingFactor);
  52185. }
  52186. }
  52187. else {
  52188. if (this._currentValue) {
  52189. BABYLON.Matrix.LerpToRef(this._originalBlendValue, currentValue, this._blendingFactor, this._currentValue);
  52190. }
  52191. else {
  52192. this._currentValue = BABYLON.Matrix.Lerp(this._originalBlendValue, currentValue, this._blendingFactor);
  52193. }
  52194. }
  52195. }
  52196. else {
  52197. this._currentValue = BABYLON.Animation._UniversalLerp(this._originalBlendValue, currentValue, this._blendingFactor);
  52198. }
  52199. var blendingSpeed = target && target.animationPropertiesOverride ? target.animationPropertiesOverride.blendingSpeed : this._animation.blendingSpeed;
  52200. this._blendingFactor += blendingSpeed;
  52201. }
  52202. else {
  52203. this._currentValue = currentValue;
  52204. }
  52205. if (weight !== -1.0) {
  52206. this._scene._registerTargetForLateAnimationBinding(this, this._originalValue[targetIndex]);
  52207. }
  52208. else {
  52209. destination[path] = this._currentValue;
  52210. }
  52211. if (target.markAsDirty) {
  52212. target.markAsDirty(this._animation.targetProperty);
  52213. }
  52214. };
  52215. /**
  52216. * Gets the loop pmode of the runtime animation
  52217. * @returns Loop Mode
  52218. */
  52219. RuntimeAnimation.prototype._getCorrectLoopMode = function () {
  52220. if (this._target && this._target.animationPropertiesOverride) {
  52221. return this._target.animationPropertiesOverride.loopMode;
  52222. }
  52223. return this._animation.loopMode;
  52224. };
  52225. /**
  52226. * Move the current animation to a given frame
  52227. * @param frame defines the frame to move to
  52228. */
  52229. RuntimeAnimation.prototype.goToFrame = function (frame) {
  52230. var keys = this._animation.getKeys();
  52231. if (frame < keys[0].frame) {
  52232. frame = keys[0].frame;
  52233. }
  52234. else if (frame > keys[keys.length - 1].frame) {
  52235. frame = keys[keys.length - 1].frame;
  52236. }
  52237. var currentValue = this._interpolate(frame, 0, this._getCorrectLoopMode());
  52238. this.setValue(currentValue, -1);
  52239. };
  52240. /**
  52241. * @hidden Internal use only
  52242. */
  52243. RuntimeAnimation.prototype._prepareForSpeedRatioChange = function (newSpeedRatio) {
  52244. var newRatio = this._previousDelay * (this._animation.framePerSecond * newSpeedRatio) / 1000.0;
  52245. this._ratioOffset = this._previousRatio - newRatio;
  52246. };
  52247. /**
  52248. * Execute the current animation
  52249. * @param delay defines the delay to add to the current frame
  52250. * @param from defines the lower bound of the animation range
  52251. * @param to defines the upper bound of the animation range
  52252. * @param loop defines if the current animation must loop
  52253. * @param speedRatio defines the current speed ratio
  52254. * @param weight defines the weight of the animation (default is -1 so no weight)
  52255. * @returns a boolean indicating if the animation is running
  52256. */
  52257. RuntimeAnimation.prototype.animate = function (delay, from, to, loop, speedRatio, weight) {
  52258. if (weight === void 0) { weight = -1.0; }
  52259. var targetPropertyPath = this._animation.targetPropertyPath;
  52260. if (!targetPropertyPath || targetPropertyPath.length < 1) {
  52261. this._stopped = true;
  52262. return false;
  52263. }
  52264. var returnValue = true;
  52265. var keys = this._animation.getKeys();
  52266. // Adding a start key at frame 0 if missing
  52267. if (keys[0].frame !== 0) {
  52268. var newKey = { frame: 0, value: keys[0].value };
  52269. keys.splice(0, 0, newKey);
  52270. }
  52271. // Adding a duplicate key when there is only one key at frame zero
  52272. else if (keys.length === 1) {
  52273. var newKey = { frame: 0.001, value: keys[0].value };
  52274. keys.push(newKey);
  52275. }
  52276. // Check limits
  52277. if (from < keys[0].frame || from > keys[keys.length - 1].frame) {
  52278. from = keys[0].frame;
  52279. }
  52280. if (to < keys[0].frame || to > keys[keys.length - 1].frame) {
  52281. to = keys[keys.length - 1].frame;
  52282. }
  52283. //to and from cannot be the same key
  52284. if (from === to) {
  52285. if (from > keys[0].frame) {
  52286. from--;
  52287. }
  52288. else if (to < keys[keys.length - 1].frame) {
  52289. to++;
  52290. }
  52291. }
  52292. // Compute ratio
  52293. var range = to - from;
  52294. var offsetValue;
  52295. // ratio represents the frame delta between from and to
  52296. var ratio = (delay * (this._animation.framePerSecond * speedRatio) / 1000.0) + this._ratioOffset;
  52297. var highLimitValue = 0;
  52298. this._previousDelay = delay;
  52299. this._previousRatio = ratio;
  52300. if (((to > from && ratio >= range) || (from > to && ratio <= range)) && !loop) { // If we are out of range and not looping get back to caller
  52301. returnValue = false;
  52302. highLimitValue = this._animation._getKeyValue(keys[keys.length - 1].value);
  52303. }
  52304. else {
  52305. // Get max value if required
  52306. if (this._getCorrectLoopMode() !== BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE) {
  52307. var keyOffset = to.toString() + from.toString();
  52308. if (!this._offsetsCache[keyOffset]) {
  52309. var fromValue = this._interpolate(from, 0, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  52310. var toValue = this._interpolate(to, 0, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  52311. switch (this._animation.dataType) {
  52312. // Float
  52313. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  52314. this._offsetsCache[keyOffset] = toValue - fromValue;
  52315. break;
  52316. // Quaternion
  52317. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  52318. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  52319. break;
  52320. // Vector3
  52321. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  52322. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  52323. // Vector2
  52324. case BABYLON.Animation.ANIMATIONTYPE_VECTOR2:
  52325. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  52326. // Size
  52327. case BABYLON.Animation.ANIMATIONTYPE_SIZE:
  52328. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  52329. // Color3
  52330. case BABYLON.Animation.ANIMATIONTYPE_COLOR3:
  52331. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  52332. default:
  52333. break;
  52334. }
  52335. this._highLimitsCache[keyOffset] = toValue;
  52336. }
  52337. highLimitValue = this._highLimitsCache[keyOffset];
  52338. offsetValue = this._offsetsCache[keyOffset];
  52339. }
  52340. }
  52341. if (offsetValue === undefined) {
  52342. switch (this._animation.dataType) {
  52343. // Float
  52344. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  52345. offsetValue = 0;
  52346. break;
  52347. // Quaternion
  52348. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  52349. offsetValue = _staticOffsetValueQuaternion;
  52350. break;
  52351. // Vector3
  52352. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  52353. offsetValue = _staticOffsetValueVector3;
  52354. break;
  52355. // Vector2
  52356. case BABYLON.Animation.ANIMATIONTYPE_VECTOR2:
  52357. offsetValue = _staticOffsetValueVector2;
  52358. break;
  52359. // Size
  52360. case BABYLON.Animation.ANIMATIONTYPE_SIZE:
  52361. offsetValue = _staticOffsetValueSize;
  52362. break;
  52363. // Color3
  52364. case BABYLON.Animation.ANIMATIONTYPE_COLOR3:
  52365. offsetValue = _staticOffsetValueColor3;
  52366. }
  52367. }
  52368. // Compute value
  52369. var repeatCount = (ratio / range) >> 0;
  52370. var currentFrame = returnValue ? from + ratio % range : to;
  52371. // Need to normalize?
  52372. if (this._host && this._host.syncRoot) {
  52373. var syncRoot = this._host.syncRoot;
  52374. var hostNormalizedFrame = (syncRoot.masterFrame - syncRoot.fromFrame) / (syncRoot.toFrame - syncRoot.fromFrame);
  52375. currentFrame = from + (to - from) * hostNormalizedFrame;
  52376. }
  52377. // Reset events if looping
  52378. var events = this._events;
  52379. if (range > 0 && this.currentFrame > currentFrame ||
  52380. range < 0 && this.currentFrame < currentFrame) {
  52381. // Need to reset animation events
  52382. for (var index = 0; index < events.length; index++) {
  52383. if (!events[index].onlyOnce) {
  52384. // reset event, the animation is looping
  52385. events[index].isDone = false;
  52386. }
  52387. }
  52388. }
  52389. var currentValue = this._interpolate(currentFrame, repeatCount, this._getCorrectLoopMode(), offsetValue, highLimitValue);
  52390. // Set value
  52391. this.setValue(currentValue, weight);
  52392. // Check events
  52393. for (var index = 0; index < events.length; index++) {
  52394. // Make sure current frame has passed event frame and that event frame is within the current range
  52395. // Also, handle both forward and reverse animations
  52396. if ((range > 0 && currentFrame >= events[index].frame && events[index].frame >= from) ||
  52397. (range < 0 && currentFrame <= events[index].frame && events[index].frame <= from)) {
  52398. var event = events[index];
  52399. if (!event.isDone) {
  52400. // If event should be done only once, remove it.
  52401. if (event.onlyOnce) {
  52402. events.splice(index, 1);
  52403. index--;
  52404. }
  52405. event.isDone = true;
  52406. event.action(currentFrame);
  52407. } // Don't do anything if the event has already be done.
  52408. }
  52409. }
  52410. if (!returnValue) {
  52411. this._stopped = true;
  52412. }
  52413. return returnValue;
  52414. };
  52415. return RuntimeAnimation;
  52416. }());
  52417. BABYLON.RuntimeAnimation = RuntimeAnimation;
  52418. })(BABYLON || (BABYLON = {}));
  52419. //# sourceMappingURL=babylon.runtimeAnimation.js.map
  52420. var BABYLON;
  52421. (function (BABYLON) {
  52422. /**
  52423. * Class used to store an actual running animation
  52424. */
  52425. var Animatable = /** @class */ (function () {
  52426. /**
  52427. * Creates a new Animatable
  52428. * @param scene defines the hosting scene
  52429. * @param target defines the target object
  52430. * @param fromFrame defines the starting frame number (default is 0)
  52431. * @param toFrame defines the ending frame number (default is 100)
  52432. * @param loopAnimation defines if the animation must loop (default is false)
  52433. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  52434. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  52435. * @param animations defines a group of animation to add to the new Animatable
  52436. */
  52437. function Animatable(scene,
  52438. /** defines the target object */
  52439. target,
  52440. /** defines the starting frame number (default is 0) */
  52441. fromFrame,
  52442. /** defines the ending frame number (default is 100) */
  52443. toFrame,
  52444. /** defines if the animation must loop (default is false) */
  52445. loopAnimation, speedRatio,
  52446. /** defines a callback to call when animation ends if it is not looping */
  52447. onAnimationEnd, animations) {
  52448. if (fromFrame === void 0) { fromFrame = 0; }
  52449. if (toFrame === void 0) { toFrame = 100; }
  52450. if (loopAnimation === void 0) { loopAnimation = false; }
  52451. if (speedRatio === void 0) { speedRatio = 1.0; }
  52452. this.target = target;
  52453. this.fromFrame = fromFrame;
  52454. this.toFrame = toFrame;
  52455. this.loopAnimation = loopAnimation;
  52456. this.onAnimationEnd = onAnimationEnd;
  52457. this._localDelayOffset = null;
  52458. this._pausedDelay = null;
  52459. this._runtimeAnimations = new Array();
  52460. this._paused = false;
  52461. this._speedRatio = 1;
  52462. this._weight = -1.0;
  52463. /**
  52464. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  52465. * This will only apply for non looping animation (default is true)
  52466. */
  52467. this.disposeOnEnd = true;
  52468. /**
  52469. * Gets a boolean indicating if the animation has started
  52470. */
  52471. this.animationStarted = false;
  52472. /**
  52473. * Observer raised when the animation ends
  52474. */
  52475. this.onAnimationEndObservable = new BABYLON.Observable();
  52476. this._scene = scene;
  52477. if (animations) {
  52478. this.appendAnimations(target, animations);
  52479. }
  52480. this._speedRatio = speedRatio;
  52481. scene._activeAnimatables.push(this);
  52482. }
  52483. Object.defineProperty(Animatable.prototype, "syncRoot", {
  52484. /**
  52485. * Gets the root Animatable used to synchronize and normalize animations
  52486. */
  52487. get: function () {
  52488. return this._syncRoot;
  52489. },
  52490. enumerable: true,
  52491. configurable: true
  52492. });
  52493. Object.defineProperty(Animatable.prototype, "masterFrame", {
  52494. /**
  52495. * Gets the current frame of the first RuntimeAnimation
  52496. * Used to synchronize Animatables
  52497. */
  52498. get: function () {
  52499. if (this._runtimeAnimations.length === 0) {
  52500. return 0;
  52501. }
  52502. return this._runtimeAnimations[0].currentFrame;
  52503. },
  52504. enumerable: true,
  52505. configurable: true
  52506. });
  52507. Object.defineProperty(Animatable.prototype, "weight", {
  52508. /**
  52509. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  52510. */
  52511. get: function () {
  52512. return this._weight;
  52513. },
  52514. set: function (value) {
  52515. if (value === -1) { // -1 is ok and means no weight
  52516. this._weight = -1;
  52517. return;
  52518. }
  52519. // Else weight must be in [0, 1] range
  52520. this._weight = Math.min(Math.max(value, 0), 1.0);
  52521. },
  52522. enumerable: true,
  52523. configurable: true
  52524. });
  52525. Object.defineProperty(Animatable.prototype, "speedRatio", {
  52526. /**
  52527. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  52528. */
  52529. get: function () {
  52530. return this._speedRatio;
  52531. },
  52532. set: function (value) {
  52533. for (var index = 0; index < this._runtimeAnimations.length; index++) {
  52534. var animation = this._runtimeAnimations[index];
  52535. animation._prepareForSpeedRatioChange(value);
  52536. }
  52537. this._speedRatio = value;
  52538. },
  52539. enumerable: true,
  52540. configurable: true
  52541. });
  52542. // Methods
  52543. /**
  52544. * Synchronize and normalize current Animatable with a source Animatable
  52545. * This is useful when using animation weights and when animations are not of the same length
  52546. * @param root defines the root Animatable to synchronize with
  52547. * @returns the current Animatable
  52548. */
  52549. Animatable.prototype.syncWith = function (root) {
  52550. this._syncRoot = root;
  52551. if (root) {
  52552. // Make sure this animatable will animate after the root
  52553. var index = this._scene._activeAnimatables.indexOf(this);
  52554. if (index > -1) {
  52555. this._scene._activeAnimatables.splice(index, 1);
  52556. this._scene._activeAnimatables.push(this);
  52557. }
  52558. }
  52559. return this;
  52560. };
  52561. /**
  52562. * Gets the list of runtime animations
  52563. * @returns an array of RuntimeAnimation
  52564. */
  52565. Animatable.prototype.getAnimations = function () {
  52566. return this._runtimeAnimations;
  52567. };
  52568. /**
  52569. * Adds more animations to the current animatable
  52570. * @param target defines the target of the animations
  52571. * @param animations defines the new animations to add
  52572. */
  52573. Animatable.prototype.appendAnimations = function (target, animations) {
  52574. for (var index = 0; index < animations.length; index++) {
  52575. var animation = animations[index];
  52576. this._runtimeAnimations.push(new BABYLON.RuntimeAnimation(target, animation, this._scene, this));
  52577. }
  52578. };
  52579. /**
  52580. * Gets the source animation for a specific property
  52581. * @param property defines the propertyu to look for
  52582. * @returns null or the source animation for the given property
  52583. */
  52584. Animatable.prototype.getAnimationByTargetProperty = function (property) {
  52585. var runtimeAnimations = this._runtimeAnimations;
  52586. for (var index = 0; index < runtimeAnimations.length; index++) {
  52587. if (runtimeAnimations[index].animation.targetProperty === property) {
  52588. return runtimeAnimations[index].animation;
  52589. }
  52590. }
  52591. return null;
  52592. };
  52593. /**
  52594. * Gets the runtime animation for a specific property
  52595. * @param property defines the propertyu to look for
  52596. * @returns null or the runtime animation for the given property
  52597. */
  52598. Animatable.prototype.getRuntimeAnimationByTargetProperty = function (property) {
  52599. var runtimeAnimations = this._runtimeAnimations;
  52600. for (var index = 0; index < runtimeAnimations.length; index++) {
  52601. if (runtimeAnimations[index].animation.targetProperty === property) {
  52602. return runtimeAnimations[index];
  52603. }
  52604. }
  52605. return null;
  52606. };
  52607. /**
  52608. * Resets the animatable to its original state
  52609. */
  52610. Animatable.prototype.reset = function () {
  52611. var runtimeAnimations = this._runtimeAnimations;
  52612. for (var index = 0; index < runtimeAnimations.length; index++) {
  52613. runtimeAnimations[index].reset(true);
  52614. }
  52615. this._localDelayOffset = null;
  52616. this._pausedDelay = null;
  52617. };
  52618. /**
  52619. * Allows the animatable to blend with current running animations
  52620. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  52621. * @param blendingSpeed defines the blending speed to use
  52622. */
  52623. Animatable.prototype.enableBlending = function (blendingSpeed) {
  52624. var runtimeAnimations = this._runtimeAnimations;
  52625. for (var index = 0; index < runtimeAnimations.length; index++) {
  52626. runtimeAnimations[index].animation.enableBlending = true;
  52627. runtimeAnimations[index].animation.blendingSpeed = blendingSpeed;
  52628. }
  52629. };
  52630. /**
  52631. * Disable animation blending
  52632. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  52633. */
  52634. Animatable.prototype.disableBlending = function () {
  52635. var runtimeAnimations = this._runtimeAnimations;
  52636. for (var index = 0; index < runtimeAnimations.length; index++) {
  52637. runtimeAnimations[index].animation.enableBlending = false;
  52638. }
  52639. };
  52640. /**
  52641. * Jump directly to a given frame
  52642. * @param frame defines the frame to jump to
  52643. */
  52644. Animatable.prototype.goToFrame = function (frame) {
  52645. var runtimeAnimations = this._runtimeAnimations;
  52646. if (runtimeAnimations[0]) {
  52647. var fps = runtimeAnimations[0].animation.framePerSecond;
  52648. var currentFrame = runtimeAnimations[0].currentFrame;
  52649. var adjustTime = frame - currentFrame;
  52650. var delay = adjustTime * 1000 / (fps * this.speedRatio);
  52651. if (this._localDelayOffset === null) {
  52652. this._localDelayOffset = 0;
  52653. }
  52654. this._localDelayOffset -= delay;
  52655. }
  52656. for (var index = 0; index < runtimeAnimations.length; index++) {
  52657. runtimeAnimations[index].goToFrame(frame);
  52658. }
  52659. };
  52660. /**
  52661. * Pause the animation
  52662. */
  52663. Animatable.prototype.pause = function () {
  52664. if (this._paused) {
  52665. return;
  52666. }
  52667. this._paused = true;
  52668. };
  52669. /**
  52670. * Restart the animation
  52671. */
  52672. Animatable.prototype.restart = function () {
  52673. this._paused = false;
  52674. };
  52675. Animatable.prototype._raiseOnAnimationEnd = function () {
  52676. if (this.onAnimationEnd) {
  52677. this.onAnimationEnd();
  52678. }
  52679. this.onAnimationEndObservable.notifyObservers(this);
  52680. };
  52681. /**
  52682. * Stop and delete the current animation
  52683. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  52684. * @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)
  52685. */
  52686. Animatable.prototype.stop = function (animationName, targetMask) {
  52687. if (animationName || targetMask) {
  52688. var idx = this._scene._activeAnimatables.indexOf(this);
  52689. if (idx > -1) {
  52690. var runtimeAnimations = this._runtimeAnimations;
  52691. for (var index = runtimeAnimations.length - 1; index >= 0; index--) {
  52692. var runtimeAnimation = runtimeAnimations[index];
  52693. if (animationName && runtimeAnimation.animation.name != animationName) {
  52694. continue;
  52695. }
  52696. if (targetMask && !targetMask(runtimeAnimation.target)) {
  52697. continue;
  52698. }
  52699. runtimeAnimation.dispose();
  52700. runtimeAnimations.splice(index, 1);
  52701. }
  52702. if (runtimeAnimations.length == 0) {
  52703. this._scene._activeAnimatables.splice(idx, 1);
  52704. this._raiseOnAnimationEnd();
  52705. }
  52706. }
  52707. }
  52708. else {
  52709. var index = this._scene._activeAnimatables.indexOf(this);
  52710. if (index > -1) {
  52711. this._scene._activeAnimatables.splice(index, 1);
  52712. var runtimeAnimations = this._runtimeAnimations;
  52713. for (var index = 0; index < runtimeAnimations.length; index++) {
  52714. runtimeAnimations[index].dispose();
  52715. }
  52716. this._raiseOnAnimationEnd();
  52717. }
  52718. }
  52719. };
  52720. /**
  52721. * Wait asynchronously for the animation to end
  52722. * @returns a promise which will be fullfilled when the animation ends
  52723. */
  52724. Animatable.prototype.waitAsync = function () {
  52725. var _this = this;
  52726. return new Promise(function (resolve, reject) {
  52727. _this.onAnimationEndObservable.add(function () {
  52728. resolve(_this);
  52729. }, undefined, undefined, _this, true);
  52730. });
  52731. };
  52732. /** @hidden */
  52733. Animatable.prototype._animate = function (delay) {
  52734. if (this._paused) {
  52735. this.animationStarted = false;
  52736. if (this._pausedDelay === null) {
  52737. this._pausedDelay = delay;
  52738. }
  52739. return true;
  52740. }
  52741. if (this._localDelayOffset === null) {
  52742. this._localDelayOffset = delay;
  52743. this._pausedDelay = null;
  52744. }
  52745. else if (this._pausedDelay !== null) {
  52746. this._localDelayOffset += delay - this._pausedDelay;
  52747. this._pausedDelay = null;
  52748. }
  52749. if (this._weight === 0) { // We consider that an animation with a weight === 0 is "actively" paused
  52750. return true;
  52751. }
  52752. // Animating
  52753. var running = false;
  52754. var runtimeAnimations = this._runtimeAnimations;
  52755. var index;
  52756. for (index = 0; index < runtimeAnimations.length; index++) {
  52757. var animation = runtimeAnimations[index];
  52758. var isRunning = animation.animate(delay - this._localDelayOffset, this.fromFrame, this.toFrame, this.loopAnimation, this._speedRatio, this._weight);
  52759. running = running || isRunning;
  52760. }
  52761. this.animationStarted = running;
  52762. if (!running) {
  52763. if (this.disposeOnEnd) {
  52764. // Remove from active animatables
  52765. index = this._scene._activeAnimatables.indexOf(this);
  52766. this._scene._activeAnimatables.splice(index, 1);
  52767. // Dispose all runtime animations
  52768. for (index = 0; index < runtimeAnimations.length; index++) {
  52769. runtimeAnimations[index].dispose();
  52770. }
  52771. }
  52772. this._raiseOnAnimationEnd();
  52773. if (this.disposeOnEnd) {
  52774. this.onAnimationEnd = null;
  52775. this.onAnimationEndObservable.clear();
  52776. }
  52777. }
  52778. return running;
  52779. };
  52780. return Animatable;
  52781. }());
  52782. BABYLON.Animatable = Animatable;
  52783. })(BABYLON || (BABYLON = {}));
  52784. //# sourceMappingURL=babylon.animatable.js.map
  52785. var BABYLON;
  52786. (function (BABYLON) {
  52787. /**
  52788. * Base class used for every default easing function.
  52789. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  52790. */
  52791. var EasingFunction = /** @class */ (function () {
  52792. function EasingFunction() {
  52793. this._easingMode = EasingFunction.EASINGMODE_EASEIN;
  52794. }
  52795. /**
  52796. * Sets the easing mode of the current function.
  52797. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  52798. */
  52799. EasingFunction.prototype.setEasingMode = function (easingMode) {
  52800. var n = Math.min(Math.max(easingMode, 0), 2);
  52801. this._easingMode = n;
  52802. };
  52803. /**
  52804. * Gets the current easing mode.
  52805. * @returns the easing mode
  52806. */
  52807. EasingFunction.prototype.getEasingMode = function () {
  52808. return this._easingMode;
  52809. };
  52810. /**
  52811. * @hidden
  52812. */
  52813. EasingFunction.prototype.easeInCore = function (gradient) {
  52814. throw new Error('You must implement this method');
  52815. };
  52816. /**
  52817. * Given an input gradient between 0 and 1, this returns the corrseponding value
  52818. * of the easing function.
  52819. * @param gradient Defines the value between 0 and 1 we want the easing value for
  52820. * @returns the corresponding value on the curve defined by the easing function
  52821. */
  52822. EasingFunction.prototype.ease = function (gradient) {
  52823. switch (this._easingMode) {
  52824. case EasingFunction.EASINGMODE_EASEIN:
  52825. return this.easeInCore(gradient);
  52826. case EasingFunction.EASINGMODE_EASEOUT:
  52827. return (1 - this.easeInCore(1 - gradient));
  52828. }
  52829. if (gradient >= 0.5) {
  52830. return (((1 - this.easeInCore((1 - gradient) * 2)) * 0.5) + 0.5);
  52831. }
  52832. return (this.easeInCore(gradient * 2) * 0.5);
  52833. };
  52834. /**
  52835. * Interpolation follows the mathematical formula associated with the easing function.
  52836. */
  52837. EasingFunction.EASINGMODE_EASEIN = 0;
  52838. /**
  52839. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  52840. */
  52841. EasingFunction.EASINGMODE_EASEOUT = 1;
  52842. /**
  52843. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  52844. */
  52845. EasingFunction.EASINGMODE_EASEINOUT = 2;
  52846. return EasingFunction;
  52847. }());
  52848. BABYLON.EasingFunction = EasingFunction;
  52849. /**
  52850. * Easing function with a circle shape (see link below).
  52851. * @see https://easings.net/#easeInCirc
  52852. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  52853. */
  52854. var CircleEase = /** @class */ (function (_super) {
  52855. __extends(CircleEase, _super);
  52856. function CircleEase() {
  52857. return _super !== null && _super.apply(this, arguments) || this;
  52858. }
  52859. /** @hidden */
  52860. CircleEase.prototype.easeInCore = function (gradient) {
  52861. gradient = Math.max(0, Math.min(1, gradient));
  52862. return (1.0 - Math.sqrt(1.0 - (gradient * gradient)));
  52863. };
  52864. return CircleEase;
  52865. }(EasingFunction));
  52866. BABYLON.CircleEase = CircleEase;
  52867. /**
  52868. * Easing function with a ease back shape (see link below).
  52869. * @see https://easings.net/#easeInBack
  52870. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  52871. */
  52872. var BackEase = /** @class */ (function (_super) {
  52873. __extends(BackEase, _super);
  52874. /**
  52875. * Instantiates a back ease easing
  52876. * @see https://easings.net/#easeInBack
  52877. * @param amplitude Defines the amplitude of the function
  52878. */
  52879. function BackEase(
  52880. /** Defines the amplitude of the function */
  52881. amplitude) {
  52882. if (amplitude === void 0) { amplitude = 1; }
  52883. var _this = _super.call(this) || this;
  52884. _this.amplitude = amplitude;
  52885. return _this;
  52886. }
  52887. /** @hidden */
  52888. BackEase.prototype.easeInCore = function (gradient) {
  52889. var num = Math.max(0, this.amplitude);
  52890. return (Math.pow(gradient, 3.0) - ((gradient * num) * Math.sin(3.1415926535897931 * gradient)));
  52891. };
  52892. return BackEase;
  52893. }(EasingFunction));
  52894. BABYLON.BackEase = BackEase;
  52895. /**
  52896. * Easing function with a bouncing shape (see link below).
  52897. * @see https://easings.net/#easeInBounce
  52898. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  52899. */
  52900. var BounceEase = /** @class */ (function (_super) {
  52901. __extends(BounceEase, _super);
  52902. /**
  52903. * Instantiates a bounce easing
  52904. * @see https://easings.net/#easeInBounce
  52905. * @param bounces Defines the number of bounces
  52906. * @param bounciness Defines the amplitude of the bounce
  52907. */
  52908. function BounceEase(
  52909. /** Defines the number of bounces */
  52910. bounces,
  52911. /** Defines the amplitude of the bounce */
  52912. bounciness) {
  52913. if (bounces === void 0) { bounces = 3; }
  52914. if (bounciness === void 0) { bounciness = 2; }
  52915. var _this = _super.call(this) || this;
  52916. _this.bounces = bounces;
  52917. _this.bounciness = bounciness;
  52918. return _this;
  52919. }
  52920. /** @hidden */
  52921. BounceEase.prototype.easeInCore = function (gradient) {
  52922. var y = Math.max(0.0, this.bounces);
  52923. var bounciness = this.bounciness;
  52924. if (bounciness <= 1.0) {
  52925. bounciness = 1.001;
  52926. }
  52927. var num9 = Math.pow(bounciness, y);
  52928. var num5 = 1.0 - bounciness;
  52929. var num4 = ((1.0 - num9) / num5) + (num9 * 0.5);
  52930. var num15 = gradient * num4;
  52931. var num65 = Math.log((-num15 * (1.0 - bounciness)) + 1.0) / Math.log(bounciness);
  52932. var num3 = Math.floor(num65);
  52933. var num13 = num3 + 1.0;
  52934. var num8 = (1.0 - Math.pow(bounciness, num3)) / (num5 * num4);
  52935. var num12 = (1.0 - Math.pow(bounciness, num13)) / (num5 * num4);
  52936. var num7 = (num8 + num12) * 0.5;
  52937. var num6 = gradient - num7;
  52938. var num2 = num7 - num8;
  52939. return (((-Math.pow(1.0 / bounciness, y - num3) / (num2 * num2)) * (num6 - num2)) * (num6 + num2));
  52940. };
  52941. return BounceEase;
  52942. }(EasingFunction));
  52943. BABYLON.BounceEase = BounceEase;
  52944. /**
  52945. * Easing function with a power of 3 shape (see link below).
  52946. * @see https://easings.net/#easeInCubic
  52947. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  52948. */
  52949. var CubicEase = /** @class */ (function (_super) {
  52950. __extends(CubicEase, _super);
  52951. function CubicEase() {
  52952. return _super !== null && _super.apply(this, arguments) || this;
  52953. }
  52954. /** @hidden */
  52955. CubicEase.prototype.easeInCore = function (gradient) {
  52956. return (gradient * gradient * gradient);
  52957. };
  52958. return CubicEase;
  52959. }(EasingFunction));
  52960. BABYLON.CubicEase = CubicEase;
  52961. /**
  52962. * Easing function with an elastic shape (see link below).
  52963. * @see https://easings.net/#easeInElastic
  52964. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  52965. */
  52966. var ElasticEase = /** @class */ (function (_super) {
  52967. __extends(ElasticEase, _super);
  52968. /**
  52969. * Instantiates an elastic easing function
  52970. * @see https://easings.net/#easeInElastic
  52971. * @param oscillations Defines the number of oscillations
  52972. * @param springiness Defines the amplitude of the oscillations
  52973. */
  52974. function ElasticEase(
  52975. /** Defines the number of oscillations*/
  52976. oscillations,
  52977. /** Defines the amplitude of the oscillations*/
  52978. springiness) {
  52979. if (oscillations === void 0) { oscillations = 3; }
  52980. if (springiness === void 0) { springiness = 3; }
  52981. var _this = _super.call(this) || this;
  52982. _this.oscillations = oscillations;
  52983. _this.springiness = springiness;
  52984. return _this;
  52985. }
  52986. /** @hidden */
  52987. ElasticEase.prototype.easeInCore = function (gradient) {
  52988. var num2;
  52989. var num3 = Math.max(0.0, this.oscillations);
  52990. var num = Math.max(0.0, this.springiness);
  52991. if (num == 0) {
  52992. num2 = gradient;
  52993. }
  52994. else {
  52995. num2 = (Math.exp(num * gradient) - 1.0) / (Math.exp(num) - 1.0);
  52996. }
  52997. return (num2 * Math.sin(((6.2831853071795862 * num3) + 1.5707963267948966) * gradient));
  52998. };
  52999. return ElasticEase;
  53000. }(EasingFunction));
  53001. BABYLON.ElasticEase = ElasticEase;
  53002. /**
  53003. * Easing function with an exponential shape (see link below).
  53004. * @see https://easings.net/#easeInExpo
  53005. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  53006. */
  53007. var ExponentialEase = /** @class */ (function (_super) {
  53008. __extends(ExponentialEase, _super);
  53009. /**
  53010. * Instantiates an exponential easing function
  53011. * @see https://easings.net/#easeInExpo
  53012. * @param exponent Defines the exponent of the function
  53013. */
  53014. function ExponentialEase(
  53015. /** Defines the exponent of the function */
  53016. exponent) {
  53017. if (exponent === void 0) { exponent = 2; }
  53018. var _this = _super.call(this) || this;
  53019. _this.exponent = exponent;
  53020. return _this;
  53021. }
  53022. /** @hidden */
  53023. ExponentialEase.prototype.easeInCore = function (gradient) {
  53024. if (this.exponent <= 0) {
  53025. return gradient;
  53026. }
  53027. return ((Math.exp(this.exponent * gradient) - 1.0) / (Math.exp(this.exponent) - 1.0));
  53028. };
  53029. return ExponentialEase;
  53030. }(EasingFunction));
  53031. BABYLON.ExponentialEase = ExponentialEase;
  53032. /**
  53033. * Easing function with a power shape (see link below).
  53034. * @see https://easings.net/#easeInQuad
  53035. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  53036. */
  53037. var PowerEase = /** @class */ (function (_super) {
  53038. __extends(PowerEase, _super);
  53039. /**
  53040. * Instantiates an power base easing function
  53041. * @see https://easings.net/#easeInQuad
  53042. * @param power Defines the power of the function
  53043. */
  53044. function PowerEase(
  53045. /** Defines the power of the function */
  53046. power) {
  53047. if (power === void 0) { power = 2; }
  53048. var _this = _super.call(this) || this;
  53049. _this.power = power;
  53050. return _this;
  53051. }
  53052. /** @hidden */
  53053. PowerEase.prototype.easeInCore = function (gradient) {
  53054. var y = Math.max(0.0, this.power);
  53055. return Math.pow(gradient, y);
  53056. };
  53057. return PowerEase;
  53058. }(EasingFunction));
  53059. BABYLON.PowerEase = PowerEase;
  53060. /**
  53061. * Easing function with a power of 2 shape (see link below).
  53062. * @see https://easings.net/#easeInQuad
  53063. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  53064. */
  53065. var QuadraticEase = /** @class */ (function (_super) {
  53066. __extends(QuadraticEase, _super);
  53067. function QuadraticEase() {
  53068. return _super !== null && _super.apply(this, arguments) || this;
  53069. }
  53070. /** @hidden */
  53071. QuadraticEase.prototype.easeInCore = function (gradient) {
  53072. return (gradient * gradient);
  53073. };
  53074. return QuadraticEase;
  53075. }(EasingFunction));
  53076. BABYLON.QuadraticEase = QuadraticEase;
  53077. /**
  53078. * Easing function with a power of 4 shape (see link below).
  53079. * @see https://easings.net/#easeInQuart
  53080. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  53081. */
  53082. var QuarticEase = /** @class */ (function (_super) {
  53083. __extends(QuarticEase, _super);
  53084. function QuarticEase() {
  53085. return _super !== null && _super.apply(this, arguments) || this;
  53086. }
  53087. /** @hidden */
  53088. QuarticEase.prototype.easeInCore = function (gradient) {
  53089. return (gradient * gradient * gradient * gradient);
  53090. };
  53091. return QuarticEase;
  53092. }(EasingFunction));
  53093. BABYLON.QuarticEase = QuarticEase;
  53094. /**
  53095. * Easing function with a power of 5 shape (see link below).
  53096. * @see https://easings.net/#easeInQuint
  53097. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  53098. */
  53099. var QuinticEase = /** @class */ (function (_super) {
  53100. __extends(QuinticEase, _super);
  53101. function QuinticEase() {
  53102. return _super !== null && _super.apply(this, arguments) || this;
  53103. }
  53104. /** @hidden */
  53105. QuinticEase.prototype.easeInCore = function (gradient) {
  53106. return (gradient * gradient * gradient * gradient * gradient);
  53107. };
  53108. return QuinticEase;
  53109. }(EasingFunction));
  53110. BABYLON.QuinticEase = QuinticEase;
  53111. /**
  53112. * Easing function with a sin shape (see link below).
  53113. * @see https://easings.net/#easeInSine
  53114. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  53115. */
  53116. var SineEase = /** @class */ (function (_super) {
  53117. __extends(SineEase, _super);
  53118. function SineEase() {
  53119. return _super !== null && _super.apply(this, arguments) || this;
  53120. }
  53121. /** @hidden */
  53122. SineEase.prototype.easeInCore = function (gradient) {
  53123. return (1.0 - Math.sin(1.5707963267948966 * (1.0 - gradient)));
  53124. };
  53125. return SineEase;
  53126. }(EasingFunction));
  53127. BABYLON.SineEase = SineEase;
  53128. /**
  53129. * Easing function with a bezier shape (see link below).
  53130. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  53131. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  53132. */
  53133. var BezierCurveEase = /** @class */ (function (_super) {
  53134. __extends(BezierCurveEase, _super);
  53135. /**
  53136. * Instantiates a bezier function
  53137. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  53138. * @param x1 Defines the x component of the start tangent in the bezier curve
  53139. * @param y1 Defines the y component of the start tangent in the bezier curve
  53140. * @param x2 Defines the x component of the end tangent in the bezier curve
  53141. * @param y2 Defines the y component of the end tangent in the bezier curve
  53142. */
  53143. function BezierCurveEase(
  53144. /** Defines the x component of the start tangent in the bezier curve */
  53145. x1,
  53146. /** Defines the y component of the start tangent in the bezier curve */
  53147. y1,
  53148. /** Defines the x component of the end tangent in the bezier curve */
  53149. x2,
  53150. /** Defines the y component of the end tangent in the bezier curve */
  53151. y2) {
  53152. if (x1 === void 0) { x1 = 0; }
  53153. if (y1 === void 0) { y1 = 0; }
  53154. if (x2 === void 0) { x2 = 1; }
  53155. if (y2 === void 0) { y2 = 1; }
  53156. var _this = _super.call(this) || this;
  53157. _this.x1 = x1;
  53158. _this.y1 = y1;
  53159. _this.x2 = x2;
  53160. _this.y2 = y2;
  53161. return _this;
  53162. }
  53163. /** @hidden */
  53164. BezierCurveEase.prototype.easeInCore = function (gradient) {
  53165. return BABYLON.BezierCurve.Interpolate(gradient, this.x1, this.y1, this.x2, this.y2);
  53166. };
  53167. return BezierCurveEase;
  53168. }(EasingFunction));
  53169. BABYLON.BezierCurveEase = BezierCurveEase;
  53170. })(BABYLON || (BABYLON = {}));
  53171. //# sourceMappingURL=babylon.easing.js.map
  53172. var BABYLON;
  53173. (function (BABYLON) {
  53174. /**
  53175. * A Condition applied to an Action
  53176. */
  53177. var Condition = /** @class */ (function () {
  53178. /**
  53179. * Creates a new Condition
  53180. * @param actionManager the manager of the action the condition is applied to
  53181. */
  53182. function Condition(actionManager) {
  53183. this._actionManager = actionManager;
  53184. }
  53185. /**
  53186. * Check if the current condition is valid
  53187. * @returns a boolean
  53188. */
  53189. Condition.prototype.isValid = function () {
  53190. return true;
  53191. };
  53192. /**
  53193. * Internal only
  53194. * @hidden
  53195. */
  53196. Condition.prototype._getProperty = function (propertyPath) {
  53197. return this._actionManager._getProperty(propertyPath);
  53198. };
  53199. /**
  53200. * Internal only
  53201. * @hidden
  53202. */
  53203. Condition.prototype._getEffectiveTarget = function (target, propertyPath) {
  53204. return this._actionManager._getEffectiveTarget(target, propertyPath);
  53205. };
  53206. /**
  53207. * Serialize placeholder for child classes
  53208. * @returns the serialized object
  53209. */
  53210. Condition.prototype.serialize = function () {
  53211. };
  53212. /**
  53213. * Internal only
  53214. * @hidden
  53215. */
  53216. Condition.prototype._serialize = function (serializedCondition) {
  53217. return {
  53218. type: 2,
  53219. children: [],
  53220. name: serializedCondition.name,
  53221. properties: serializedCondition.properties
  53222. };
  53223. };
  53224. return Condition;
  53225. }());
  53226. BABYLON.Condition = Condition;
  53227. /**
  53228. * Defines specific conditional operators as extensions of Condition
  53229. */
  53230. var ValueCondition = /** @class */ (function (_super) {
  53231. __extends(ValueCondition, _super);
  53232. /**
  53233. * Creates a new ValueCondition
  53234. * @param actionManager manager for the action the condition applies to
  53235. * @param target for the action
  53236. * @param propertyPath path to specify the property of the target the conditional operator uses
  53237. * @param value the value compared by the conditional operator against the current value of the property
  53238. * @param operator the conditional operator, default ValueCondition.IsEqual
  53239. */
  53240. function ValueCondition(actionManager, target,
  53241. /** path to specify the property of the target the conditional operator uses */
  53242. propertyPath,
  53243. /** the value compared by the conditional operator against the current value of the property */
  53244. value,
  53245. /** the conditional operator, default ValueCondition.IsEqual */
  53246. operator) {
  53247. if (operator === void 0) { operator = ValueCondition.IsEqual; }
  53248. var _this = _super.call(this, actionManager) || this;
  53249. _this.propertyPath = propertyPath;
  53250. _this.value = value;
  53251. _this.operator = operator;
  53252. _this._target = target;
  53253. _this._effectiveTarget = _this._getEffectiveTarget(target, _this.propertyPath);
  53254. _this._property = _this._getProperty(_this.propertyPath);
  53255. return _this;
  53256. }
  53257. Object.defineProperty(ValueCondition, "IsEqual", {
  53258. /**
  53259. * returns the number for IsEqual
  53260. */
  53261. get: function () {
  53262. return ValueCondition._IsEqual;
  53263. },
  53264. enumerable: true,
  53265. configurable: true
  53266. });
  53267. Object.defineProperty(ValueCondition, "IsDifferent", {
  53268. /**
  53269. * Returns the number for IsDifferent
  53270. */
  53271. get: function () {
  53272. return ValueCondition._IsDifferent;
  53273. },
  53274. enumerable: true,
  53275. configurable: true
  53276. });
  53277. Object.defineProperty(ValueCondition, "IsGreater", {
  53278. /**
  53279. * Returns the number for IsGreater
  53280. */
  53281. get: function () {
  53282. return ValueCondition._IsGreater;
  53283. },
  53284. enumerable: true,
  53285. configurable: true
  53286. });
  53287. Object.defineProperty(ValueCondition, "IsLesser", {
  53288. /**
  53289. * Returns the number for IsLesser
  53290. */
  53291. get: function () {
  53292. return ValueCondition._IsLesser;
  53293. },
  53294. enumerable: true,
  53295. configurable: true
  53296. });
  53297. /**
  53298. * Compares the given value with the property value for the specified conditional operator
  53299. * @returns the result of the comparison
  53300. */
  53301. ValueCondition.prototype.isValid = function () {
  53302. switch (this.operator) {
  53303. case ValueCondition.IsGreater:
  53304. return this._effectiveTarget[this._property] > this.value;
  53305. case ValueCondition.IsLesser:
  53306. return this._effectiveTarget[this._property] < this.value;
  53307. case ValueCondition.IsEqual:
  53308. case ValueCondition.IsDifferent:
  53309. var check;
  53310. if (this.value.equals) {
  53311. check = this.value.equals(this._effectiveTarget[this._property]);
  53312. }
  53313. else {
  53314. check = this.value === this._effectiveTarget[this._property];
  53315. }
  53316. return this.operator === ValueCondition.IsEqual ? check : !check;
  53317. }
  53318. return false;
  53319. };
  53320. /**
  53321. * Serialize the ValueCondition into a JSON compatible object
  53322. * @returns serialization object
  53323. */
  53324. ValueCondition.prototype.serialize = function () {
  53325. return this._serialize({
  53326. name: "ValueCondition",
  53327. properties: [
  53328. BABYLON.Action._GetTargetProperty(this._target),
  53329. { name: "propertyPath", value: this.propertyPath },
  53330. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) },
  53331. { name: "operator", value: ValueCondition.GetOperatorName(this.operator) }
  53332. ]
  53333. });
  53334. };
  53335. /**
  53336. * Gets the name of the conditional operator for the ValueCondition
  53337. * @param operator the conditional operator
  53338. * @returns the name
  53339. */
  53340. ValueCondition.GetOperatorName = function (operator) {
  53341. switch (operator) {
  53342. case ValueCondition._IsEqual: return "IsEqual";
  53343. case ValueCondition._IsDifferent: return "IsDifferent";
  53344. case ValueCondition._IsGreater: return "IsGreater";
  53345. case ValueCondition._IsLesser: return "IsLesser";
  53346. default: return "";
  53347. }
  53348. };
  53349. /**
  53350. * Internal only
  53351. * @hidden
  53352. */
  53353. ValueCondition._IsEqual = 0;
  53354. /**
  53355. * Internal only
  53356. * @hidden
  53357. */
  53358. ValueCondition._IsDifferent = 1;
  53359. /**
  53360. * Internal only
  53361. * @hidden
  53362. */
  53363. ValueCondition._IsGreater = 2;
  53364. /**
  53365. * Internal only
  53366. * @hidden
  53367. */
  53368. ValueCondition._IsLesser = 3;
  53369. return ValueCondition;
  53370. }(Condition));
  53371. BABYLON.ValueCondition = ValueCondition;
  53372. /**
  53373. * Defines a predicate condition as an extension of Condition
  53374. */
  53375. var PredicateCondition = /** @class */ (function (_super) {
  53376. __extends(PredicateCondition, _super);
  53377. /**
  53378. * Creates a new PredicateCondition
  53379. * @param actionManager manager for the action the condition applies to
  53380. * @param predicate defines the predicate function used to validate the condition
  53381. */
  53382. function PredicateCondition(actionManager,
  53383. /** defines the predicate function used to validate the condition */
  53384. predicate) {
  53385. var _this = _super.call(this, actionManager) || this;
  53386. _this.predicate = predicate;
  53387. return _this;
  53388. }
  53389. /**
  53390. * @returns the validity of the predicate condition
  53391. */
  53392. PredicateCondition.prototype.isValid = function () {
  53393. return this.predicate();
  53394. };
  53395. return PredicateCondition;
  53396. }(Condition));
  53397. BABYLON.PredicateCondition = PredicateCondition;
  53398. /**
  53399. * Defines a state condition as an extension of Condition
  53400. */
  53401. var StateCondition = /** @class */ (function (_super) {
  53402. __extends(StateCondition, _super);
  53403. /**
  53404. * Creates a new StateCondition
  53405. * @param actionManager manager for the action the condition applies to
  53406. * @param target of the condition
  53407. * @param value to compare with target state
  53408. */
  53409. function StateCondition(actionManager, target, value) {
  53410. var _this = _super.call(this, actionManager) || this;
  53411. _this.value = value;
  53412. _this._target = target;
  53413. return _this;
  53414. }
  53415. /**
  53416. * @returns the validity of the state
  53417. */
  53418. StateCondition.prototype.isValid = function () {
  53419. return this._target.state === this.value;
  53420. };
  53421. /**
  53422. * Serialize the StateCondition into a JSON compatible object
  53423. * @returns serialization object
  53424. */
  53425. StateCondition.prototype.serialize = function () {
  53426. return this._serialize({
  53427. name: "StateCondition",
  53428. properties: [
  53429. BABYLON.Action._GetTargetProperty(this._target),
  53430. { name: "value", value: this.value }
  53431. ]
  53432. });
  53433. };
  53434. return StateCondition;
  53435. }(Condition));
  53436. BABYLON.StateCondition = StateCondition;
  53437. })(BABYLON || (BABYLON = {}));
  53438. //# sourceMappingURL=babylon.condition.js.map
  53439. var BABYLON;
  53440. (function (BABYLON) {
  53441. /**
  53442. * The action to be carried out following a trigger
  53443. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  53444. */
  53445. var Action = /** @class */ (function () {
  53446. /**
  53447. * Creates a new Action
  53448. * @param triggerOptions the trigger, with or without parameters, for the action
  53449. * @param condition an optional determinant of action
  53450. */
  53451. function Action(
  53452. /** the trigger, with or without parameters, for the action */
  53453. triggerOptions, condition) {
  53454. this.triggerOptions = triggerOptions;
  53455. /**
  53456. * An event triggered prior to action being executed.
  53457. */
  53458. this.onBeforeExecuteObservable = new BABYLON.Observable();
  53459. if (triggerOptions.parameter) {
  53460. this.trigger = triggerOptions.trigger;
  53461. this._triggerParameter = triggerOptions.parameter;
  53462. }
  53463. else if (triggerOptions.trigger) {
  53464. this.trigger = triggerOptions.trigger;
  53465. }
  53466. else {
  53467. this.trigger = triggerOptions;
  53468. }
  53469. this._nextActiveAction = this;
  53470. this._condition = condition;
  53471. }
  53472. /**
  53473. * Internal only
  53474. * @hidden
  53475. */
  53476. Action.prototype._prepare = function () {
  53477. };
  53478. /**
  53479. * Gets the trigger parameters
  53480. * @returns the trigger parameters
  53481. */
  53482. Action.prototype.getTriggerParameter = function () {
  53483. return this._triggerParameter;
  53484. };
  53485. /**
  53486. * Internal only - executes current action event
  53487. * @hidden
  53488. */
  53489. Action.prototype._executeCurrent = function (evt) {
  53490. if (this._nextActiveAction._condition) {
  53491. var condition = this._nextActiveAction._condition;
  53492. var currentRenderId = this._actionManager.getScene().getRenderId();
  53493. // We cache the current evaluation for the current frame
  53494. if (condition._evaluationId === currentRenderId) {
  53495. if (!condition._currentResult) {
  53496. return;
  53497. }
  53498. }
  53499. else {
  53500. condition._evaluationId = currentRenderId;
  53501. if (!condition.isValid()) {
  53502. condition._currentResult = false;
  53503. return;
  53504. }
  53505. condition._currentResult = true;
  53506. }
  53507. }
  53508. this.onBeforeExecuteObservable.notifyObservers(this);
  53509. this._nextActiveAction.execute(evt);
  53510. this.skipToNextActiveAction();
  53511. };
  53512. /**
  53513. * Execute placeholder for child classes
  53514. * @param evt optional action event
  53515. */
  53516. Action.prototype.execute = function (evt) {
  53517. };
  53518. /**
  53519. * Skips to next active action
  53520. */
  53521. Action.prototype.skipToNextActiveAction = function () {
  53522. if (this._nextActiveAction._child) {
  53523. if (!this._nextActiveAction._child._actionManager) {
  53524. this._nextActiveAction._child._actionManager = this._actionManager;
  53525. }
  53526. this._nextActiveAction = this._nextActiveAction._child;
  53527. }
  53528. else {
  53529. this._nextActiveAction = this;
  53530. }
  53531. };
  53532. /**
  53533. * Adds action to chain of actions, may be a DoNothingAction
  53534. * @param action defines the next action to execute
  53535. * @returns The action passed in
  53536. * @see https://www.babylonjs-playground.com/#1T30HR#0
  53537. */
  53538. Action.prototype.then = function (action) {
  53539. this._child = action;
  53540. action._actionManager = this._actionManager;
  53541. action._prepare();
  53542. return action;
  53543. };
  53544. /**
  53545. * Internal only
  53546. * @hidden
  53547. */
  53548. Action.prototype._getProperty = function (propertyPath) {
  53549. return this._actionManager._getProperty(propertyPath);
  53550. };
  53551. /**
  53552. * Internal only
  53553. * @hidden
  53554. */
  53555. Action.prototype._getEffectiveTarget = function (target, propertyPath) {
  53556. return this._actionManager._getEffectiveTarget(target, propertyPath);
  53557. };
  53558. /**
  53559. * Serialize placeholder for child classes
  53560. * @param parent of child
  53561. * @returns the serialized object
  53562. */
  53563. Action.prototype.serialize = function (parent) {
  53564. };
  53565. /**
  53566. * Internal only called by serialize
  53567. * @hidden
  53568. */
  53569. Action.prototype._serialize = function (serializedAction, parent) {
  53570. var serializationObject = {
  53571. type: 1,
  53572. children: [],
  53573. name: serializedAction.name,
  53574. properties: serializedAction.properties || []
  53575. };
  53576. // Serialize child
  53577. if (this._child) {
  53578. this._child.serialize(serializationObject);
  53579. }
  53580. // Check if "this" has a condition
  53581. if (this._condition) {
  53582. var serializedCondition = this._condition.serialize();
  53583. serializedCondition.children.push(serializationObject);
  53584. if (parent) {
  53585. parent.children.push(serializedCondition);
  53586. }
  53587. return serializedCondition;
  53588. }
  53589. if (parent) {
  53590. parent.children.push(serializationObject);
  53591. }
  53592. return serializationObject;
  53593. };
  53594. /**
  53595. * Internal only
  53596. * @hidden
  53597. */
  53598. Action._SerializeValueAsString = function (value) {
  53599. if (typeof value === "number") {
  53600. return value.toString();
  53601. }
  53602. if (typeof value === "boolean") {
  53603. return value ? "true" : "false";
  53604. }
  53605. if (value instanceof BABYLON.Vector2) {
  53606. return value.x + ", " + value.y;
  53607. }
  53608. if (value instanceof BABYLON.Vector3) {
  53609. return value.x + ", " + value.y + ", " + value.z;
  53610. }
  53611. if (value instanceof BABYLON.Color3) {
  53612. return value.r + ", " + value.g + ", " + value.b;
  53613. }
  53614. if (value instanceof BABYLON.Color4) {
  53615. return value.r + ", " + value.g + ", " + value.b + ", " + value.a;
  53616. }
  53617. return value; // string
  53618. };
  53619. /**
  53620. * Internal only
  53621. * @hidden
  53622. */
  53623. Action._GetTargetProperty = function (target) {
  53624. return {
  53625. name: "target",
  53626. targetType: target instanceof BABYLON.Mesh ? "MeshProperties"
  53627. : target instanceof BABYLON.Light ? "LightProperties"
  53628. : target instanceof BABYLON.Camera ? "CameraProperties"
  53629. : "SceneProperties",
  53630. value: target instanceof BABYLON.Scene ? "Scene" : target.name
  53631. };
  53632. };
  53633. return Action;
  53634. }());
  53635. BABYLON.Action = Action;
  53636. })(BABYLON || (BABYLON = {}));
  53637. //# sourceMappingURL=babylon.action.js.map
  53638. var BABYLON;
  53639. (function (BABYLON) {
  53640. /**
  53641. * ActionEvent is the event being sent when an action is triggered.
  53642. */
  53643. var ActionEvent = /** @class */ (function () {
  53644. /**
  53645. * Creates a new ActionEvent
  53646. * @param source The mesh or sprite that triggered the action
  53647. * @param pointerX The X mouse cursor position at the time of the event
  53648. * @param pointerY The Y mouse cursor position at the time of the event
  53649. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  53650. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  53651. * @param additionalData additional data for the event
  53652. */
  53653. function ActionEvent(
  53654. /** The mesh or sprite that triggered the action */
  53655. source,
  53656. /** The X mouse cursor position at the time of the event */
  53657. pointerX,
  53658. /** The Y mouse cursor position at the time of the event */
  53659. pointerY,
  53660. /** The mesh that is currently pointed at (can be null) */
  53661. meshUnderPointer,
  53662. /** the original (browser) event that triggered the ActionEvent */
  53663. sourceEvent,
  53664. /** additional data for the event */
  53665. additionalData) {
  53666. this.source = source;
  53667. this.pointerX = pointerX;
  53668. this.pointerY = pointerY;
  53669. this.meshUnderPointer = meshUnderPointer;
  53670. this.sourceEvent = sourceEvent;
  53671. this.additionalData = additionalData;
  53672. }
  53673. /**
  53674. * Helper function to auto-create an ActionEvent from a source mesh.
  53675. * @param source The source mesh that triggered the event
  53676. * @param evt The original (browser) event
  53677. * @param additionalData additional data for the event
  53678. * @returns the new ActionEvent
  53679. */
  53680. ActionEvent.CreateNew = function (source, evt, additionalData) {
  53681. var scene = source.getScene();
  53682. return new ActionEvent(source, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt, additionalData);
  53683. };
  53684. /**
  53685. * Helper function to auto-create an ActionEvent from a source sprite
  53686. * @param source The source sprite that triggered the event
  53687. * @param scene Scene associated with the sprite
  53688. * @param evt The original (browser) event
  53689. * @param additionalData additional data for the event
  53690. * @returns the new ActionEvent
  53691. */
  53692. ActionEvent.CreateNewFromSprite = function (source, scene, evt, additionalData) {
  53693. return new ActionEvent(source, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt, additionalData);
  53694. };
  53695. /**
  53696. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  53697. * @param scene the scene where the event occurred
  53698. * @param evt The original (browser) event
  53699. * @returns the new ActionEvent
  53700. */
  53701. ActionEvent.CreateNewFromScene = function (scene, evt) {
  53702. return new ActionEvent(null, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt);
  53703. };
  53704. /**
  53705. * Helper function to auto-create an ActionEvent from a primitive
  53706. * @param prim defines the target primitive
  53707. * @param pointerPos defines the pointer position
  53708. * @param evt The original (browser) event
  53709. * @param additionalData additional data for the event
  53710. * @returns the new ActionEvent
  53711. */
  53712. ActionEvent.CreateNewFromPrimitive = function (prim, pointerPos, evt, additionalData) {
  53713. return new ActionEvent(prim, pointerPos.x, pointerPos.y, null, evt, additionalData);
  53714. };
  53715. return ActionEvent;
  53716. }());
  53717. BABYLON.ActionEvent = ActionEvent;
  53718. /**
  53719. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  53720. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  53721. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  53722. */
  53723. var ActionManager = /** @class */ (function () {
  53724. /**
  53725. * Creates a new action manager
  53726. * @param scene defines the hosting scene
  53727. */
  53728. function ActionManager(scene) {
  53729. // Members
  53730. /** Gets the list of actions */
  53731. this.actions = new Array();
  53732. /** Gets the cursor to use when hovering items */
  53733. this.hoverCursor = '';
  53734. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  53735. scene.actionManagers.push(this);
  53736. }
  53737. // Methods
  53738. /**
  53739. * Releases all associated resources
  53740. */
  53741. ActionManager.prototype.dispose = function () {
  53742. var index = this._scene.actionManagers.indexOf(this);
  53743. for (var i = 0; i < this.actions.length; i++) {
  53744. var action = this.actions[i];
  53745. ActionManager.Triggers[action.trigger]--;
  53746. if (ActionManager.Triggers[action.trigger] === 0) {
  53747. delete ActionManager.Triggers[action.trigger];
  53748. }
  53749. }
  53750. if (index > -1) {
  53751. this._scene.actionManagers.splice(index, 1);
  53752. }
  53753. };
  53754. /**
  53755. * Gets hosting scene
  53756. * @returns the hosting scene
  53757. */
  53758. ActionManager.prototype.getScene = function () {
  53759. return this._scene;
  53760. };
  53761. /**
  53762. * Does this action manager handles actions of any of the given triggers
  53763. * @param triggers defines the triggers to be tested
  53764. * @return a boolean indicating whether one (or more) of the triggers is handled
  53765. */
  53766. ActionManager.prototype.hasSpecificTriggers = function (triggers) {
  53767. for (var index = 0; index < this.actions.length; index++) {
  53768. var action = this.actions[index];
  53769. if (triggers.indexOf(action.trigger) > -1) {
  53770. return true;
  53771. }
  53772. }
  53773. return false;
  53774. };
  53775. /**
  53776. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  53777. * speed.
  53778. * @param triggerA defines the trigger to be tested
  53779. * @param triggerB defines the trigger to be tested
  53780. * @return a boolean indicating whether one (or more) of the triggers is handled
  53781. */
  53782. ActionManager.prototype.hasSpecificTriggers2 = function (triggerA, triggerB) {
  53783. for (var index = 0; index < this.actions.length; index++) {
  53784. var action = this.actions[index];
  53785. if (triggerA == action.trigger || triggerB == action.trigger) {
  53786. return true;
  53787. }
  53788. }
  53789. return false;
  53790. };
  53791. /**
  53792. * Does this action manager handles actions of a given trigger
  53793. * @param trigger defines the trigger to be tested
  53794. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  53795. * @return whether the trigger is handled
  53796. */
  53797. ActionManager.prototype.hasSpecificTrigger = function (trigger, parameterPredicate) {
  53798. for (var index = 0; index < this.actions.length; index++) {
  53799. var action = this.actions[index];
  53800. if (action.trigger === trigger) {
  53801. if (parameterPredicate) {
  53802. if (parameterPredicate(action.getTriggerParameter())) {
  53803. return true;
  53804. }
  53805. }
  53806. else {
  53807. return true;
  53808. }
  53809. }
  53810. }
  53811. return false;
  53812. };
  53813. Object.defineProperty(ActionManager.prototype, "hasPointerTriggers", {
  53814. /**
  53815. * Does this action manager has pointer triggers
  53816. */
  53817. get: function () {
  53818. for (var index = 0; index < this.actions.length; index++) {
  53819. var action = this.actions[index];
  53820. if (action.trigger >= ActionManager.OnPickTrigger && action.trigger <= ActionManager.OnPointerOutTrigger) {
  53821. return true;
  53822. }
  53823. }
  53824. return false;
  53825. },
  53826. enumerable: true,
  53827. configurable: true
  53828. });
  53829. Object.defineProperty(ActionManager.prototype, "hasPickTriggers", {
  53830. /**
  53831. * Does this action manager has pick triggers
  53832. */
  53833. get: function () {
  53834. for (var index = 0; index < this.actions.length; index++) {
  53835. var action = this.actions[index];
  53836. if (action.trigger >= ActionManager.OnPickTrigger && action.trigger <= ActionManager.OnPickUpTrigger) {
  53837. return true;
  53838. }
  53839. }
  53840. return false;
  53841. },
  53842. enumerable: true,
  53843. configurable: true
  53844. });
  53845. Object.defineProperty(ActionManager, "HasTriggers", {
  53846. /**
  53847. * Does exist one action manager with at least one trigger
  53848. **/
  53849. get: function () {
  53850. for (var t in ActionManager.Triggers) {
  53851. if (ActionManager.Triggers.hasOwnProperty(t)) {
  53852. return true;
  53853. }
  53854. }
  53855. return false;
  53856. },
  53857. enumerable: true,
  53858. configurable: true
  53859. });
  53860. Object.defineProperty(ActionManager, "HasPickTriggers", {
  53861. /**
  53862. * Does exist one action manager with at least one pick trigger
  53863. **/
  53864. get: function () {
  53865. for (var t in ActionManager.Triggers) {
  53866. if (ActionManager.Triggers.hasOwnProperty(t)) {
  53867. var t_int = parseInt(t);
  53868. if (t_int >= ActionManager.OnPickTrigger && t_int <= ActionManager.OnPickUpTrigger) {
  53869. return true;
  53870. }
  53871. }
  53872. }
  53873. return false;
  53874. },
  53875. enumerable: true,
  53876. configurable: true
  53877. });
  53878. /**
  53879. * Does exist one action manager that handles actions of a given trigger
  53880. * @param trigger defines the trigger to be tested
  53881. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  53882. **/
  53883. ActionManager.HasSpecificTrigger = function (trigger) {
  53884. for (var t in ActionManager.Triggers) {
  53885. if (ActionManager.Triggers.hasOwnProperty(t)) {
  53886. var t_int = parseInt(t);
  53887. if (t_int === trigger) {
  53888. return true;
  53889. }
  53890. }
  53891. }
  53892. return false;
  53893. };
  53894. /**
  53895. * Registers an action to this action manager
  53896. * @param action defines the action to be registered
  53897. * @return the action amended (prepared) after registration
  53898. */
  53899. ActionManager.prototype.registerAction = function (action) {
  53900. if (action.trigger === ActionManager.OnEveryFrameTrigger) {
  53901. if (this.getScene().actionManager !== this) {
  53902. BABYLON.Tools.Warn("OnEveryFrameTrigger can only be used with scene.actionManager");
  53903. return null;
  53904. }
  53905. }
  53906. this.actions.push(action);
  53907. if (ActionManager.Triggers[action.trigger]) {
  53908. ActionManager.Triggers[action.trigger]++;
  53909. }
  53910. else {
  53911. ActionManager.Triggers[action.trigger] = 1;
  53912. }
  53913. action._actionManager = this;
  53914. action._prepare();
  53915. return action;
  53916. };
  53917. /**
  53918. * Unregisters an action to this action manager
  53919. * @param action defines the action to be unregistered
  53920. * @return a boolean indicating whether the action has been unregistered
  53921. */
  53922. ActionManager.prototype.unregisterAction = function (action) {
  53923. var index = this.actions.indexOf(action);
  53924. if (index !== -1) {
  53925. this.actions.splice(index, 1);
  53926. ActionManager.Triggers[action.trigger] -= 1;
  53927. if (ActionManager.Triggers[action.trigger] === 0) {
  53928. delete ActionManager.Triggers[action.trigger];
  53929. }
  53930. delete action._actionManager;
  53931. return true;
  53932. }
  53933. return false;
  53934. };
  53935. /**
  53936. * Process a specific trigger
  53937. * @param trigger defines the trigger to process
  53938. * @param evt defines the event details to be processed
  53939. */
  53940. ActionManager.prototype.processTrigger = function (trigger, evt) {
  53941. for (var index = 0; index < this.actions.length; index++) {
  53942. var action = this.actions[index];
  53943. if (action.trigger === trigger) {
  53944. if (evt) {
  53945. if (trigger === ActionManager.OnKeyUpTrigger
  53946. || trigger === ActionManager.OnKeyDownTrigger) {
  53947. var parameter = action.getTriggerParameter();
  53948. if (parameter && parameter !== evt.sourceEvent.keyCode) {
  53949. if (!parameter.toLowerCase) {
  53950. continue;
  53951. }
  53952. var lowerCase = parameter.toLowerCase();
  53953. if (lowerCase !== evt.sourceEvent.key) {
  53954. var unicode = evt.sourceEvent.charCode ? evt.sourceEvent.charCode : evt.sourceEvent.keyCode;
  53955. var actualkey = String.fromCharCode(unicode).toLowerCase();
  53956. if (actualkey !== lowerCase) {
  53957. continue;
  53958. }
  53959. }
  53960. }
  53961. }
  53962. }
  53963. action._executeCurrent(evt);
  53964. }
  53965. }
  53966. };
  53967. /** @hidden */
  53968. ActionManager.prototype._getEffectiveTarget = function (target, propertyPath) {
  53969. var properties = propertyPath.split(".");
  53970. for (var index = 0; index < properties.length - 1; index++) {
  53971. target = target[properties[index]];
  53972. }
  53973. return target;
  53974. };
  53975. /** @hidden */
  53976. ActionManager.prototype._getProperty = function (propertyPath) {
  53977. var properties = propertyPath.split(".");
  53978. return properties[properties.length - 1];
  53979. };
  53980. /**
  53981. * Serialize this manager to a JSON object
  53982. * @param name defines the property name to store this manager
  53983. * @returns a JSON representation of this manager
  53984. */
  53985. ActionManager.prototype.serialize = function (name) {
  53986. var root = {
  53987. children: new Array(),
  53988. name: name,
  53989. type: 3,
  53990. properties: new Array() // Empty for root but required
  53991. };
  53992. for (var i = 0; i < this.actions.length; i++) {
  53993. var triggerObject = {
  53994. type: 0,
  53995. children: new Array(),
  53996. name: ActionManager.GetTriggerName(this.actions[i].trigger),
  53997. properties: new Array()
  53998. };
  53999. var triggerOptions = this.actions[i].triggerOptions;
  54000. if (triggerOptions && typeof triggerOptions !== "number") {
  54001. if (triggerOptions.parameter instanceof BABYLON.Node) {
  54002. triggerObject.properties.push(BABYLON.Action._GetTargetProperty(triggerOptions.parameter));
  54003. }
  54004. else {
  54005. var parameter = {};
  54006. BABYLON.Tools.DeepCopy(triggerOptions.parameter, parameter, ["mesh"]);
  54007. if (triggerOptions.parameter.mesh) {
  54008. parameter._meshId = triggerOptions.parameter.mesh.id;
  54009. }
  54010. triggerObject.properties.push({ name: "parameter", targetType: null, value: parameter });
  54011. }
  54012. }
  54013. // Serialize child action, recursively
  54014. this.actions[i].serialize(triggerObject);
  54015. // Add serialized trigger
  54016. root.children.push(triggerObject);
  54017. }
  54018. return root;
  54019. };
  54020. /**
  54021. * Creates a new ActionManager from a JSON data
  54022. * @param parsedActions defines the JSON data to read from
  54023. * @param object defines the hosting mesh
  54024. * @param scene defines the hosting scene
  54025. */
  54026. ActionManager.Parse = function (parsedActions, object, scene) {
  54027. var actionManager = new ActionManager(scene);
  54028. if (object === null)
  54029. scene.actionManager = actionManager;
  54030. else
  54031. object.actionManager = actionManager;
  54032. // instanciate a new object
  54033. var instanciate = function (name, params) {
  54034. // TODO: We will need to find a solution for the next line when using commonjs / es6 .
  54035. var newInstance = Object.create(BABYLON.Tools.Instantiate("BABYLON." + name).prototype);
  54036. newInstance.constructor.apply(newInstance, params);
  54037. return newInstance;
  54038. };
  54039. var parseParameter = function (name, value, target, propertyPath) {
  54040. if (propertyPath === null) {
  54041. // String, boolean or float
  54042. var floatValue = parseFloat(value);
  54043. if (value === "true" || value === "false")
  54044. return value === "true";
  54045. else
  54046. return isNaN(floatValue) ? value : floatValue;
  54047. }
  54048. var effectiveTarget = propertyPath.split(".");
  54049. var values = value.split(",");
  54050. // Get effective Target
  54051. for (var i = 0; i < effectiveTarget.length; i++) {
  54052. target = target[effectiveTarget[i]];
  54053. }
  54054. // Return appropriate value with its type
  54055. if (typeof (target) === "boolean")
  54056. return values[0] === "true";
  54057. if (typeof (target) === "string")
  54058. return values[0];
  54059. // Parameters with multiple values such as Vector3 etc.
  54060. var split = new Array();
  54061. for (var i = 0; i < values.length; i++)
  54062. split.push(parseFloat(values[i]));
  54063. if (target instanceof BABYLON.Vector3)
  54064. return BABYLON.Vector3.FromArray(split);
  54065. if (target instanceof BABYLON.Vector4)
  54066. return BABYLON.Vector4.FromArray(split);
  54067. if (target instanceof BABYLON.Color3)
  54068. return BABYLON.Color3.FromArray(split);
  54069. if (target instanceof BABYLON.Color4)
  54070. return BABYLON.Color4.FromArray(split);
  54071. return parseFloat(values[0]);
  54072. };
  54073. // traverse graph per trigger
  54074. var traverse = function (parsedAction, trigger, condition, action, combineArray) {
  54075. if (combineArray === void 0) { combineArray = null; }
  54076. if (parsedAction.detached)
  54077. return;
  54078. var parameters = new Array();
  54079. var target = null;
  54080. var propertyPath = null;
  54081. var combine = parsedAction.combine && parsedAction.combine.length > 0;
  54082. // Parameters
  54083. if (parsedAction.type === 2)
  54084. parameters.push(actionManager);
  54085. else
  54086. parameters.push(trigger);
  54087. if (combine) {
  54088. var actions = new Array();
  54089. for (var j = 0; j < parsedAction.combine.length; j++) {
  54090. traverse(parsedAction.combine[j], ActionManager.NothingTrigger, condition, action, actions);
  54091. }
  54092. parameters.push(actions);
  54093. }
  54094. else {
  54095. for (var i = 0; i < parsedAction.properties.length; i++) {
  54096. var value = parsedAction.properties[i].value;
  54097. var name = parsedAction.properties[i].name;
  54098. var targetType = parsedAction.properties[i].targetType;
  54099. if (name === "target")
  54100. if (targetType !== null && targetType === "SceneProperties")
  54101. value = target = scene;
  54102. else
  54103. value = target = scene.getNodeByName(value);
  54104. else if (name === "parent")
  54105. value = scene.getNodeByName(value);
  54106. else if (name === "sound") {
  54107. // Can not externalize to component, so only checks for the presence off the API.
  54108. if (scene.getSoundByName) {
  54109. value = scene.getSoundByName(value);
  54110. }
  54111. }
  54112. else if (name !== "propertyPath") {
  54113. if (parsedAction.type === 2 && name === "operator")
  54114. value = BABYLON.ValueCondition[value];
  54115. else
  54116. value = parseParameter(name, value, target, name === "value" ? propertyPath : null);
  54117. }
  54118. else {
  54119. propertyPath = value;
  54120. }
  54121. parameters.push(value);
  54122. }
  54123. }
  54124. if (combineArray === null) {
  54125. parameters.push(condition);
  54126. }
  54127. else {
  54128. parameters.push(null);
  54129. }
  54130. // If interpolate value action
  54131. if (parsedAction.name === "InterpolateValueAction") {
  54132. var param = parameters[parameters.length - 2];
  54133. parameters[parameters.length - 1] = param;
  54134. parameters[parameters.length - 2] = condition;
  54135. }
  54136. // Action or condition(s) and not CombineAction
  54137. var newAction = instanciate(parsedAction.name, parameters);
  54138. if (newAction instanceof BABYLON.Condition && condition !== null) {
  54139. var nothing = new BABYLON.DoNothingAction(trigger, condition);
  54140. if (action)
  54141. action.then(nothing);
  54142. else
  54143. actionManager.registerAction(nothing);
  54144. action = nothing;
  54145. }
  54146. if (combineArray === null) {
  54147. if (newAction instanceof BABYLON.Condition) {
  54148. condition = newAction;
  54149. newAction = action;
  54150. }
  54151. else {
  54152. condition = null;
  54153. if (action)
  54154. action.then(newAction);
  54155. else
  54156. actionManager.registerAction(newAction);
  54157. }
  54158. }
  54159. else {
  54160. combineArray.push(newAction);
  54161. }
  54162. for (var i = 0; i < parsedAction.children.length; i++)
  54163. traverse(parsedAction.children[i], trigger, condition, newAction, null);
  54164. };
  54165. // triggers
  54166. for (var i = 0; i < parsedActions.children.length; i++) {
  54167. var triggerParams;
  54168. var trigger = parsedActions.children[i];
  54169. if (trigger.properties.length > 0) {
  54170. var param = trigger.properties[0].value;
  54171. var value = trigger.properties[0].targetType === null ? param : scene.getMeshByName(param);
  54172. if (value._meshId) {
  54173. value.mesh = scene.getMeshByID(value._meshId);
  54174. }
  54175. triggerParams = { trigger: ActionManager[trigger.name], parameter: value };
  54176. }
  54177. else
  54178. triggerParams = ActionManager[trigger.name];
  54179. for (var j = 0; j < trigger.children.length; j++) {
  54180. if (!trigger.detached)
  54181. traverse(trigger.children[j], triggerParams, null, null);
  54182. }
  54183. }
  54184. };
  54185. /**
  54186. * Get a trigger name by index
  54187. * @param trigger defines the trigger index
  54188. * @returns a trigger name
  54189. */
  54190. ActionManager.GetTriggerName = function (trigger) {
  54191. switch (trigger) {
  54192. case 0: return "NothingTrigger";
  54193. case 1: return "OnPickTrigger";
  54194. case 2: return "OnLeftPickTrigger";
  54195. case 3: return "OnRightPickTrigger";
  54196. case 4: return "OnCenterPickTrigger";
  54197. case 5: return "OnPickDownTrigger";
  54198. case 6: return "OnPickUpTrigger";
  54199. case 7: return "OnLongPressTrigger";
  54200. case 8: return "OnPointerOverTrigger";
  54201. case 9: return "OnPointerOutTrigger";
  54202. case 10: return "OnEveryFrameTrigger";
  54203. case 11: return "OnIntersectionEnterTrigger";
  54204. case 12: return "OnIntersectionExitTrigger";
  54205. case 13: return "OnKeyDownTrigger";
  54206. case 14: return "OnKeyUpTrigger";
  54207. case 15: return "OnPickOutTrigger";
  54208. default: return "";
  54209. }
  54210. };
  54211. /**
  54212. * Nothing
  54213. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  54214. */
  54215. ActionManager.NothingTrigger = 0;
  54216. /**
  54217. * On pick
  54218. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  54219. */
  54220. ActionManager.OnPickTrigger = 1;
  54221. /**
  54222. * On left pick
  54223. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  54224. */
  54225. ActionManager.OnLeftPickTrigger = 2;
  54226. /**
  54227. * On right pick
  54228. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  54229. */
  54230. ActionManager.OnRightPickTrigger = 3;
  54231. /**
  54232. * On center pick
  54233. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  54234. */
  54235. ActionManager.OnCenterPickTrigger = 4;
  54236. /**
  54237. * On pick down
  54238. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  54239. */
  54240. ActionManager.OnPickDownTrigger = 5;
  54241. /**
  54242. * On double pick
  54243. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  54244. */
  54245. ActionManager.OnDoublePickTrigger = 6;
  54246. /**
  54247. * On pick up
  54248. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  54249. */
  54250. ActionManager.OnPickUpTrigger = 7;
  54251. /**
  54252. * On pick out.
  54253. * This trigger will only be raised if you also declared a OnPickDown
  54254. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  54255. */
  54256. ActionManager.OnPickOutTrigger = 16;
  54257. /**
  54258. * On long press
  54259. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  54260. */
  54261. ActionManager.OnLongPressTrigger = 8;
  54262. /**
  54263. * On pointer over
  54264. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  54265. */
  54266. ActionManager.OnPointerOverTrigger = 9;
  54267. /**
  54268. * On pointer out
  54269. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  54270. */
  54271. ActionManager.OnPointerOutTrigger = 10;
  54272. /**
  54273. * On every frame
  54274. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  54275. */
  54276. ActionManager.OnEveryFrameTrigger = 11;
  54277. /**
  54278. * On intersection enter
  54279. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  54280. */
  54281. ActionManager.OnIntersectionEnterTrigger = 12;
  54282. /**
  54283. * On intersection exit
  54284. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  54285. */
  54286. ActionManager.OnIntersectionExitTrigger = 13;
  54287. /**
  54288. * On key down
  54289. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  54290. */
  54291. ActionManager.OnKeyDownTrigger = 14;
  54292. /**
  54293. * On key up
  54294. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  54295. */
  54296. ActionManager.OnKeyUpTrigger = 15;
  54297. /** Gets the list of active triggers */
  54298. ActionManager.Triggers = {};
  54299. return ActionManager;
  54300. }());
  54301. BABYLON.ActionManager = ActionManager;
  54302. })(BABYLON || (BABYLON = {}));
  54303. //# sourceMappingURL=babylon.actionManager.js.map
  54304. var BABYLON;
  54305. (function (BABYLON) {
  54306. /**
  54307. * This defines an action responsible to change the value of a property
  54308. * by interpolating between its current value and the newly set one once triggered.
  54309. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  54310. */
  54311. var InterpolateValueAction = /** @class */ (function (_super) {
  54312. __extends(InterpolateValueAction, _super);
  54313. /**
  54314. * Instantiate the action
  54315. * @param triggerOptions defines the trigger options
  54316. * @param target defines the object containing the value to interpolate
  54317. * @param propertyPath defines the path to the property in the target object
  54318. * @param value defines the target value at the end of the interpolation
  54319. * @param duration deines the time it will take for the property to interpolate to the value.
  54320. * @param condition defines the trigger related conditions
  54321. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  54322. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  54323. */
  54324. function InterpolateValueAction(triggerOptions, target, propertyPath, value, duration, condition, stopOtherAnimations, onInterpolationDone) {
  54325. if (duration === void 0) { duration = 1000; }
  54326. var _this = _super.call(this, triggerOptions, condition) || this;
  54327. /**
  54328. * Defines the time it will take for the property to interpolate to the value.
  54329. */
  54330. _this.duration = 1000;
  54331. /**
  54332. * Observable triggered once the interpolation animation has been done.
  54333. */
  54334. _this.onInterpolationDoneObservable = new BABYLON.Observable();
  54335. _this.propertyPath = propertyPath;
  54336. _this.value = value;
  54337. _this.duration = duration;
  54338. _this.stopOtherAnimations = stopOtherAnimations;
  54339. _this.onInterpolationDone = onInterpolationDone;
  54340. _this._target = _this._effectiveTarget = target;
  54341. return _this;
  54342. }
  54343. /** @hidden */
  54344. InterpolateValueAction.prototype._prepare = function () {
  54345. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  54346. this._property = this._getProperty(this.propertyPath);
  54347. };
  54348. /**
  54349. * Execute the action starts the value interpolation.
  54350. */
  54351. InterpolateValueAction.prototype.execute = function () {
  54352. var _this = this;
  54353. var scene = this._actionManager.getScene();
  54354. var keys = [
  54355. {
  54356. frame: 0,
  54357. value: this._effectiveTarget[this._property]
  54358. }, {
  54359. frame: 100,
  54360. value: this.value
  54361. }
  54362. ];
  54363. var dataType;
  54364. if (typeof this.value === "number") {
  54365. dataType = BABYLON.Animation.ANIMATIONTYPE_FLOAT;
  54366. }
  54367. else if (this.value instanceof BABYLON.Color3) {
  54368. dataType = BABYLON.Animation.ANIMATIONTYPE_COLOR3;
  54369. }
  54370. else if (this.value instanceof BABYLON.Vector3) {
  54371. dataType = BABYLON.Animation.ANIMATIONTYPE_VECTOR3;
  54372. }
  54373. else if (this.value instanceof BABYLON.Matrix) {
  54374. dataType = BABYLON.Animation.ANIMATIONTYPE_MATRIX;
  54375. }
  54376. else if (this.value instanceof BABYLON.Quaternion) {
  54377. dataType = BABYLON.Animation.ANIMATIONTYPE_QUATERNION;
  54378. }
  54379. else {
  54380. BABYLON.Tools.Warn("InterpolateValueAction: Unsupported type (" + typeof this.value + ")");
  54381. return;
  54382. }
  54383. var animation = new BABYLON.Animation("InterpolateValueAction", this._property, 100 * (1000.0 / this.duration), dataType, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  54384. animation.setKeys(keys);
  54385. if (this.stopOtherAnimations) {
  54386. scene.stopAnimation(this._effectiveTarget);
  54387. }
  54388. var wrapper = function () {
  54389. _this.onInterpolationDoneObservable.notifyObservers(_this);
  54390. if (_this.onInterpolationDone) {
  54391. _this.onInterpolationDone();
  54392. }
  54393. };
  54394. scene.beginDirectAnimation(this._effectiveTarget, [animation], 0, 100, false, 1, wrapper);
  54395. };
  54396. /**
  54397. * Serializes the actions and its related information.
  54398. * @param parent defines the object to serialize in
  54399. * @returns the serialized object
  54400. */
  54401. InterpolateValueAction.prototype.serialize = function (parent) {
  54402. return _super.prototype._serialize.call(this, {
  54403. name: "InterpolateValueAction",
  54404. properties: [
  54405. BABYLON.Action._GetTargetProperty(this._target),
  54406. { name: "propertyPath", value: this.propertyPath },
  54407. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) },
  54408. { name: "duration", value: BABYLON.Action._SerializeValueAsString(this.duration) },
  54409. { name: "stopOtherAnimations", value: BABYLON.Action._SerializeValueAsString(this.stopOtherAnimations) || false }
  54410. ]
  54411. }, parent);
  54412. };
  54413. return InterpolateValueAction;
  54414. }(BABYLON.Action));
  54415. BABYLON.InterpolateValueAction = InterpolateValueAction;
  54416. })(BABYLON || (BABYLON = {}));
  54417. //# sourceMappingURL=babylon.interpolateValueAction.js.map
  54418. var BABYLON;
  54419. (function (BABYLON) {
  54420. /**
  54421. * This defines an action responsible to toggle a boolean once triggered.
  54422. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  54423. */
  54424. var SwitchBooleanAction = /** @class */ (function (_super) {
  54425. __extends(SwitchBooleanAction, _super);
  54426. /**
  54427. * Instantiate the action
  54428. * @param triggerOptions defines the trigger options
  54429. * @param target defines the object containing the boolean
  54430. * @param propertyPath defines the path to the boolean property in the target object
  54431. * @param condition defines the trigger related conditions
  54432. */
  54433. function SwitchBooleanAction(triggerOptions, target, propertyPath, condition) {
  54434. var _this = _super.call(this, triggerOptions, condition) || this;
  54435. _this.propertyPath = propertyPath;
  54436. _this._target = _this._effectiveTarget = target;
  54437. return _this;
  54438. }
  54439. /** @hidden */
  54440. SwitchBooleanAction.prototype._prepare = function () {
  54441. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  54442. this._property = this._getProperty(this.propertyPath);
  54443. };
  54444. /**
  54445. * Execute the action toggle the boolean value.
  54446. */
  54447. SwitchBooleanAction.prototype.execute = function () {
  54448. this._effectiveTarget[this._property] = !this._effectiveTarget[this._property];
  54449. };
  54450. /**
  54451. * Serializes the actions and its related information.
  54452. * @param parent defines the object to serialize in
  54453. * @returns the serialized object
  54454. */
  54455. SwitchBooleanAction.prototype.serialize = function (parent) {
  54456. return _super.prototype._serialize.call(this, {
  54457. name: "SwitchBooleanAction",
  54458. properties: [
  54459. BABYLON.Action._GetTargetProperty(this._target),
  54460. { name: "propertyPath", value: this.propertyPath }
  54461. ]
  54462. }, parent);
  54463. };
  54464. return SwitchBooleanAction;
  54465. }(BABYLON.Action));
  54466. BABYLON.SwitchBooleanAction = SwitchBooleanAction;
  54467. /**
  54468. * This defines an action responsible to set a the state field of the target
  54469. * to a desired value once triggered.
  54470. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  54471. */
  54472. var SetStateAction = /** @class */ (function (_super) {
  54473. __extends(SetStateAction, _super);
  54474. /**
  54475. * Instantiate the action
  54476. * @param triggerOptions defines the trigger options
  54477. * @param target defines the object containing the state property
  54478. * @param value defines the value to store in the state field
  54479. * @param condition defines the trigger related conditions
  54480. */
  54481. function SetStateAction(triggerOptions, target, value, condition) {
  54482. var _this = _super.call(this, triggerOptions, condition) || this;
  54483. _this.value = value;
  54484. _this._target = target;
  54485. return _this;
  54486. }
  54487. /**
  54488. * Execute the action and store the value on the target state property.
  54489. */
  54490. SetStateAction.prototype.execute = function () {
  54491. this._target.state = this.value;
  54492. };
  54493. /**
  54494. * Serializes the actions and its related information.
  54495. * @param parent defines the object to serialize in
  54496. * @returns the serialized object
  54497. */
  54498. SetStateAction.prototype.serialize = function (parent) {
  54499. return _super.prototype._serialize.call(this, {
  54500. name: "SetStateAction",
  54501. properties: [
  54502. BABYLON.Action._GetTargetProperty(this._target),
  54503. { name: "value", value: this.value }
  54504. ]
  54505. }, parent);
  54506. };
  54507. return SetStateAction;
  54508. }(BABYLON.Action));
  54509. BABYLON.SetStateAction = SetStateAction;
  54510. /**
  54511. * This defines an action responsible to set a property of the target
  54512. * to a desired value once triggered.
  54513. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  54514. */
  54515. var SetValueAction = /** @class */ (function (_super) {
  54516. __extends(SetValueAction, _super);
  54517. /**
  54518. * Instantiate the action
  54519. * @param triggerOptions defines the trigger options
  54520. * @param target defines the object containing the property
  54521. * @param propertyPath defines the path of the property to set in the target
  54522. * @param value defines the value to set in the property
  54523. * @param condition defines the trigger related conditions
  54524. */
  54525. function SetValueAction(triggerOptions, target, propertyPath, value, condition) {
  54526. var _this = _super.call(this, triggerOptions, condition) || this;
  54527. _this.propertyPath = propertyPath;
  54528. _this.value = value;
  54529. _this._target = _this._effectiveTarget = target;
  54530. return _this;
  54531. }
  54532. /** @hidden */
  54533. SetValueAction.prototype._prepare = function () {
  54534. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  54535. this._property = this._getProperty(this.propertyPath);
  54536. };
  54537. /**
  54538. * Execute the action and set the targetted property to the desired value.
  54539. */
  54540. SetValueAction.prototype.execute = function () {
  54541. this._effectiveTarget[this._property] = this.value;
  54542. if (this._target.markAsDirty) {
  54543. this._target.markAsDirty(this._property);
  54544. }
  54545. };
  54546. /**
  54547. * Serializes the actions and its related information.
  54548. * @param parent defines the object to serialize in
  54549. * @returns the serialized object
  54550. */
  54551. SetValueAction.prototype.serialize = function (parent) {
  54552. return _super.prototype._serialize.call(this, {
  54553. name: "SetValueAction",
  54554. properties: [
  54555. BABYLON.Action._GetTargetProperty(this._target),
  54556. { name: "propertyPath", value: this.propertyPath },
  54557. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) }
  54558. ]
  54559. }, parent);
  54560. };
  54561. return SetValueAction;
  54562. }(BABYLON.Action));
  54563. BABYLON.SetValueAction = SetValueAction;
  54564. /**
  54565. * This defines an action responsible to increment the target value
  54566. * to a desired value once triggered.
  54567. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  54568. */
  54569. var IncrementValueAction = /** @class */ (function (_super) {
  54570. __extends(IncrementValueAction, _super);
  54571. /**
  54572. * Instantiate the action
  54573. * @param triggerOptions defines the trigger options
  54574. * @param target defines the object containing the property
  54575. * @param propertyPath defines the path of the property to increment in the target
  54576. * @param value defines the value value we should increment the property by
  54577. * @param condition defines the trigger related conditions
  54578. */
  54579. function IncrementValueAction(triggerOptions, target, propertyPath, value, condition) {
  54580. var _this = _super.call(this, triggerOptions, condition) || this;
  54581. _this.propertyPath = propertyPath;
  54582. _this.value = value;
  54583. _this._target = _this._effectiveTarget = target;
  54584. return _this;
  54585. }
  54586. /** @hidden */
  54587. IncrementValueAction.prototype._prepare = function () {
  54588. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  54589. this._property = this._getProperty(this.propertyPath);
  54590. if (typeof this._effectiveTarget[this._property] !== "number") {
  54591. BABYLON.Tools.Warn("Warning: IncrementValueAction can only be used with number values");
  54592. }
  54593. };
  54594. /**
  54595. * Execute the action and increment the target of the value amount.
  54596. */
  54597. IncrementValueAction.prototype.execute = function () {
  54598. this._effectiveTarget[this._property] += this.value;
  54599. if (this._target.markAsDirty) {
  54600. this._target.markAsDirty(this._property);
  54601. }
  54602. };
  54603. /**
  54604. * Serializes the actions and its related information.
  54605. * @param parent defines the object to serialize in
  54606. * @returns the serialized object
  54607. */
  54608. IncrementValueAction.prototype.serialize = function (parent) {
  54609. return _super.prototype._serialize.call(this, {
  54610. name: "IncrementValueAction",
  54611. properties: [
  54612. BABYLON.Action._GetTargetProperty(this._target),
  54613. { name: "propertyPath", value: this.propertyPath },
  54614. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) }
  54615. ]
  54616. }, parent);
  54617. };
  54618. return IncrementValueAction;
  54619. }(BABYLON.Action));
  54620. BABYLON.IncrementValueAction = IncrementValueAction;
  54621. /**
  54622. * This defines an action responsible to start an animation once triggered.
  54623. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  54624. */
  54625. var PlayAnimationAction = /** @class */ (function (_super) {
  54626. __extends(PlayAnimationAction, _super);
  54627. /**
  54628. * Instantiate the action
  54629. * @param triggerOptions defines the trigger options
  54630. * @param target defines the target animation or animation name
  54631. * @param from defines from where the animation should start (animation frame)
  54632. * @param end defines where the animation should stop (animation frame)
  54633. * @param loop defines if the animation should loop or stop after the first play
  54634. * @param condition defines the trigger related conditions
  54635. */
  54636. function PlayAnimationAction(triggerOptions, target, from, to, loop, condition) {
  54637. var _this = _super.call(this, triggerOptions, condition) || this;
  54638. _this.from = from;
  54639. _this.to = to;
  54640. _this.loop = loop;
  54641. _this._target = target;
  54642. return _this;
  54643. }
  54644. /** @hidden */
  54645. PlayAnimationAction.prototype._prepare = function () {
  54646. };
  54647. /**
  54648. * Execute the action and play the animation.
  54649. */
  54650. PlayAnimationAction.prototype.execute = function () {
  54651. var scene = this._actionManager.getScene();
  54652. scene.beginAnimation(this._target, this.from, this.to, this.loop);
  54653. };
  54654. /**
  54655. * Serializes the actions and its related information.
  54656. * @param parent defines the object to serialize in
  54657. * @returns the serialized object
  54658. */
  54659. PlayAnimationAction.prototype.serialize = function (parent) {
  54660. return _super.prototype._serialize.call(this, {
  54661. name: "PlayAnimationAction",
  54662. properties: [
  54663. BABYLON.Action._GetTargetProperty(this._target),
  54664. { name: "from", value: String(this.from) },
  54665. { name: "to", value: String(this.to) },
  54666. { name: "loop", value: BABYLON.Action._SerializeValueAsString(this.loop) || false }
  54667. ]
  54668. }, parent);
  54669. };
  54670. return PlayAnimationAction;
  54671. }(BABYLON.Action));
  54672. BABYLON.PlayAnimationAction = PlayAnimationAction;
  54673. /**
  54674. * This defines an action responsible to stop an animation once triggered.
  54675. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  54676. */
  54677. var StopAnimationAction = /** @class */ (function (_super) {
  54678. __extends(StopAnimationAction, _super);
  54679. /**
  54680. * Instantiate the action
  54681. * @param triggerOptions defines the trigger options
  54682. * @param target defines the target animation or animation name
  54683. * @param condition defines the trigger related conditions
  54684. */
  54685. function StopAnimationAction(triggerOptions, target, condition) {
  54686. var _this = _super.call(this, triggerOptions, condition) || this;
  54687. _this._target = target;
  54688. return _this;
  54689. }
  54690. /** @hidden */
  54691. StopAnimationAction.prototype._prepare = function () {
  54692. };
  54693. /**
  54694. * Execute the action and stop the animation.
  54695. */
  54696. StopAnimationAction.prototype.execute = function () {
  54697. var scene = this._actionManager.getScene();
  54698. scene.stopAnimation(this._target);
  54699. };
  54700. /**
  54701. * Serializes the actions and its related information.
  54702. * @param parent defines the object to serialize in
  54703. * @returns the serialized object
  54704. */
  54705. StopAnimationAction.prototype.serialize = function (parent) {
  54706. return _super.prototype._serialize.call(this, {
  54707. name: "StopAnimationAction",
  54708. properties: [BABYLON.Action._GetTargetProperty(this._target)]
  54709. }, parent);
  54710. };
  54711. return StopAnimationAction;
  54712. }(BABYLON.Action));
  54713. BABYLON.StopAnimationAction = StopAnimationAction;
  54714. /**
  54715. * This defines an action responsible that does nothing once triggered.
  54716. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  54717. */
  54718. var DoNothingAction = /** @class */ (function (_super) {
  54719. __extends(DoNothingAction, _super);
  54720. /**
  54721. * Instantiate the action
  54722. * @param triggerOptions defines the trigger options
  54723. * @param condition defines the trigger related conditions
  54724. */
  54725. function DoNothingAction(triggerOptions, condition) {
  54726. if (triggerOptions === void 0) { triggerOptions = BABYLON.ActionManager.NothingTrigger; }
  54727. return _super.call(this, triggerOptions, condition) || this;
  54728. }
  54729. /**
  54730. * Execute the action and do nothing.
  54731. */
  54732. DoNothingAction.prototype.execute = function () {
  54733. };
  54734. /**
  54735. * Serializes the actions and its related information.
  54736. * @param parent defines the object to serialize in
  54737. * @returns the serialized object
  54738. */
  54739. DoNothingAction.prototype.serialize = function (parent) {
  54740. return _super.prototype._serialize.call(this, {
  54741. name: "DoNothingAction",
  54742. properties: []
  54743. }, parent);
  54744. };
  54745. return DoNothingAction;
  54746. }(BABYLON.Action));
  54747. BABYLON.DoNothingAction = DoNothingAction;
  54748. /**
  54749. * This defines an action responsible to trigger several actions once triggered.
  54750. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  54751. */
  54752. var CombineAction = /** @class */ (function (_super) {
  54753. __extends(CombineAction, _super);
  54754. /**
  54755. * Instantiate the action
  54756. * @param triggerOptions defines the trigger options
  54757. * @param children defines the list of aggregated animations to run
  54758. * @param condition defines the trigger related conditions
  54759. */
  54760. function CombineAction(triggerOptions, children, condition) {
  54761. var _this = _super.call(this, triggerOptions, condition) || this;
  54762. _this.children = children;
  54763. return _this;
  54764. }
  54765. /** @hidden */
  54766. CombineAction.prototype._prepare = function () {
  54767. for (var index = 0; index < this.children.length; index++) {
  54768. this.children[index]._actionManager = this._actionManager;
  54769. this.children[index]._prepare();
  54770. }
  54771. };
  54772. /**
  54773. * Execute the action and executes all the aggregated actions.
  54774. */
  54775. CombineAction.prototype.execute = function (evt) {
  54776. for (var index = 0; index < this.children.length; index++) {
  54777. this.children[index].execute(evt);
  54778. }
  54779. };
  54780. /**
  54781. * Serializes the actions and its related information.
  54782. * @param parent defines the object to serialize in
  54783. * @returns the serialized object
  54784. */
  54785. CombineAction.prototype.serialize = function (parent) {
  54786. var serializationObject = _super.prototype._serialize.call(this, {
  54787. name: "CombineAction",
  54788. properties: [],
  54789. combine: []
  54790. }, parent);
  54791. for (var i = 0; i < this.children.length; i++) {
  54792. serializationObject.combine.push(this.children[i].serialize(null));
  54793. }
  54794. return serializationObject;
  54795. };
  54796. return CombineAction;
  54797. }(BABYLON.Action));
  54798. BABYLON.CombineAction = CombineAction;
  54799. /**
  54800. * This defines an action responsible to run code (external event) once triggered.
  54801. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  54802. */
  54803. var ExecuteCodeAction = /** @class */ (function (_super) {
  54804. __extends(ExecuteCodeAction, _super);
  54805. /**
  54806. * Instantiate the action
  54807. * @param triggerOptions defines the trigger options
  54808. * @param func defines the callback function to run
  54809. * @param condition defines the trigger related conditions
  54810. */
  54811. function ExecuteCodeAction(triggerOptions, func, condition) {
  54812. var _this = _super.call(this, triggerOptions, condition) || this;
  54813. _this.func = func;
  54814. return _this;
  54815. }
  54816. /**
  54817. * Execute the action and run the attached code.
  54818. */
  54819. ExecuteCodeAction.prototype.execute = function (evt) {
  54820. this.func(evt);
  54821. };
  54822. return ExecuteCodeAction;
  54823. }(BABYLON.Action));
  54824. BABYLON.ExecuteCodeAction = ExecuteCodeAction;
  54825. /**
  54826. * This defines an action responsible to set the parent property of the target once triggered.
  54827. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  54828. */
  54829. var SetParentAction = /** @class */ (function (_super) {
  54830. __extends(SetParentAction, _super);
  54831. /**
  54832. * Instantiate the action
  54833. * @param triggerOptions defines the trigger options
  54834. * @param target defines the target containing the parent property
  54835. * @param parent defines from where the animation should start (animation frame)
  54836. * @param condition defines the trigger related conditions
  54837. */
  54838. function SetParentAction(triggerOptions, target, parent, condition) {
  54839. var _this = _super.call(this, triggerOptions, condition) || this;
  54840. _this._target = target;
  54841. _this._parent = parent;
  54842. return _this;
  54843. }
  54844. /** @hidden */
  54845. SetParentAction.prototype._prepare = function () {
  54846. };
  54847. /**
  54848. * Execute the action and set the parent property.
  54849. */
  54850. SetParentAction.prototype.execute = function () {
  54851. if (this._target.parent === this._parent) {
  54852. return;
  54853. }
  54854. var invertParentWorldMatrix = this._parent.getWorldMatrix().clone();
  54855. invertParentWorldMatrix.invert();
  54856. this._target.position = BABYLON.Vector3.TransformCoordinates(this._target.position, invertParentWorldMatrix);
  54857. this._target.parent = this._parent;
  54858. };
  54859. /**
  54860. * Serializes the actions and its related information.
  54861. * @param parent defines the object to serialize in
  54862. * @returns the serialized object
  54863. */
  54864. SetParentAction.prototype.serialize = function (parent) {
  54865. return _super.prototype._serialize.call(this, {
  54866. name: "SetParentAction",
  54867. properties: [
  54868. BABYLON.Action._GetTargetProperty(this._target),
  54869. BABYLON.Action._GetTargetProperty(this._parent),
  54870. ]
  54871. }, parent);
  54872. };
  54873. return SetParentAction;
  54874. }(BABYLON.Action));
  54875. BABYLON.SetParentAction = SetParentAction;
  54876. })(BABYLON || (BABYLON = {}));
  54877. //# sourceMappingURL=babylon.directActions.js.map
  54878. var BABYLON;
  54879. (function (BABYLON) {
  54880. var SpriteManager = /** @class */ (function () {
  54881. function SpriteManager(name, imgUrl, capacity, cellSize, scene, epsilon, samplingMode) {
  54882. if (epsilon === void 0) { epsilon = 0.01; }
  54883. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  54884. this.name = name;
  54885. this.sprites = new Array();
  54886. this.renderingGroupId = 0;
  54887. this.layerMask = 0x0FFFFFFF;
  54888. this.fogEnabled = true;
  54889. this.isPickable = false;
  54890. /**
  54891. * An event triggered when the manager is disposed.
  54892. */
  54893. this.onDisposeObservable = new BABYLON.Observable();
  54894. this._vertexBuffers = {};
  54895. if (!scene._getComponent(BABYLON.SceneComponentConstants.NAME_SPRITE)) {
  54896. scene._addComponent(new BABYLON.SpriteSceneComponent(scene));
  54897. }
  54898. this._capacity = capacity;
  54899. this._spriteTexture = new BABYLON.Texture(imgUrl, scene, true, false, samplingMode);
  54900. this._spriteTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  54901. this._spriteTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  54902. if (cellSize.width && cellSize.height) {
  54903. this.cellWidth = cellSize.width;
  54904. this.cellHeight = cellSize.height;
  54905. }
  54906. else if (cellSize !== undefined) {
  54907. this.cellWidth = cellSize;
  54908. this.cellHeight = cellSize;
  54909. }
  54910. else {
  54911. return;
  54912. }
  54913. this._epsilon = epsilon;
  54914. this._scene = scene;
  54915. this._scene.spriteManagers.push(this);
  54916. var indices = [];
  54917. var index = 0;
  54918. for (var count = 0; count < capacity; count++) {
  54919. indices.push(index);
  54920. indices.push(index + 1);
  54921. indices.push(index + 2);
  54922. indices.push(index);
  54923. indices.push(index + 2);
  54924. indices.push(index + 3);
  54925. index += 4;
  54926. }
  54927. this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
  54928. // VBO
  54929. // 16 floats per sprite (x, y, z, angle, sizeX, sizeY, offsetX, offsetY, invertU, invertV, cellIndexX, cellIndexY, color r, color g, color b, color a)
  54930. this._vertexData = new Float32Array(capacity * 16 * 4);
  54931. this._buffer = new BABYLON.Buffer(scene.getEngine(), this._vertexData, true, 16);
  54932. var positions = this._buffer.createVertexBuffer(BABYLON.VertexBuffer.PositionKind, 0, 4);
  54933. var options = this._buffer.createVertexBuffer("options", 4, 4);
  54934. var cellInfo = this._buffer.createVertexBuffer("cellInfo", 8, 4);
  54935. var colors = this._buffer.createVertexBuffer(BABYLON.VertexBuffer.ColorKind, 12, 4);
  54936. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = positions;
  54937. this._vertexBuffers["options"] = options;
  54938. this._vertexBuffers["cellInfo"] = cellInfo;
  54939. this._vertexBuffers[BABYLON.VertexBuffer.ColorKind] = colors;
  54940. // Effects
  54941. this._effectBase = this._scene.getEngine().createEffect("sprites", [BABYLON.VertexBuffer.PositionKind, "options", "cellInfo", BABYLON.VertexBuffer.ColorKind], ["view", "projection", "textureInfos", "alphaTest"], ["diffuseSampler"], "");
  54942. this._effectFog = this._scene.getEngine().createEffect("sprites", [BABYLON.VertexBuffer.PositionKind, "options", "cellInfo", BABYLON.VertexBuffer.ColorKind], ["view", "projection", "textureInfos", "alphaTest", "vFogInfos", "vFogColor"], ["diffuseSampler"], "#define FOG");
  54943. }
  54944. Object.defineProperty(SpriteManager.prototype, "onDispose", {
  54945. set: function (callback) {
  54946. if (this._onDisposeObserver) {
  54947. this.onDisposeObservable.remove(this._onDisposeObserver);
  54948. }
  54949. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  54950. },
  54951. enumerable: true,
  54952. configurable: true
  54953. });
  54954. Object.defineProperty(SpriteManager.prototype, "texture", {
  54955. get: function () {
  54956. return this._spriteTexture;
  54957. },
  54958. set: function (value) {
  54959. this._spriteTexture = value;
  54960. },
  54961. enumerable: true,
  54962. configurable: true
  54963. });
  54964. SpriteManager.prototype._appendSpriteVertex = function (index, sprite, offsetX, offsetY, rowSize) {
  54965. var arrayOffset = index * 16;
  54966. if (offsetX === 0)
  54967. offsetX = this._epsilon;
  54968. else if (offsetX === 1)
  54969. offsetX = 1 - this._epsilon;
  54970. if (offsetY === 0)
  54971. offsetY = this._epsilon;
  54972. else if (offsetY === 1)
  54973. offsetY = 1 - this._epsilon;
  54974. this._vertexData[arrayOffset] = sprite.position.x;
  54975. this._vertexData[arrayOffset + 1] = sprite.position.y;
  54976. this._vertexData[arrayOffset + 2] = sprite.position.z;
  54977. this._vertexData[arrayOffset + 3] = sprite.angle;
  54978. this._vertexData[arrayOffset + 4] = sprite.width;
  54979. this._vertexData[arrayOffset + 5] = sprite.height;
  54980. this._vertexData[arrayOffset + 6] = offsetX;
  54981. this._vertexData[arrayOffset + 7] = offsetY;
  54982. this._vertexData[arrayOffset + 8] = sprite.invertU ? 1 : 0;
  54983. this._vertexData[arrayOffset + 9] = sprite.invertV ? 1 : 0;
  54984. var offset = (sprite.cellIndex / rowSize) >> 0;
  54985. this._vertexData[arrayOffset + 10] = sprite.cellIndex - offset * rowSize;
  54986. this._vertexData[arrayOffset + 11] = offset;
  54987. // Color
  54988. this._vertexData[arrayOffset + 12] = sprite.color.r;
  54989. this._vertexData[arrayOffset + 13] = sprite.color.g;
  54990. this._vertexData[arrayOffset + 14] = sprite.color.b;
  54991. this._vertexData[arrayOffset + 15] = sprite.color.a;
  54992. };
  54993. SpriteManager.prototype.intersects = function (ray, camera, predicate, fastCheck) {
  54994. var count = Math.min(this._capacity, this.sprites.length);
  54995. var min = BABYLON.Vector3.Zero();
  54996. var max = BABYLON.Vector3.Zero();
  54997. var distance = Number.MAX_VALUE;
  54998. var currentSprite = null;
  54999. var cameraSpacePosition = BABYLON.Vector3.Zero();
  55000. var cameraView = camera.getViewMatrix();
  55001. for (var index = 0; index < count; index++) {
  55002. var sprite = this.sprites[index];
  55003. if (!sprite) {
  55004. continue;
  55005. }
  55006. if (predicate) {
  55007. if (!predicate(sprite)) {
  55008. continue;
  55009. }
  55010. }
  55011. else if (!sprite.isPickable) {
  55012. continue;
  55013. }
  55014. BABYLON.Vector3.TransformCoordinatesToRef(sprite.position, cameraView, cameraSpacePosition);
  55015. min.copyFromFloats(cameraSpacePosition.x - sprite.width / 2, cameraSpacePosition.y - sprite.height / 2, cameraSpacePosition.z);
  55016. max.copyFromFloats(cameraSpacePosition.x + sprite.width / 2, cameraSpacePosition.y + sprite.height / 2, cameraSpacePosition.z);
  55017. if (ray.intersectsBoxMinMax(min, max)) {
  55018. var currentDistance = BABYLON.Vector3.Distance(cameraSpacePosition, ray.origin);
  55019. if (distance > currentDistance) {
  55020. distance = currentDistance;
  55021. currentSprite = sprite;
  55022. if (fastCheck) {
  55023. break;
  55024. }
  55025. }
  55026. }
  55027. }
  55028. if (currentSprite) {
  55029. var result = new BABYLON.PickingInfo();
  55030. result.hit = true;
  55031. result.pickedSprite = currentSprite;
  55032. result.distance = distance;
  55033. return result;
  55034. }
  55035. return null;
  55036. };
  55037. SpriteManager.prototype.render = function () {
  55038. // Check
  55039. if (!this._effectBase.isReady() || !this._effectFog.isReady() || !this._spriteTexture || !this._spriteTexture.isReady())
  55040. return;
  55041. var engine = this._scene.getEngine();
  55042. var baseSize = this._spriteTexture.getBaseSize();
  55043. // Sprites
  55044. var deltaTime = engine.getDeltaTime();
  55045. var max = Math.min(this._capacity, this.sprites.length);
  55046. var rowSize = baseSize.width / this.cellWidth;
  55047. var offset = 0;
  55048. for (var index = 0; index < max; index++) {
  55049. var sprite = this.sprites[index];
  55050. if (!sprite || !sprite.isVisible) {
  55051. continue;
  55052. }
  55053. sprite._animate(deltaTime);
  55054. this._appendSpriteVertex(offset++, sprite, 0, 0, rowSize);
  55055. this._appendSpriteVertex(offset++, sprite, 1, 0, rowSize);
  55056. this._appendSpriteVertex(offset++, sprite, 1, 1, rowSize);
  55057. this._appendSpriteVertex(offset++, sprite, 0, 1, rowSize);
  55058. }
  55059. this._buffer.update(this._vertexData);
  55060. // Render
  55061. var effect = this._effectBase;
  55062. if (this._scene.fogEnabled && this._scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  55063. effect = this._effectFog;
  55064. }
  55065. engine.enableEffect(effect);
  55066. var viewMatrix = this._scene.getViewMatrix();
  55067. effect.setTexture("diffuseSampler", this._spriteTexture);
  55068. effect.setMatrix("view", viewMatrix);
  55069. effect.setMatrix("projection", this._scene.getProjectionMatrix());
  55070. effect.setFloat2("textureInfos", this.cellWidth / baseSize.width, this.cellHeight / baseSize.height);
  55071. // Fog
  55072. if (this._scene.fogEnabled && this._scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  55073. effect.setFloat4("vFogInfos", this._scene.fogMode, this._scene.fogStart, this._scene.fogEnd, this._scene.fogDensity);
  55074. effect.setColor3("vFogColor", this._scene.fogColor);
  55075. }
  55076. // VBOs
  55077. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  55078. // Draw order
  55079. engine.setDepthFunctionToLessOrEqual();
  55080. effect.setBool("alphaTest", true);
  55081. engine.setColorWrite(false);
  55082. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, (offset / 4) * 6);
  55083. engine.setColorWrite(true);
  55084. effect.setBool("alphaTest", false);
  55085. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  55086. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, (offset / 4) * 6);
  55087. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  55088. };
  55089. SpriteManager.prototype.dispose = function () {
  55090. if (this._buffer) {
  55091. this._buffer.dispose();
  55092. this._buffer = null;
  55093. }
  55094. if (this._indexBuffer) {
  55095. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  55096. this._indexBuffer = null;
  55097. }
  55098. if (this._spriteTexture) {
  55099. this._spriteTexture.dispose();
  55100. this._spriteTexture = null;
  55101. }
  55102. // Remove from scene
  55103. var index = this._scene.spriteManagers.indexOf(this);
  55104. this._scene.spriteManagers.splice(index, 1);
  55105. // Callback
  55106. this.onDisposeObservable.notifyObservers(this);
  55107. this.onDisposeObservable.clear();
  55108. };
  55109. return SpriteManager;
  55110. }());
  55111. BABYLON.SpriteManager = SpriteManager;
  55112. })(BABYLON || (BABYLON = {}));
  55113. //# sourceMappingURL=babylon.spriteManager.js.map
  55114. var BABYLON;
  55115. (function (BABYLON) {
  55116. var Sprite = /** @class */ (function () {
  55117. function Sprite(name, manager) {
  55118. this.name = name;
  55119. this.color = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  55120. this.width = 1.0;
  55121. this.height = 1.0;
  55122. this.angle = 0;
  55123. this.cellIndex = 0;
  55124. this.invertU = 0;
  55125. this.invertV = 0;
  55126. this.animations = new Array();
  55127. this.isPickable = false;
  55128. this._animationStarted = false;
  55129. this._loopAnimation = false;
  55130. this._fromIndex = 0;
  55131. this._toIndex = 0;
  55132. this._delay = 0;
  55133. this._direction = 1;
  55134. this._time = 0;
  55135. /**
  55136. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  55137. */
  55138. this.isVisible = true;
  55139. this._manager = manager;
  55140. this._manager.sprites.push(this);
  55141. this.position = BABYLON.Vector3.Zero();
  55142. }
  55143. Object.defineProperty(Sprite.prototype, "size", {
  55144. get: function () {
  55145. return this.width;
  55146. },
  55147. set: function (value) {
  55148. this.width = value;
  55149. this.height = value;
  55150. },
  55151. enumerable: true,
  55152. configurable: true
  55153. });
  55154. Sprite.prototype.playAnimation = function (from, to, loop, delay, onAnimationEnd) {
  55155. this._fromIndex = from;
  55156. this._toIndex = to;
  55157. this._loopAnimation = loop;
  55158. this._delay = delay;
  55159. this._animationStarted = true;
  55160. this._direction = from < to ? 1 : -1;
  55161. this.cellIndex = from;
  55162. this._time = 0;
  55163. this._onAnimationEnd = onAnimationEnd;
  55164. };
  55165. Sprite.prototype.stopAnimation = function () {
  55166. this._animationStarted = false;
  55167. };
  55168. /** @hidden */
  55169. Sprite.prototype._animate = function (deltaTime) {
  55170. if (!this._animationStarted)
  55171. return;
  55172. this._time += deltaTime;
  55173. if (this._time > this._delay) {
  55174. this._time = this._time % this._delay;
  55175. this.cellIndex += this._direction;
  55176. if (this.cellIndex > this._toIndex) {
  55177. if (this._loopAnimation) {
  55178. this.cellIndex = this._fromIndex;
  55179. }
  55180. else {
  55181. this.cellIndex = this._toIndex;
  55182. this._animationStarted = false;
  55183. if (this._onAnimationEnd) {
  55184. this._onAnimationEnd();
  55185. }
  55186. if (this.disposeWhenFinishedAnimating) {
  55187. this.dispose();
  55188. }
  55189. }
  55190. }
  55191. }
  55192. };
  55193. Sprite.prototype.dispose = function () {
  55194. for (var i = 0; i < this._manager.sprites.length; i++) {
  55195. if (this._manager.sprites[i] == this) {
  55196. this._manager.sprites.splice(i, 1);
  55197. }
  55198. }
  55199. };
  55200. return Sprite;
  55201. }());
  55202. BABYLON.Sprite = Sprite;
  55203. })(BABYLON || (BABYLON = {}));
  55204. //# sourceMappingURL=babylon.sprite.js.map
  55205. var BABYLON;
  55206. (function (BABYLON) {
  55207. BABYLON.Scene.prototype._internalPickSprites = function (ray, predicate, fastCheck, camera) {
  55208. if (!BABYLON.PickingInfo) {
  55209. return null;
  55210. }
  55211. var pickingInfo = null;
  55212. if (!camera) {
  55213. if (!this.activeCamera) {
  55214. return null;
  55215. }
  55216. camera = this.activeCamera;
  55217. }
  55218. if (this.spriteManagers.length > 0) {
  55219. for (var spriteIndex = 0; spriteIndex < this.spriteManagers.length; spriteIndex++) {
  55220. var spriteManager = this.spriteManagers[spriteIndex];
  55221. if (!spriteManager.isPickable) {
  55222. continue;
  55223. }
  55224. var result = spriteManager.intersects(ray, camera, predicate, fastCheck);
  55225. if (!result || !result.hit)
  55226. continue;
  55227. if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance)
  55228. continue;
  55229. pickingInfo = result;
  55230. if (fastCheck) {
  55231. break;
  55232. }
  55233. }
  55234. }
  55235. return pickingInfo || new BABYLON.PickingInfo();
  55236. };
  55237. BABYLON.Scene.prototype.pickSprite = function (x, y, predicate, fastCheck, camera) {
  55238. this.createPickingRayInCameraSpaceToRef(x, y, this._tempSpritePickingRay, camera);
  55239. return this._internalPickSprites(this._tempSpritePickingRay, predicate, fastCheck, camera);
  55240. };
  55241. BABYLON.Scene.prototype.pickSpriteWithRay = function (ray, predicate, fastCheck, camera) {
  55242. if (!this._tempSpritePickingRay) {
  55243. return null;
  55244. }
  55245. if (!camera) {
  55246. if (!this.activeCamera) {
  55247. return null;
  55248. }
  55249. camera = this.activeCamera;
  55250. }
  55251. BABYLON.Ray.TransformToRef(ray, camera.getViewMatrix(), this._tempSpritePickingRay);
  55252. return this._internalPickSprites(this._tempSpritePickingRay, predicate, fastCheck, camera);
  55253. };
  55254. BABYLON.Scene.prototype.setPointerOverSprite = function (sprite) {
  55255. if (this._pointerOverSprite === sprite) {
  55256. return;
  55257. }
  55258. if (this._pointerOverSprite && this._pointerOverSprite.actionManager) {
  55259. this._pointerOverSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOutTrigger, BABYLON.ActionEvent.CreateNewFromSprite(this._pointerOverSprite, this));
  55260. }
  55261. this._pointerOverSprite = sprite;
  55262. if (this._pointerOverSprite && this._pointerOverSprite.actionManager) {
  55263. this._pointerOverSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOverTrigger, BABYLON.ActionEvent.CreateNewFromSprite(this._pointerOverSprite, this));
  55264. }
  55265. };
  55266. BABYLON.Scene.prototype.getPointerOverSprite = function () {
  55267. return this._pointerOverSprite;
  55268. };
  55269. /**
  55270. * Defines the sprite scene component responsible to manage sprites
  55271. * in a given scene.
  55272. */
  55273. var SpriteSceneComponent = /** @class */ (function () {
  55274. /**
  55275. * Creates a new instance of the component for the given scene
  55276. * @param scene Defines the scene to register the component in
  55277. */
  55278. function SpriteSceneComponent(scene) {
  55279. /**
  55280. * The component name helpfull to identify the component in the list of scene components.
  55281. */
  55282. this.name = BABYLON.SceneComponentConstants.NAME_SPRITE;
  55283. this.scene = scene;
  55284. this.scene.spriteManagers = new Array();
  55285. this.scene._tempSpritePickingRay = BABYLON.Ray ? BABYLON.Ray.Zero() : null;
  55286. this.scene.onBeforeSpritesRenderingObservable = new BABYLON.Observable();
  55287. this.scene.onAfterSpritesRenderingObservable = new BABYLON.Observable();
  55288. this._spritePredicate = function (sprite) {
  55289. return sprite.isPickable && sprite.actionManager && sprite.actionManager.hasPointerTriggers;
  55290. };
  55291. }
  55292. /**
  55293. * Registers the component in a given scene
  55294. */
  55295. SpriteSceneComponent.prototype.register = function () {
  55296. this.scene._pointerMoveStage.registerStep(BABYLON.SceneComponentConstants.STEP_POINTERMOVE_SPRITE, this, this._pointerMove);
  55297. this.scene._pointerDownStage.registerStep(BABYLON.SceneComponentConstants.STEP_POINTERDOWN_SPRITE, this, this._pointerDown);
  55298. this.scene._pointerUpStage.registerStep(BABYLON.SceneComponentConstants.STEP_POINTERUP_SPRITE, this, this._pointerUp);
  55299. };
  55300. /**
  55301. * Rebuilds the elements related to this component in case of
  55302. * context lost for instance.
  55303. */
  55304. SpriteSceneComponent.prototype.rebuild = function () {
  55305. /** Nothing to do for sprites */
  55306. };
  55307. /**
  55308. * Disposes the component and the associated ressources.
  55309. */
  55310. SpriteSceneComponent.prototype.dispose = function () {
  55311. this.scene.onBeforeSpritesRenderingObservable.clear();
  55312. this.scene.onAfterSpritesRenderingObservable.clear();
  55313. var spriteManagers = this.scene.spriteManagers;
  55314. while (spriteManagers.length) {
  55315. spriteManagers[0].dispose();
  55316. }
  55317. };
  55318. SpriteSceneComponent.prototype._pickSpriteButKeepRay = function (originalPointerInfo, x, y, fastCheck, camera) {
  55319. var result = this.scene.pickSprite(x, y, this._spritePredicate, fastCheck, camera);
  55320. if (result) {
  55321. result.ray = originalPointerInfo ? originalPointerInfo.ray : null;
  55322. }
  55323. return result;
  55324. };
  55325. SpriteSceneComponent.prototype._pointerMove = function (unTranslatedPointerX, unTranslatedPointerY, pickResult, isMeshPicked, canvas) {
  55326. var scene = this.scene;
  55327. if (isMeshPicked) {
  55328. scene.setPointerOverSprite(null);
  55329. }
  55330. else {
  55331. pickResult = this._pickSpriteButKeepRay(pickResult, unTranslatedPointerX, unTranslatedPointerY, false, scene.cameraToUseForPointers || undefined);
  55332. if (pickResult && pickResult.hit && pickResult.pickedSprite) {
  55333. scene.setPointerOverSprite(pickResult.pickedSprite);
  55334. if (scene._pointerOverSprite && scene._pointerOverSprite.actionManager && scene._pointerOverSprite.actionManager.hoverCursor) {
  55335. canvas.style.cursor = scene._pointerOverSprite.actionManager.hoverCursor;
  55336. }
  55337. else {
  55338. canvas.style.cursor = scene.hoverCursor;
  55339. }
  55340. }
  55341. else {
  55342. scene.setPointerOverSprite(null);
  55343. }
  55344. }
  55345. return pickResult;
  55346. };
  55347. SpriteSceneComponent.prototype._pointerDown = function (unTranslatedPointerX, unTranslatedPointerY, pickResult, evt) {
  55348. var scene = this.scene;
  55349. scene._pickedDownSprite = null;
  55350. if (scene.spriteManagers.length > 0) {
  55351. pickResult = scene.pickSprite(unTranslatedPointerX, unTranslatedPointerY, this._spritePredicate, false, scene.cameraToUseForPointers || undefined);
  55352. if (pickResult && pickResult.hit && pickResult.pickedSprite) {
  55353. if (pickResult.pickedSprite.actionManager) {
  55354. scene._pickedDownSprite = pickResult.pickedSprite;
  55355. switch (evt.button) {
  55356. case 0:
  55357. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnLeftPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  55358. break;
  55359. case 1:
  55360. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnCenterPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  55361. break;
  55362. case 2:
  55363. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnRightPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  55364. break;
  55365. }
  55366. if (pickResult.pickedSprite.actionManager) {
  55367. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickDownTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  55368. }
  55369. }
  55370. }
  55371. }
  55372. return pickResult;
  55373. };
  55374. SpriteSceneComponent.prototype._pointerUp = function (unTranslatedPointerX, unTranslatedPointerY, pickResult, evt) {
  55375. var scene = this.scene;
  55376. if (scene.spriteManagers.length > 0) {
  55377. var spritePickResult = scene.pickSprite(unTranslatedPointerX, unTranslatedPointerY, this._spritePredicate, false, scene.cameraToUseForPointers || undefined);
  55378. if (spritePickResult) {
  55379. if (spritePickResult.hit && spritePickResult.pickedSprite) {
  55380. if (spritePickResult.pickedSprite.actionManager) {
  55381. spritePickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickUpTrigger, BABYLON.ActionEvent.CreateNewFromSprite(spritePickResult.pickedSprite, scene, evt));
  55382. if (spritePickResult.pickedSprite.actionManager) {
  55383. if (!this.scene._isPointerSwiping()) {
  55384. spritePickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(spritePickResult.pickedSprite, scene, evt));
  55385. }
  55386. }
  55387. }
  55388. }
  55389. if (scene._pickedDownSprite && scene._pickedDownSprite.actionManager && scene._pickedDownSprite !== spritePickResult.pickedSprite) {
  55390. scene._pickedDownSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickOutTrigger, BABYLON.ActionEvent.CreateNewFromSprite(scene._pickedDownSprite, scene, evt));
  55391. }
  55392. }
  55393. }
  55394. return pickResult;
  55395. };
  55396. return SpriteSceneComponent;
  55397. }());
  55398. BABYLON.SpriteSceneComponent = SpriteSceneComponent;
  55399. })(BABYLON || (BABYLON = {}));
  55400. //# sourceMappingURL=babylon.spriteSceneComponent.js.map
  55401. var BABYLON;
  55402. (function (BABYLON) {
  55403. /**
  55404. * @hidden
  55405. */
  55406. var IntersectionInfo = /** @class */ (function () {
  55407. function IntersectionInfo(bu, bv, distance) {
  55408. this.bu = bu;
  55409. this.bv = bv;
  55410. this.distance = distance;
  55411. this.faceId = 0;
  55412. this.subMeshId = 0;
  55413. }
  55414. return IntersectionInfo;
  55415. }());
  55416. BABYLON.IntersectionInfo = IntersectionInfo;
  55417. /**
  55418. * Information about the result of picking within a scene
  55419. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  55420. */
  55421. var PickingInfo = /** @class */ (function () {
  55422. function PickingInfo() {
  55423. /**
  55424. * If the pick collided with an object
  55425. */
  55426. this.hit = false;
  55427. /**
  55428. * Distance away where the pick collided
  55429. */
  55430. this.distance = 0;
  55431. /**
  55432. * The location of pick collision
  55433. */
  55434. this.pickedPoint = null;
  55435. /**
  55436. * The mesh corresponding the the pick collision
  55437. */
  55438. this.pickedMesh = null;
  55439. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calulating the texture coordinates of the collision.*/
  55440. this.bu = 0;
  55441. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calulating the texture coordinates of the collision.*/
  55442. this.bv = 0;
  55443. /** The id of the face on the mesh that was picked */
  55444. this.faceId = -1;
  55445. /** Id of the the submesh that was picked */
  55446. this.subMeshId = 0;
  55447. /** If a sprite was picked, this will be the sprite the pick collided with */
  55448. this.pickedSprite = null;
  55449. /**
  55450. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  55451. */
  55452. this.originMesh = null;
  55453. /**
  55454. * The ray that was used to perform the picking.
  55455. */
  55456. this.ray = null;
  55457. }
  55458. /**
  55459. * Gets the normal correspodning to the face the pick collided with
  55460. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  55461. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  55462. * @returns The normal correspodning to the face the pick collided with
  55463. */
  55464. PickingInfo.prototype.getNormal = function (useWorldCoordinates, useVerticesNormals) {
  55465. if (useWorldCoordinates === void 0) { useWorldCoordinates = false; }
  55466. if (useVerticesNormals === void 0) { useVerticesNormals = true; }
  55467. if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  55468. return null;
  55469. }
  55470. var indices = this.pickedMesh.getIndices();
  55471. if (!indices) {
  55472. return null;
  55473. }
  55474. var result;
  55475. if (useVerticesNormals) {
  55476. var normals = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  55477. var normal0 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3] * 3);
  55478. var normal1 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3 + 1] * 3);
  55479. var normal2 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3 + 2] * 3);
  55480. normal0 = normal0.scale(this.bu);
  55481. normal1 = normal1.scale(this.bv);
  55482. normal2 = normal2.scale(1.0 - this.bu - this.bv);
  55483. result = new BABYLON.Vector3(normal0.x + normal1.x + normal2.x, normal0.y + normal1.y + normal2.y, normal0.z + normal1.z + normal2.z);
  55484. }
  55485. else {
  55486. var positions = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  55487. var vertex1 = BABYLON.Vector3.FromArray(positions, indices[this.faceId * 3] * 3);
  55488. var vertex2 = BABYLON.Vector3.FromArray(positions, indices[this.faceId * 3 + 1] * 3);
  55489. var vertex3 = BABYLON.Vector3.FromArray(positions, indices[this.faceId * 3 + 2] * 3);
  55490. var p1p2 = vertex1.subtract(vertex2);
  55491. var p3p2 = vertex3.subtract(vertex2);
  55492. result = BABYLON.Vector3.Cross(p1p2, p3p2);
  55493. }
  55494. if (useWorldCoordinates) {
  55495. var wm = this.pickedMesh.getWorldMatrix();
  55496. if (this.pickedMesh.nonUniformScaling) {
  55497. BABYLON.Tmp.Matrix[0].copyFrom(wm);
  55498. wm = BABYLON.Tmp.Matrix[0];
  55499. wm.setTranslationFromFloats(0, 0, 0);
  55500. wm.invert();
  55501. wm.transposeToRef(BABYLON.Tmp.Matrix[1]);
  55502. wm = BABYLON.Tmp.Matrix[1];
  55503. }
  55504. result = BABYLON.Vector3.TransformNormal(result, wm);
  55505. }
  55506. result.normalize();
  55507. return result;
  55508. };
  55509. /**
  55510. * Gets the texture coordinates of where the pick occured
  55511. * @returns the vector containing the coordnates of the texture
  55512. */
  55513. PickingInfo.prototype.getTextureCoordinates = function () {
  55514. if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  55515. return null;
  55516. }
  55517. var indices = this.pickedMesh.getIndices();
  55518. if (!indices) {
  55519. return null;
  55520. }
  55521. var uvs = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  55522. if (!uvs) {
  55523. return null;
  55524. }
  55525. var uv0 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3] * 2);
  55526. var uv1 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3 + 1] * 2);
  55527. var uv2 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3 + 2] * 2);
  55528. uv0 = uv0.scale(1.0 - this.bu - this.bv);
  55529. uv1 = uv1.scale(this.bu);
  55530. uv2 = uv2.scale(this.bv);
  55531. return new BABYLON.Vector2(uv0.x + uv1.x + uv2.x, uv0.y + uv1.y + uv2.y);
  55532. };
  55533. return PickingInfo;
  55534. }());
  55535. BABYLON.PickingInfo = PickingInfo;
  55536. })(BABYLON || (BABYLON = {}));
  55537. //# sourceMappingURL=babylon.pickingInfo.js.map
  55538. var BABYLON;
  55539. (function (BABYLON) {
  55540. var Ray = /** @class */ (function () {
  55541. function Ray(origin, direction, length) {
  55542. if (length === void 0) { length = Number.MAX_VALUE; }
  55543. this.origin = origin;
  55544. this.direction = direction;
  55545. this.length = length;
  55546. }
  55547. // Methods
  55548. Ray.prototype.intersectsBoxMinMax = function (minimum, maximum) {
  55549. var d = 0.0;
  55550. var maxValue = Number.MAX_VALUE;
  55551. var inv;
  55552. var min;
  55553. var max;
  55554. var temp;
  55555. if (Math.abs(this.direction.x) < 0.0000001) {
  55556. if (this.origin.x < minimum.x || this.origin.x > maximum.x) {
  55557. return false;
  55558. }
  55559. }
  55560. else {
  55561. inv = 1.0 / this.direction.x;
  55562. min = (minimum.x - this.origin.x) * inv;
  55563. max = (maximum.x - this.origin.x) * inv;
  55564. if (max === -Infinity) {
  55565. max = Infinity;
  55566. }
  55567. if (min > max) {
  55568. temp = min;
  55569. min = max;
  55570. max = temp;
  55571. }
  55572. d = Math.max(min, d);
  55573. maxValue = Math.min(max, maxValue);
  55574. if (d > maxValue) {
  55575. return false;
  55576. }
  55577. }
  55578. if (Math.abs(this.direction.y) < 0.0000001) {
  55579. if (this.origin.y < minimum.y || this.origin.y > maximum.y) {
  55580. return false;
  55581. }
  55582. }
  55583. else {
  55584. inv = 1.0 / this.direction.y;
  55585. min = (minimum.y - this.origin.y) * inv;
  55586. max = (maximum.y - this.origin.y) * inv;
  55587. if (max === -Infinity) {
  55588. max = Infinity;
  55589. }
  55590. if (min > max) {
  55591. temp = min;
  55592. min = max;
  55593. max = temp;
  55594. }
  55595. d = Math.max(min, d);
  55596. maxValue = Math.min(max, maxValue);
  55597. if (d > maxValue) {
  55598. return false;
  55599. }
  55600. }
  55601. if (Math.abs(this.direction.z) < 0.0000001) {
  55602. if (this.origin.z < minimum.z || this.origin.z > maximum.z) {
  55603. return false;
  55604. }
  55605. }
  55606. else {
  55607. inv = 1.0 / this.direction.z;
  55608. min = (minimum.z - this.origin.z) * inv;
  55609. max = (maximum.z - this.origin.z) * inv;
  55610. if (max === -Infinity) {
  55611. max = Infinity;
  55612. }
  55613. if (min > max) {
  55614. temp = min;
  55615. min = max;
  55616. max = temp;
  55617. }
  55618. d = Math.max(min, d);
  55619. maxValue = Math.min(max, maxValue);
  55620. if (d > maxValue) {
  55621. return false;
  55622. }
  55623. }
  55624. return true;
  55625. };
  55626. Ray.prototype.intersectsBox = function (box) {
  55627. return this.intersectsBoxMinMax(box.minimum, box.maximum);
  55628. };
  55629. Ray.prototype.intersectsSphere = function (sphere) {
  55630. var x = sphere.center.x - this.origin.x;
  55631. var y = sphere.center.y - this.origin.y;
  55632. var z = sphere.center.z - this.origin.z;
  55633. var pyth = (x * x) + (y * y) + (z * z);
  55634. var rr = sphere.radius * sphere.radius;
  55635. if (pyth <= rr) {
  55636. return true;
  55637. }
  55638. var dot = (x * this.direction.x) + (y * this.direction.y) + (z * this.direction.z);
  55639. if (dot < 0.0) {
  55640. return false;
  55641. }
  55642. var temp = pyth - (dot * dot);
  55643. return temp <= rr;
  55644. };
  55645. Ray.prototype.intersectsTriangle = function (vertex0, vertex1, vertex2) {
  55646. if (!this._edge1) {
  55647. this._edge1 = BABYLON.Vector3.Zero();
  55648. this._edge2 = BABYLON.Vector3.Zero();
  55649. this._pvec = BABYLON.Vector3.Zero();
  55650. this._tvec = BABYLON.Vector3.Zero();
  55651. this._qvec = BABYLON.Vector3.Zero();
  55652. }
  55653. vertex1.subtractToRef(vertex0, this._edge1);
  55654. vertex2.subtractToRef(vertex0, this._edge2);
  55655. BABYLON.Vector3.CrossToRef(this.direction, this._edge2, this._pvec);
  55656. var det = BABYLON.Vector3.Dot(this._edge1, this._pvec);
  55657. if (det === 0) {
  55658. return null;
  55659. }
  55660. var invdet = 1 / det;
  55661. this.origin.subtractToRef(vertex0, this._tvec);
  55662. var bu = BABYLON.Vector3.Dot(this._tvec, this._pvec) * invdet;
  55663. if (bu < 0 || bu > 1.0) {
  55664. return null;
  55665. }
  55666. BABYLON.Vector3.CrossToRef(this._tvec, this._edge1, this._qvec);
  55667. var bv = BABYLON.Vector3.Dot(this.direction, this._qvec) * invdet;
  55668. if (bv < 0 || bu + bv > 1.0) {
  55669. return null;
  55670. }
  55671. //check if the distance is longer than the predefined length.
  55672. var distance = BABYLON.Vector3.Dot(this._edge2, this._qvec) * invdet;
  55673. if (distance > this.length) {
  55674. return null;
  55675. }
  55676. return new BABYLON.IntersectionInfo(bu, bv, distance);
  55677. };
  55678. Ray.prototype.intersectsPlane = function (plane) {
  55679. var distance;
  55680. var result1 = BABYLON.Vector3.Dot(plane.normal, this.direction);
  55681. if (Math.abs(result1) < 9.99999997475243E-07) {
  55682. return null;
  55683. }
  55684. else {
  55685. var result2 = BABYLON.Vector3.Dot(plane.normal, this.origin);
  55686. distance = (-plane.d - result2) / result1;
  55687. if (distance < 0.0) {
  55688. if (distance < -9.99999997475243E-07) {
  55689. return null;
  55690. }
  55691. else {
  55692. return 0;
  55693. }
  55694. }
  55695. return distance;
  55696. }
  55697. };
  55698. Ray.prototype.intersectsMesh = function (mesh, fastCheck) {
  55699. var tm = BABYLON.Tmp.Matrix[0];
  55700. mesh.getWorldMatrix().invertToRef(tm);
  55701. if (this._tmpRay) {
  55702. Ray.TransformToRef(this, tm, this._tmpRay);
  55703. }
  55704. else {
  55705. this._tmpRay = Ray.Transform(this, tm);
  55706. }
  55707. return mesh.intersects(this._tmpRay, fastCheck);
  55708. };
  55709. Ray.prototype.intersectsMeshes = function (meshes, fastCheck, results) {
  55710. if (results) {
  55711. results.length = 0;
  55712. }
  55713. else {
  55714. results = [];
  55715. }
  55716. for (var i = 0; i < meshes.length; i++) {
  55717. var pickInfo = this.intersectsMesh(meshes[i], fastCheck);
  55718. if (pickInfo.hit) {
  55719. results.push(pickInfo);
  55720. }
  55721. }
  55722. results.sort(this._comparePickingInfo);
  55723. return results;
  55724. };
  55725. Ray.prototype._comparePickingInfo = function (pickingInfoA, pickingInfoB) {
  55726. if (pickingInfoA.distance < pickingInfoB.distance) {
  55727. return -1;
  55728. }
  55729. else if (pickingInfoA.distance > pickingInfoB.distance) {
  55730. return 1;
  55731. }
  55732. else {
  55733. return 0;
  55734. }
  55735. };
  55736. /**
  55737. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  55738. * @param sega the first point of the segment to test the intersection against
  55739. * @param segb the second point of the segment to test the intersection against
  55740. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  55741. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  55742. */
  55743. Ray.prototype.intersectionSegment = function (sega, segb, threshold) {
  55744. var rsegb = this.origin.add(this.direction.multiplyByFloats(Ray.rayl, Ray.rayl, Ray.rayl));
  55745. var u = segb.subtract(sega);
  55746. var v = rsegb.subtract(this.origin);
  55747. var w = sega.subtract(this.origin);
  55748. var a = BABYLON.Vector3.Dot(u, u); // always >= 0
  55749. var b = BABYLON.Vector3.Dot(u, v);
  55750. var c = BABYLON.Vector3.Dot(v, v); // always >= 0
  55751. var d = BABYLON.Vector3.Dot(u, w);
  55752. var e = BABYLON.Vector3.Dot(v, w);
  55753. var D = a * c - b * b; // always >= 0
  55754. var sc, sN, sD = D; // sc = sN / sD, default sD = D >= 0
  55755. var tc, tN, tD = D; // tc = tN / tD, default tD = D >= 0
  55756. // compute the line parameters of the two closest points
  55757. if (D < Ray.smallnum) { // the lines are almost parallel
  55758. sN = 0.0; // force using point P0 on segment S1
  55759. sD = 1.0; // to prevent possible division by 0.0 later
  55760. tN = e;
  55761. tD = c;
  55762. }
  55763. else { // get the closest points on the infinite lines
  55764. sN = (b * e - c * d);
  55765. tN = (a * e - b * d);
  55766. if (sN < 0.0) { // sc < 0 => the s=0 edge is visible
  55767. sN = 0.0;
  55768. tN = e;
  55769. tD = c;
  55770. }
  55771. else if (sN > sD) { // sc > 1 => the s=1 edge is visible
  55772. sN = sD;
  55773. tN = e + b;
  55774. tD = c;
  55775. }
  55776. }
  55777. if (tN < 0.0) { // tc < 0 => the t=0 edge is visible
  55778. tN = 0.0;
  55779. // recompute sc for this edge
  55780. if (-d < 0.0) {
  55781. sN = 0.0;
  55782. }
  55783. else if (-d > a)
  55784. sN = sD;
  55785. else {
  55786. sN = -d;
  55787. sD = a;
  55788. }
  55789. }
  55790. else if (tN > tD) { // tc > 1 => the t=1 edge is visible
  55791. tN = tD;
  55792. // recompute sc for this edge
  55793. if ((-d + b) < 0.0) {
  55794. sN = 0;
  55795. }
  55796. else if ((-d + b) > a) {
  55797. sN = sD;
  55798. }
  55799. else {
  55800. sN = (-d + b);
  55801. sD = a;
  55802. }
  55803. }
  55804. // finally do the division to get sc and tc
  55805. sc = (Math.abs(sN) < Ray.smallnum ? 0.0 : sN / sD);
  55806. tc = (Math.abs(tN) < Ray.smallnum ? 0.0 : tN / tD);
  55807. // get the difference of the two closest points
  55808. var qtc = v.multiplyByFloats(tc, tc, tc);
  55809. var dP = w.add(u.multiplyByFloats(sc, sc, sc)).subtract(qtc); // = S1(sc) - S2(tc)
  55810. var isIntersected = (tc > 0) && (tc <= this.length) && (dP.lengthSquared() < (threshold * threshold)); // return intersection result
  55811. if (isIntersected) {
  55812. return qtc.length();
  55813. }
  55814. return -1;
  55815. };
  55816. Ray.prototype.update = function (x, y, viewportWidth, viewportHeight, world, view, projection) {
  55817. BABYLON.Vector3.UnprojectFloatsToRef(x, y, 0, viewportWidth, viewportHeight, world, view, projection, this.origin);
  55818. BABYLON.Vector3.UnprojectFloatsToRef(x, y, 1, viewportWidth, viewportHeight, world, view, projection, BABYLON.Tmp.Vector3[0]);
  55819. BABYLON.Tmp.Vector3[0].subtractToRef(this.origin, this.direction);
  55820. this.direction.normalize();
  55821. return this;
  55822. };
  55823. // Statics
  55824. Ray.Zero = function () {
  55825. return new Ray(BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero());
  55826. };
  55827. Ray.CreateNew = function (x, y, viewportWidth, viewportHeight, world, view, projection) {
  55828. var result = Ray.Zero();
  55829. return result.update(x, y, viewportWidth, viewportHeight, world, view, projection);
  55830. };
  55831. /**
  55832. * 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
  55833. * transformed to the given world matrix.
  55834. * @param origin The origin point
  55835. * @param end The end point
  55836. * @param world a matrix to transform the ray to. Default is the identity matrix.
  55837. */
  55838. Ray.CreateNewFromTo = function (origin, end, world) {
  55839. if (world === void 0) { world = BABYLON.Matrix.Identity(); }
  55840. var direction = end.subtract(origin);
  55841. var length = Math.sqrt((direction.x * direction.x) + (direction.y * direction.y) + (direction.z * direction.z));
  55842. direction.normalize();
  55843. return Ray.Transform(new Ray(origin, direction, length), world);
  55844. };
  55845. Ray.Transform = function (ray, matrix) {
  55846. var result = new Ray(new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 0, 0));
  55847. Ray.TransformToRef(ray, matrix, result);
  55848. return result;
  55849. };
  55850. Ray.TransformToRef = function (ray, matrix, result) {
  55851. BABYLON.Vector3.TransformCoordinatesToRef(ray.origin, matrix, result.origin);
  55852. BABYLON.Vector3.TransformNormalToRef(ray.direction, matrix, result.direction);
  55853. result.length = ray.length;
  55854. var dir = result.direction;
  55855. var len = dir.length();
  55856. if (!(len === 0 || len === 1)) {
  55857. var num = 1.0 / len;
  55858. dir.x *= num;
  55859. dir.y *= num;
  55860. dir.z *= num;
  55861. result.length *= len;
  55862. }
  55863. };
  55864. Ray.smallnum = 0.00000001;
  55865. Ray.rayl = 10e8;
  55866. return Ray;
  55867. }());
  55868. BABYLON.Ray = Ray;
  55869. })(BABYLON || (BABYLON = {}));
  55870. //# sourceMappingURL=babylon.ray.js.map
  55871. var BABYLON;
  55872. (function (BABYLON) {
  55873. var intersectBoxAASphere = function (boxMin, boxMax, sphereCenter, sphereRadius) {
  55874. if (boxMin.x > sphereCenter.x + sphereRadius)
  55875. return false;
  55876. if (sphereCenter.x - sphereRadius > boxMax.x)
  55877. return false;
  55878. if (boxMin.y > sphereCenter.y + sphereRadius)
  55879. return false;
  55880. if (sphereCenter.y - sphereRadius > boxMax.y)
  55881. return false;
  55882. if (boxMin.z > sphereCenter.z + sphereRadius)
  55883. return false;
  55884. if (sphereCenter.z - sphereRadius > boxMax.z)
  55885. return false;
  55886. return true;
  55887. };
  55888. var getLowestRoot = (function () {
  55889. var result = { root: 0, found: false };
  55890. return function (a, b, c, maxR) {
  55891. result.root = 0;
  55892. result.found = false;
  55893. var determinant = b * b - 4.0 * a * c;
  55894. if (determinant < 0)
  55895. return result;
  55896. var sqrtD = Math.sqrt(determinant);
  55897. var r1 = (-b - sqrtD) / (2.0 * a);
  55898. var r2 = (-b + sqrtD) / (2.0 * a);
  55899. if (r1 > r2) {
  55900. var temp = r2;
  55901. r2 = r1;
  55902. r1 = temp;
  55903. }
  55904. if (r1 > 0 && r1 < maxR) {
  55905. result.root = r1;
  55906. result.found = true;
  55907. return result;
  55908. }
  55909. if (r2 > 0 && r2 < maxR) {
  55910. result.root = r2;
  55911. result.found = true;
  55912. return result;
  55913. }
  55914. return result;
  55915. };
  55916. })();
  55917. /** @hidden */
  55918. var Collider = /** @class */ (function () {
  55919. function Collider() {
  55920. this._collisionPoint = BABYLON.Vector3.Zero();
  55921. this._planeIntersectionPoint = BABYLON.Vector3.Zero();
  55922. this._tempVector = BABYLON.Vector3.Zero();
  55923. this._tempVector2 = BABYLON.Vector3.Zero();
  55924. this._tempVector3 = BABYLON.Vector3.Zero();
  55925. this._tempVector4 = BABYLON.Vector3.Zero();
  55926. this._edge = BABYLON.Vector3.Zero();
  55927. this._baseToVertex = BABYLON.Vector3.Zero();
  55928. this._destinationPoint = BABYLON.Vector3.Zero();
  55929. this._slidePlaneNormal = BABYLON.Vector3.Zero();
  55930. this._displacementVector = BABYLON.Vector3.Zero();
  55931. /** @hidden */
  55932. this._radius = BABYLON.Vector3.One();
  55933. /** @hidden */
  55934. this._retry = 0;
  55935. /** @hidden */
  55936. this._basePointWorld = BABYLON.Vector3.Zero();
  55937. this._velocityWorld = BABYLON.Vector3.Zero();
  55938. this._normalizedVelocity = BABYLON.Vector3.Zero();
  55939. this._collisionMask = -1;
  55940. }
  55941. Object.defineProperty(Collider.prototype, "collisionMask", {
  55942. get: function () {
  55943. return this._collisionMask;
  55944. },
  55945. set: function (mask) {
  55946. this._collisionMask = !isNaN(mask) ? mask : -1;
  55947. },
  55948. enumerable: true,
  55949. configurable: true
  55950. });
  55951. Object.defineProperty(Collider.prototype, "slidePlaneNormal", {
  55952. /**
  55953. * Gets the plane normal used to compute the sliding response (in local space)
  55954. */
  55955. get: function () {
  55956. return this._slidePlaneNormal;
  55957. },
  55958. enumerable: true,
  55959. configurable: true
  55960. });
  55961. // Methods
  55962. /** @hidden */
  55963. Collider.prototype._initialize = function (source, dir, e) {
  55964. this._velocity = dir;
  55965. BABYLON.Vector3.NormalizeToRef(dir, this._normalizedVelocity);
  55966. this._basePoint = source;
  55967. source.multiplyToRef(this._radius, this._basePointWorld);
  55968. dir.multiplyToRef(this._radius, this._velocityWorld);
  55969. this._velocityWorldLength = this._velocityWorld.length();
  55970. this._epsilon = e;
  55971. this.collisionFound = false;
  55972. };
  55973. /** @hidden */
  55974. Collider.prototype._checkPointInTriangle = function (point, pa, pb, pc, n) {
  55975. pa.subtractToRef(point, this._tempVector);
  55976. pb.subtractToRef(point, this._tempVector2);
  55977. BABYLON.Vector3.CrossToRef(this._tempVector, this._tempVector2, this._tempVector4);
  55978. var d = BABYLON.Vector3.Dot(this._tempVector4, n);
  55979. if (d < 0)
  55980. return false;
  55981. pc.subtractToRef(point, this._tempVector3);
  55982. BABYLON.Vector3.CrossToRef(this._tempVector2, this._tempVector3, this._tempVector4);
  55983. d = BABYLON.Vector3.Dot(this._tempVector4, n);
  55984. if (d < 0)
  55985. return false;
  55986. BABYLON.Vector3.CrossToRef(this._tempVector3, this._tempVector, this._tempVector4);
  55987. d = BABYLON.Vector3.Dot(this._tempVector4, n);
  55988. return d >= 0;
  55989. };
  55990. /** @hidden */
  55991. Collider.prototype._canDoCollision = function (sphereCenter, sphereRadius, vecMin, vecMax) {
  55992. var distance = BABYLON.Vector3.Distance(this._basePointWorld, sphereCenter);
  55993. var max = Math.max(this._radius.x, this._radius.y, this._radius.z);
  55994. if (distance > this._velocityWorldLength + max + sphereRadius) {
  55995. return false;
  55996. }
  55997. if (!intersectBoxAASphere(vecMin, vecMax, this._basePointWorld, this._velocityWorldLength + max))
  55998. return false;
  55999. return true;
  56000. };
  56001. /** @hidden */
  56002. Collider.prototype._testTriangle = function (faceIndex, trianglePlaneArray, p1, p2, p3, hasMaterial) {
  56003. var t0;
  56004. var embeddedInPlane = false;
  56005. //defensive programming, actually not needed.
  56006. if (!trianglePlaneArray) {
  56007. trianglePlaneArray = [];
  56008. }
  56009. if (!trianglePlaneArray[faceIndex]) {
  56010. trianglePlaneArray[faceIndex] = new BABYLON.Plane(0, 0, 0, 0);
  56011. trianglePlaneArray[faceIndex].copyFromPoints(p1, p2, p3);
  56012. }
  56013. var trianglePlane = trianglePlaneArray[faceIndex];
  56014. if ((!hasMaterial) && !trianglePlane.isFrontFacingTo(this._normalizedVelocity, 0))
  56015. return;
  56016. var signedDistToTrianglePlane = trianglePlane.signedDistanceTo(this._basePoint);
  56017. var normalDotVelocity = BABYLON.Vector3.Dot(trianglePlane.normal, this._velocity);
  56018. if (normalDotVelocity == 0) {
  56019. if (Math.abs(signedDistToTrianglePlane) >= 1.0)
  56020. return;
  56021. embeddedInPlane = true;
  56022. t0 = 0;
  56023. }
  56024. else {
  56025. t0 = (-1.0 - signedDistToTrianglePlane) / normalDotVelocity;
  56026. var t1 = (1.0 - signedDistToTrianglePlane) / normalDotVelocity;
  56027. if (t0 > t1) {
  56028. var temp = t1;
  56029. t1 = t0;
  56030. t0 = temp;
  56031. }
  56032. if (t0 > 1.0 || t1 < 0.0)
  56033. return;
  56034. if (t0 < 0)
  56035. t0 = 0;
  56036. if (t0 > 1.0)
  56037. t0 = 1.0;
  56038. }
  56039. this._collisionPoint.copyFromFloats(0, 0, 0);
  56040. var found = false;
  56041. var t = 1.0;
  56042. if (!embeddedInPlane) {
  56043. this._basePoint.subtractToRef(trianglePlane.normal, this._planeIntersectionPoint);
  56044. this._velocity.scaleToRef(t0, this._tempVector);
  56045. this._planeIntersectionPoint.addInPlace(this._tempVector);
  56046. if (this._checkPointInTriangle(this._planeIntersectionPoint, p1, p2, p3, trianglePlane.normal)) {
  56047. found = true;
  56048. t = t0;
  56049. this._collisionPoint.copyFrom(this._planeIntersectionPoint);
  56050. }
  56051. }
  56052. if (!found) {
  56053. var velocitySquaredLength = this._velocity.lengthSquared();
  56054. var a = velocitySquaredLength;
  56055. this._basePoint.subtractToRef(p1, this._tempVector);
  56056. var b = 2.0 * (BABYLON.Vector3.Dot(this._velocity, this._tempVector));
  56057. var c = this._tempVector.lengthSquared() - 1.0;
  56058. var lowestRoot = getLowestRoot(a, b, c, t);
  56059. if (lowestRoot.found) {
  56060. t = lowestRoot.root;
  56061. found = true;
  56062. this._collisionPoint.copyFrom(p1);
  56063. }
  56064. this._basePoint.subtractToRef(p2, this._tempVector);
  56065. b = 2.0 * (BABYLON.Vector3.Dot(this._velocity, this._tempVector));
  56066. c = this._tempVector.lengthSquared() - 1.0;
  56067. lowestRoot = getLowestRoot(a, b, c, t);
  56068. if (lowestRoot.found) {
  56069. t = lowestRoot.root;
  56070. found = true;
  56071. this._collisionPoint.copyFrom(p2);
  56072. }
  56073. this._basePoint.subtractToRef(p3, this._tempVector);
  56074. b = 2.0 * (BABYLON.Vector3.Dot(this._velocity, this._tempVector));
  56075. c = this._tempVector.lengthSquared() - 1.0;
  56076. lowestRoot = getLowestRoot(a, b, c, t);
  56077. if (lowestRoot.found) {
  56078. t = lowestRoot.root;
  56079. found = true;
  56080. this._collisionPoint.copyFrom(p3);
  56081. }
  56082. p2.subtractToRef(p1, this._edge);
  56083. p1.subtractToRef(this._basePoint, this._baseToVertex);
  56084. var edgeSquaredLength = this._edge.lengthSquared();
  56085. var edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this._velocity);
  56086. var edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  56087. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  56088. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this._velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  56089. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  56090. lowestRoot = getLowestRoot(a, b, c, t);
  56091. if (lowestRoot.found) {
  56092. var f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  56093. if (f >= 0.0 && f <= 1.0) {
  56094. t = lowestRoot.root;
  56095. found = true;
  56096. this._edge.scaleInPlace(f);
  56097. p1.addToRef(this._edge, this._collisionPoint);
  56098. }
  56099. }
  56100. p3.subtractToRef(p2, this._edge);
  56101. p2.subtractToRef(this._basePoint, this._baseToVertex);
  56102. edgeSquaredLength = this._edge.lengthSquared();
  56103. edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this._velocity);
  56104. edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  56105. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  56106. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this._velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  56107. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  56108. lowestRoot = getLowestRoot(a, b, c, t);
  56109. if (lowestRoot.found) {
  56110. f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  56111. if (f >= 0.0 && f <= 1.0) {
  56112. t = lowestRoot.root;
  56113. found = true;
  56114. this._edge.scaleInPlace(f);
  56115. p2.addToRef(this._edge, this._collisionPoint);
  56116. }
  56117. }
  56118. p1.subtractToRef(p3, this._edge);
  56119. p3.subtractToRef(this._basePoint, this._baseToVertex);
  56120. edgeSquaredLength = this._edge.lengthSquared();
  56121. edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this._velocity);
  56122. edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  56123. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  56124. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this._velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  56125. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  56126. lowestRoot = getLowestRoot(a, b, c, t);
  56127. if (lowestRoot.found) {
  56128. f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  56129. if (f >= 0.0 && f <= 1.0) {
  56130. t = lowestRoot.root;
  56131. found = true;
  56132. this._edge.scaleInPlace(f);
  56133. p3.addToRef(this._edge, this._collisionPoint);
  56134. }
  56135. }
  56136. }
  56137. if (found) {
  56138. var distToCollision = t * this._velocity.length();
  56139. if (!this.collisionFound || distToCollision < this._nearestDistance) {
  56140. if (!this.intersectionPoint) {
  56141. this.intersectionPoint = this._collisionPoint.clone();
  56142. }
  56143. else {
  56144. this.intersectionPoint.copyFrom(this._collisionPoint);
  56145. }
  56146. this._nearestDistance = distToCollision;
  56147. this.collisionFound = true;
  56148. }
  56149. }
  56150. };
  56151. /** @hidden */
  56152. Collider.prototype._collide = function (trianglePlaneArray, pts, indices, indexStart, indexEnd, decal, hasMaterial) {
  56153. for (var i = indexStart; i < indexEnd; i += 3) {
  56154. var p1 = pts[indices[i] - decal];
  56155. var p2 = pts[indices[i + 1] - decal];
  56156. var p3 = pts[indices[i + 2] - decal];
  56157. this._testTriangle(i, trianglePlaneArray, p3, p2, p1, hasMaterial);
  56158. }
  56159. };
  56160. /** @hidden */
  56161. Collider.prototype._getResponse = function (pos, vel) {
  56162. pos.addToRef(vel, this._destinationPoint);
  56163. vel.scaleInPlace((this._nearestDistance / vel.length()));
  56164. this._basePoint.addToRef(vel, pos);
  56165. pos.subtractToRef(this.intersectionPoint, this._slidePlaneNormal);
  56166. this._slidePlaneNormal.normalize();
  56167. this._slidePlaneNormal.scaleToRef(this._epsilon, this._displacementVector);
  56168. pos.addInPlace(this._displacementVector);
  56169. this.intersectionPoint.addInPlace(this._displacementVector);
  56170. this._slidePlaneNormal.scaleInPlace(BABYLON.Plane.SignedDistanceToPlaneFromPositionAndNormal(this.intersectionPoint, this._slidePlaneNormal, this._destinationPoint));
  56171. this._destinationPoint.subtractInPlace(this._slidePlaneNormal);
  56172. this._destinationPoint.subtractToRef(this.intersectionPoint, vel);
  56173. };
  56174. return Collider;
  56175. }());
  56176. BABYLON.Collider = Collider;
  56177. })(BABYLON || (BABYLON = {}));
  56178. //# sourceMappingURL=babylon.collider.js.map
  56179. var BABYLON;
  56180. (function (BABYLON) {
  56181. //WebWorker code will be inserted to this variable.
  56182. /** @hidden */
  56183. BABYLON.CollisionWorker = "";
  56184. /** Defines supported task for worker process */
  56185. var WorkerTaskType;
  56186. (function (WorkerTaskType) {
  56187. /** Initialization */
  56188. WorkerTaskType[WorkerTaskType["INIT"] = 0] = "INIT";
  56189. /** Update of geometry */
  56190. WorkerTaskType[WorkerTaskType["UPDATE"] = 1] = "UPDATE";
  56191. /** Evaluate collision */
  56192. WorkerTaskType[WorkerTaskType["COLLIDE"] = 2] = "COLLIDE";
  56193. })(WorkerTaskType = BABYLON.WorkerTaskType || (BABYLON.WorkerTaskType = {}));
  56194. /** Defines kind of replies returned by worker */
  56195. var WorkerReplyType;
  56196. (function (WorkerReplyType) {
  56197. /** Success */
  56198. WorkerReplyType[WorkerReplyType["SUCCESS"] = 0] = "SUCCESS";
  56199. /** Unkown error */
  56200. WorkerReplyType[WorkerReplyType["UNKNOWN_ERROR"] = 1] = "UNKNOWN_ERROR";
  56201. })(WorkerReplyType = BABYLON.WorkerReplyType || (BABYLON.WorkerReplyType = {}));
  56202. /** @hidden */
  56203. var CollisionCoordinatorWorker = /** @class */ (function () {
  56204. function CollisionCoordinatorWorker() {
  56205. var _this = this;
  56206. this._scaledPosition = BABYLON.Vector3.Zero();
  56207. this._scaledVelocity = BABYLON.Vector3.Zero();
  56208. this.onMeshUpdated = function (transformNode) {
  56209. _this._addUpdateMeshesList[transformNode.uniqueId] = CollisionCoordinatorWorker.SerializeMesh(transformNode);
  56210. };
  56211. this.onGeometryUpdated = function (geometry) {
  56212. _this._addUpdateGeometriesList[geometry.id] = CollisionCoordinatorWorker.SerializeGeometry(geometry);
  56213. };
  56214. this._afterRender = function () {
  56215. if (!_this._init)
  56216. return;
  56217. if (_this._toRemoveGeometryArray.length == 0 && _this._toRemoveMeshesArray.length == 0 && Object.keys(_this._addUpdateGeometriesList).length == 0 && Object.keys(_this._addUpdateMeshesList).length == 0) {
  56218. return;
  56219. }
  56220. //5 concurrent updates were sent to the web worker and were not yet processed. Abort next update.
  56221. //TODO make sure update runs as fast as possible to be able to update 60 FPS.
  56222. if (_this._runningUpdated > 4) {
  56223. return;
  56224. }
  56225. ++_this._runningUpdated;
  56226. var payload = {
  56227. updatedMeshes: _this._addUpdateMeshesList,
  56228. updatedGeometries: _this._addUpdateGeometriesList,
  56229. removedGeometries: _this._toRemoveGeometryArray,
  56230. removedMeshes: _this._toRemoveMeshesArray
  56231. };
  56232. var message = {
  56233. payload: payload,
  56234. taskType: WorkerTaskType.UPDATE
  56235. };
  56236. var serializable = [];
  56237. for (var id in payload.updatedGeometries) {
  56238. if (payload.updatedGeometries.hasOwnProperty(id)) {
  56239. //prepare transferables
  56240. serializable.push(message.payload.updatedGeometries[id].indices.buffer);
  56241. serializable.push(message.payload.updatedGeometries[id].normals.buffer);
  56242. serializable.push(message.payload.updatedGeometries[id].positions.buffer);
  56243. }
  56244. }
  56245. _this._worker.postMessage(message, serializable);
  56246. _this._addUpdateMeshesList = {};
  56247. _this._addUpdateGeometriesList = {};
  56248. _this._toRemoveGeometryArray = [];
  56249. _this._toRemoveMeshesArray = [];
  56250. };
  56251. this._onMessageFromWorker = function (e) {
  56252. var returnData = e.data;
  56253. if (returnData.error != WorkerReplyType.SUCCESS) {
  56254. //TODO what errors can be returned from the worker?
  56255. BABYLON.Tools.Warn("error returned from worker!");
  56256. return;
  56257. }
  56258. switch (returnData.taskType) {
  56259. case WorkerTaskType.INIT:
  56260. _this._init = true;
  56261. //Update the worked with ALL of the scene's current state
  56262. _this._scene.meshes.forEach(function (mesh) {
  56263. _this.onMeshAdded(mesh);
  56264. });
  56265. _this._scene.getGeometries().forEach(function (geometry) {
  56266. _this.onGeometryAdded(geometry);
  56267. });
  56268. break;
  56269. case WorkerTaskType.UPDATE:
  56270. _this._runningUpdated--;
  56271. break;
  56272. case WorkerTaskType.COLLIDE:
  56273. var returnPayload = returnData.payload;
  56274. if (!_this._collisionsCallbackArray[returnPayload.collisionId])
  56275. return;
  56276. var callback = _this._collisionsCallbackArray[returnPayload.collisionId];
  56277. if (callback) {
  56278. var mesh = _this._scene.getMeshByUniqueID(returnPayload.collidedMeshUniqueId);
  56279. if (mesh) {
  56280. callback(returnPayload.collisionId, BABYLON.Vector3.FromArray(returnPayload.newPosition), mesh);
  56281. }
  56282. }
  56283. //cleanup
  56284. _this._collisionsCallbackArray[returnPayload.collisionId] = null;
  56285. break;
  56286. }
  56287. };
  56288. this._collisionsCallbackArray = [];
  56289. this._init = false;
  56290. this._runningUpdated = 0;
  56291. this._addUpdateMeshesList = {};
  56292. this._addUpdateGeometriesList = {};
  56293. this._toRemoveGeometryArray = [];
  56294. this._toRemoveMeshesArray = [];
  56295. }
  56296. CollisionCoordinatorWorker.prototype.getNewPosition = function (position, displacement, collider, maximumRetry, excludedMesh, onNewPosition, collisionIndex) {
  56297. if (!this._init)
  56298. return;
  56299. if (this._collisionsCallbackArray[collisionIndex] || this._collisionsCallbackArray[collisionIndex + 100000])
  56300. return;
  56301. position.divideToRef(collider._radius, this._scaledPosition);
  56302. displacement.divideToRef(collider._radius, this._scaledVelocity);
  56303. this._collisionsCallbackArray[collisionIndex] = onNewPosition;
  56304. var payload = {
  56305. collider: {
  56306. position: this._scaledPosition.asArray(),
  56307. velocity: this._scaledVelocity.asArray(),
  56308. radius: collider._radius.asArray()
  56309. },
  56310. collisionId: collisionIndex,
  56311. excludedMeshUniqueId: excludedMesh ? excludedMesh.uniqueId : null,
  56312. maximumRetry: maximumRetry
  56313. };
  56314. var message = {
  56315. payload: payload,
  56316. taskType: WorkerTaskType.COLLIDE
  56317. };
  56318. this._worker.postMessage(message);
  56319. };
  56320. CollisionCoordinatorWorker.prototype.init = function (scene) {
  56321. this._scene = scene;
  56322. this._scene.registerAfterRender(this._afterRender);
  56323. var workerUrl = BABYLON.WorkerIncluded ? BABYLON.Engine.CodeRepository + "Collisions/babylon.collisionWorker.js" : URL.createObjectURL(new Blob([BABYLON.CollisionWorker], { type: 'application/javascript' }));
  56324. this._worker = new Worker(workerUrl);
  56325. this._worker.onmessage = this._onMessageFromWorker;
  56326. var message = {
  56327. payload: {},
  56328. taskType: WorkerTaskType.INIT
  56329. };
  56330. this._worker.postMessage(message);
  56331. };
  56332. CollisionCoordinatorWorker.prototype.destroy = function () {
  56333. this._scene.unregisterAfterRender(this._afterRender);
  56334. this._worker.terminate();
  56335. };
  56336. CollisionCoordinatorWorker.prototype.onMeshAdded = function (mesh) {
  56337. mesh.registerAfterWorldMatrixUpdate(this.onMeshUpdated);
  56338. this.onMeshUpdated(mesh);
  56339. };
  56340. CollisionCoordinatorWorker.prototype.onMeshRemoved = function (mesh) {
  56341. this._toRemoveMeshesArray.push(mesh.uniqueId);
  56342. };
  56343. CollisionCoordinatorWorker.prototype.onGeometryAdded = function (geometry) {
  56344. //TODO this will break if the user uses his own function. This should be an array of callbacks!
  56345. geometry.onGeometryUpdated = this.onGeometryUpdated;
  56346. this.onGeometryUpdated(geometry);
  56347. };
  56348. CollisionCoordinatorWorker.prototype.onGeometryDeleted = function (geometry) {
  56349. this._toRemoveGeometryArray.push(geometry.id);
  56350. };
  56351. CollisionCoordinatorWorker.SerializeMesh = function (mesh) {
  56352. var submeshes = [];
  56353. if (mesh.subMeshes) {
  56354. submeshes = mesh.subMeshes.map(function (sm, idx) {
  56355. var boundingInfo = sm.getBoundingInfo();
  56356. return {
  56357. position: idx,
  56358. verticesStart: sm.verticesStart,
  56359. verticesCount: sm.verticesCount,
  56360. indexStart: sm.indexStart,
  56361. indexCount: sm.indexCount,
  56362. hasMaterial: !!sm.getMaterial(),
  56363. sphereCenter: boundingInfo.boundingSphere.centerWorld.asArray(),
  56364. sphereRadius: boundingInfo.boundingSphere.radiusWorld,
  56365. boxMinimum: boundingInfo.boundingBox.minimumWorld.asArray(),
  56366. boxMaximum: boundingInfo.boundingBox.maximumWorld.asArray()
  56367. };
  56368. });
  56369. }
  56370. var geometryId = null;
  56371. if (mesh instanceof BABYLON.Mesh) {
  56372. var geometry = mesh.geometry;
  56373. geometryId = geometry ? geometry.id : null;
  56374. }
  56375. else if (mesh instanceof BABYLON.InstancedMesh) {
  56376. var geometry = mesh.sourceMesh && mesh.sourceMesh.geometry;
  56377. geometryId = geometry ? geometry.id : null;
  56378. }
  56379. var boundingInfo = mesh.getBoundingInfo();
  56380. return {
  56381. uniqueId: mesh.uniqueId,
  56382. id: mesh.id,
  56383. name: mesh.name,
  56384. geometryId: geometryId,
  56385. sphereCenter: boundingInfo.boundingSphere.centerWorld.asArray(),
  56386. sphereRadius: boundingInfo.boundingSphere.radiusWorld,
  56387. boxMinimum: boundingInfo.boundingBox.minimumWorld.asArray(),
  56388. boxMaximum: boundingInfo.boundingBox.maximumWorld.asArray(),
  56389. worldMatrixFromCache: mesh.worldMatrixFromCache.asArray(),
  56390. subMeshes: submeshes,
  56391. checkCollisions: mesh.checkCollisions
  56392. };
  56393. };
  56394. CollisionCoordinatorWorker.SerializeGeometry = function (geometry) {
  56395. return {
  56396. id: geometry.id,
  56397. positions: new Float32Array(geometry.getVerticesData(BABYLON.VertexBuffer.PositionKind) || []),
  56398. normals: new Float32Array(geometry.getVerticesData(BABYLON.VertexBuffer.NormalKind) || []),
  56399. indices: new Uint32Array(geometry.getIndices() || []),
  56400. };
  56401. };
  56402. return CollisionCoordinatorWorker;
  56403. }());
  56404. BABYLON.CollisionCoordinatorWorker = CollisionCoordinatorWorker;
  56405. /** @hidden */
  56406. var CollisionCoordinatorLegacy = /** @class */ (function () {
  56407. function CollisionCoordinatorLegacy() {
  56408. this._scaledPosition = BABYLON.Vector3.Zero();
  56409. this._scaledVelocity = BABYLON.Vector3.Zero();
  56410. this._finalPosition = BABYLON.Vector3.Zero();
  56411. }
  56412. CollisionCoordinatorLegacy.prototype.getNewPosition = function (position, displacement, collider, maximumRetry, excludedMesh, onNewPosition, collisionIndex) {
  56413. position.divideToRef(collider._radius, this._scaledPosition);
  56414. displacement.divideToRef(collider._radius, this._scaledVelocity);
  56415. collider.collidedMesh = null;
  56416. collider._retry = 0;
  56417. collider._initialVelocity = this._scaledVelocity;
  56418. collider._initialPosition = this._scaledPosition;
  56419. this._collideWithWorld(this._scaledPosition, this._scaledVelocity, collider, maximumRetry, this._finalPosition, excludedMesh);
  56420. this._finalPosition.multiplyInPlace(collider._radius);
  56421. //run the callback
  56422. onNewPosition(collisionIndex, this._finalPosition, collider.collidedMesh);
  56423. };
  56424. CollisionCoordinatorLegacy.prototype.init = function (scene) {
  56425. this._scene = scene;
  56426. };
  56427. CollisionCoordinatorLegacy.prototype.destroy = function () {
  56428. //Legacy need no destruction method.
  56429. };
  56430. //No update in legacy mode
  56431. CollisionCoordinatorLegacy.prototype.onMeshAdded = function (mesh) { };
  56432. CollisionCoordinatorLegacy.prototype.onMeshUpdated = function (mesh) { };
  56433. CollisionCoordinatorLegacy.prototype.onMeshRemoved = function (mesh) { };
  56434. CollisionCoordinatorLegacy.prototype.onGeometryAdded = function (geometry) { };
  56435. CollisionCoordinatorLegacy.prototype.onGeometryUpdated = function (geometry) { };
  56436. CollisionCoordinatorLegacy.prototype.onGeometryDeleted = function (geometry) { };
  56437. CollisionCoordinatorLegacy.prototype._collideWithWorld = function (position, velocity, collider, maximumRetry, finalPosition, excludedMesh) {
  56438. if (excludedMesh === void 0) { excludedMesh = null; }
  56439. var closeDistance = BABYLON.Engine.CollisionsEpsilon * 10.0;
  56440. if (collider._retry >= maximumRetry) {
  56441. finalPosition.copyFrom(position);
  56442. return;
  56443. }
  56444. // Check if this is a mesh else camera or -1
  56445. var collisionMask = (excludedMesh ? excludedMesh.collisionMask : collider.collisionMask);
  56446. collider._initialize(position, velocity, closeDistance);
  56447. // Check all meshes
  56448. for (var index = 0; index < this._scene.meshes.length; index++) {
  56449. var mesh = this._scene.meshes[index];
  56450. if (mesh.isEnabled() && mesh.checkCollisions && mesh.subMeshes && mesh !== excludedMesh && ((collisionMask & mesh.collisionGroup) !== 0)) {
  56451. mesh._checkCollision(collider);
  56452. }
  56453. }
  56454. if (!collider.collisionFound) {
  56455. position.addToRef(velocity, finalPosition);
  56456. return;
  56457. }
  56458. if (velocity.x !== 0 || velocity.y !== 0 || velocity.z !== 0) {
  56459. collider._getResponse(position, velocity);
  56460. }
  56461. if (velocity.length() <= closeDistance) {
  56462. finalPosition.copyFrom(position);
  56463. return;
  56464. }
  56465. collider._retry++;
  56466. this._collideWithWorld(position, velocity, collider, maximumRetry, finalPosition, excludedMesh);
  56467. };
  56468. return CollisionCoordinatorLegacy;
  56469. }());
  56470. BABYLON.CollisionCoordinatorLegacy = CollisionCoordinatorLegacy;
  56471. })(BABYLON || (BABYLON = {}));
  56472. //# sourceMappingURL=babylon.collisionCoordinator.js.map
  56473. var BABYLON;
  56474. (function (BABYLON) {
  56475. /**
  56476. * A particle represents one of the element emitted by a particle system.
  56477. * This is mainly define by its coordinates, direction, velocity and age.
  56478. */
  56479. var Particle = /** @class */ (function () {
  56480. /**
  56481. * Creates a new instance Particle
  56482. * @param particleSystem the particle system the particle belongs to
  56483. */
  56484. function Particle(
  56485. /**
  56486. * The particle system the particle belongs to.
  56487. */
  56488. particleSystem) {
  56489. this.particleSystem = particleSystem;
  56490. /**
  56491. * The world position of the particle in the scene.
  56492. */
  56493. this.position = BABYLON.Vector3.Zero();
  56494. /**
  56495. * The world direction of the particle in the scene.
  56496. */
  56497. this.direction = BABYLON.Vector3.Zero();
  56498. /**
  56499. * The color of the particle.
  56500. */
  56501. this.color = new BABYLON.Color4(0, 0, 0, 0);
  56502. /**
  56503. * The color change of the particle per step.
  56504. */
  56505. this.colorStep = new BABYLON.Color4(0, 0, 0, 0);
  56506. /**
  56507. * Defines how long will the life of the particle be.
  56508. */
  56509. this.lifeTime = 1.0;
  56510. /**
  56511. * The current age of the particle.
  56512. */
  56513. this.age = 0;
  56514. /**
  56515. * The current size of the particle.
  56516. */
  56517. this.size = 0;
  56518. /**
  56519. * The current scale of the particle.
  56520. */
  56521. this.scale = new BABYLON.Vector2(1, 1);
  56522. /**
  56523. * The current angle of the particle.
  56524. */
  56525. this.angle = 0;
  56526. /**
  56527. * Defines how fast is the angle changing.
  56528. */
  56529. this.angularSpeed = 0;
  56530. /**
  56531. * Defines the cell index used by the particle to be rendered from a sprite.
  56532. */
  56533. this.cellIndex = 0;
  56534. /** @hidden */
  56535. this._attachedSubEmitters = null;
  56536. /** @hidden */
  56537. this._currentColor1 = new BABYLON.Color4(0, 0, 0, 0);
  56538. /** @hidden */
  56539. this._currentColor2 = new BABYLON.Color4(0, 0, 0, 0);
  56540. /** @hidden */
  56541. this._currentSize1 = 0;
  56542. /** @hidden */
  56543. this._currentSize2 = 0;
  56544. /** @hidden */
  56545. this._currentAngularSpeed1 = 0;
  56546. /** @hidden */
  56547. this._currentAngularSpeed2 = 0;
  56548. /** @hidden */
  56549. this._currentVelocity1 = 0;
  56550. /** @hidden */
  56551. this._currentVelocity2 = 0;
  56552. /** @hidden */
  56553. this._currentLimitVelocity1 = 0;
  56554. /** @hidden */
  56555. this._currentLimitVelocity2 = 0;
  56556. /** @hidden */
  56557. this._currentDrag1 = 0;
  56558. /** @hidden */
  56559. this._currentDrag2 = 0;
  56560. this.id = Particle._Count++;
  56561. if (!this.particleSystem.isAnimationSheetEnabled) {
  56562. return;
  56563. }
  56564. this.updateCellInfoFromSystem();
  56565. }
  56566. Particle.prototype.updateCellInfoFromSystem = function () {
  56567. this.cellIndex = this.particleSystem.startSpriteCellID;
  56568. };
  56569. /**
  56570. * Defines how the sprite cell index is updated for the particle
  56571. */
  56572. Particle.prototype.updateCellIndex = function () {
  56573. var offsetAge = this.age;
  56574. var changeSpeed = this.particleSystem.spriteCellChangeSpeed;
  56575. if (this.particleSystem.spriteRandomStartCell) {
  56576. if (this._randomCellOffset === undefined) {
  56577. this._randomCellOffset = Math.random() * this.lifeTime;
  56578. }
  56579. if (changeSpeed === 0) { // Special case when speed = 0 meaning we want to stay on initial cell
  56580. changeSpeed = 1;
  56581. offsetAge = this._randomCellOffset;
  56582. }
  56583. else {
  56584. offsetAge += this._randomCellOffset;
  56585. }
  56586. }
  56587. var dist = (this._initialEndSpriteCellID - this._initialStartSpriteCellID);
  56588. var ratio = BABYLON.Scalar.Clamp(((offsetAge * changeSpeed) % this.lifeTime) / this.lifeTime);
  56589. this.cellIndex = this._initialStartSpriteCellID + (ratio * dist) | 0;
  56590. };
  56591. /** @hidden */
  56592. Particle.prototype._inheritParticleInfoToSubEmitter = function (subEmitter) {
  56593. if (subEmitter.particleSystem.emitter.position) {
  56594. var emitterMesh = subEmitter.particleSystem.emitter;
  56595. emitterMesh.position.copyFrom(this.position);
  56596. if (subEmitter.inheritDirection) {
  56597. emitterMesh.position.subtractToRef(this.direction, BABYLON.Tmp.Vector3[0]);
  56598. // Look at using Y as forward
  56599. emitterMesh.lookAt(BABYLON.Tmp.Vector3[0], 0, Math.PI / 2);
  56600. }
  56601. }
  56602. else {
  56603. var emitterPosition = subEmitter.particleSystem.emitter;
  56604. emitterPosition.copyFrom(this.position);
  56605. }
  56606. // Set inheritedVelocityOffset to be used when new particles are created
  56607. this.direction.scaleToRef(subEmitter.inheritedVelocityAmount / 2, BABYLON.Tmp.Vector3[0]);
  56608. subEmitter.particleSystem._inheritedVelocityOffset.copyFrom(BABYLON.Tmp.Vector3[0]);
  56609. };
  56610. /** @hidden */
  56611. Particle.prototype._inheritParticleInfoToSubEmitters = function () {
  56612. var _this = this;
  56613. if (this._attachedSubEmitters && this._attachedSubEmitters.length > 0) {
  56614. this._attachedSubEmitters.forEach(function (subEmitter) {
  56615. _this._inheritParticleInfoToSubEmitter(subEmitter);
  56616. });
  56617. }
  56618. };
  56619. /** @hidden */
  56620. Particle.prototype._reset = function () {
  56621. this.age = 0;
  56622. this._currentColorGradient = null;
  56623. this._currentSizeGradient = null;
  56624. this._currentAngularSpeedGradient = null;
  56625. this._currentVelocityGradient = null;
  56626. this._currentLimitVelocityGradient = null;
  56627. this._currentDragGradient = null;
  56628. this.cellIndex = this.particleSystem.startSpriteCellID;
  56629. this._randomCellOffset = undefined;
  56630. };
  56631. /**
  56632. * Copy the properties of particle to another one.
  56633. * @param other the particle to copy the information to.
  56634. */
  56635. Particle.prototype.copyTo = function (other) {
  56636. other.position.copyFrom(this.position);
  56637. if (this._initialDirection) {
  56638. if (other._initialDirection) {
  56639. other._initialDirection.copyFrom(this._initialDirection);
  56640. }
  56641. else {
  56642. other._initialDirection = this._initialDirection.clone();
  56643. }
  56644. }
  56645. else {
  56646. other._initialDirection = null;
  56647. }
  56648. other.direction.copyFrom(this.direction);
  56649. other.color.copyFrom(this.color);
  56650. other.colorStep.copyFrom(this.colorStep);
  56651. other.lifeTime = this.lifeTime;
  56652. other.age = this.age;
  56653. other._randomCellOffset = this._randomCellOffset;
  56654. other.size = this.size;
  56655. other.scale.copyFrom(this.scale);
  56656. other.angle = this.angle;
  56657. other.angularSpeed = this.angularSpeed;
  56658. other.particleSystem = this.particleSystem;
  56659. other.cellIndex = this.cellIndex;
  56660. other.id = this.id;
  56661. other._attachedSubEmitters = this._attachedSubEmitters;
  56662. if (this._currentColorGradient) {
  56663. other._currentColorGradient = this._currentColorGradient;
  56664. other._currentColor1.copyFrom(this._currentColor1);
  56665. other._currentColor2.copyFrom(this._currentColor2);
  56666. }
  56667. if (this._currentSizeGradient) {
  56668. other._currentSizeGradient = this._currentSizeGradient;
  56669. other._currentSize1 = this._currentSize1;
  56670. other._currentSize2 = this._currentSize2;
  56671. }
  56672. if (this._currentAngularSpeedGradient) {
  56673. other._currentAngularSpeedGradient = this._currentAngularSpeedGradient;
  56674. other._currentAngularSpeed1 = this._currentAngularSpeed1;
  56675. other._currentAngularSpeed2 = this._currentAngularSpeed2;
  56676. }
  56677. if (this._currentVelocityGradient) {
  56678. other._currentVelocityGradient = this._currentVelocityGradient;
  56679. other._currentVelocity1 = this._currentVelocity1;
  56680. other._currentVelocity2 = this._currentVelocity2;
  56681. }
  56682. if (this._currentLimitVelocityGradient) {
  56683. other._currentLimitVelocityGradient = this._currentLimitVelocityGradient;
  56684. other._currentLimitVelocity1 = this._currentLimitVelocity1;
  56685. other._currentLimitVelocity2 = this._currentLimitVelocity2;
  56686. }
  56687. if (this._currentDragGradient) {
  56688. other._currentDragGradient = this._currentDragGradient;
  56689. other._currentDrag1 = this._currentDrag1;
  56690. other._currentDrag2 = this._currentDrag2;
  56691. }
  56692. if (this.particleSystem.isAnimationSheetEnabled) {
  56693. other._initialStartSpriteCellID = this._initialStartSpriteCellID;
  56694. other._initialEndSpriteCellID = this._initialEndSpriteCellID;
  56695. }
  56696. if (this.particleSystem.useRampGradients) {
  56697. other.remapData.copyFrom(this.remapData);
  56698. }
  56699. if (this._randomNoiseCoordinates1) {
  56700. if (other._randomNoiseCoordinates1) {
  56701. other._randomNoiseCoordinates1.copyFrom(this._randomNoiseCoordinates1);
  56702. other._randomNoiseCoordinates2.copyFrom(this._randomNoiseCoordinates2);
  56703. }
  56704. else {
  56705. other._randomNoiseCoordinates1 = this._randomNoiseCoordinates1.clone();
  56706. other._randomNoiseCoordinates2 = this._randomNoiseCoordinates2.clone();
  56707. }
  56708. }
  56709. };
  56710. Particle._Count = 0;
  56711. return Particle;
  56712. }());
  56713. BABYLON.Particle = Particle;
  56714. })(BABYLON || (BABYLON = {}));
  56715. //# sourceMappingURL=babylon.particle.js.map
  56716. var BABYLON;
  56717. (function (BABYLON) {
  56718. /**
  56719. * This represents the base class for particle system in Babylon.
  56720. * 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.
  56721. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  56722. * @example https://doc.babylonjs.com/babylon101/particles
  56723. */
  56724. var BaseParticleSystem = /** @class */ (function () {
  56725. /**
  56726. * Instantiates a particle system.
  56727. * 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.
  56728. * @param name The name of the particle system
  56729. */
  56730. function BaseParticleSystem(name) {
  56731. /**
  56732. * List of animations used by the particle system.
  56733. */
  56734. this.animations = [];
  56735. /**
  56736. * The rendering group used by the Particle system to chose when to render.
  56737. */
  56738. this.renderingGroupId = 0;
  56739. /**
  56740. * The emitter represents the Mesh or position we are attaching the particle system to.
  56741. */
  56742. this.emitter = null;
  56743. /**
  56744. * The maximum number of particles to emit per frame
  56745. */
  56746. this.emitRate = 10;
  56747. /**
  56748. * If you want to launch only a few particles at once, that can be done, as well.
  56749. */
  56750. this.manualEmitCount = -1;
  56751. /**
  56752. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  56753. */
  56754. this.updateSpeed = 0.01;
  56755. /**
  56756. * The amount of time the particle system is running (depends of the overall update speed).
  56757. */
  56758. this.targetStopDuration = 0;
  56759. /**
  56760. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  56761. */
  56762. this.disposeOnStop = false;
  56763. /**
  56764. * Minimum power of emitting particles.
  56765. */
  56766. this.minEmitPower = 1;
  56767. /**
  56768. * Maximum power of emitting particles.
  56769. */
  56770. this.maxEmitPower = 1;
  56771. /**
  56772. * Minimum life time of emitting particles.
  56773. */
  56774. this.minLifeTime = 1;
  56775. /**
  56776. * Maximum life time of emitting particles.
  56777. */
  56778. this.maxLifeTime = 1;
  56779. /**
  56780. * Minimum Size of emitting particles.
  56781. */
  56782. this.minSize = 1;
  56783. /**
  56784. * Maximum Size of emitting particles.
  56785. */
  56786. this.maxSize = 1;
  56787. /**
  56788. * Minimum scale of emitting particles on X axis.
  56789. */
  56790. this.minScaleX = 1;
  56791. /**
  56792. * Maximum scale of emitting particles on X axis.
  56793. */
  56794. this.maxScaleX = 1;
  56795. /**
  56796. * Minimum scale of emitting particles on Y axis.
  56797. */
  56798. this.minScaleY = 1;
  56799. /**
  56800. * Maximum scale of emitting particles on Y axis.
  56801. */
  56802. this.maxScaleY = 1;
  56803. /**
  56804. * Gets or sets the minimal initial rotation in radians.
  56805. */
  56806. this.minInitialRotation = 0;
  56807. /**
  56808. * Gets or sets the maximal initial rotation in radians.
  56809. */
  56810. this.maxInitialRotation = 0;
  56811. /**
  56812. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  56813. */
  56814. this.minAngularSpeed = 0;
  56815. /**
  56816. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  56817. */
  56818. this.maxAngularSpeed = 0;
  56819. /**
  56820. * The layer mask we are rendering the particles through.
  56821. */
  56822. this.layerMask = 0x0FFFFFFF;
  56823. /**
  56824. * This can help using your own shader to render the particle system.
  56825. * The according effect will be created
  56826. */
  56827. this.customShader = null;
  56828. /**
  56829. * By default particle system starts as soon as they are created. This prevents the
  56830. * automatic start to happen and let you decide when to start emitting particles.
  56831. */
  56832. this.preventAutoStart = false;
  56833. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  56834. this.noiseStrength = new BABYLON.Vector3(10, 10, 10);
  56835. /**
  56836. * Callback triggered when the particle animation is ending.
  56837. */
  56838. this.onAnimationEnd = null;
  56839. /**
  56840. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  56841. */
  56842. this.blendMode = BABYLON.ParticleSystem.BLENDMODE_ONEONE;
  56843. /**
  56844. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  56845. * to override the particles.
  56846. */
  56847. this.forceDepthWrite = false;
  56848. /** 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 */
  56849. this.preWarmCycles = 0;
  56850. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  56851. this.preWarmStepOffset = 1;
  56852. /**
  56853. * 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)
  56854. */
  56855. this.spriteCellChangeSpeed = 1;
  56856. /**
  56857. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  56858. */
  56859. this.startSpriteCellID = 0;
  56860. /**
  56861. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  56862. */
  56863. this.endSpriteCellID = 0;
  56864. /**
  56865. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  56866. */
  56867. this.spriteCellWidth = 0;
  56868. /**
  56869. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  56870. */
  56871. this.spriteCellHeight = 0;
  56872. /**
  56873. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  56874. */
  56875. this.spriteRandomStartCell = false;
  56876. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  56877. this.translationPivot = new BABYLON.Vector2(0, 0);
  56878. /**
  56879. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  56880. */
  56881. this.beginAnimationOnStart = false;
  56882. /**
  56883. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  56884. */
  56885. this.beginAnimationFrom = 0;
  56886. /**
  56887. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  56888. */
  56889. this.beginAnimationTo = 60;
  56890. /**
  56891. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  56892. */
  56893. this.beginAnimationLoop = false;
  56894. /**
  56895. * You can use gravity if you want to give an orientation to your particles.
  56896. */
  56897. this.gravity = BABYLON.Vector3.Zero();
  56898. this._colorGradients = null;
  56899. this._sizeGradients = null;
  56900. this._lifeTimeGradients = null;
  56901. this._angularSpeedGradients = null;
  56902. this._velocityGradients = null;
  56903. this._limitVelocityGradients = null;
  56904. this._dragGradients = null;
  56905. this._emitRateGradients = null;
  56906. this._startSizeGradients = null;
  56907. this._rampGradients = null;
  56908. this._colorRemapGradients = null;
  56909. this._alphaRemapGradients = null;
  56910. /**
  56911. * Defines the delay in milliseconds before starting the system (0 by default)
  56912. */
  56913. this.startDelay = 0;
  56914. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  56915. this.limitVelocityDamping = 0.4;
  56916. /**
  56917. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  56918. */
  56919. this.color1 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  56920. /**
  56921. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  56922. */
  56923. this.color2 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  56924. /**
  56925. * Color the particle will have at the end of its lifetime
  56926. */
  56927. this.colorDead = new BABYLON.Color4(0, 0, 0, 1.0);
  56928. /**
  56929. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  56930. */
  56931. this.textureMask = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  56932. /** @hidden */
  56933. this._isSubEmitter = false;
  56934. /**
  56935. * Gets or sets the billboard mode to use when isBillboardBased = true.
  56936. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  56937. */
  56938. this.billboardMode = BABYLON.ParticleSystem.BILLBOARDMODE_ALL;
  56939. this._isBillboardBased = true;
  56940. /**
  56941. * Local cache of defines for image processing.
  56942. */
  56943. this._imageProcessingConfigurationDefines = new BABYLON.ImageProcessingConfigurationDefines();
  56944. this.id = name;
  56945. this.name = name;
  56946. }
  56947. Object.defineProperty(BaseParticleSystem.prototype, "isAnimationSheetEnabled", {
  56948. /**
  56949. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  56950. */
  56951. get: function () {
  56952. return this._isAnimationSheetEnabled;
  56953. },
  56954. set: function (value) {
  56955. if (this._isAnimationSheetEnabled == value) {
  56956. return;
  56957. }
  56958. this._isAnimationSheetEnabled = value;
  56959. this._reset();
  56960. },
  56961. enumerable: true,
  56962. configurable: true
  56963. });
  56964. /**
  56965. * Get hosting scene
  56966. * @returns the scene
  56967. */
  56968. BaseParticleSystem.prototype.getScene = function () {
  56969. return this._scene;
  56970. };
  56971. BaseParticleSystem.prototype._hasTargetStopDurationDependantGradient = function () {
  56972. return (this._startSizeGradients && this._startSizeGradients.length > 0)
  56973. || (this._emitRateGradients && this._emitRateGradients.length > 0)
  56974. || (this._lifeTimeGradients && this._lifeTimeGradients.length > 0);
  56975. };
  56976. /**
  56977. * Gets the current list of drag gradients.
  56978. * You must use addDragGradient and removeDragGradient to udpate this list
  56979. * @returns the list of drag gradients
  56980. */
  56981. BaseParticleSystem.prototype.getDragGradients = function () {
  56982. return this._dragGradients;
  56983. };
  56984. /**
  56985. * Gets the current list of limit velocity gradients.
  56986. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  56987. * @returns the list of limit velocity gradients
  56988. */
  56989. BaseParticleSystem.prototype.getLimitVelocityGradients = function () {
  56990. return this._limitVelocityGradients;
  56991. };
  56992. /**
  56993. * Gets the current list of color gradients.
  56994. * You must use addColorGradient and removeColorGradient to udpate this list
  56995. * @returns the list of color gradients
  56996. */
  56997. BaseParticleSystem.prototype.getColorGradients = function () {
  56998. return this._colorGradients;
  56999. };
  57000. /**
  57001. * Gets the current list of size gradients.
  57002. * You must use addSizeGradient and removeSizeGradient to udpate this list
  57003. * @returns the list of size gradients
  57004. */
  57005. BaseParticleSystem.prototype.getSizeGradients = function () {
  57006. return this._sizeGradients;
  57007. };
  57008. /**
  57009. * Gets the current list of color remap gradients.
  57010. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  57011. * @returns the list of color remap gradients
  57012. */
  57013. BaseParticleSystem.prototype.getColorRemapGradients = function () {
  57014. return this._colorRemapGradients;
  57015. };
  57016. /**
  57017. * Gets the current list of alpha remap gradients.
  57018. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  57019. * @returns the list of alpha remap gradients
  57020. */
  57021. BaseParticleSystem.prototype.getAlphaRemapGradients = function () {
  57022. return this._alphaRemapGradients;
  57023. };
  57024. /**
  57025. * Gets the current list of life time gradients.
  57026. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  57027. * @returns the list of life time gradients
  57028. */
  57029. BaseParticleSystem.prototype.getLifeTimeGradients = function () {
  57030. return this._lifeTimeGradients;
  57031. };
  57032. /**
  57033. * Gets the current list of angular speed gradients.
  57034. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  57035. * @returns the list of angular speed gradients
  57036. */
  57037. BaseParticleSystem.prototype.getAngularSpeedGradients = function () {
  57038. return this._angularSpeedGradients;
  57039. };
  57040. /**
  57041. * Gets the current list of velocity gradients.
  57042. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  57043. * @returns the list of velocity gradients
  57044. */
  57045. BaseParticleSystem.prototype.getVelocityGradients = function () {
  57046. return this._velocityGradients;
  57047. };
  57048. /**
  57049. * Gets the current list of start size gradients.
  57050. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  57051. * @returns the list of start size gradients
  57052. */
  57053. BaseParticleSystem.prototype.getStartSizeGradients = function () {
  57054. return this._startSizeGradients;
  57055. };
  57056. /**
  57057. * Gets the current list of emit rate gradients.
  57058. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  57059. * @returns the list of emit rate gradients
  57060. */
  57061. BaseParticleSystem.prototype.getEmitRateGradients = function () {
  57062. return this._emitRateGradients;
  57063. };
  57064. Object.defineProperty(BaseParticleSystem.prototype, "direction1", {
  57065. /**
  57066. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  57067. * This only works when particleEmitterTyps is a BoxParticleEmitter
  57068. */
  57069. get: function () {
  57070. if (this.particleEmitterType.direction1) {
  57071. return this.particleEmitterType.direction1;
  57072. }
  57073. return BABYLON.Vector3.Zero();
  57074. },
  57075. set: function (value) {
  57076. if (this.particleEmitterType.direction1) {
  57077. this.particleEmitterType.direction1 = value;
  57078. }
  57079. },
  57080. enumerable: true,
  57081. configurable: true
  57082. });
  57083. Object.defineProperty(BaseParticleSystem.prototype, "direction2", {
  57084. /**
  57085. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  57086. * This only works when particleEmitterTyps is a BoxParticleEmitter
  57087. */
  57088. get: function () {
  57089. if (this.particleEmitterType.direction2) {
  57090. return this.particleEmitterType.direction2;
  57091. }
  57092. return BABYLON.Vector3.Zero();
  57093. },
  57094. set: function (value) {
  57095. if (this.particleEmitterType.direction2) {
  57096. this.particleEmitterType.direction2 = value;
  57097. }
  57098. },
  57099. enumerable: true,
  57100. configurable: true
  57101. });
  57102. Object.defineProperty(BaseParticleSystem.prototype, "minEmitBox", {
  57103. /**
  57104. * 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.
  57105. * This only works when particleEmitterTyps is a BoxParticleEmitter
  57106. */
  57107. get: function () {
  57108. if (this.particleEmitterType.minEmitBox) {
  57109. return this.particleEmitterType.minEmitBox;
  57110. }
  57111. return BABYLON.Vector3.Zero();
  57112. },
  57113. set: function (value) {
  57114. if (this.particleEmitterType.minEmitBox) {
  57115. this.particleEmitterType.minEmitBox = value;
  57116. }
  57117. },
  57118. enumerable: true,
  57119. configurable: true
  57120. });
  57121. Object.defineProperty(BaseParticleSystem.prototype, "maxEmitBox", {
  57122. /**
  57123. * 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.
  57124. * This only works when particleEmitterTyps is a BoxParticleEmitter
  57125. */
  57126. get: function () {
  57127. if (this.particleEmitterType.maxEmitBox) {
  57128. return this.particleEmitterType.maxEmitBox;
  57129. }
  57130. return BABYLON.Vector3.Zero();
  57131. },
  57132. set: function (value) {
  57133. if (this.particleEmitterType.maxEmitBox) {
  57134. this.particleEmitterType.maxEmitBox = value;
  57135. }
  57136. },
  57137. enumerable: true,
  57138. configurable: true
  57139. });
  57140. Object.defineProperty(BaseParticleSystem.prototype, "isBillboardBased", {
  57141. /**
  57142. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  57143. */
  57144. get: function () {
  57145. return this._isBillboardBased;
  57146. },
  57147. set: function (value) {
  57148. if (this._isBillboardBased === value) {
  57149. return;
  57150. }
  57151. this._isBillboardBased = value;
  57152. this._reset();
  57153. },
  57154. enumerable: true,
  57155. configurable: true
  57156. });
  57157. Object.defineProperty(BaseParticleSystem.prototype, "imageProcessingConfiguration", {
  57158. /**
  57159. * Gets the image processing configuration used either in this material.
  57160. */
  57161. get: function () {
  57162. return this._imageProcessingConfiguration;
  57163. },
  57164. /**
  57165. * Sets the Default image processing configuration used either in the this material.
  57166. *
  57167. * If sets to null, the scene one is in use.
  57168. */
  57169. set: function (value) {
  57170. this._attachImageProcessingConfiguration(value);
  57171. },
  57172. enumerable: true,
  57173. configurable: true
  57174. });
  57175. /**
  57176. * Attaches a new image processing configuration to the Standard Material.
  57177. * @param configuration
  57178. */
  57179. BaseParticleSystem.prototype._attachImageProcessingConfiguration = function (configuration) {
  57180. if (configuration === this._imageProcessingConfiguration) {
  57181. return;
  57182. }
  57183. // Pick the scene configuration if needed.
  57184. if (!configuration) {
  57185. this._imageProcessingConfiguration = this._scene.imageProcessingConfiguration;
  57186. }
  57187. else {
  57188. this._imageProcessingConfiguration = configuration;
  57189. }
  57190. };
  57191. /** @hidden */
  57192. BaseParticleSystem.prototype._reset = function () {
  57193. };
  57194. /** @hidden */
  57195. BaseParticleSystem.prototype._removeGradientAndTexture = function (gradient, gradients, texture) {
  57196. if (!gradients) {
  57197. return this;
  57198. }
  57199. var index = 0;
  57200. for (var _i = 0, gradients_1 = gradients; _i < gradients_1.length; _i++) {
  57201. var valueGradient = gradients_1[_i];
  57202. if (valueGradient.gradient === gradient) {
  57203. gradients.splice(index, 1);
  57204. break;
  57205. }
  57206. index++;
  57207. }
  57208. if (texture) {
  57209. texture.dispose();
  57210. }
  57211. return this;
  57212. };
  57213. /**
  57214. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  57215. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  57216. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  57217. * @returns the emitter
  57218. */
  57219. BaseParticleSystem.prototype.createPointEmitter = function (direction1, direction2) {
  57220. var particleEmitter = new BABYLON.PointParticleEmitter();
  57221. particleEmitter.direction1 = direction1;
  57222. particleEmitter.direction2 = direction2;
  57223. this.particleEmitterType = particleEmitter;
  57224. return particleEmitter;
  57225. };
  57226. /**
  57227. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  57228. * @param radius The radius of the hemisphere to emit from
  57229. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  57230. * @returns the emitter
  57231. */
  57232. BaseParticleSystem.prototype.createHemisphericEmitter = function (radius, radiusRange) {
  57233. if (radius === void 0) { radius = 1; }
  57234. if (radiusRange === void 0) { radiusRange = 1; }
  57235. var particleEmitter = new BABYLON.HemisphericParticleEmitter(radius, radiusRange);
  57236. this.particleEmitterType = particleEmitter;
  57237. return particleEmitter;
  57238. };
  57239. /**
  57240. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  57241. * @param radius The radius of the sphere to emit from
  57242. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  57243. * @returns the emitter
  57244. */
  57245. BaseParticleSystem.prototype.createSphereEmitter = function (radius, radiusRange) {
  57246. if (radius === void 0) { radius = 1; }
  57247. if (radiusRange === void 0) { radiusRange = 1; }
  57248. var particleEmitter = new BABYLON.SphereParticleEmitter(radius, radiusRange);
  57249. this.particleEmitterType = particleEmitter;
  57250. return particleEmitter;
  57251. };
  57252. /**
  57253. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  57254. * @param radius The radius of the sphere to emit from
  57255. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  57256. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  57257. * @returns the emitter
  57258. */
  57259. BaseParticleSystem.prototype.createDirectedSphereEmitter = function (radius, direction1, direction2) {
  57260. if (radius === void 0) { radius = 1; }
  57261. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1.0, 0); }
  57262. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1.0, 0); }
  57263. var particleEmitter = new BABYLON.SphereDirectedParticleEmitter(radius, direction1, direction2);
  57264. this.particleEmitterType = particleEmitter;
  57265. return particleEmitter;
  57266. };
  57267. /**
  57268. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  57269. * @param radius The radius of the emission cylinder
  57270. * @param height The height of the emission cylinder
  57271. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  57272. * @param directionRandomizer How much to randomize the particle direction [0-1]
  57273. * @returns the emitter
  57274. */
  57275. BaseParticleSystem.prototype.createCylinderEmitter = function (radius, height, radiusRange, directionRandomizer) {
  57276. if (radius === void 0) { radius = 1; }
  57277. if (height === void 0) { height = 1; }
  57278. if (radiusRange === void 0) { radiusRange = 1; }
  57279. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  57280. var particleEmitter = new BABYLON.CylinderParticleEmitter(radius, height, radiusRange, directionRandomizer);
  57281. this.particleEmitterType = particleEmitter;
  57282. return particleEmitter;
  57283. };
  57284. /**
  57285. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  57286. * @param radius The radius of the cylinder to emit from
  57287. * @param height The height of the emission cylinder
  57288. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  57289. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  57290. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  57291. * @returns the emitter
  57292. */
  57293. BaseParticleSystem.prototype.createDirectedCylinderEmitter = function (radius, height, radiusRange, direction1, direction2) {
  57294. if (radius === void 0) { radius = 1; }
  57295. if (height === void 0) { height = 1; }
  57296. if (radiusRange === void 0) { radiusRange = 1; }
  57297. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1.0, 0); }
  57298. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1.0, 0); }
  57299. var particleEmitter = new BABYLON.CylinderDirectedParticleEmitter(radius, height, radiusRange, direction1, direction2);
  57300. this.particleEmitterType = particleEmitter;
  57301. return particleEmitter;
  57302. };
  57303. /**
  57304. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  57305. * @param radius The radius of the cone to emit from
  57306. * @param angle The base angle of the cone
  57307. * @returns the emitter
  57308. */
  57309. BaseParticleSystem.prototype.createConeEmitter = function (radius, angle) {
  57310. if (radius === void 0) { radius = 1; }
  57311. if (angle === void 0) { angle = Math.PI / 4; }
  57312. var particleEmitter = new BABYLON.ConeParticleEmitter(radius, angle);
  57313. this.particleEmitterType = particleEmitter;
  57314. return particleEmitter;
  57315. };
  57316. /**
  57317. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  57318. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  57319. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  57320. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  57321. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  57322. * @returns the emitter
  57323. */
  57324. BaseParticleSystem.prototype.createBoxEmitter = function (direction1, direction2, minEmitBox, maxEmitBox) {
  57325. var particleEmitter = new BABYLON.BoxParticleEmitter();
  57326. this.particleEmitterType = particleEmitter;
  57327. this.direction1 = direction1;
  57328. this.direction2 = direction2;
  57329. this.minEmitBox = minEmitBox;
  57330. this.maxEmitBox = maxEmitBox;
  57331. return particleEmitter;
  57332. };
  57333. /**
  57334. * Source color is added to the destination color without alpha affecting the result
  57335. */
  57336. BaseParticleSystem.BLENDMODE_ONEONE = 0;
  57337. /**
  57338. * Blend current color and particle color using particle’s alpha
  57339. */
  57340. BaseParticleSystem.BLENDMODE_STANDARD = 1;
  57341. /**
  57342. * Add current color and particle color multiplied by particle’s alpha
  57343. */
  57344. BaseParticleSystem.BLENDMODE_ADD = 2;
  57345. /**
  57346. * Multiply current color with particle color
  57347. */
  57348. BaseParticleSystem.BLENDMODE_MULTIPLY = 3;
  57349. /**
  57350. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  57351. */
  57352. BaseParticleSystem.BLENDMODE_MULTIPLYADD = 4;
  57353. return BaseParticleSystem;
  57354. }());
  57355. BABYLON.BaseParticleSystem = BaseParticleSystem;
  57356. })(BABYLON || (BABYLON = {}));
  57357. //# sourceMappingURL=babylon.baseParticleSystem.js.map
  57358. var BABYLON;
  57359. (function (BABYLON) {
  57360. /**
  57361. * This represents a particle system in Babylon.
  57362. * 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.
  57363. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  57364. * @example https://doc.babylonjs.com/babylon101/particles
  57365. */
  57366. var ParticleSystem = /** @class */ (function (_super) {
  57367. __extends(ParticleSystem, _super);
  57368. /**
  57369. * Instantiates a particle system.
  57370. * 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.
  57371. * @param name The name of the particle system
  57372. * @param capacity The max number of particles alive at the same time
  57373. * @param scene The scene the particle system belongs to
  57374. * @param customEffect a custom effect used to change the way particles are rendered by default
  57375. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  57376. * @param epsilon Offset used to render the particles
  57377. */
  57378. function ParticleSystem(name, capacity, scene, customEffect, isAnimationSheetEnabled, epsilon) {
  57379. if (customEffect === void 0) { customEffect = null; }
  57380. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  57381. if (epsilon === void 0) { epsilon = 0.01; }
  57382. var _this = _super.call(this, name) || this;
  57383. /**
  57384. * @hidden
  57385. */
  57386. _this._inheritedVelocityOffset = new BABYLON.Vector3();
  57387. /**
  57388. * An event triggered when the system is disposed
  57389. */
  57390. _this.onDisposeObservable = new BABYLON.Observable();
  57391. _this._particles = new Array();
  57392. _this._stockParticles = new Array();
  57393. _this._newPartsExcess = 0;
  57394. _this._vertexBuffers = {};
  57395. _this._scaledColorStep = new BABYLON.Color4(0, 0, 0, 0);
  57396. _this._colorDiff = new BABYLON.Color4(0, 0, 0, 0);
  57397. _this._scaledDirection = BABYLON.Vector3.Zero();
  57398. _this._scaledGravity = BABYLON.Vector3.Zero();
  57399. _this._currentRenderId = -1;
  57400. _this._useInstancing = false;
  57401. _this._started = false;
  57402. _this._stopped = false;
  57403. _this._actualFrame = 0;
  57404. /** @hidden */
  57405. _this._currentEmitRate1 = 0;
  57406. /** @hidden */
  57407. _this._currentEmitRate2 = 0;
  57408. /** @hidden */
  57409. _this._currentStartSize1 = 0;
  57410. /** @hidden */
  57411. _this._currentStartSize2 = 0;
  57412. _this._rawTextureWidth = 256;
  57413. _this._useRampGradients = false;
  57414. /**
  57415. * @hidden
  57416. * If the particle systems emitter should be disposed when the particle system is disposed
  57417. */
  57418. _this._disposeEmitterOnDispose = false;
  57419. // start of sub system methods
  57420. /**
  57421. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  57422. * Its lifetime will start back at 0.
  57423. */
  57424. _this.recycleParticle = function (particle) {
  57425. // move particle from activeParticle list to stock particles
  57426. var lastParticle = _this._particles.pop();
  57427. if (lastParticle !== particle) {
  57428. lastParticle.copyTo(particle);
  57429. }
  57430. _this._stockParticles.push(lastParticle);
  57431. };
  57432. _this._createParticle = function () {
  57433. var particle;
  57434. if (_this._stockParticles.length !== 0) {
  57435. particle = _this._stockParticles.pop();
  57436. particle._reset();
  57437. }
  57438. else {
  57439. particle = new BABYLON.Particle(_this);
  57440. }
  57441. // Attach emitters
  57442. if (_this._subEmitters && _this._subEmitters.length > 0) {
  57443. var subEmitters = _this._subEmitters[Math.floor(Math.random() * _this._subEmitters.length)];
  57444. particle._attachedSubEmitters = [];
  57445. subEmitters.forEach(function (subEmitter) {
  57446. if (subEmitter.type === BABYLON.SubEmitterType.ATTACHED) {
  57447. var newEmitter = subEmitter.clone();
  57448. particle._attachedSubEmitters.push(newEmitter);
  57449. newEmitter.particleSystem.start();
  57450. }
  57451. });
  57452. }
  57453. return particle;
  57454. };
  57455. _this._emitFromParticle = function (particle) {
  57456. if (!_this._subEmitters || _this._subEmitters.length === 0) {
  57457. return;
  57458. }
  57459. var templateIndex = Math.floor(Math.random() * _this._subEmitters.length);
  57460. _this._subEmitters[templateIndex].forEach(function (subEmitter) {
  57461. if (subEmitter.type === BABYLON.SubEmitterType.END) {
  57462. var subSystem = subEmitter.clone();
  57463. particle._inheritParticleInfoToSubEmitter(subSystem);
  57464. subSystem.particleSystem._rootParticleSystem = _this;
  57465. _this.activeSubSystems.push(subSystem.particleSystem);
  57466. subSystem.particleSystem.start();
  57467. }
  57468. });
  57469. };
  57470. _this._capacity = capacity;
  57471. _this._epsilon = epsilon;
  57472. _this._isAnimationSheetEnabled = isAnimationSheetEnabled;
  57473. _this._scene = scene || BABYLON.Engine.LastCreatedScene;
  57474. // Setup the default processing configuration to the scene.
  57475. _this._attachImageProcessingConfiguration(null);
  57476. _this._customEffect = customEffect;
  57477. _this._scene.particleSystems.push(_this);
  57478. _this._useInstancing = _this._scene.getEngine().getCaps().instancedArrays;
  57479. _this._createIndexBuffer();
  57480. _this._createVertexBuffers();
  57481. // Default emitter type
  57482. _this.particleEmitterType = new BABYLON.BoxParticleEmitter();
  57483. // Update
  57484. _this.updateFunction = function (particles) {
  57485. var noiseTextureSize = null;
  57486. var noiseTextureData = null;
  57487. if (_this.noiseTexture) { // We need to get texture data back to CPU
  57488. noiseTextureSize = _this.noiseTexture.getSize();
  57489. noiseTextureData = (_this.noiseTexture.getContent());
  57490. }
  57491. var _loop_1 = function () {
  57492. particle = particles[index];
  57493. var scaledUpdateSpeed = _this._scaledUpdateSpeed;
  57494. var previousAge = particle.age;
  57495. particle.age += scaledUpdateSpeed;
  57496. // Evaluate step to death
  57497. if (particle.age > particle.lifeTime) {
  57498. var diff = particle.age - previousAge;
  57499. var oldDiff = particle.lifeTime - previousAge;
  57500. scaledUpdateSpeed = (oldDiff * scaledUpdateSpeed) / diff;
  57501. particle.age = particle.lifeTime;
  57502. }
  57503. var ratio = particle.age / particle.lifeTime;
  57504. // Color
  57505. if (_this._colorGradients && _this._colorGradients.length > 0) {
  57506. BABYLON.Tools.GetCurrentGradient(ratio, _this._colorGradients, function (currentGradient, nextGradient, scale) {
  57507. if (currentGradient !== particle._currentColorGradient) {
  57508. particle._currentColor1.copyFrom(particle._currentColor2);
  57509. nextGradient.getColorToRef(particle._currentColor2);
  57510. particle._currentColorGradient = currentGradient;
  57511. }
  57512. BABYLON.Color4.LerpToRef(particle._currentColor1, particle._currentColor2, scale, particle.color);
  57513. });
  57514. }
  57515. else {
  57516. particle.colorStep.scaleToRef(scaledUpdateSpeed, _this._scaledColorStep);
  57517. particle.color.addInPlace(_this._scaledColorStep);
  57518. if (particle.color.a < 0) {
  57519. particle.color.a = 0;
  57520. }
  57521. }
  57522. // Angular speed
  57523. if (_this._angularSpeedGradients && _this._angularSpeedGradients.length > 0) {
  57524. BABYLON.Tools.GetCurrentGradient(ratio, _this._angularSpeedGradients, function (currentGradient, nextGradient, scale) {
  57525. if (currentGradient !== particle._currentAngularSpeedGradient) {
  57526. particle._currentAngularSpeed1 = particle._currentAngularSpeed2;
  57527. particle._currentAngularSpeed2 = nextGradient.getFactor();
  57528. particle._currentAngularSpeedGradient = currentGradient;
  57529. }
  57530. particle.angularSpeed = BABYLON.Scalar.Lerp(particle._currentAngularSpeed1, particle._currentAngularSpeed2, scale);
  57531. });
  57532. }
  57533. particle.angle += particle.angularSpeed * scaledUpdateSpeed;
  57534. // Direction
  57535. var directionScale = scaledUpdateSpeed;
  57536. /// Velocity
  57537. if (_this._velocityGradients && _this._velocityGradients.length > 0) {
  57538. BABYLON.Tools.GetCurrentGradient(ratio, _this._velocityGradients, function (currentGradient, nextGradient, scale) {
  57539. if (currentGradient !== particle._currentVelocityGradient) {
  57540. particle._currentVelocity1 = particle._currentVelocity2;
  57541. particle._currentVelocity2 = nextGradient.getFactor();
  57542. particle._currentVelocityGradient = currentGradient;
  57543. }
  57544. directionScale *= BABYLON.Scalar.Lerp(particle._currentVelocity1, particle._currentVelocity2, scale);
  57545. });
  57546. }
  57547. particle.direction.scaleToRef(directionScale, _this._scaledDirection);
  57548. /// Limit velocity
  57549. if (_this._limitVelocityGradients && _this._limitVelocityGradients.length > 0) {
  57550. BABYLON.Tools.GetCurrentGradient(ratio, _this._limitVelocityGradients, function (currentGradient, nextGradient, scale) {
  57551. if (currentGradient !== particle._currentLimitVelocityGradient) {
  57552. particle._currentLimitVelocity1 = particle._currentLimitVelocity2;
  57553. particle._currentLimitVelocity2 = nextGradient.getFactor();
  57554. particle._currentLimitVelocityGradient = currentGradient;
  57555. }
  57556. var limitVelocity = BABYLON.Scalar.Lerp(particle._currentLimitVelocity1, particle._currentLimitVelocity2, scale);
  57557. var currentVelocity = particle.direction.length();
  57558. if (currentVelocity > limitVelocity) {
  57559. particle.direction.scaleInPlace(_this.limitVelocityDamping);
  57560. }
  57561. });
  57562. }
  57563. /// Drag
  57564. if (_this._dragGradients && _this._dragGradients.length > 0) {
  57565. BABYLON.Tools.GetCurrentGradient(ratio, _this._dragGradients, function (currentGradient, nextGradient, scale) {
  57566. if (currentGradient !== particle._currentDragGradient) {
  57567. particle._currentDrag1 = particle._currentDrag2;
  57568. particle._currentDrag2 = nextGradient.getFactor();
  57569. particle._currentDragGradient = currentGradient;
  57570. }
  57571. var drag = BABYLON.Scalar.Lerp(particle._currentDrag1, particle._currentDrag2, scale);
  57572. _this._scaledDirection.scaleInPlace(1.0 - drag);
  57573. });
  57574. }
  57575. particle.position.addInPlace(_this._scaledDirection);
  57576. // Noise
  57577. if (noiseTextureData && noiseTextureSize) {
  57578. var fetchedColorR = _this._fetchR(particle._randomNoiseCoordinates1.x, particle._randomNoiseCoordinates1.y, noiseTextureSize.width, noiseTextureSize.height, noiseTextureData);
  57579. var fetchedColorG = _this._fetchR(particle._randomNoiseCoordinates1.z, particle._randomNoiseCoordinates2.x, noiseTextureSize.width, noiseTextureSize.height, noiseTextureData);
  57580. var fetchedColorB = _this._fetchR(particle._randomNoiseCoordinates2.y, particle._randomNoiseCoordinates2.z, noiseTextureSize.width, noiseTextureSize.height, noiseTextureData);
  57581. var force = BABYLON.Tmp.Vector3[0];
  57582. var scaledForce = BABYLON.Tmp.Vector3[1];
  57583. force.copyFromFloats((2 * fetchedColorR - 1) * _this.noiseStrength.x, (2 * fetchedColorG - 1) * _this.noiseStrength.y, (2 * fetchedColorB - 1) * _this.noiseStrength.z);
  57584. force.scaleToRef(scaledUpdateSpeed, scaledForce);
  57585. particle.direction.addInPlace(scaledForce);
  57586. }
  57587. // Gravity
  57588. _this.gravity.scaleToRef(scaledUpdateSpeed, _this._scaledGravity);
  57589. particle.direction.addInPlace(_this._scaledGravity);
  57590. // Size
  57591. if (_this._sizeGradients && _this._sizeGradients.length > 0) {
  57592. BABYLON.Tools.GetCurrentGradient(ratio, _this._sizeGradients, function (currentGradient, nextGradient, scale) {
  57593. if (currentGradient !== particle._currentSizeGradient) {
  57594. particle._currentSize1 = particle._currentSize2;
  57595. particle._currentSize2 = nextGradient.getFactor();
  57596. particle._currentSizeGradient = currentGradient;
  57597. }
  57598. particle.size = BABYLON.Scalar.Lerp(particle._currentSize1, particle._currentSize2, scale);
  57599. });
  57600. }
  57601. // Remap data
  57602. if (_this._useRampGradients) {
  57603. if (_this._colorRemapGradients && _this._colorRemapGradients.length > 0) {
  57604. BABYLON.Tools.GetCurrentGradient(ratio, _this._colorRemapGradients, function (currentGradient, nextGradient, scale) {
  57605. var min = BABYLON.Scalar.Lerp(currentGradient.factor1, nextGradient.factor1, scale);
  57606. var max = BABYLON.Scalar.Lerp(currentGradient.factor2, nextGradient.factor2, scale);
  57607. particle.remapData.x = min;
  57608. particle.remapData.y = max - min;
  57609. });
  57610. }
  57611. if (_this._alphaRemapGradients && _this._alphaRemapGradients.length > 0) {
  57612. BABYLON.Tools.GetCurrentGradient(ratio, _this._alphaRemapGradients, function (currentGradient, nextGradient, scale) {
  57613. var min = BABYLON.Scalar.Lerp(currentGradient.factor1, nextGradient.factor1, scale);
  57614. var max = BABYLON.Scalar.Lerp(currentGradient.factor2, nextGradient.factor2, scale);
  57615. particle.remapData.z = min;
  57616. particle.remapData.w = max - min;
  57617. });
  57618. }
  57619. }
  57620. if (_this._isAnimationSheetEnabled) {
  57621. particle.updateCellIndex();
  57622. }
  57623. // Update the position of the attached sub-emitters to match their attached particle
  57624. particle._inheritParticleInfoToSubEmitters();
  57625. if (particle.age >= particle.lifeTime) { // Recycle by swapping with last particle
  57626. _this._emitFromParticle(particle);
  57627. if (particle._attachedSubEmitters) {
  57628. particle._attachedSubEmitters.forEach(function (subEmitter) {
  57629. subEmitter.particleSystem.disposeOnStop = true;
  57630. subEmitter.particleSystem.stop();
  57631. });
  57632. particle._attachedSubEmitters = null;
  57633. }
  57634. _this.recycleParticle(particle);
  57635. index--;
  57636. return "continue";
  57637. }
  57638. };
  57639. var particle;
  57640. for (var index = 0; index < particles.length; index++) {
  57641. _loop_1();
  57642. }
  57643. };
  57644. return _this;
  57645. }
  57646. Object.defineProperty(ParticleSystem.prototype, "onDispose", {
  57647. /**
  57648. * Sets a callback that will be triggered when the system is disposed
  57649. */
  57650. set: function (callback) {
  57651. if (this._onDisposeObserver) {
  57652. this.onDisposeObservable.remove(this._onDisposeObserver);
  57653. }
  57654. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  57655. },
  57656. enumerable: true,
  57657. configurable: true
  57658. });
  57659. Object.defineProperty(ParticleSystem.prototype, "useRampGradients", {
  57660. /** Gets or sets a boolean indicating that ramp gradients must be used
  57661. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  57662. */
  57663. get: function () {
  57664. return this._useRampGradients;
  57665. },
  57666. set: function (value) {
  57667. if (this._useRampGradients === value) {
  57668. return;
  57669. }
  57670. this._useRampGradients = value;
  57671. this._resetEffect();
  57672. },
  57673. enumerable: true,
  57674. configurable: true
  57675. });
  57676. Object.defineProperty(ParticleSystem.prototype, "particles", {
  57677. //end of Sub-emitter
  57678. /**
  57679. * Gets the current list of active particles
  57680. */
  57681. get: function () {
  57682. return this._particles;
  57683. },
  57684. enumerable: true,
  57685. configurable: true
  57686. });
  57687. /**
  57688. * Returns the string "ParticleSystem"
  57689. * @returns a string containing the class name
  57690. */
  57691. ParticleSystem.prototype.getClassName = function () {
  57692. return "ParticleSystem";
  57693. };
  57694. ParticleSystem.prototype._addFactorGradient = function (factorGradients, gradient, factor, factor2) {
  57695. var newGradient = new BABYLON.FactorGradient();
  57696. newGradient.gradient = gradient;
  57697. newGradient.factor1 = factor;
  57698. newGradient.factor2 = factor2;
  57699. factorGradients.push(newGradient);
  57700. factorGradients.sort(function (a, b) {
  57701. if (a.gradient < b.gradient) {
  57702. return -1;
  57703. }
  57704. else if (a.gradient > b.gradient) {
  57705. return 1;
  57706. }
  57707. return 0;
  57708. });
  57709. };
  57710. ParticleSystem.prototype._removeFactorGradient = function (factorGradients, gradient) {
  57711. if (!factorGradients) {
  57712. return;
  57713. }
  57714. var index = 0;
  57715. for (var _i = 0, factorGradients_1 = factorGradients; _i < factorGradients_1.length; _i++) {
  57716. var factorGradient = factorGradients_1[_i];
  57717. if (factorGradient.gradient === gradient) {
  57718. factorGradients.splice(index, 1);
  57719. break;
  57720. }
  57721. index++;
  57722. }
  57723. };
  57724. /**
  57725. * Adds a new life time gradient
  57726. * @param gradient defines the gradient to use (between 0 and 1)
  57727. * @param factor defines the life time factor to affect to the specified gradient
  57728. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  57729. * @returns the current particle system
  57730. */
  57731. ParticleSystem.prototype.addLifeTimeGradient = function (gradient, factor, factor2) {
  57732. if (!this._lifeTimeGradients) {
  57733. this._lifeTimeGradients = [];
  57734. }
  57735. this._addFactorGradient(this._lifeTimeGradients, gradient, factor, factor2);
  57736. return this;
  57737. };
  57738. /**
  57739. * Remove a specific life time gradient
  57740. * @param gradient defines the gradient to remove
  57741. * @returns the current particle system
  57742. */
  57743. ParticleSystem.prototype.removeLifeTimeGradient = function (gradient) {
  57744. this._removeFactorGradient(this._lifeTimeGradients, gradient);
  57745. return this;
  57746. };
  57747. /**
  57748. * Adds a new size gradient
  57749. * @param gradient defines the gradient to use (between 0 and 1)
  57750. * @param factor defines the size factor to affect to the specified gradient
  57751. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  57752. * @returns the current particle system
  57753. */
  57754. ParticleSystem.prototype.addSizeGradient = function (gradient, factor, factor2) {
  57755. if (!this._sizeGradients) {
  57756. this._sizeGradients = [];
  57757. }
  57758. this._addFactorGradient(this._sizeGradients, gradient, factor, factor2);
  57759. return this;
  57760. };
  57761. /**
  57762. * Remove a specific size gradient
  57763. * @param gradient defines the gradient to remove
  57764. * @returns the current particle system
  57765. */
  57766. ParticleSystem.prototype.removeSizeGradient = function (gradient) {
  57767. this._removeFactorGradient(this._sizeGradients, gradient);
  57768. return this;
  57769. };
  57770. /**
  57771. * Adds a new color remap gradient
  57772. * @param gradient defines the gradient to use (between 0 and 1)
  57773. * @param min defines the color remap minimal range
  57774. * @param max defines the color remap maximal range
  57775. * @returns the current particle system
  57776. */
  57777. ParticleSystem.prototype.addColorRemapGradient = function (gradient, min, max) {
  57778. if (!this._colorRemapGradients) {
  57779. this._colorRemapGradients = [];
  57780. }
  57781. this._addFactorGradient(this._colorRemapGradients, gradient, min, max);
  57782. return this;
  57783. };
  57784. /**
  57785. * Remove a specific color remap gradient
  57786. * @param gradient defines the gradient to remove
  57787. * @returns the current particle system
  57788. */
  57789. ParticleSystem.prototype.removeColorRemapGradient = function (gradient) {
  57790. this._removeFactorGradient(this._colorRemapGradients, gradient);
  57791. return this;
  57792. };
  57793. /**
  57794. * Adds a new alpha remap gradient
  57795. * @param gradient defines the gradient to use (between 0 and 1)
  57796. * @param min defines the alpha remap minimal range
  57797. * @param max defines the alpha remap maximal range
  57798. * @returns the current particle system
  57799. */
  57800. ParticleSystem.prototype.addAlphaRemapGradient = function (gradient, min, max) {
  57801. if (!this._alphaRemapGradients) {
  57802. this._alphaRemapGradients = [];
  57803. }
  57804. this._addFactorGradient(this._alphaRemapGradients, gradient, min, max);
  57805. return this;
  57806. };
  57807. /**
  57808. * Remove a specific alpha remap gradient
  57809. * @param gradient defines the gradient to remove
  57810. * @returns the current particle system
  57811. */
  57812. ParticleSystem.prototype.removeAlphaRemapGradient = function (gradient) {
  57813. this._removeFactorGradient(this._alphaRemapGradients, gradient);
  57814. return this;
  57815. };
  57816. /**
  57817. * Adds a new angular speed gradient
  57818. * @param gradient defines the gradient to use (between 0 and 1)
  57819. * @param factor defines the angular speed to affect to the specified gradient
  57820. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  57821. * @returns the current particle system
  57822. */
  57823. ParticleSystem.prototype.addAngularSpeedGradient = function (gradient, factor, factor2) {
  57824. if (!this._angularSpeedGradients) {
  57825. this._angularSpeedGradients = [];
  57826. }
  57827. this._addFactorGradient(this._angularSpeedGradients, gradient, factor, factor2);
  57828. return this;
  57829. };
  57830. /**
  57831. * Remove a specific angular speed gradient
  57832. * @param gradient defines the gradient to remove
  57833. * @returns the current particle system
  57834. */
  57835. ParticleSystem.prototype.removeAngularSpeedGradient = function (gradient) {
  57836. this._removeFactorGradient(this._angularSpeedGradients, gradient);
  57837. return this;
  57838. };
  57839. /**
  57840. * Adds a new velocity gradient
  57841. * @param gradient defines the gradient to use (between 0 and 1)
  57842. * @param factor defines the velocity to affect to the specified gradient
  57843. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  57844. * @returns the current particle system
  57845. */
  57846. ParticleSystem.prototype.addVelocityGradient = function (gradient, factor, factor2) {
  57847. if (!this._velocityGradients) {
  57848. this._velocityGradients = [];
  57849. }
  57850. this._addFactorGradient(this._velocityGradients, gradient, factor, factor2);
  57851. return this;
  57852. };
  57853. /**
  57854. * Remove a specific velocity gradient
  57855. * @param gradient defines the gradient to remove
  57856. * @returns the current particle system
  57857. */
  57858. ParticleSystem.prototype.removeVelocityGradient = function (gradient) {
  57859. this._removeFactorGradient(this._velocityGradients, gradient);
  57860. return this;
  57861. };
  57862. /**
  57863. * Adds a new limit velocity gradient
  57864. * @param gradient defines the gradient to use (between 0 and 1)
  57865. * @param factor defines the limit velocity value to affect to the specified gradient
  57866. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  57867. * @returns the current particle system
  57868. */
  57869. ParticleSystem.prototype.addLimitVelocityGradient = function (gradient, factor, factor2) {
  57870. if (!this._limitVelocityGradients) {
  57871. this._limitVelocityGradients = [];
  57872. }
  57873. this._addFactorGradient(this._limitVelocityGradients, gradient, factor, factor2);
  57874. return this;
  57875. };
  57876. /**
  57877. * Remove a specific limit velocity gradient
  57878. * @param gradient defines the gradient to remove
  57879. * @returns the current particle system
  57880. */
  57881. ParticleSystem.prototype.removeLimitVelocityGradient = function (gradient) {
  57882. this._removeFactorGradient(this._limitVelocityGradients, gradient);
  57883. return this;
  57884. };
  57885. /**
  57886. * Adds a new drag gradient
  57887. * @param gradient defines the gradient to use (between 0 and 1)
  57888. * @param factor defines the drag value to affect to the specified gradient
  57889. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  57890. * @returns the current particle system
  57891. */
  57892. ParticleSystem.prototype.addDragGradient = function (gradient, factor, factor2) {
  57893. if (!this._dragGradients) {
  57894. this._dragGradients = [];
  57895. }
  57896. this._addFactorGradient(this._dragGradients, gradient, factor, factor2);
  57897. return this;
  57898. };
  57899. /**
  57900. * Remove a specific drag gradient
  57901. * @param gradient defines the gradient to remove
  57902. * @returns the current particle system
  57903. */
  57904. ParticleSystem.prototype.removeDragGradient = function (gradient) {
  57905. this._removeFactorGradient(this._dragGradients, gradient);
  57906. return this;
  57907. };
  57908. /**
  57909. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  57910. * @param gradient defines the gradient to use (between 0 and 1)
  57911. * @param factor defines the emit rate value to affect to the specified gradient
  57912. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  57913. * @returns the current particle system
  57914. */
  57915. ParticleSystem.prototype.addEmitRateGradient = function (gradient, factor, factor2) {
  57916. if (!this._emitRateGradients) {
  57917. this._emitRateGradients = [];
  57918. }
  57919. this._addFactorGradient(this._emitRateGradients, gradient, factor, factor2);
  57920. if (!this._currentEmitRateGradient) {
  57921. this._currentEmitRateGradient = this._emitRateGradients[0];
  57922. this._currentEmitRate1 = this._currentEmitRateGradient.getFactor();
  57923. this._currentEmitRate2 = this._currentEmitRate1;
  57924. }
  57925. if (this._emitRateGradients.length === 2) {
  57926. this._currentEmitRate2 = this._emitRateGradients[1].getFactor();
  57927. }
  57928. return this;
  57929. };
  57930. /**
  57931. * Remove a specific emit rate gradient
  57932. * @param gradient defines the gradient to remove
  57933. * @returns the current particle system
  57934. */
  57935. ParticleSystem.prototype.removeEmitRateGradient = function (gradient) {
  57936. this._removeFactorGradient(this._emitRateGradients, gradient);
  57937. return this;
  57938. };
  57939. /**
  57940. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  57941. * @param gradient defines the gradient to use (between 0 and 1)
  57942. * @param factor defines the start size value to affect to the specified gradient
  57943. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  57944. * @returns the current particle system
  57945. */
  57946. ParticleSystem.prototype.addStartSizeGradient = function (gradient, factor, factor2) {
  57947. if (!this._startSizeGradients) {
  57948. this._startSizeGradients = [];
  57949. }
  57950. this._addFactorGradient(this._startSizeGradients, gradient, factor, factor2);
  57951. if (!this._currentStartSizeGradient) {
  57952. this._currentStartSizeGradient = this._startSizeGradients[0];
  57953. this._currentStartSize1 = this._currentStartSizeGradient.getFactor();
  57954. this._currentStartSize2 = this._currentStartSize1;
  57955. }
  57956. if (this._startSizeGradients.length === 2) {
  57957. this._currentStartSize2 = this._startSizeGradients[1].getFactor();
  57958. }
  57959. return this;
  57960. };
  57961. /**
  57962. * Remove a specific start size gradient
  57963. * @param gradient defines the gradient to remove
  57964. * @returns the current particle system
  57965. */
  57966. ParticleSystem.prototype.removeStartSizeGradient = function (gradient) {
  57967. this._removeFactorGradient(this._emitRateGradients, gradient);
  57968. return this;
  57969. };
  57970. ParticleSystem.prototype._createRampGradientTexture = function () {
  57971. if (!this._rampGradients || !this._rampGradients.length || this._rampGradientsTexture) {
  57972. return;
  57973. }
  57974. var data = new Uint8Array(this._rawTextureWidth * 4);
  57975. var tmpColor = BABYLON.Tmp.Color3[0];
  57976. for (var x = 0; x < this._rawTextureWidth; x++) {
  57977. var ratio = x / this._rawTextureWidth;
  57978. BABYLON.Tools.GetCurrentGradient(ratio, this._rampGradients, function (currentGradient, nextGradient, scale) {
  57979. BABYLON.Color3.LerpToRef(currentGradient.color, nextGradient.color, scale, tmpColor);
  57980. data[x * 4] = tmpColor.r * 255;
  57981. data[x * 4 + 1] = tmpColor.g * 255;
  57982. data[x * 4 + 2] = tmpColor.b * 255;
  57983. data[x * 4 + 3] = 255;
  57984. });
  57985. }
  57986. this._rampGradientsTexture = BABYLON.RawTexture.CreateRGBATexture(data, this._rawTextureWidth, 1, this._scene, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  57987. };
  57988. /**
  57989. * Gets the current list of ramp gradients.
  57990. * You must use addRampGradient and removeRampGradient to udpate this list
  57991. * @returns the list of ramp gradients
  57992. */
  57993. ParticleSystem.prototype.getRampGradients = function () {
  57994. return this._rampGradients;
  57995. };
  57996. /**
  57997. * Adds a new ramp gradient used to remap particle colors
  57998. * @param gradient defines the gradient to use (between 0 and 1)
  57999. * @param color defines the color to affect to the specified gradient
  58000. * @returns the current particle system
  58001. */
  58002. ParticleSystem.prototype.addRampGradient = function (gradient, color) {
  58003. if (!this._rampGradients) {
  58004. this._rampGradients = [];
  58005. }
  58006. var rampGradient = new BABYLON.Color3Gradient();
  58007. rampGradient.gradient = gradient;
  58008. rampGradient.color = color;
  58009. this._rampGradients.push(rampGradient);
  58010. this._rampGradients.sort(function (a, b) {
  58011. if (a.gradient < b.gradient) {
  58012. return -1;
  58013. }
  58014. else if (a.gradient > b.gradient) {
  58015. return 1;
  58016. }
  58017. return 0;
  58018. });
  58019. if (this._rampGradientsTexture) {
  58020. this._rampGradientsTexture.dispose();
  58021. this._rampGradientsTexture = null;
  58022. }
  58023. this._createRampGradientTexture();
  58024. return this;
  58025. };
  58026. /**
  58027. * Remove a specific ramp gradient
  58028. * @param gradient defines the gradient to remove
  58029. * @returns the current particle system
  58030. */
  58031. ParticleSystem.prototype.removeRampGradient = function (gradient) {
  58032. this._removeGradientAndTexture(gradient, this._rampGradients, this._rampGradientsTexture);
  58033. this._rampGradientsTexture = null;
  58034. if (this._rampGradients && this._rampGradients.length > 0) {
  58035. this._createRampGradientTexture();
  58036. }
  58037. return this;
  58038. };
  58039. /**
  58040. * Adds a new color gradient
  58041. * @param gradient defines the gradient to use (between 0 and 1)
  58042. * @param color1 defines the color to affect to the specified gradient
  58043. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  58044. */
  58045. ParticleSystem.prototype.addColorGradient = function (gradient, color1, color2) {
  58046. if (!this._colorGradients) {
  58047. this._colorGradients = [];
  58048. }
  58049. var colorGradient = new BABYLON.ColorGradient();
  58050. colorGradient.gradient = gradient;
  58051. colorGradient.color1 = color1;
  58052. colorGradient.color2 = color2;
  58053. this._colorGradients.push(colorGradient);
  58054. this._colorGradients.sort(function (a, b) {
  58055. if (a.gradient < b.gradient) {
  58056. return -1;
  58057. }
  58058. else if (a.gradient > b.gradient) {
  58059. return 1;
  58060. }
  58061. return 0;
  58062. });
  58063. return this;
  58064. };
  58065. /**
  58066. * Remove a specific color gradient
  58067. * @param gradient defines the gradient to remove
  58068. */
  58069. ParticleSystem.prototype.removeColorGradient = function (gradient) {
  58070. if (!this._colorGradients) {
  58071. return this;
  58072. }
  58073. var index = 0;
  58074. for (var _i = 0, _a = this._colorGradients; _i < _a.length; _i++) {
  58075. var colorGradient = _a[_i];
  58076. if (colorGradient.gradient === gradient) {
  58077. this._colorGradients.splice(index, 1);
  58078. break;
  58079. }
  58080. index++;
  58081. }
  58082. return this;
  58083. };
  58084. ParticleSystem.prototype._fetchR = function (u, v, width, height, pixels) {
  58085. u = Math.abs(u) * 0.5 + 0.5;
  58086. v = Math.abs(v) * 0.5 + 0.5;
  58087. var wrappedU = ((u * width) % width) | 0;
  58088. var wrappedV = ((v * height) % height) | 0;
  58089. var position = (wrappedU + wrappedV * width) * 4;
  58090. return pixels[position] / 255;
  58091. };
  58092. ParticleSystem.prototype._reset = function () {
  58093. this._resetEffect();
  58094. };
  58095. ParticleSystem.prototype._resetEffect = function () {
  58096. if (this._vertexBuffer) {
  58097. this._vertexBuffer.dispose();
  58098. this._vertexBuffer = null;
  58099. }
  58100. if (this._spriteBuffer) {
  58101. this._spriteBuffer.dispose();
  58102. this._spriteBuffer = null;
  58103. }
  58104. this._createVertexBuffers();
  58105. };
  58106. ParticleSystem.prototype._createVertexBuffers = function () {
  58107. this._vertexBufferSize = this._useInstancing ? 10 : 12;
  58108. if (this._isAnimationSheetEnabled) {
  58109. this._vertexBufferSize += 1;
  58110. }
  58111. if (!this._isBillboardBased || this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED) {
  58112. this._vertexBufferSize += 3;
  58113. }
  58114. if (this._useRampGradients) {
  58115. this._vertexBufferSize += 4;
  58116. }
  58117. var engine = this._scene.getEngine();
  58118. this._vertexData = new Float32Array(this._capacity * this._vertexBufferSize * (this._useInstancing ? 1 : 4));
  58119. this._vertexBuffer = new BABYLON.Buffer(engine, this._vertexData, true, this._vertexBufferSize);
  58120. var dataOffset = 0;
  58121. var positions = this._vertexBuffer.createVertexBuffer(BABYLON.VertexBuffer.PositionKind, dataOffset, 3, this._vertexBufferSize, this._useInstancing);
  58122. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = positions;
  58123. dataOffset += 3;
  58124. var colors = this._vertexBuffer.createVertexBuffer(BABYLON.VertexBuffer.ColorKind, dataOffset, 4, this._vertexBufferSize, this._useInstancing);
  58125. this._vertexBuffers[BABYLON.VertexBuffer.ColorKind] = colors;
  58126. dataOffset += 4;
  58127. var options = this._vertexBuffer.createVertexBuffer("angle", dataOffset, 1, this._vertexBufferSize, this._useInstancing);
  58128. this._vertexBuffers["angle"] = options;
  58129. dataOffset += 1;
  58130. var size = this._vertexBuffer.createVertexBuffer("size", dataOffset, 2, this._vertexBufferSize, this._useInstancing);
  58131. this._vertexBuffers["size"] = size;
  58132. dataOffset += 2;
  58133. if (this._isAnimationSheetEnabled) {
  58134. var cellIndexBuffer = this._vertexBuffer.createVertexBuffer("cellIndex", dataOffset, 1, this._vertexBufferSize, this._useInstancing);
  58135. this._vertexBuffers["cellIndex"] = cellIndexBuffer;
  58136. dataOffset += 1;
  58137. }
  58138. if (!this._isBillboardBased || this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED) {
  58139. var directionBuffer = this._vertexBuffer.createVertexBuffer("direction", dataOffset, 3, this._vertexBufferSize, this._useInstancing);
  58140. this._vertexBuffers["direction"] = directionBuffer;
  58141. dataOffset += 3;
  58142. }
  58143. if (this._useRampGradients) {
  58144. var rampDataBuffer = this._vertexBuffer.createVertexBuffer("remapData", dataOffset, 4, this._vertexBufferSize, this._useInstancing);
  58145. this._vertexBuffers["remapData"] = rampDataBuffer;
  58146. dataOffset += 4;
  58147. }
  58148. var offsets;
  58149. if (this._useInstancing) {
  58150. var spriteData = new Float32Array([0, 0, 1, 0, 1, 1, 0, 1]);
  58151. this._spriteBuffer = new BABYLON.Buffer(engine, spriteData, false, 2);
  58152. offsets = this._spriteBuffer.createVertexBuffer("offset", 0, 2);
  58153. }
  58154. else {
  58155. offsets = this._vertexBuffer.createVertexBuffer("offset", dataOffset, 2, this._vertexBufferSize, this._useInstancing);
  58156. dataOffset += 2;
  58157. }
  58158. this._vertexBuffers["offset"] = offsets;
  58159. };
  58160. ParticleSystem.prototype._createIndexBuffer = function () {
  58161. if (this._useInstancing) {
  58162. return;
  58163. }
  58164. var indices = [];
  58165. var index = 0;
  58166. for (var count = 0; count < this._capacity; count++) {
  58167. indices.push(index);
  58168. indices.push(index + 1);
  58169. indices.push(index + 2);
  58170. indices.push(index);
  58171. indices.push(index + 2);
  58172. indices.push(index + 3);
  58173. index += 4;
  58174. }
  58175. this._indexBuffer = this._scene.getEngine().createIndexBuffer(indices);
  58176. };
  58177. /**
  58178. * Gets the maximum number of particles active at the same time.
  58179. * @returns The max number of active particles.
  58180. */
  58181. ParticleSystem.prototype.getCapacity = function () {
  58182. return this._capacity;
  58183. };
  58184. /**
  58185. * Gets whether there are still active particles in the system.
  58186. * @returns True if it is alive, otherwise false.
  58187. */
  58188. ParticleSystem.prototype.isAlive = function () {
  58189. return this._alive;
  58190. };
  58191. /**
  58192. * Gets if the system has been started. (Note: this will still be true after stop is called)
  58193. * @returns True if it has been started, otherwise false.
  58194. */
  58195. ParticleSystem.prototype.isStarted = function () {
  58196. return this._started;
  58197. };
  58198. ParticleSystem.prototype._prepareSubEmitterInternalArray = function () {
  58199. var _this = this;
  58200. this._subEmitters = new Array();
  58201. if (this.subEmitters) {
  58202. this.subEmitters.forEach(function (subEmitter) {
  58203. if (subEmitter instanceof ParticleSystem) {
  58204. _this._subEmitters.push([new BABYLON.SubEmitter(subEmitter)]);
  58205. }
  58206. else if (subEmitter instanceof BABYLON.SubEmitter) {
  58207. _this._subEmitters.push([subEmitter]);
  58208. }
  58209. else if (subEmitter instanceof Array) {
  58210. _this._subEmitters.push(subEmitter);
  58211. }
  58212. });
  58213. }
  58214. };
  58215. /**
  58216. * Starts the particle system and begins to emit
  58217. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  58218. */
  58219. ParticleSystem.prototype.start = function (delay) {
  58220. var _this = this;
  58221. if (delay === void 0) { delay = this.startDelay; }
  58222. if (!this.targetStopDuration && this._hasTargetStopDurationDependantGradient()) {
  58223. throw "Particle system started with a targetStopDuration dependant gradient (eg. startSizeGradients) but no targetStopDuration set";
  58224. }
  58225. if (delay) {
  58226. setTimeout(function () {
  58227. _this.start(0);
  58228. }, delay);
  58229. return;
  58230. }
  58231. // Convert the subEmitters field to the constant type field _subEmitters
  58232. this._prepareSubEmitterInternalArray();
  58233. this._started = true;
  58234. this._stopped = false;
  58235. this._actualFrame = 0;
  58236. if (this._subEmitters && this._subEmitters.length != 0) {
  58237. this.activeSubSystems = new Array();
  58238. }
  58239. if (this.preWarmCycles) {
  58240. if (this.emitter instanceof BABYLON.AbstractMesh) {
  58241. this.emitter.computeWorldMatrix(true);
  58242. }
  58243. var noiseTextureAsProcedural_1 = this.noiseTexture;
  58244. if (noiseTextureAsProcedural_1 && noiseTextureAsProcedural_1.onGeneratedObservable) {
  58245. noiseTextureAsProcedural_1.onGeneratedObservable.addOnce(function () {
  58246. setTimeout(function () {
  58247. for (var index = 0; index < _this.preWarmCycles; index++) {
  58248. _this.animate(true);
  58249. noiseTextureAsProcedural_1.render();
  58250. }
  58251. });
  58252. });
  58253. }
  58254. else {
  58255. for (var index = 0; index < this.preWarmCycles; index++) {
  58256. this.animate(true);
  58257. }
  58258. }
  58259. }
  58260. // Animations
  58261. if (this.beginAnimationOnStart && this.animations && this.animations.length > 0) {
  58262. this.getScene().beginAnimation(this, this.beginAnimationFrom, this.beginAnimationTo, this.beginAnimationLoop);
  58263. }
  58264. };
  58265. /**
  58266. * Stops the particle system.
  58267. * @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.
  58268. */
  58269. ParticleSystem.prototype.stop = function (stopSubEmitters) {
  58270. if (stopSubEmitters === void 0) { stopSubEmitters = true; }
  58271. this._stopped = true;
  58272. if (stopSubEmitters) {
  58273. this._stopSubEmitters();
  58274. }
  58275. };
  58276. // animation sheet
  58277. /**
  58278. * Remove all active particles
  58279. */
  58280. ParticleSystem.prototype.reset = function () {
  58281. this._stockParticles = [];
  58282. this._particles = [];
  58283. };
  58284. /**
  58285. * @hidden (for internal use only)
  58286. */
  58287. ParticleSystem.prototype._appendParticleVertex = function (index, particle, offsetX, offsetY) {
  58288. var offset = index * this._vertexBufferSize;
  58289. this._vertexData[offset++] = particle.position.x;
  58290. this._vertexData[offset++] = particle.position.y;
  58291. this._vertexData[offset++] = particle.position.z;
  58292. this._vertexData[offset++] = particle.color.r;
  58293. this._vertexData[offset++] = particle.color.g;
  58294. this._vertexData[offset++] = particle.color.b;
  58295. this._vertexData[offset++] = particle.color.a;
  58296. this._vertexData[offset++] = particle.angle;
  58297. this._vertexData[offset++] = particle.scale.x * particle.size;
  58298. this._vertexData[offset++] = particle.scale.y * particle.size;
  58299. if (this._isAnimationSheetEnabled) {
  58300. this._vertexData[offset++] = particle.cellIndex;
  58301. }
  58302. if (!this._isBillboardBased) {
  58303. if (particle._initialDirection) {
  58304. this._vertexData[offset++] = particle._initialDirection.x;
  58305. this._vertexData[offset++] = particle._initialDirection.y;
  58306. this._vertexData[offset++] = particle._initialDirection.z;
  58307. }
  58308. else {
  58309. this._vertexData[offset++] = particle.direction.x;
  58310. this._vertexData[offset++] = particle.direction.y;
  58311. this._vertexData[offset++] = particle.direction.z;
  58312. }
  58313. }
  58314. else if (this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED) {
  58315. this._vertexData[offset++] = particle.direction.x;
  58316. this._vertexData[offset++] = particle.direction.y;
  58317. this._vertexData[offset++] = particle.direction.z;
  58318. }
  58319. if (this._useRampGradients) {
  58320. this._vertexData[offset++] = particle.remapData.x;
  58321. this._vertexData[offset++] = particle.remapData.y;
  58322. this._vertexData[offset++] = particle.remapData.z;
  58323. this._vertexData[offset++] = particle.remapData.w;
  58324. }
  58325. if (!this._useInstancing) {
  58326. if (this._isAnimationSheetEnabled) {
  58327. if (offsetX === 0)
  58328. offsetX = this._epsilon;
  58329. else if (offsetX === 1)
  58330. offsetX = 1 - this._epsilon;
  58331. if (offsetY === 0)
  58332. offsetY = this._epsilon;
  58333. else if (offsetY === 1)
  58334. offsetY = 1 - this._epsilon;
  58335. }
  58336. this._vertexData[offset++] = offsetX;
  58337. this._vertexData[offset++] = offsetY;
  58338. }
  58339. };
  58340. ParticleSystem.prototype._stopSubEmitters = function () {
  58341. if (!this.activeSubSystems) {
  58342. return;
  58343. }
  58344. this.activeSubSystems.forEach(function (subSystem) {
  58345. subSystem.stop(true);
  58346. });
  58347. this.activeSubSystems = new Array();
  58348. };
  58349. ParticleSystem.prototype._removeFromRoot = function () {
  58350. if (!this._rootParticleSystem) {
  58351. return;
  58352. }
  58353. var index = this._rootParticleSystem.activeSubSystems.indexOf(this);
  58354. if (index !== -1) {
  58355. this._rootParticleSystem.activeSubSystems.splice(index, 1);
  58356. }
  58357. this._rootParticleSystem = null;
  58358. };
  58359. // End of sub system methods
  58360. ParticleSystem.prototype._update = function (newParticles) {
  58361. var _this = this;
  58362. // Update current
  58363. this._alive = this._particles.length > 0;
  58364. if (this.emitter.position) {
  58365. var emitterMesh = this.emitter;
  58366. this._emitterWorldMatrix = emitterMesh.getWorldMatrix();
  58367. }
  58368. else {
  58369. var emitterPosition = this.emitter;
  58370. this._emitterWorldMatrix = BABYLON.Matrix.Translation(emitterPosition.x, emitterPosition.y, emitterPosition.z);
  58371. }
  58372. this.updateFunction(this._particles);
  58373. // Add new ones
  58374. var particle;
  58375. var _loop_2 = function () {
  58376. if (this_1._particles.length === this_1._capacity) {
  58377. return "break";
  58378. }
  58379. particle = this_1._createParticle();
  58380. this_1._particles.push(particle);
  58381. // Emitter
  58382. var emitPower = BABYLON.Scalar.RandomRange(this_1.minEmitPower, this_1.maxEmitPower);
  58383. if (this_1.startPositionFunction) {
  58384. this_1.startPositionFunction(this_1._emitterWorldMatrix, particle.position, particle);
  58385. }
  58386. else {
  58387. this_1.particleEmitterType.startPositionFunction(this_1._emitterWorldMatrix, particle.position, particle);
  58388. }
  58389. if (this_1.startDirectionFunction) {
  58390. this_1.startDirectionFunction(this_1._emitterWorldMatrix, particle.direction, particle);
  58391. }
  58392. else {
  58393. this_1.particleEmitterType.startDirectionFunction(this_1._emitterWorldMatrix, particle.direction, particle);
  58394. }
  58395. if (emitPower === 0) {
  58396. if (!particle._initialDirection) {
  58397. particle._initialDirection = particle.direction.clone();
  58398. }
  58399. else {
  58400. particle._initialDirection.copyFrom(particle.direction);
  58401. }
  58402. }
  58403. else {
  58404. particle._initialDirection = null;
  58405. }
  58406. particle.direction.scaleInPlace(emitPower);
  58407. // Life time
  58408. if (this_1.targetStopDuration && this_1._lifeTimeGradients && this_1._lifeTimeGradients.length > 0) {
  58409. var ratio_1 = BABYLON.Scalar.Clamp(this_1._actualFrame / this_1.targetStopDuration);
  58410. BABYLON.Tools.GetCurrentGradient(ratio_1, this_1._lifeTimeGradients, function (currentGradient, nextGradient, scale) {
  58411. var factorGradient1 = currentGradient;
  58412. var factorGradient2 = nextGradient;
  58413. var lifeTime1 = factorGradient1.getFactor();
  58414. var lifeTime2 = factorGradient2.getFactor();
  58415. var gradient = (ratio_1 - factorGradient1.gradient) / (factorGradient2.gradient - factorGradient1.gradient);
  58416. particle.lifeTime = BABYLON.Scalar.Lerp(lifeTime1, lifeTime2, gradient);
  58417. });
  58418. }
  58419. else {
  58420. particle.lifeTime = BABYLON.Scalar.RandomRange(this_1.minLifeTime, this_1.maxLifeTime);
  58421. }
  58422. // Size
  58423. if (!this_1._sizeGradients || this_1._sizeGradients.length === 0) {
  58424. particle.size = BABYLON.Scalar.RandomRange(this_1.minSize, this_1.maxSize);
  58425. }
  58426. else {
  58427. particle._currentSizeGradient = this_1._sizeGradients[0];
  58428. particle._currentSize1 = particle._currentSizeGradient.getFactor();
  58429. particle.size = particle._currentSize1;
  58430. if (this_1._sizeGradients.length > 1) {
  58431. particle._currentSize2 = this_1._sizeGradients[1].getFactor();
  58432. }
  58433. else {
  58434. particle._currentSize2 = particle._currentSize1;
  58435. }
  58436. }
  58437. // Size and scale
  58438. particle.scale.copyFromFloats(BABYLON.Scalar.RandomRange(this_1.minScaleX, this_1.maxScaleX), BABYLON.Scalar.RandomRange(this_1.minScaleY, this_1.maxScaleY));
  58439. // Adjust scale by start size
  58440. if (this_1._startSizeGradients && this_1._startSizeGradients[0] && this_1.targetStopDuration) {
  58441. var ratio = this_1._actualFrame / this_1.targetStopDuration;
  58442. BABYLON.Tools.GetCurrentGradient(ratio, this_1._startSizeGradients, function (currentGradient, nextGradient, scale) {
  58443. if (currentGradient !== _this._currentStartSizeGradient) {
  58444. _this._currentStartSize1 = _this._currentStartSize2;
  58445. _this._currentStartSize2 = nextGradient.getFactor();
  58446. _this._currentStartSizeGradient = currentGradient;
  58447. }
  58448. var value = BABYLON.Scalar.Lerp(_this._currentStartSize1, _this._currentStartSize2, scale);
  58449. particle.scale.scaleInPlace(value);
  58450. });
  58451. }
  58452. // Angle
  58453. if (!this_1._angularSpeedGradients || this_1._angularSpeedGradients.length === 0) {
  58454. particle.angularSpeed = BABYLON.Scalar.RandomRange(this_1.minAngularSpeed, this_1.maxAngularSpeed);
  58455. }
  58456. else {
  58457. particle._currentAngularSpeedGradient = this_1._angularSpeedGradients[0];
  58458. particle.angularSpeed = particle._currentAngularSpeedGradient.getFactor();
  58459. particle._currentAngularSpeed1 = particle.angularSpeed;
  58460. if (this_1._angularSpeedGradients.length > 1) {
  58461. particle._currentAngularSpeed2 = this_1._angularSpeedGradients[1].getFactor();
  58462. }
  58463. else {
  58464. particle._currentAngularSpeed2 = particle._currentAngularSpeed1;
  58465. }
  58466. }
  58467. particle.angle = BABYLON.Scalar.RandomRange(this_1.minInitialRotation, this_1.maxInitialRotation);
  58468. // Velocity
  58469. if (this_1._velocityGradients && this_1._velocityGradients.length > 0) {
  58470. particle._currentVelocityGradient = this_1._velocityGradients[0];
  58471. particle._currentVelocity1 = particle._currentVelocityGradient.getFactor();
  58472. if (this_1._velocityGradients.length > 1) {
  58473. particle._currentVelocity2 = this_1._velocityGradients[1].getFactor();
  58474. }
  58475. else {
  58476. particle._currentVelocity2 = particle._currentVelocity1;
  58477. }
  58478. }
  58479. // Limit velocity
  58480. if (this_1._limitVelocityGradients && this_1._limitVelocityGradients.length > 0) {
  58481. particle._currentLimitVelocityGradient = this_1._limitVelocityGradients[0];
  58482. particle._currentLimitVelocity1 = particle._currentLimitVelocityGradient.getFactor();
  58483. if (this_1._limitVelocityGradients.length > 1) {
  58484. particle._currentLimitVelocity2 = this_1._limitVelocityGradients[1].getFactor();
  58485. }
  58486. else {
  58487. particle._currentLimitVelocity2 = particle._currentLimitVelocity1;
  58488. }
  58489. }
  58490. // Drag
  58491. if (this_1._dragGradients && this_1._dragGradients.length > 0) {
  58492. particle._currentDragGradient = this_1._dragGradients[0];
  58493. particle._currentDrag1 = particle._currentDragGradient.getFactor();
  58494. if (this_1._dragGradients.length > 1) {
  58495. particle._currentDrag2 = this_1._dragGradients[1].getFactor();
  58496. }
  58497. else {
  58498. particle._currentDrag2 = particle._currentDrag1;
  58499. }
  58500. }
  58501. // Color
  58502. if (!this_1._colorGradients || this_1._colorGradients.length === 0) {
  58503. step = BABYLON.Scalar.RandomRange(0, 1.0);
  58504. BABYLON.Color4.LerpToRef(this_1.color1, this_1.color2, step, particle.color);
  58505. this_1.colorDead.subtractToRef(particle.color, this_1._colorDiff);
  58506. this_1._colorDiff.scaleToRef(1.0 / particle.lifeTime, particle.colorStep);
  58507. }
  58508. else {
  58509. particle._currentColorGradient = this_1._colorGradients[0];
  58510. particle._currentColorGradient.getColorToRef(particle.color);
  58511. particle._currentColor1.copyFrom(particle.color);
  58512. if (this_1._colorGradients.length > 1) {
  58513. this_1._colorGradients[1].getColorToRef(particle._currentColor2);
  58514. }
  58515. else {
  58516. particle._currentColor2.copyFrom(particle.color);
  58517. }
  58518. }
  58519. // Sheet
  58520. if (this_1._isAnimationSheetEnabled) {
  58521. particle._initialStartSpriteCellID = this_1.startSpriteCellID;
  58522. particle._initialEndSpriteCellID = this_1.endSpriteCellID;
  58523. }
  58524. // Inherited Velocity
  58525. particle.direction.addInPlace(this_1._inheritedVelocityOffset);
  58526. // Ramp
  58527. if (this_1._useRampGradients) {
  58528. particle.remapData = new BABYLON.Vector4(0, 1, 0, 1);
  58529. }
  58530. // Noise texture coordinates
  58531. if (this_1.noiseTexture) {
  58532. if (particle._randomNoiseCoordinates1) {
  58533. particle._randomNoiseCoordinates1.copyFromFloats(Math.random(), Math.random(), Math.random());
  58534. particle._randomNoiseCoordinates2.copyFromFloats(Math.random(), Math.random(), Math.random());
  58535. }
  58536. else {
  58537. particle._randomNoiseCoordinates1 = new BABYLON.Vector3(Math.random(), Math.random(), Math.random());
  58538. particle._randomNoiseCoordinates2 = new BABYLON.Vector3(Math.random(), Math.random(), Math.random());
  58539. }
  58540. }
  58541. // Update the position of the attached sub-emitters to match their attached particle
  58542. particle._inheritParticleInfoToSubEmitters();
  58543. };
  58544. var this_1 = this, step;
  58545. for (var index = 0; index < newParticles; index++) {
  58546. var state_1 = _loop_2();
  58547. if (state_1 === "break")
  58548. break;
  58549. }
  58550. };
  58551. /** @hidden */
  58552. ParticleSystem._GetAttributeNamesOrOptions = function (isAnimationSheetEnabled, isBillboardBased, useRampGradients) {
  58553. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  58554. if (isBillboardBased === void 0) { isBillboardBased = false; }
  58555. if (useRampGradients === void 0) { useRampGradients = false; }
  58556. var attributeNamesOrOptions = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.ColorKind, "angle", "offset", "size"];
  58557. if (isAnimationSheetEnabled) {
  58558. attributeNamesOrOptions.push("cellIndex");
  58559. }
  58560. if (!isBillboardBased) {
  58561. attributeNamesOrOptions.push("direction");
  58562. }
  58563. if (useRampGradients) {
  58564. attributeNamesOrOptions.push("remapData");
  58565. }
  58566. return attributeNamesOrOptions;
  58567. };
  58568. ParticleSystem._GetEffectCreationOptions = function (isAnimationSheetEnabled) {
  58569. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  58570. var effectCreationOption = ["invView", "view", "projection", "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "textureMask", "translationPivot", "eyePosition"];
  58571. if (isAnimationSheetEnabled) {
  58572. effectCreationOption.push("particlesInfos");
  58573. }
  58574. return effectCreationOption;
  58575. };
  58576. ParticleSystem.prototype._getEffect = function (blendMode) {
  58577. if (this._customEffect) {
  58578. return this._customEffect;
  58579. }
  58580. ;
  58581. var defines = [];
  58582. if (this._scene.clipPlane) {
  58583. defines.push("#define CLIPPLANE");
  58584. }
  58585. if (this._scene.clipPlane2) {
  58586. defines.push("#define CLIPPLANE2");
  58587. }
  58588. if (this._scene.clipPlane3) {
  58589. defines.push("#define CLIPPLANE3");
  58590. }
  58591. if (this._scene.clipPlane4) {
  58592. defines.push("#define CLIPPLANE4");
  58593. }
  58594. if (this._isAnimationSheetEnabled) {
  58595. defines.push("#define ANIMATESHEET");
  58596. }
  58597. if (blendMode === ParticleSystem.BLENDMODE_MULTIPLY) {
  58598. defines.push("#define BLENDMULTIPLYMODE");
  58599. }
  58600. if (this._useRampGradients) {
  58601. defines.push("#define RAMPGRADIENT");
  58602. }
  58603. if (this._isBillboardBased) {
  58604. defines.push("#define BILLBOARD");
  58605. switch (this.billboardMode) {
  58606. case ParticleSystem.BILLBOARDMODE_Y:
  58607. defines.push("#define BILLBOARDY");
  58608. break;
  58609. case ParticleSystem.BILLBOARDMODE_STRETCHED:
  58610. defines.push("#define BILLBOARDSTRETCHED");
  58611. break;
  58612. case ParticleSystem.BILLBOARDMODE_ALL:
  58613. default:
  58614. break;
  58615. }
  58616. }
  58617. if (this._imageProcessingConfiguration) {
  58618. this._imageProcessingConfiguration.prepareDefines(this._imageProcessingConfigurationDefines);
  58619. defines.push(this._imageProcessingConfigurationDefines.toString());
  58620. }
  58621. // Effect
  58622. var join = defines.join("\n");
  58623. if (this._cachedDefines !== join) {
  58624. this._cachedDefines = join;
  58625. var attributesNamesOrOptions = ParticleSystem._GetAttributeNamesOrOptions(this._isAnimationSheetEnabled, this._isBillboardBased && this.billboardMode !== ParticleSystem.BILLBOARDMODE_STRETCHED, this._useRampGradients);
  58626. var effectCreationOption = ParticleSystem._GetEffectCreationOptions(this._isAnimationSheetEnabled);
  58627. var samplers = ["diffuseSampler", "rampSampler"];
  58628. if (BABYLON.ImageProcessingConfiguration) {
  58629. BABYLON.ImageProcessingConfiguration.PrepareUniforms(effectCreationOption, this._imageProcessingConfigurationDefines);
  58630. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, this._imageProcessingConfigurationDefines);
  58631. }
  58632. this._effect = this._scene.getEngine().createEffect("particles", attributesNamesOrOptions, effectCreationOption, samplers, join);
  58633. }
  58634. return this._effect;
  58635. };
  58636. /**
  58637. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  58638. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  58639. */
  58640. ParticleSystem.prototype.animate = function (preWarmOnly) {
  58641. var _this = this;
  58642. if (preWarmOnly === void 0) { preWarmOnly = false; }
  58643. if (!this._started)
  58644. return;
  58645. if (!preWarmOnly) {
  58646. // Check
  58647. if (!this.isReady())
  58648. return;
  58649. if (this._currentRenderId === this._scene.getRenderId()) {
  58650. return;
  58651. }
  58652. this._currentRenderId = this._scene.getRenderId();
  58653. }
  58654. this._scaledUpdateSpeed = this.updateSpeed * (preWarmOnly ? this.preWarmStepOffset : this._scene.getAnimationRatio());
  58655. // Determine the number of particles we need to create
  58656. var newParticles;
  58657. if (this.manualEmitCount > -1) {
  58658. newParticles = this.manualEmitCount;
  58659. this._newPartsExcess = 0;
  58660. this.manualEmitCount = 0;
  58661. }
  58662. else {
  58663. var rate_1 = this.emitRate;
  58664. if (this._emitRateGradients && this._emitRateGradients.length > 0 && this.targetStopDuration) {
  58665. var ratio = this._actualFrame / this.targetStopDuration;
  58666. BABYLON.Tools.GetCurrentGradient(ratio, this._emitRateGradients, function (currentGradient, nextGradient, scale) {
  58667. if (currentGradient !== _this._currentEmitRateGradient) {
  58668. _this._currentEmitRate1 = _this._currentEmitRate2;
  58669. _this._currentEmitRate2 = nextGradient.getFactor();
  58670. _this._currentEmitRateGradient = currentGradient;
  58671. }
  58672. rate_1 = BABYLON.Scalar.Lerp(_this._currentEmitRate1, _this._currentEmitRate2, scale);
  58673. });
  58674. }
  58675. newParticles = ((rate_1 * this._scaledUpdateSpeed) >> 0);
  58676. this._newPartsExcess += rate_1 * this._scaledUpdateSpeed - newParticles;
  58677. }
  58678. if (this._newPartsExcess > 1.0) {
  58679. newParticles += this._newPartsExcess >> 0;
  58680. this._newPartsExcess -= this._newPartsExcess >> 0;
  58681. }
  58682. this._alive = false;
  58683. if (!this._stopped) {
  58684. this._actualFrame += this._scaledUpdateSpeed;
  58685. if (this.targetStopDuration && this._actualFrame >= this.targetStopDuration)
  58686. this.stop();
  58687. }
  58688. else {
  58689. newParticles = 0;
  58690. }
  58691. this._update(newParticles);
  58692. // Stopped?
  58693. if (this._stopped) {
  58694. if (!this._alive) {
  58695. this._started = false;
  58696. if (this.onAnimationEnd) {
  58697. this.onAnimationEnd();
  58698. }
  58699. if (this.disposeOnStop) {
  58700. this._scene._toBeDisposed.push(this);
  58701. }
  58702. }
  58703. }
  58704. if (!preWarmOnly) {
  58705. // Update VBO
  58706. var offset = 0;
  58707. for (var index = 0; index < this._particles.length; index++) {
  58708. var particle = this._particles[index];
  58709. this._appendParticleVertices(offset, particle);
  58710. offset += this._useInstancing ? 1 : 4;
  58711. }
  58712. if (this._vertexBuffer) {
  58713. this._vertexBuffer.update(this._vertexData);
  58714. }
  58715. }
  58716. if (this.manualEmitCount === 0 && this.disposeOnStop) {
  58717. this.stop();
  58718. }
  58719. };
  58720. ParticleSystem.prototype._appendParticleVertices = function (offset, particle) {
  58721. this._appendParticleVertex(offset++, particle, 0, 0);
  58722. if (!this._useInstancing) {
  58723. this._appendParticleVertex(offset++, particle, 1, 0);
  58724. this._appendParticleVertex(offset++, particle, 1, 1);
  58725. this._appendParticleVertex(offset++, particle, 0, 1);
  58726. }
  58727. };
  58728. /**
  58729. * Rebuilds the particle system.
  58730. */
  58731. ParticleSystem.prototype.rebuild = function () {
  58732. this._createIndexBuffer();
  58733. if (this._vertexBuffer) {
  58734. this._vertexBuffer._rebuild();
  58735. }
  58736. };
  58737. /**
  58738. * Is this system ready to be used/rendered
  58739. * @return true if the system is ready
  58740. */
  58741. ParticleSystem.prototype.isReady = function () {
  58742. if (!this.emitter || !this._imageProcessingConfiguration.isReady() || !this.particleTexture || !this.particleTexture.isReady()) {
  58743. return false;
  58744. }
  58745. if (this.blendMode !== ParticleSystem.BLENDMODE_MULTIPLYADD) {
  58746. if (!this._getEffect(this.blendMode).isReady()) {
  58747. return false;
  58748. }
  58749. }
  58750. else {
  58751. if (!this._getEffect(ParticleSystem.BLENDMODE_MULTIPLY).isReady()) {
  58752. return false;
  58753. }
  58754. if (!this._getEffect(ParticleSystem.BLENDMODE_ADD).isReady()) {
  58755. return false;
  58756. }
  58757. }
  58758. return true;
  58759. };
  58760. ParticleSystem.prototype._render = function (blendMode) {
  58761. var effect = this._getEffect(blendMode);
  58762. var engine = this._scene.getEngine();
  58763. // Render
  58764. engine.enableEffect(effect);
  58765. var viewMatrix = this._scene.getViewMatrix();
  58766. effect.setTexture("diffuseSampler", this.particleTexture);
  58767. effect.setMatrix("view", viewMatrix);
  58768. effect.setMatrix("projection", this._scene.getProjectionMatrix());
  58769. if (this._isAnimationSheetEnabled && this.particleTexture) {
  58770. var baseSize = this.particleTexture.getBaseSize();
  58771. effect.setFloat3("particlesInfos", this.spriteCellWidth / baseSize.width, this.spriteCellHeight / baseSize.height, baseSize.width / this.spriteCellWidth);
  58772. }
  58773. effect.setVector2("translationPivot", this.translationPivot);
  58774. effect.setFloat4("textureMask", this.textureMask.r, this.textureMask.g, this.textureMask.b, this.textureMask.a);
  58775. if (this._isBillboardBased) {
  58776. var camera = this._scene.activeCamera;
  58777. effect.setVector3("eyePosition", camera.globalPosition);
  58778. }
  58779. if (this._rampGradientsTexture) {
  58780. effect.setTexture("rampSampler", this._rampGradientsTexture);
  58781. }
  58782. if (this._scene.clipPlane || this._scene.clipPlane2 || this._scene.clipPlane3 || this._scene.clipPlane4) {
  58783. var invView = viewMatrix.clone();
  58784. invView.invert();
  58785. effect.setMatrix("invView", invView);
  58786. BABYLON.MaterialHelper.BindClipPlane(effect, this._scene);
  58787. }
  58788. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  58789. // image processing
  58790. if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {
  58791. this._imageProcessingConfiguration.bind(effect);
  58792. }
  58793. // Draw order
  58794. switch (blendMode) {
  58795. case ParticleSystem.BLENDMODE_ADD:
  58796. engine.setAlphaMode(BABYLON.Engine.ALPHA_ADD);
  58797. break;
  58798. case ParticleSystem.BLENDMODE_ONEONE:
  58799. engine.setAlphaMode(BABYLON.Engine.ALPHA_ONEONE);
  58800. break;
  58801. case ParticleSystem.BLENDMODE_STANDARD:
  58802. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  58803. break;
  58804. case ParticleSystem.BLENDMODE_MULTIPLY:
  58805. engine.setAlphaMode(BABYLON.Engine.ALPHA_MULTIPLY);
  58806. break;
  58807. }
  58808. if (this._useInstancing) {
  58809. engine.drawArraysType(BABYLON.Material.TriangleFanDrawMode, 0, 4, this._particles.length);
  58810. }
  58811. else {
  58812. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, this._particles.length * 6);
  58813. }
  58814. return this._particles.length;
  58815. };
  58816. /**
  58817. * Renders the particle system in its current state.
  58818. * @returns the current number of particles
  58819. */
  58820. ParticleSystem.prototype.render = function () {
  58821. // Check
  58822. if (!this.isReady() || !this._particles.length) {
  58823. return 0;
  58824. }
  58825. var engine = this._scene.getEngine();
  58826. engine.setState(false);
  58827. if (this.forceDepthWrite) {
  58828. engine.setDepthWrite(true);
  58829. }
  58830. var outparticles = 0;
  58831. if (this.blendMode === ParticleSystem.BLENDMODE_MULTIPLYADD) {
  58832. outparticles = this._render(ParticleSystem.BLENDMODE_MULTIPLY) + this._render(ParticleSystem.BLENDMODE_ADD);
  58833. }
  58834. outparticles = this._render(this.blendMode);
  58835. engine.unbindInstanceAttributes();
  58836. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  58837. return outparticles;
  58838. };
  58839. /**
  58840. * Disposes the particle system and free the associated resources
  58841. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  58842. */
  58843. ParticleSystem.prototype.dispose = function (disposeTexture) {
  58844. if (disposeTexture === void 0) { disposeTexture = true; }
  58845. if (this._vertexBuffer) {
  58846. this._vertexBuffer.dispose();
  58847. this._vertexBuffer = null;
  58848. }
  58849. if (this._spriteBuffer) {
  58850. this._spriteBuffer.dispose();
  58851. this._spriteBuffer = null;
  58852. }
  58853. if (this._indexBuffer) {
  58854. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  58855. this._indexBuffer = null;
  58856. }
  58857. if (disposeTexture && this.particleTexture) {
  58858. this.particleTexture.dispose();
  58859. this.particleTexture = null;
  58860. }
  58861. if (disposeTexture && this.noiseTexture) {
  58862. this.noiseTexture.dispose();
  58863. this.noiseTexture = null;
  58864. }
  58865. if (this._rampGradientsTexture) {
  58866. this._rampGradientsTexture.dispose();
  58867. this._rampGradientsTexture = null;
  58868. }
  58869. this._removeFromRoot();
  58870. if (this._subEmitters && this._subEmitters.length) {
  58871. for (var index = 0; index < this._subEmitters.length; index++) {
  58872. for (var _i = 0, _a = this._subEmitters[index]; _i < _a.length; _i++) {
  58873. var subEmitter = _a[_i];
  58874. subEmitter.dispose();
  58875. }
  58876. }
  58877. this._subEmitters = [];
  58878. this.subEmitters = [];
  58879. }
  58880. if (this._disposeEmitterOnDispose && this.emitter && this.emitter.dispose) {
  58881. this.emitter.dispose(true);
  58882. }
  58883. // Remove from scene
  58884. var index = this._scene.particleSystems.indexOf(this);
  58885. if (index > -1) {
  58886. this._scene.particleSystems.splice(index, 1);
  58887. }
  58888. this._scene._activeParticleSystems.dispose();
  58889. // Callback
  58890. this.onDisposeObservable.notifyObservers(this);
  58891. this.onDisposeObservable.clear();
  58892. this.reset();
  58893. };
  58894. // Clone
  58895. /**
  58896. * Clones the particle system.
  58897. * @param name The name of the cloned object
  58898. * @param newEmitter The new emitter to use
  58899. * @returns the cloned particle system
  58900. */
  58901. ParticleSystem.prototype.clone = function (name, newEmitter) {
  58902. var custom = null;
  58903. var program = null;
  58904. if (this.customShader != null) {
  58905. program = this.customShader;
  58906. var defines = (program.shaderOptions.defines.length > 0) ? program.shaderOptions.defines.join("\n") : "";
  58907. custom = this._scene.getEngine().createEffectForParticles(program.shaderPath.fragmentElement, program.shaderOptions.uniforms, program.shaderOptions.samplers, defines);
  58908. }
  58909. else if (this._customEffect) {
  58910. custom = this._customEffect;
  58911. }
  58912. var result = new ParticleSystem(name, this._capacity, this._scene, custom);
  58913. result.customShader = program;
  58914. BABYLON.Tools.DeepCopy(this, result, ["particles", "customShader", "noiseTexture"]);
  58915. if (newEmitter === undefined) {
  58916. newEmitter = this.emitter;
  58917. }
  58918. result.noiseTexture = this.noiseTexture;
  58919. result.emitter = newEmitter;
  58920. if (this.particleTexture) {
  58921. result.particleTexture = new BABYLON.Texture(this.particleTexture.url, this._scene);
  58922. }
  58923. // Clone gradients
  58924. if (this._colorGradients) {
  58925. this._colorGradients.forEach(function (v) {
  58926. result.addColorGradient(v.gradient, v.color1, v.color2);
  58927. });
  58928. }
  58929. if (this._dragGradients) {
  58930. this._dragGradients.forEach(function (v) {
  58931. result.addDragGradient(v.gradient, v.factor1, v.factor2);
  58932. });
  58933. }
  58934. if (this._angularSpeedGradients) {
  58935. this._angularSpeedGradients.forEach(function (v) {
  58936. result.addAngularSpeedGradient(v.gradient, v.factor1, v.factor2);
  58937. });
  58938. }
  58939. if (this._emitRateGradients) {
  58940. this._emitRateGradients.forEach(function (v) {
  58941. result.addEmitRateGradient(v.gradient, v.factor1, v.factor2);
  58942. });
  58943. }
  58944. if (this._lifeTimeGradients) {
  58945. this._lifeTimeGradients.forEach(function (v) {
  58946. result.addLifeTimeGradient(v.gradient, v.factor1, v.factor2);
  58947. });
  58948. }
  58949. if (this._limitVelocityGradients) {
  58950. this._limitVelocityGradients.forEach(function (v) {
  58951. result.addLimitVelocityGradient(v.gradient, v.factor1, v.factor2);
  58952. });
  58953. }
  58954. if (this._sizeGradients) {
  58955. this._sizeGradients.forEach(function (v) {
  58956. result.addSizeGradient(v.gradient, v.factor1, v.factor2);
  58957. });
  58958. }
  58959. if (this._startSizeGradients) {
  58960. this._startSizeGradients.forEach(function (v) {
  58961. result.addStartSizeGradient(v.gradient, v.factor1, v.factor2);
  58962. });
  58963. }
  58964. if (this._velocityGradients) {
  58965. this._velocityGradients.forEach(function (v) {
  58966. result.addVelocityGradient(v.gradient, v.factor1, v.factor2);
  58967. });
  58968. }
  58969. if (this._rampGradients) {
  58970. this._rampGradients.forEach(function (v) {
  58971. result.addRampGradient(v.gradient, v.color);
  58972. });
  58973. }
  58974. if (this._colorRemapGradients) {
  58975. this._colorRemapGradients.forEach(function (v) {
  58976. result.addColorRemapGradient(v.gradient, v.factor1, v.factor2);
  58977. });
  58978. }
  58979. if (this._alphaRemapGradients) {
  58980. this._alphaRemapGradients.forEach(function (v) {
  58981. result.addAlphaRemapGradient(v.gradient, v.factor1, v.factor2);
  58982. });
  58983. }
  58984. if (!this.preventAutoStart) {
  58985. result.start();
  58986. }
  58987. return result;
  58988. };
  58989. /**
  58990. * Serializes the particle system to a JSON object.
  58991. * @returns the JSON object
  58992. */
  58993. ParticleSystem.prototype.serialize = function () {
  58994. var serializationObject = {};
  58995. ParticleSystem._Serialize(serializationObject, this);
  58996. serializationObject.textureMask = this.textureMask.asArray();
  58997. serializationObject.customShader = this.customShader;
  58998. serializationObject.preventAutoStart = this.preventAutoStart;
  58999. // SubEmitters
  59000. if (this.subEmitters) {
  59001. serializationObject.subEmitters = [];
  59002. if (!this._subEmitters) {
  59003. this._prepareSubEmitterInternalArray();
  59004. }
  59005. for (var _i = 0, _a = this._subEmitters; _i < _a.length; _i++) {
  59006. var subs = _a[_i];
  59007. var cell = [];
  59008. for (var _b = 0, subs_1 = subs; _b < subs_1.length; _b++) {
  59009. var sub = subs_1[_b];
  59010. cell.push(sub.serialize());
  59011. }
  59012. serializationObject.subEmitters.push(cell);
  59013. }
  59014. }
  59015. return serializationObject;
  59016. };
  59017. /** @hidden */
  59018. ParticleSystem._Serialize = function (serializationObject, particleSystem) {
  59019. serializationObject.name = particleSystem.name;
  59020. serializationObject.id = particleSystem.id;
  59021. serializationObject.capacity = particleSystem.getCapacity();
  59022. // Emitter
  59023. if (particleSystem.emitter.position) {
  59024. var emitterMesh = particleSystem.emitter;
  59025. serializationObject.emitterId = emitterMesh.id;
  59026. }
  59027. else {
  59028. var emitterPosition = particleSystem.emitter;
  59029. serializationObject.emitter = emitterPosition.asArray();
  59030. }
  59031. // Emitter
  59032. if (particleSystem.particleEmitterType) {
  59033. serializationObject.particleEmitterType = particleSystem.particleEmitterType.serialize();
  59034. }
  59035. if (particleSystem.particleTexture) {
  59036. serializationObject.textureName = particleSystem.particleTexture.name;
  59037. serializationObject.invertY = particleSystem.particleTexture._invertY;
  59038. }
  59039. // Animations
  59040. BABYLON.Animation.AppendSerializedAnimations(particleSystem, serializationObject);
  59041. serializationObject.beginAnimationOnStart = particleSystem.beginAnimationOnStart;
  59042. serializationObject.beginAnimationFrom = particleSystem.beginAnimationFrom;
  59043. serializationObject.beginAnimationTo = particleSystem.beginAnimationTo;
  59044. serializationObject.beginAnimationLoop = particleSystem.beginAnimationLoop;
  59045. // Particle system
  59046. serializationObject.startDelay = particleSystem.startDelay;
  59047. serializationObject.renderingGroupId = particleSystem.renderingGroupId;
  59048. serializationObject.isBillboardBased = particleSystem.isBillboardBased;
  59049. serializationObject.billboardMode = particleSystem.billboardMode;
  59050. serializationObject.minAngularSpeed = particleSystem.minAngularSpeed;
  59051. serializationObject.maxAngularSpeed = particleSystem.maxAngularSpeed;
  59052. serializationObject.minSize = particleSystem.minSize;
  59053. serializationObject.maxSize = particleSystem.maxSize;
  59054. serializationObject.minScaleX = particleSystem.minScaleX;
  59055. serializationObject.maxScaleX = particleSystem.maxScaleX;
  59056. serializationObject.minScaleY = particleSystem.minScaleY;
  59057. serializationObject.maxScaleY = particleSystem.maxScaleY;
  59058. serializationObject.minEmitPower = particleSystem.minEmitPower;
  59059. serializationObject.maxEmitPower = particleSystem.maxEmitPower;
  59060. serializationObject.minLifeTime = particleSystem.minLifeTime;
  59061. serializationObject.maxLifeTime = particleSystem.maxLifeTime;
  59062. serializationObject.emitRate = particleSystem.emitRate;
  59063. serializationObject.gravity = particleSystem.gravity.asArray();
  59064. serializationObject.noiseStrength = particleSystem.noiseStrength.asArray();
  59065. serializationObject.color1 = particleSystem.color1.asArray();
  59066. serializationObject.color2 = particleSystem.color2.asArray();
  59067. serializationObject.colorDead = particleSystem.colorDead.asArray();
  59068. serializationObject.updateSpeed = particleSystem.updateSpeed;
  59069. serializationObject.targetStopDuration = particleSystem.targetStopDuration;
  59070. serializationObject.blendMode = particleSystem.blendMode;
  59071. serializationObject.preWarmCycles = particleSystem.preWarmCycles;
  59072. serializationObject.preWarmStepOffset = particleSystem.preWarmStepOffset;
  59073. serializationObject.minInitialRotation = particleSystem.minInitialRotation;
  59074. serializationObject.maxInitialRotation = particleSystem.maxInitialRotation;
  59075. serializationObject.startSpriteCellID = particleSystem.startSpriteCellID;
  59076. serializationObject.endSpriteCellID = particleSystem.endSpriteCellID;
  59077. serializationObject.spriteCellChangeSpeed = particleSystem.spriteCellChangeSpeed;
  59078. serializationObject.spriteCellWidth = particleSystem.spriteCellWidth;
  59079. serializationObject.spriteCellHeight = particleSystem.spriteCellHeight;
  59080. serializationObject.spriteRandomStartCell = particleSystem.spriteRandomStartCell;
  59081. serializationObject.isAnimationSheetEnabled = particleSystem.isAnimationSheetEnabled;
  59082. var colorGradients = particleSystem.getColorGradients();
  59083. if (colorGradients) {
  59084. serializationObject.colorGradients = [];
  59085. for (var _i = 0, colorGradients_1 = colorGradients; _i < colorGradients_1.length; _i++) {
  59086. var colorGradient = colorGradients_1[_i];
  59087. var serializedGradient = {
  59088. gradient: colorGradient.gradient,
  59089. color1: colorGradient.color1.asArray()
  59090. };
  59091. if (colorGradient.color2) {
  59092. serializedGradient.color2 = colorGradient.color2.asArray();
  59093. }
  59094. serializationObject.colorGradients.push(serializedGradient);
  59095. }
  59096. }
  59097. var rampGradients = particleSystem.getRampGradients();
  59098. if (rampGradients) {
  59099. serializationObject.rampGradients = [];
  59100. for (var _a = 0, rampGradients_1 = rampGradients; _a < rampGradients_1.length; _a++) {
  59101. var rampGradient = rampGradients_1[_a];
  59102. var serializedGradient = {
  59103. gradient: rampGradient.gradient,
  59104. color: rampGradient.color.asArray()
  59105. };
  59106. serializationObject.rampGradients.push(serializedGradient);
  59107. }
  59108. serializationObject.useRampGradients = particleSystem.useRampGradients;
  59109. }
  59110. var colorRemapGradients = particleSystem.getColorRemapGradients();
  59111. if (colorRemapGradients) {
  59112. serializationObject.colorRemapGradients = [];
  59113. for (var _b = 0, colorRemapGradients_1 = colorRemapGradients; _b < colorRemapGradients_1.length; _b++) {
  59114. var colorRemapGradient = colorRemapGradients_1[_b];
  59115. var serializedGradient = {
  59116. gradient: colorRemapGradient.gradient,
  59117. factor1: colorRemapGradient.factor1
  59118. };
  59119. if (colorRemapGradient.factor2 !== undefined) {
  59120. serializedGradient.factor2 = colorRemapGradient.factor2;
  59121. }
  59122. serializationObject.colorRemapGradients.push(serializedGradient);
  59123. }
  59124. }
  59125. var alphaRemapGradients = particleSystem.getAlphaRemapGradients();
  59126. if (alphaRemapGradients) {
  59127. serializationObject.alphaRemapGradients = [];
  59128. for (var _c = 0, alphaRemapGradients_1 = alphaRemapGradients; _c < alphaRemapGradients_1.length; _c++) {
  59129. var alphaRemapGradient = alphaRemapGradients_1[_c];
  59130. var serializedGradient = {
  59131. gradient: alphaRemapGradient.gradient,
  59132. factor1: alphaRemapGradient.factor1
  59133. };
  59134. if (alphaRemapGradient.factor2 !== undefined) {
  59135. serializedGradient.factor2 = alphaRemapGradient.factor2;
  59136. }
  59137. serializationObject.alphaRemapGradients.push(serializedGradient);
  59138. }
  59139. }
  59140. var sizeGradients = particleSystem.getSizeGradients();
  59141. if (sizeGradients) {
  59142. serializationObject.sizeGradients = [];
  59143. for (var _d = 0, sizeGradients_1 = sizeGradients; _d < sizeGradients_1.length; _d++) {
  59144. var sizeGradient = sizeGradients_1[_d];
  59145. var serializedGradient = {
  59146. gradient: sizeGradient.gradient,
  59147. factor1: sizeGradient.factor1
  59148. };
  59149. if (sizeGradient.factor2 !== undefined) {
  59150. serializedGradient.factor2 = sizeGradient.factor2;
  59151. }
  59152. serializationObject.sizeGradients.push(serializedGradient);
  59153. }
  59154. }
  59155. var angularSpeedGradients = particleSystem.getAngularSpeedGradients();
  59156. if (angularSpeedGradients) {
  59157. serializationObject.angularSpeedGradients = [];
  59158. for (var _e = 0, angularSpeedGradients_1 = angularSpeedGradients; _e < angularSpeedGradients_1.length; _e++) {
  59159. var angularSpeedGradient = angularSpeedGradients_1[_e];
  59160. var serializedGradient = {
  59161. gradient: angularSpeedGradient.gradient,
  59162. factor1: angularSpeedGradient.factor1
  59163. };
  59164. if (angularSpeedGradient.factor2 !== undefined) {
  59165. serializedGradient.factor2 = angularSpeedGradient.factor2;
  59166. }
  59167. serializationObject.angularSpeedGradients.push(serializedGradient);
  59168. }
  59169. }
  59170. var velocityGradients = particleSystem.getVelocityGradients();
  59171. if (velocityGradients) {
  59172. serializationObject.velocityGradients = [];
  59173. for (var _f = 0, velocityGradients_1 = velocityGradients; _f < velocityGradients_1.length; _f++) {
  59174. var velocityGradient = velocityGradients_1[_f];
  59175. var serializedGradient = {
  59176. gradient: velocityGradient.gradient,
  59177. factor1: velocityGradient.factor1
  59178. };
  59179. if (velocityGradient.factor2 !== undefined) {
  59180. serializedGradient.factor2 = velocityGradient.factor2;
  59181. }
  59182. serializationObject.velocityGradients.push(serializedGradient);
  59183. }
  59184. }
  59185. var dragGradients = particleSystem.getDragGradients();
  59186. if (dragGradients) {
  59187. serializationObject.dragyGradients = [];
  59188. for (var _g = 0, dragGradients_1 = dragGradients; _g < dragGradients_1.length; _g++) {
  59189. var dragGradient = dragGradients_1[_g];
  59190. var serializedGradient = {
  59191. gradient: dragGradient.gradient,
  59192. factor1: dragGradient.factor1
  59193. };
  59194. if (dragGradient.factor2 !== undefined) {
  59195. serializedGradient.factor2 = dragGradient.factor2;
  59196. }
  59197. serializationObject.dragGradients.push(serializedGradient);
  59198. }
  59199. }
  59200. var emitRateGradients = particleSystem.getEmitRateGradients();
  59201. if (emitRateGradients) {
  59202. serializationObject.emitRateGradients = [];
  59203. for (var _h = 0, emitRateGradients_1 = emitRateGradients; _h < emitRateGradients_1.length; _h++) {
  59204. var emitRateGradient = emitRateGradients_1[_h];
  59205. var serializedGradient = {
  59206. gradient: emitRateGradient.gradient,
  59207. factor1: emitRateGradient.factor1
  59208. };
  59209. if (emitRateGradient.factor2 !== undefined) {
  59210. serializedGradient.factor2 = emitRateGradient.factor2;
  59211. }
  59212. serializationObject.emitRateGradients.push(serializedGradient);
  59213. }
  59214. }
  59215. var startSizeGradients = particleSystem.getStartSizeGradients();
  59216. if (startSizeGradients) {
  59217. serializationObject.startSizeGradients = [];
  59218. for (var _j = 0, startSizeGradients_1 = startSizeGradients; _j < startSizeGradients_1.length; _j++) {
  59219. var startSizeGradient = startSizeGradients_1[_j];
  59220. var serializedGradient = {
  59221. gradient: startSizeGradient.gradient,
  59222. factor1: startSizeGradient.factor1
  59223. };
  59224. if (startSizeGradient.factor2 !== undefined) {
  59225. serializedGradient.factor2 = startSizeGradient.factor2;
  59226. }
  59227. serializationObject.startSizeGradients.push(serializedGradient);
  59228. }
  59229. }
  59230. var lifeTimeGradients = particleSystem.getLifeTimeGradients();
  59231. if (lifeTimeGradients) {
  59232. serializationObject.lifeTimeGradients = [];
  59233. for (var _k = 0, lifeTimeGradients_1 = lifeTimeGradients; _k < lifeTimeGradients_1.length; _k++) {
  59234. var lifeTimeGradient = lifeTimeGradients_1[_k];
  59235. var serializedGradient = {
  59236. gradient: lifeTimeGradient.gradient,
  59237. factor1: lifeTimeGradient.factor1
  59238. };
  59239. if (lifeTimeGradient.factor2 !== undefined) {
  59240. serializedGradient.factor2 = lifeTimeGradient.factor2;
  59241. }
  59242. serializationObject.lifeTimeGradients.push(serializedGradient);
  59243. }
  59244. }
  59245. var limitVelocityGradients = particleSystem.getLimitVelocityGradients();
  59246. if (limitVelocityGradients) {
  59247. serializationObject.limitVelocityGradients = [];
  59248. for (var _l = 0, limitVelocityGradients_1 = limitVelocityGradients; _l < limitVelocityGradients_1.length; _l++) {
  59249. var limitVelocityGradient = limitVelocityGradients_1[_l];
  59250. var serializedGradient = {
  59251. gradient: limitVelocityGradient.gradient,
  59252. factor1: limitVelocityGradient.factor1
  59253. };
  59254. if (limitVelocityGradient.factor2 !== undefined) {
  59255. serializedGradient.factor2 = limitVelocityGradient.factor2;
  59256. }
  59257. serializationObject.limitVelocityGradients.push(serializedGradient);
  59258. }
  59259. serializationObject.limitVelocityDamping = particleSystem.limitVelocityDamping;
  59260. }
  59261. if (particleSystem.noiseTexture) {
  59262. serializationObject.noiseTexture = particleSystem.noiseTexture.serialize();
  59263. }
  59264. };
  59265. /** @hidden */
  59266. ParticleSystem._Parse = function (parsedParticleSystem, particleSystem, scene, rootUrl) {
  59267. // Texture
  59268. if (parsedParticleSystem.textureName) {
  59269. particleSystem.particleTexture = new BABYLON.Texture(rootUrl + parsedParticleSystem.textureName, scene, false, parsedParticleSystem.invertY !== undefined ? parsedParticleSystem.invertY : true);
  59270. particleSystem.particleTexture.name = parsedParticleSystem.textureName;
  59271. }
  59272. // Emitter
  59273. if (!parsedParticleSystem.emitterId && parsedParticleSystem.emitterId !== 0 && parsedParticleSystem.emitter === undefined) {
  59274. particleSystem.emitter = BABYLON.Vector3.Zero();
  59275. }
  59276. else if (parsedParticleSystem.emitterId) {
  59277. particleSystem.emitter = scene.getLastMeshByID(parsedParticleSystem.emitterId);
  59278. }
  59279. else {
  59280. particleSystem.emitter = BABYLON.Vector3.FromArray(parsedParticleSystem.emitter);
  59281. }
  59282. // Misc.
  59283. if (parsedParticleSystem.renderingGroupId !== undefined) {
  59284. particleSystem.renderingGroupId = parsedParticleSystem.renderingGroupId;
  59285. }
  59286. if (parsedParticleSystem.isBillboardBased !== undefined) {
  59287. particleSystem.isBillboardBased = parsedParticleSystem.isBillboardBased;
  59288. }
  59289. if (parsedParticleSystem.billboardMode !== undefined) {
  59290. particleSystem.billboardMode = parsedParticleSystem.billboardMode;
  59291. }
  59292. // Animations
  59293. if (parsedParticleSystem.animations) {
  59294. for (var animationIndex = 0; animationIndex < parsedParticleSystem.animations.length; animationIndex++) {
  59295. var parsedAnimation = parsedParticleSystem.animations[animationIndex];
  59296. particleSystem.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  59297. }
  59298. particleSystem.beginAnimationOnStart = parsedParticleSystem.beginAnimationOnStart;
  59299. particleSystem.beginAnimationFrom = parsedParticleSystem.beginAnimationFrom;
  59300. particleSystem.beginAnimationTo = parsedParticleSystem.beginAnimationTo;
  59301. particleSystem.beginAnimationLoop = parsedParticleSystem.beginAnimationLoop;
  59302. }
  59303. if (parsedParticleSystem.autoAnimate) {
  59304. scene.beginAnimation(particleSystem, parsedParticleSystem.autoAnimateFrom, parsedParticleSystem.autoAnimateTo, parsedParticleSystem.autoAnimateLoop, parsedParticleSystem.autoAnimateSpeed || 1.0);
  59305. }
  59306. // Particle system
  59307. particleSystem.startDelay = parsedParticleSystem.startDelay | 0;
  59308. particleSystem.minAngularSpeed = parsedParticleSystem.minAngularSpeed;
  59309. particleSystem.maxAngularSpeed = parsedParticleSystem.maxAngularSpeed;
  59310. particleSystem.minSize = parsedParticleSystem.minSize;
  59311. particleSystem.maxSize = parsedParticleSystem.maxSize;
  59312. if (parsedParticleSystem.minScaleX) {
  59313. particleSystem.minScaleX = parsedParticleSystem.minScaleX;
  59314. particleSystem.maxScaleX = parsedParticleSystem.maxScaleX;
  59315. particleSystem.minScaleY = parsedParticleSystem.minScaleY;
  59316. particleSystem.maxScaleY = parsedParticleSystem.maxScaleY;
  59317. }
  59318. if (parsedParticleSystem.preWarmCycles !== undefined) {
  59319. particleSystem.preWarmCycles = parsedParticleSystem.preWarmCycles;
  59320. particleSystem.preWarmStepOffset = parsedParticleSystem.preWarmStepOffset;
  59321. }
  59322. if (parsedParticleSystem.minInitialRotation !== undefined) {
  59323. particleSystem.minInitialRotation = parsedParticleSystem.minInitialRotation;
  59324. particleSystem.maxInitialRotation = parsedParticleSystem.maxInitialRotation;
  59325. }
  59326. particleSystem.minLifeTime = parsedParticleSystem.minLifeTime;
  59327. particleSystem.maxLifeTime = parsedParticleSystem.maxLifeTime;
  59328. particleSystem.minEmitPower = parsedParticleSystem.minEmitPower;
  59329. particleSystem.maxEmitPower = parsedParticleSystem.maxEmitPower;
  59330. particleSystem.emitRate = parsedParticleSystem.emitRate;
  59331. particleSystem.gravity = BABYLON.Vector3.FromArray(parsedParticleSystem.gravity);
  59332. if (parsedParticleSystem.noiseStrength) {
  59333. particleSystem.noiseStrength = BABYLON.Vector3.FromArray(parsedParticleSystem.noiseStrength);
  59334. }
  59335. particleSystem.color1 = BABYLON.Color4.FromArray(parsedParticleSystem.color1);
  59336. particleSystem.color2 = BABYLON.Color4.FromArray(parsedParticleSystem.color2);
  59337. particleSystem.colorDead = BABYLON.Color4.FromArray(parsedParticleSystem.colorDead);
  59338. particleSystem.updateSpeed = parsedParticleSystem.updateSpeed;
  59339. particleSystem.targetStopDuration = parsedParticleSystem.targetStopDuration;
  59340. particleSystem.blendMode = parsedParticleSystem.blendMode;
  59341. if (parsedParticleSystem.colorGradients) {
  59342. for (var _i = 0, _a = parsedParticleSystem.colorGradients; _i < _a.length; _i++) {
  59343. var colorGradient = _a[_i];
  59344. particleSystem.addColorGradient(colorGradient.gradient, BABYLON.Color4.FromArray(colorGradient.color1), colorGradient.color2 ? BABYLON.Color4.FromArray(colorGradient.color2) : undefined);
  59345. }
  59346. }
  59347. if (parsedParticleSystem.rampGradients) {
  59348. for (var _b = 0, _c = parsedParticleSystem.rampGradients; _b < _c.length; _b++) {
  59349. var rampGradient = _c[_b];
  59350. particleSystem.addRampGradient(rampGradient.gradient, BABYLON.Color3.FromArray(rampGradient.color));
  59351. }
  59352. particleSystem.useRampGradients = parsedParticleSystem.useRampGradients;
  59353. }
  59354. if (parsedParticleSystem.colorRemapGradients) {
  59355. for (var _d = 0, _e = parsedParticleSystem.colorRemapGradients; _d < _e.length; _d++) {
  59356. var colorRemapGradient = _e[_d];
  59357. particleSystem.addColorRemapGradient(colorRemapGradient.gradient, colorRemapGradient.factor1 !== undefined ? colorRemapGradient.factor1 : colorRemapGradient.factor, colorRemapGradient.factor2);
  59358. }
  59359. }
  59360. if (parsedParticleSystem.alphaRemapGradients) {
  59361. for (var _f = 0, _g = parsedParticleSystem.alphaRemapGradients; _f < _g.length; _f++) {
  59362. var alphaRemapGradient = _g[_f];
  59363. particleSystem.addAlphaRemapGradient(alphaRemapGradient.gradient, alphaRemapGradient.factor1 !== undefined ? alphaRemapGradient.factor1 : alphaRemapGradient.factor, alphaRemapGradient.factor2);
  59364. }
  59365. }
  59366. if (parsedParticleSystem.sizeGradients) {
  59367. for (var _h = 0, _j = parsedParticleSystem.sizeGradients; _h < _j.length; _h++) {
  59368. var sizeGradient = _j[_h];
  59369. particleSystem.addSizeGradient(sizeGradient.gradient, sizeGradient.factor1 !== undefined ? sizeGradient.factor1 : sizeGradient.factor, sizeGradient.factor2);
  59370. }
  59371. }
  59372. if (parsedParticleSystem.sizeGradients) {
  59373. for (var _k = 0, _l = parsedParticleSystem.sizeGradients; _k < _l.length; _k++) {
  59374. var sizeGradient = _l[_k];
  59375. particleSystem.addSizeGradient(sizeGradient.gradient, sizeGradient.factor1 !== undefined ? sizeGradient.factor1 : sizeGradient.factor, sizeGradient.factor2);
  59376. }
  59377. }
  59378. if (parsedParticleSystem.angularSpeedGradients) {
  59379. for (var _m = 0, _o = parsedParticleSystem.angularSpeedGradients; _m < _o.length; _m++) {
  59380. var angularSpeedGradient = _o[_m];
  59381. particleSystem.addAngularSpeedGradient(angularSpeedGradient.gradient, angularSpeedGradient.factor1 !== undefined ? angularSpeedGradient.factor1 : angularSpeedGradient.factor, angularSpeedGradient.factor2);
  59382. }
  59383. }
  59384. if (parsedParticleSystem.velocityGradients) {
  59385. for (var _p = 0, _q = parsedParticleSystem.velocityGradients; _p < _q.length; _p++) {
  59386. var velocityGradient = _q[_p];
  59387. particleSystem.addVelocityGradient(velocityGradient.gradient, velocityGradient.factor1 !== undefined ? velocityGradient.factor1 : velocityGradient.factor, velocityGradient.factor2);
  59388. }
  59389. }
  59390. if (parsedParticleSystem.dragGradients) {
  59391. for (var _r = 0, _s = parsedParticleSystem.dragGradients; _r < _s.length; _r++) {
  59392. var dragGradient = _s[_r];
  59393. particleSystem.addDragGradient(dragGradient.gradient, dragGradient.factor1 !== undefined ? dragGradient.factor1 : dragGradient.factor, dragGradient.factor2);
  59394. }
  59395. }
  59396. if (parsedParticleSystem.emitRateGradients) {
  59397. for (var _t = 0, _u = parsedParticleSystem.emitRateGradients; _t < _u.length; _t++) {
  59398. var emitRateGradient = _u[_t];
  59399. particleSystem.addEmitRateGradient(emitRateGradient.gradient, emitRateGradient.factor1 !== undefined ? emitRateGradient.factor1 : emitRateGradient.factor, emitRateGradient.factor2);
  59400. }
  59401. }
  59402. if (parsedParticleSystem.startSizeGradients) {
  59403. for (var _v = 0, _w = parsedParticleSystem.startSizeGradients; _v < _w.length; _v++) {
  59404. var startSizeGradient = _w[_v];
  59405. particleSystem.addStartSizeGradient(startSizeGradient.gradient, startSizeGradient.factor1 !== undefined ? startSizeGradient.factor1 : startSizeGradient.factor, startSizeGradient.factor2);
  59406. }
  59407. }
  59408. if (parsedParticleSystem.lifeTimeGradients) {
  59409. for (var _x = 0, _y = parsedParticleSystem.lifeTimeGradients; _x < _y.length; _x++) {
  59410. var lifeTimeGradient = _y[_x];
  59411. particleSystem.addLifeTimeGradient(lifeTimeGradient.gradient, lifeTimeGradient.factor1 !== undefined ? lifeTimeGradient.factor1 : lifeTimeGradient.factor, lifeTimeGradient.factor2);
  59412. }
  59413. }
  59414. if (parsedParticleSystem.limitVelocityGradients) {
  59415. for (var _z = 0, _0 = parsedParticleSystem.limitVelocityGradients; _z < _0.length; _z++) {
  59416. var limitVelocityGradient = _0[_z];
  59417. particleSystem.addLimitVelocityGradient(limitVelocityGradient.gradient, limitVelocityGradient.factor1 !== undefined ? limitVelocityGradient.factor1 : limitVelocityGradient.factor, limitVelocityGradient.factor2);
  59418. }
  59419. particleSystem.limitVelocityDamping = parsedParticleSystem.limitVelocityDamping;
  59420. }
  59421. if (parsedParticleSystem.noiseTexture) {
  59422. particleSystem.noiseTexture = BABYLON.ProceduralTexture.Parse(parsedParticleSystem.noiseTexture, scene, rootUrl);
  59423. }
  59424. // Emitter
  59425. var emitterType;
  59426. if (parsedParticleSystem.particleEmitterType) {
  59427. switch (parsedParticleSystem.particleEmitterType.type) {
  59428. case "SphereParticleEmitter":
  59429. emitterType = new BABYLON.SphereParticleEmitter();
  59430. break;
  59431. case "SphereDirectedParticleEmitter":
  59432. emitterType = new BABYLON.SphereDirectedParticleEmitter();
  59433. break;
  59434. case "ConeEmitter":
  59435. case "ConeParticleEmitter":
  59436. emitterType = new BABYLON.ConeParticleEmitter();
  59437. break;
  59438. case "CylinderParticleEmitter":
  59439. emitterType = new BABYLON.CylinderParticleEmitter();
  59440. break;
  59441. case "HemisphericParticleEmitter":
  59442. emitterType = new BABYLON.HemisphericParticleEmitter();
  59443. break;
  59444. case "BoxEmitter":
  59445. case "BoxParticleEmitter":
  59446. default:
  59447. emitterType = new BABYLON.BoxParticleEmitter();
  59448. break;
  59449. }
  59450. emitterType.parse(parsedParticleSystem.particleEmitterType);
  59451. }
  59452. else {
  59453. emitterType = new BABYLON.BoxParticleEmitter();
  59454. emitterType.parse(parsedParticleSystem);
  59455. }
  59456. particleSystem.particleEmitterType = emitterType;
  59457. // Animation sheet
  59458. particleSystem.startSpriteCellID = parsedParticleSystem.startSpriteCellID;
  59459. particleSystem.endSpriteCellID = parsedParticleSystem.endSpriteCellID;
  59460. particleSystem.spriteCellWidth = parsedParticleSystem.spriteCellWidth;
  59461. particleSystem.spriteCellHeight = parsedParticleSystem.spriteCellHeight;
  59462. particleSystem.spriteCellChangeSpeed = parsedParticleSystem.spriteCellChangeSpeed;
  59463. particleSystem.spriteRandomStartCell = parsedParticleSystem.spriteRandomStartCell;
  59464. };
  59465. /**
  59466. * Parses a JSON object to create a particle system.
  59467. * @param parsedParticleSystem The JSON object to parse
  59468. * @param scene The scene to create the particle system in
  59469. * @param rootUrl The root url to use to load external dependencies like texture
  59470. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  59471. * @returns the Parsed particle system
  59472. */
  59473. ParticleSystem.Parse = function (parsedParticleSystem, scene, rootUrl, doNotStart) {
  59474. if (doNotStart === void 0) { doNotStart = false; }
  59475. var name = parsedParticleSystem.name;
  59476. var custom = null;
  59477. var program = null;
  59478. if (parsedParticleSystem.customShader) {
  59479. program = parsedParticleSystem.customShader;
  59480. var defines = (program.shaderOptions.defines.length > 0) ? program.shaderOptions.defines.join("\n") : "";
  59481. custom = scene.getEngine().createEffectForParticles(program.shaderPath.fragmentElement, program.shaderOptions.uniforms, program.shaderOptions.samplers, defines);
  59482. }
  59483. var particleSystem = new ParticleSystem(name, parsedParticleSystem.capacity, scene, custom, parsedParticleSystem.isAnimationSheetEnabled);
  59484. particleSystem.customShader = program;
  59485. if (parsedParticleSystem.id) {
  59486. particleSystem.id = parsedParticleSystem.id;
  59487. }
  59488. // SubEmitters
  59489. if (parsedParticleSystem.subEmitters) {
  59490. particleSystem.subEmitters = [];
  59491. for (var _i = 0, _a = parsedParticleSystem.subEmitters; _i < _a.length; _i++) {
  59492. var cell = _a[_i];
  59493. var cellArray = [];
  59494. for (var _b = 0, cell_1 = cell; _b < cell_1.length; _b++) {
  59495. var sub = cell_1[_b];
  59496. cellArray.push(BABYLON.SubEmitter.Parse(sub, scene, rootUrl));
  59497. }
  59498. particleSystem.subEmitters.push(cellArray);
  59499. }
  59500. }
  59501. ParticleSystem._Parse(parsedParticleSystem, particleSystem, scene, rootUrl);
  59502. particleSystem.textureMask = BABYLON.Color4.FromArray(parsedParticleSystem.textureMask);
  59503. // Auto start
  59504. if (parsedParticleSystem.preventAutoStart) {
  59505. particleSystem.preventAutoStart = parsedParticleSystem.preventAutoStart;
  59506. }
  59507. if (!doNotStart && !particleSystem.preventAutoStart) {
  59508. particleSystem.start();
  59509. }
  59510. return particleSystem;
  59511. };
  59512. /**
  59513. * Billboard mode will only apply to Y axis
  59514. */
  59515. ParticleSystem.BILLBOARDMODE_Y = 2;
  59516. /**
  59517. * Billboard mode will apply to all axes
  59518. */
  59519. ParticleSystem.BILLBOARDMODE_ALL = 7;
  59520. /**
  59521. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  59522. */
  59523. ParticleSystem.BILLBOARDMODE_STRETCHED = 8;
  59524. return ParticleSystem;
  59525. }(BABYLON.BaseParticleSystem));
  59526. BABYLON.ParticleSystem = ParticleSystem;
  59527. })(BABYLON || (BABYLON = {}));
  59528. //# sourceMappingURL=babylon.particleSystem.js.map
  59529. var BABYLON;
  59530. (function (BABYLON) {
  59531. /**
  59532. * Particle emitter emitting particles from the inside of a box.
  59533. * It emits the particles randomly between 2 given directions.
  59534. */
  59535. var BoxParticleEmitter = /** @class */ (function () {
  59536. /**
  59537. * Creates a new instance BoxParticleEmitter
  59538. */
  59539. function BoxParticleEmitter() {
  59540. /**
  59541. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  59542. */
  59543. this.direction1 = new BABYLON.Vector3(0, 1.0, 0);
  59544. /**
  59545. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  59546. */
  59547. this.direction2 = new BABYLON.Vector3(0, 1.0, 0);
  59548. /**
  59549. * 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.
  59550. */
  59551. this.minEmitBox = new BABYLON.Vector3(-0.5, -0.5, -0.5);
  59552. /**
  59553. * 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.
  59554. */
  59555. this.maxEmitBox = new BABYLON.Vector3(0.5, 0.5, 0.5);
  59556. }
  59557. /**
  59558. * Called by the particle System when the direction is computed for the created particle.
  59559. * @param worldMatrix is the world matrix of the particle system
  59560. * @param directionToUpdate is the direction vector to update with the result
  59561. * @param particle is the particle we are computed the direction for
  59562. */
  59563. BoxParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  59564. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  59565. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  59566. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  59567. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  59568. };
  59569. /**
  59570. * Called by the particle System when the position is computed for the created particle.
  59571. * @param worldMatrix is the world matrix of the particle system
  59572. * @param positionToUpdate is the position vector to update with the result
  59573. * @param particle is the particle we are computed the position for
  59574. */
  59575. BoxParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  59576. var randX = BABYLON.Scalar.RandomRange(this.minEmitBox.x, this.maxEmitBox.x);
  59577. var randY = BABYLON.Scalar.RandomRange(this.minEmitBox.y, this.maxEmitBox.y);
  59578. var randZ = BABYLON.Scalar.RandomRange(this.minEmitBox.z, this.maxEmitBox.z);
  59579. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  59580. };
  59581. /**
  59582. * Clones the current emitter and returns a copy of it
  59583. * @returns the new emitter
  59584. */
  59585. BoxParticleEmitter.prototype.clone = function () {
  59586. var newOne = new BoxParticleEmitter();
  59587. BABYLON.Tools.DeepCopy(this, newOne);
  59588. return newOne;
  59589. };
  59590. /**
  59591. * Called by the GPUParticleSystem to setup the update shader
  59592. * @param effect defines the update shader
  59593. */
  59594. BoxParticleEmitter.prototype.applyToShader = function (effect) {
  59595. effect.setVector3("direction1", this.direction1);
  59596. effect.setVector3("direction2", this.direction2);
  59597. effect.setVector3("minEmitBox", this.minEmitBox);
  59598. effect.setVector3("maxEmitBox", this.maxEmitBox);
  59599. };
  59600. /**
  59601. * Returns a string to use to update the GPU particles update shader
  59602. * @returns a string containng the defines string
  59603. */
  59604. BoxParticleEmitter.prototype.getEffectDefines = function () {
  59605. return "#define BOXEMITTER";
  59606. };
  59607. /**
  59608. * Returns the string "BoxParticleEmitter"
  59609. * @returns a string containing the class name
  59610. */
  59611. BoxParticleEmitter.prototype.getClassName = function () {
  59612. return "BoxParticleEmitter";
  59613. };
  59614. /**
  59615. * Serializes the particle system to a JSON object.
  59616. * @returns the JSON object
  59617. */
  59618. BoxParticleEmitter.prototype.serialize = function () {
  59619. var serializationObject = {};
  59620. serializationObject.type = this.getClassName();
  59621. serializationObject.direction1 = this.direction1.asArray();
  59622. serializationObject.direction2 = this.direction2.asArray();
  59623. serializationObject.minEmitBox = this.minEmitBox.asArray();
  59624. serializationObject.maxEmitBox = this.maxEmitBox.asArray();
  59625. return serializationObject;
  59626. };
  59627. /**
  59628. * Parse properties from a JSON object
  59629. * @param serializationObject defines the JSON object
  59630. */
  59631. BoxParticleEmitter.prototype.parse = function (serializationObject) {
  59632. BABYLON.Vector3.FromArrayToRef(serializationObject.direction1, 0, this.direction1);
  59633. BABYLON.Vector3.FromArrayToRef(serializationObject.direction2, 0, this.direction2);
  59634. BABYLON.Vector3.FromArrayToRef(serializationObject.minEmitBox, 0, this.minEmitBox);
  59635. BABYLON.Vector3.FromArrayToRef(serializationObject.maxEmitBox, 0, this.maxEmitBox);
  59636. };
  59637. return BoxParticleEmitter;
  59638. }());
  59639. BABYLON.BoxParticleEmitter = BoxParticleEmitter;
  59640. })(BABYLON || (BABYLON = {}));
  59641. //# sourceMappingURL=babylon.boxParticleEmitter.js.map
  59642. var BABYLON;
  59643. (function (BABYLON) {
  59644. /**
  59645. * Particle emitter emitting particles from the inside of a cylinder.
  59646. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  59647. */
  59648. var CylinderParticleEmitter = /** @class */ (function () {
  59649. /**
  59650. * Creates a new instance CylinderParticleEmitter
  59651. * @param radius the radius of the emission cylinder (1 by default)
  59652. * @param height the height of the emission cylinder (1 by default)
  59653. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  59654. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  59655. */
  59656. function CylinderParticleEmitter(
  59657. /**
  59658. * The radius of the emission cylinder.
  59659. */
  59660. radius,
  59661. /**
  59662. * The height of the emission cylinder.
  59663. */
  59664. height,
  59665. /**
  59666. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  59667. */
  59668. radiusRange,
  59669. /**
  59670. * How much to randomize the particle direction [0-1].
  59671. */
  59672. directionRandomizer) {
  59673. if (radius === void 0) { radius = 1; }
  59674. if (height === void 0) { height = 1; }
  59675. if (radiusRange === void 0) { radiusRange = 1; }
  59676. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  59677. this.radius = radius;
  59678. this.height = height;
  59679. this.radiusRange = radiusRange;
  59680. this.directionRandomizer = directionRandomizer;
  59681. }
  59682. /**
  59683. * Called by the particle System when the direction is computed for the created particle.
  59684. * @param worldMatrix is the world matrix of the particle system
  59685. * @param directionToUpdate is the direction vector to update with the result
  59686. * @param particle is the particle we are computed the direction for
  59687. */
  59688. CylinderParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  59689. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  59690. var randY = BABYLON.Scalar.RandomRange(-this.directionRandomizer / 2, this.directionRandomizer / 2);
  59691. var angle = Math.atan2(direction.x, direction.z);
  59692. angle += BABYLON.Scalar.RandomRange(-Math.PI / 2, Math.PI / 2) * this.directionRandomizer;
  59693. direction.y = randY; // set direction y to rand y to mirror normal of cylinder surface
  59694. direction.x = Math.sin(angle);
  59695. direction.z = Math.cos(angle);
  59696. direction.normalize();
  59697. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  59698. };
  59699. /**
  59700. * Called by the particle System when the position is computed for the created particle.
  59701. * @param worldMatrix is the world matrix of the particle system
  59702. * @param positionToUpdate is the position vector to update with the result
  59703. * @param particle is the particle we are computed the position for
  59704. */
  59705. CylinderParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  59706. var yPos = BABYLON.Scalar.RandomRange(-this.height / 2, this.height / 2);
  59707. var angle = BABYLON.Scalar.RandomRange(0, 2 * Math.PI);
  59708. // Pick a properly distributed point within the circle https://programming.guide/random-point-within-circle.html
  59709. var radiusDistribution = BABYLON.Scalar.RandomRange((1 - this.radiusRange) * (1 - this.radiusRange), 1);
  59710. var positionRadius = Math.sqrt(radiusDistribution) * this.radius;
  59711. var xPos = positionRadius * Math.cos(angle);
  59712. var zPos = positionRadius * Math.sin(angle);
  59713. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(xPos, yPos, zPos, worldMatrix, positionToUpdate);
  59714. };
  59715. /**
  59716. * Clones the current emitter and returns a copy of it
  59717. * @returns the new emitter
  59718. */
  59719. CylinderParticleEmitter.prototype.clone = function () {
  59720. var newOne = new CylinderParticleEmitter(this.radius, this.directionRandomizer);
  59721. BABYLON.Tools.DeepCopy(this, newOne);
  59722. return newOne;
  59723. };
  59724. /**
  59725. * Called by the {BABYLON.GPUParticleSystem} to setup the update shader
  59726. * @param effect defines the update shader
  59727. */
  59728. CylinderParticleEmitter.prototype.applyToShader = function (effect) {
  59729. effect.setFloat("radius", this.radius);
  59730. effect.setFloat("height", this.height);
  59731. effect.setFloat("radiusRange", this.radiusRange);
  59732. effect.setFloat("directionRandomizer", this.directionRandomizer);
  59733. };
  59734. /**
  59735. * Returns a string to use to update the GPU particles update shader
  59736. * @returns a string containng the defines string
  59737. */
  59738. CylinderParticleEmitter.prototype.getEffectDefines = function () {
  59739. return "#define CYLINDEREMITTER";
  59740. };
  59741. /**
  59742. * Returns the string "CylinderParticleEmitter"
  59743. * @returns a string containing the class name
  59744. */
  59745. CylinderParticleEmitter.prototype.getClassName = function () {
  59746. return "CylinderParticleEmitter";
  59747. };
  59748. /**
  59749. * Serializes the particle system to a JSON object.
  59750. * @returns the JSON object
  59751. */
  59752. CylinderParticleEmitter.prototype.serialize = function () {
  59753. var serializationObject = {};
  59754. serializationObject.type = this.getClassName();
  59755. serializationObject.radius = this.radius;
  59756. serializationObject.height = this.height;
  59757. serializationObject.radiusRange = this.radiusRange;
  59758. serializationObject.directionRandomizer = this.directionRandomizer;
  59759. return serializationObject;
  59760. };
  59761. /**
  59762. * Parse properties from a JSON object
  59763. * @param serializationObject defines the JSON object
  59764. */
  59765. CylinderParticleEmitter.prototype.parse = function (serializationObject) {
  59766. this.radius = serializationObject.radius;
  59767. this.height = serializationObject.height;
  59768. this.radiusRange = serializationObject.radiusRange;
  59769. this.directionRandomizer = serializationObject.directionRandomizer;
  59770. };
  59771. return CylinderParticleEmitter;
  59772. }());
  59773. BABYLON.CylinderParticleEmitter = CylinderParticleEmitter;
  59774. /**
  59775. * Particle emitter emitting particles from the inside of a cylinder.
  59776. * It emits the particles randomly between two vectors.
  59777. */
  59778. var CylinderDirectedParticleEmitter = /** @class */ (function (_super) {
  59779. __extends(CylinderDirectedParticleEmitter, _super);
  59780. /**
  59781. * Creates a new instance CylinderDirectedParticleEmitter
  59782. * @param radius the radius of the emission cylinder (1 by default)
  59783. * @param height the height of the emission cylinder (1 by default)
  59784. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  59785. * @param direction1 the min limit of the emission direction (up vector by default)
  59786. * @param direction2 the max limit of the emission direction (up vector by default)
  59787. */
  59788. function CylinderDirectedParticleEmitter(radius, height, radiusRange,
  59789. /**
  59790. * The min limit of the emission direction.
  59791. */
  59792. direction1,
  59793. /**
  59794. * The max limit of the emission direction.
  59795. */
  59796. direction2) {
  59797. if (radius === void 0) { radius = 1; }
  59798. if (height === void 0) { height = 1; }
  59799. if (radiusRange === void 0) { radiusRange = 1; }
  59800. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1, 0); }
  59801. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1, 0); }
  59802. var _this = _super.call(this, radius, height, radiusRange) || this;
  59803. _this.direction1 = direction1;
  59804. _this.direction2 = direction2;
  59805. return _this;
  59806. }
  59807. /**
  59808. * Called by the particle System when the direction is computed for the created particle.
  59809. * @param worldMatrix is the world matrix of the particle system
  59810. * @param directionToUpdate is the direction vector to update with the result
  59811. * @param particle is the particle we are computed the direction for
  59812. */
  59813. CylinderDirectedParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  59814. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  59815. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  59816. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  59817. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  59818. };
  59819. /**
  59820. * Clones the current emitter and returns a copy of it
  59821. * @returns the new emitter
  59822. */
  59823. CylinderDirectedParticleEmitter.prototype.clone = function () {
  59824. var newOne = new CylinderDirectedParticleEmitter(this.radius, this.height, this.radiusRange, this.direction1, this.direction2);
  59825. BABYLON.Tools.DeepCopy(this, newOne);
  59826. return newOne;
  59827. };
  59828. /**
  59829. * Called by the GPUParticleSystem to setup the update shader
  59830. * @param effect defines the update shader
  59831. */
  59832. CylinderDirectedParticleEmitter.prototype.applyToShader = function (effect) {
  59833. effect.setFloat("radius", this.radius);
  59834. effect.setFloat("height", this.height);
  59835. effect.setFloat("radiusRange", this.radiusRange);
  59836. effect.setVector3("direction1", this.direction1);
  59837. effect.setVector3("direction2", this.direction2);
  59838. };
  59839. /**
  59840. * Returns a string to use to update the GPU particles update shader
  59841. * @returns a string containng the defines string
  59842. */
  59843. CylinderDirectedParticleEmitter.prototype.getEffectDefines = function () {
  59844. return "#define CYLINDEREMITTER\n#define DIRECTEDCYLINDEREMITTER";
  59845. };
  59846. /**
  59847. * Returns the string "CylinderDirectedParticleEmitter"
  59848. * @returns a string containing the class name
  59849. */
  59850. CylinderDirectedParticleEmitter.prototype.getClassName = function () {
  59851. return "CylinderDirectedParticleEmitter";
  59852. };
  59853. /**
  59854. * Serializes the particle system to a JSON object.
  59855. * @returns the JSON object
  59856. */
  59857. CylinderDirectedParticleEmitter.prototype.serialize = function () {
  59858. var serializationObject = _super.prototype.serialize.call(this);
  59859. serializationObject.direction1 = this.direction1.asArray();
  59860. serializationObject.direction2 = this.direction2.asArray();
  59861. return serializationObject;
  59862. };
  59863. /**
  59864. * Parse properties from a JSON object
  59865. * @param serializationObject defines the JSON object
  59866. */
  59867. CylinderDirectedParticleEmitter.prototype.parse = function (serializationObject) {
  59868. _super.prototype.parse.call(this, serializationObject);
  59869. this.direction1.copyFrom(serializationObject.direction1);
  59870. this.direction2.copyFrom(serializationObject.direction2);
  59871. };
  59872. return CylinderDirectedParticleEmitter;
  59873. }(CylinderParticleEmitter));
  59874. BABYLON.CylinderDirectedParticleEmitter = CylinderDirectedParticleEmitter;
  59875. })(BABYLON || (BABYLON = {}));
  59876. //# sourceMappingURL=babylon.cylinderParticleEmitter.js.map
  59877. var BABYLON;
  59878. (function (BABYLON) {
  59879. /**
  59880. * Particle emitter emitting particles from the inside of a cone.
  59881. * It emits the particles alongside the cone volume from the base to the particle.
  59882. * The emission direction might be randomized.
  59883. */
  59884. var ConeParticleEmitter = /** @class */ (function () {
  59885. /**
  59886. * Creates a new instance ConeParticleEmitter
  59887. * @param radius the radius of the emission cone (1 by default)
  59888. * @param angles the cone base angle (PI by default)
  59889. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  59890. */
  59891. function ConeParticleEmitter(radius, angle,
  59892. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  59893. directionRandomizer) {
  59894. if (radius === void 0) { radius = 1; }
  59895. if (angle === void 0) { angle = Math.PI; }
  59896. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  59897. this.directionRandomizer = directionRandomizer;
  59898. /**
  59899. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  59900. */
  59901. this.radiusRange = 1;
  59902. /**
  59903. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  59904. */
  59905. this.heightRange = 1;
  59906. /**
  59907. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  59908. */
  59909. this.emitFromSpawnPointOnly = false;
  59910. this.angle = angle;
  59911. this.radius = radius;
  59912. }
  59913. Object.defineProperty(ConeParticleEmitter.prototype, "radius", {
  59914. /**
  59915. * Gets or sets the radius of the emission cone
  59916. */
  59917. get: function () {
  59918. return this._radius;
  59919. },
  59920. set: function (value) {
  59921. this._radius = value;
  59922. this._buildHeight();
  59923. },
  59924. enumerable: true,
  59925. configurable: true
  59926. });
  59927. Object.defineProperty(ConeParticleEmitter.prototype, "angle", {
  59928. /**
  59929. * Gets or sets the angle of the emission cone
  59930. */
  59931. get: function () {
  59932. return this._angle;
  59933. },
  59934. set: function (value) {
  59935. this._angle = value;
  59936. this._buildHeight();
  59937. },
  59938. enumerable: true,
  59939. configurable: true
  59940. });
  59941. ConeParticleEmitter.prototype._buildHeight = function () {
  59942. if (this._angle !== 0) {
  59943. this._height = this._radius / Math.tan(this._angle / 2);
  59944. }
  59945. else {
  59946. this._height = 1;
  59947. }
  59948. };
  59949. /**
  59950. * Called by the particle System when the direction is computed for the created particle.
  59951. * @param worldMatrix is the world matrix of the particle system
  59952. * @param directionToUpdate is the direction vector to update with the result
  59953. * @param particle is the particle we are computed the direction for
  59954. */
  59955. ConeParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  59956. if (Math.abs(Math.cos(this._angle)) === 1.0) {
  59957. BABYLON.Vector3.TransformNormalFromFloatsToRef(0, 1.0, 0, worldMatrix, directionToUpdate);
  59958. }
  59959. else {
  59960. // measure the direction Vector from the emitter to the particle.
  59961. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  59962. var randX = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  59963. var randY = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  59964. var randZ = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  59965. direction.x += randX;
  59966. direction.y += randY;
  59967. direction.z += randZ;
  59968. direction.normalize();
  59969. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  59970. }
  59971. };
  59972. /**
  59973. * Called by the particle System when the position is computed for the created particle.
  59974. * @param worldMatrix is the world matrix of the particle system
  59975. * @param positionToUpdate is the position vector to update with the result
  59976. * @param particle is the particle we are computed the position for
  59977. */
  59978. ConeParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  59979. var s = BABYLON.Scalar.RandomRange(0, Math.PI * 2);
  59980. var h;
  59981. if (!this.emitFromSpawnPointOnly) {
  59982. h = BABYLON.Scalar.RandomRange(0, this.heightRange);
  59983. // Better distribution in a cone at normal angles.
  59984. h = 1 - h * h;
  59985. }
  59986. else {
  59987. h = 0.0001;
  59988. }
  59989. var radius = this._radius - BABYLON.Scalar.RandomRange(0, this._radius * this.radiusRange);
  59990. radius = radius * h;
  59991. var randX = radius * Math.sin(s);
  59992. var randZ = radius * Math.cos(s);
  59993. var randY = h * this._height;
  59994. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  59995. };
  59996. /**
  59997. * Clones the current emitter and returns a copy of it
  59998. * @returns the new emitter
  59999. */
  60000. ConeParticleEmitter.prototype.clone = function () {
  60001. var newOne = new ConeParticleEmitter(this._radius, this._angle, this.directionRandomizer);
  60002. BABYLON.Tools.DeepCopy(this, newOne);
  60003. return newOne;
  60004. };
  60005. /**
  60006. * Called by the GPUParticleSystem to setup the update shader
  60007. * @param effect defines the update shader
  60008. */
  60009. ConeParticleEmitter.prototype.applyToShader = function (effect) {
  60010. effect.setFloat2("radius", this._radius, this.radiusRange);
  60011. effect.setFloat("coneAngle", this._angle);
  60012. effect.setFloat2("height", this._height, this.heightRange);
  60013. effect.setFloat("directionRandomizer", this.directionRandomizer);
  60014. };
  60015. /**
  60016. * Returns a string to use to update the GPU particles update shader
  60017. * @returns a string containng the defines string
  60018. */
  60019. ConeParticleEmitter.prototype.getEffectDefines = function () {
  60020. var defines = "#define CONEEMITTER";
  60021. if (this.emitFromSpawnPointOnly) {
  60022. defines += "\n#define CONEEMITTERSPAWNPOINT";
  60023. }
  60024. return defines;
  60025. };
  60026. /**
  60027. * Returns the string "ConeParticleEmitter"
  60028. * @returns a string containing the class name
  60029. */
  60030. ConeParticleEmitter.prototype.getClassName = function () {
  60031. return "ConeParticleEmitter";
  60032. };
  60033. /**
  60034. * Serializes the particle system to a JSON object.
  60035. * @returns the JSON object
  60036. */
  60037. ConeParticleEmitter.prototype.serialize = function () {
  60038. var serializationObject = {};
  60039. serializationObject.type = this.getClassName();
  60040. serializationObject.radius = this._radius;
  60041. serializationObject.angle = this._angle;
  60042. serializationObject.directionRandomizer = this.directionRandomizer;
  60043. return serializationObject;
  60044. };
  60045. /**
  60046. * Parse properties from a JSON object
  60047. * @param serializationObject defines the JSON object
  60048. */
  60049. ConeParticleEmitter.prototype.parse = function (serializationObject) {
  60050. this.radius = serializationObject.radius;
  60051. this.angle = serializationObject.angle;
  60052. this.directionRandomizer = serializationObject.directionRandomizer;
  60053. };
  60054. return ConeParticleEmitter;
  60055. }());
  60056. BABYLON.ConeParticleEmitter = ConeParticleEmitter;
  60057. })(BABYLON || (BABYLON = {}));
  60058. //# sourceMappingURL=babylon.coneParticleEmitter.js.map
  60059. var BABYLON;
  60060. (function (BABYLON) {
  60061. /**
  60062. * Particle emitter emitting particles from the inside of a sphere.
  60063. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  60064. */
  60065. var SphereParticleEmitter = /** @class */ (function () {
  60066. /**
  60067. * Creates a new instance SphereParticleEmitter
  60068. * @param radius the radius of the emission sphere (1 by default)
  60069. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  60070. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  60071. */
  60072. function SphereParticleEmitter(
  60073. /**
  60074. * The radius of the emission sphere.
  60075. */
  60076. radius,
  60077. /**
  60078. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  60079. */
  60080. radiusRange,
  60081. /**
  60082. * How much to randomize the particle direction [0-1].
  60083. */
  60084. directionRandomizer) {
  60085. if (radius === void 0) { radius = 1; }
  60086. if (radiusRange === void 0) { radiusRange = 1; }
  60087. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  60088. this.radius = radius;
  60089. this.radiusRange = radiusRange;
  60090. this.directionRandomizer = directionRandomizer;
  60091. }
  60092. /**
  60093. * Called by the particle System when the direction is computed for the created particle.
  60094. * @param worldMatrix is the world matrix of the particle system
  60095. * @param directionToUpdate is the direction vector to update with the result
  60096. * @param particle is the particle we are computed the direction for
  60097. */
  60098. SphereParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  60099. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  60100. var randX = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  60101. var randY = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  60102. var randZ = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  60103. direction.x += randX;
  60104. direction.y += randY;
  60105. direction.z += randZ;
  60106. direction.normalize();
  60107. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  60108. };
  60109. /**
  60110. * Called by the particle System when the position is computed for the created particle.
  60111. * @param worldMatrix is the world matrix of the particle system
  60112. * @param positionToUpdate is the position vector to update with the result
  60113. * @param particle is the particle we are computed the position for
  60114. */
  60115. SphereParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  60116. var randRadius = this.radius - BABYLON.Scalar.RandomRange(0, this.radius * this.radiusRange);
  60117. var v = BABYLON.Scalar.RandomRange(0, 1.0);
  60118. var phi = BABYLON.Scalar.RandomRange(0, 2 * Math.PI);
  60119. var theta = Math.acos(2 * v - 1);
  60120. var randX = randRadius * Math.cos(phi) * Math.sin(theta);
  60121. var randY = randRadius * Math.cos(theta);
  60122. var randZ = randRadius * Math.sin(phi) * Math.sin(theta);
  60123. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  60124. };
  60125. /**
  60126. * Clones the current emitter and returns a copy of it
  60127. * @returns the new emitter
  60128. */
  60129. SphereParticleEmitter.prototype.clone = function () {
  60130. var newOne = new SphereParticleEmitter(this.radius, this.directionRandomizer);
  60131. BABYLON.Tools.DeepCopy(this, newOne);
  60132. return newOne;
  60133. };
  60134. /**
  60135. * Called by the {BABYLON.GPUParticleSystem} to setup the update shader
  60136. * @param effect defines the update shader
  60137. */
  60138. SphereParticleEmitter.prototype.applyToShader = function (effect) {
  60139. effect.setFloat("radius", this.radius);
  60140. effect.setFloat("radiusRange", this.radiusRange);
  60141. effect.setFloat("directionRandomizer", this.directionRandomizer);
  60142. };
  60143. /**
  60144. * Returns a string to use to update the GPU particles update shader
  60145. * @returns a string containng the defines string
  60146. */
  60147. SphereParticleEmitter.prototype.getEffectDefines = function () {
  60148. return "#define SPHEREEMITTER";
  60149. };
  60150. /**
  60151. * Returns the string "SphereParticleEmitter"
  60152. * @returns a string containing the class name
  60153. */
  60154. SphereParticleEmitter.prototype.getClassName = function () {
  60155. return "SphereParticleEmitter";
  60156. };
  60157. /**
  60158. * Serializes the particle system to a JSON object.
  60159. * @returns the JSON object
  60160. */
  60161. SphereParticleEmitter.prototype.serialize = function () {
  60162. var serializationObject = {};
  60163. serializationObject.type = this.getClassName();
  60164. serializationObject.radius = this.radius;
  60165. serializationObject.radiusRange = this.radiusRange;
  60166. serializationObject.directionRandomizer = this.directionRandomizer;
  60167. return serializationObject;
  60168. };
  60169. /**
  60170. * Parse properties from a JSON object
  60171. * @param serializationObject defines the JSON object
  60172. */
  60173. SphereParticleEmitter.prototype.parse = function (serializationObject) {
  60174. this.radius = serializationObject.radius;
  60175. this.radiusRange = serializationObject.radiusRange;
  60176. this.directionRandomizer = serializationObject.directionRandomizer;
  60177. };
  60178. return SphereParticleEmitter;
  60179. }());
  60180. BABYLON.SphereParticleEmitter = SphereParticleEmitter;
  60181. /**
  60182. * Particle emitter emitting particles from the inside of a sphere.
  60183. * It emits the particles randomly between two vectors.
  60184. */
  60185. var SphereDirectedParticleEmitter = /** @class */ (function (_super) {
  60186. __extends(SphereDirectedParticleEmitter, _super);
  60187. /**
  60188. * Creates a new instance SphereDirectedParticleEmitter
  60189. * @param radius the radius of the emission sphere (1 by default)
  60190. * @param direction1 the min limit of the emission direction (up vector by default)
  60191. * @param direction2 the max limit of the emission direction (up vector by default)
  60192. */
  60193. function SphereDirectedParticleEmitter(radius,
  60194. /**
  60195. * The min limit of the emission direction.
  60196. */
  60197. direction1,
  60198. /**
  60199. * The max limit of the emission direction.
  60200. */
  60201. direction2) {
  60202. if (radius === void 0) { radius = 1; }
  60203. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1, 0); }
  60204. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1, 0); }
  60205. var _this = _super.call(this, radius) || this;
  60206. _this.direction1 = direction1;
  60207. _this.direction2 = direction2;
  60208. return _this;
  60209. }
  60210. /**
  60211. * Called by the particle System when the direction is computed for the created particle.
  60212. * @param worldMatrix is the world matrix of the particle system
  60213. * @param directionToUpdate is the direction vector to update with the result
  60214. * @param particle is the particle we are computed the direction for
  60215. */
  60216. SphereDirectedParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  60217. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  60218. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  60219. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  60220. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  60221. };
  60222. /**
  60223. * Clones the current emitter and returns a copy of it
  60224. * @returns the new emitter
  60225. */
  60226. SphereDirectedParticleEmitter.prototype.clone = function () {
  60227. var newOne = new SphereDirectedParticleEmitter(this.radius, this.direction1, this.direction2);
  60228. BABYLON.Tools.DeepCopy(this, newOne);
  60229. return newOne;
  60230. };
  60231. /**
  60232. * Called by the GPUParticleSystem to setup the update shader
  60233. * @param effect defines the update shader
  60234. */
  60235. SphereDirectedParticleEmitter.prototype.applyToShader = function (effect) {
  60236. effect.setFloat("radius", this.radius);
  60237. effect.setFloat("radiusRange", this.radiusRange);
  60238. effect.setVector3("direction1", this.direction1);
  60239. effect.setVector3("direction2", this.direction2);
  60240. };
  60241. /**
  60242. * Returns a string to use to update the GPU particles update shader
  60243. * @returns a string containng the defines string
  60244. */
  60245. SphereDirectedParticleEmitter.prototype.getEffectDefines = function () {
  60246. return "#define SPHEREEMITTER\n#define DIRECTEDSPHEREEMITTER";
  60247. };
  60248. /**
  60249. * Returns the string "SphereDirectedParticleEmitter"
  60250. * @returns a string containing the class name
  60251. */
  60252. SphereDirectedParticleEmitter.prototype.getClassName = function () {
  60253. return "SphereDirectedParticleEmitter";
  60254. };
  60255. /**
  60256. * Serializes the particle system to a JSON object.
  60257. * @returns the JSON object
  60258. */
  60259. SphereDirectedParticleEmitter.prototype.serialize = function () {
  60260. var serializationObject = _super.prototype.serialize.call(this);
  60261. serializationObject.direction1 = this.direction1.asArray();
  60262. serializationObject.direction2 = this.direction2.asArray();
  60263. return serializationObject;
  60264. };
  60265. /**
  60266. * Parse properties from a JSON object
  60267. * @param serializationObject defines the JSON object
  60268. */
  60269. SphereDirectedParticleEmitter.prototype.parse = function (serializationObject) {
  60270. _super.prototype.parse.call(this, serializationObject);
  60271. this.direction1.copyFrom(serializationObject.direction1);
  60272. this.direction2.copyFrom(serializationObject.direction2);
  60273. };
  60274. return SphereDirectedParticleEmitter;
  60275. }(SphereParticleEmitter));
  60276. BABYLON.SphereDirectedParticleEmitter = SphereDirectedParticleEmitter;
  60277. })(BABYLON || (BABYLON = {}));
  60278. //# sourceMappingURL=babylon.sphereParticleEmitter.js.map
  60279. var BABYLON;
  60280. (function (BABYLON) {
  60281. /**
  60282. * Particle emitter emitting particles from the inside of a hemisphere.
  60283. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  60284. */
  60285. var HemisphericParticleEmitter = /** @class */ (function () {
  60286. /**
  60287. * Creates a new instance HemisphericParticleEmitter
  60288. * @param radius the radius of the emission hemisphere (1 by default)
  60289. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  60290. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  60291. */
  60292. function HemisphericParticleEmitter(
  60293. /**
  60294. * The radius of the emission hemisphere.
  60295. */
  60296. radius,
  60297. /**
  60298. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  60299. */
  60300. radiusRange,
  60301. /**
  60302. * How much to randomize the particle direction [0-1].
  60303. */
  60304. directionRandomizer) {
  60305. if (radius === void 0) { radius = 1; }
  60306. if (radiusRange === void 0) { radiusRange = 1; }
  60307. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  60308. this.radius = radius;
  60309. this.radiusRange = radiusRange;
  60310. this.directionRandomizer = directionRandomizer;
  60311. }
  60312. /**
  60313. * Called by the particle System when the direction is computed for the created particle.
  60314. * @param worldMatrix is the world matrix of the particle system
  60315. * @param directionToUpdate is the direction vector to update with the result
  60316. * @param particle is the particle we are computed the direction for
  60317. */
  60318. HemisphericParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  60319. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  60320. var randX = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  60321. var randY = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  60322. var randZ = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  60323. direction.x += randX;
  60324. direction.y += randY;
  60325. direction.z += randZ;
  60326. direction.normalize();
  60327. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  60328. };
  60329. /**
  60330. * Called by the particle System when the position is computed for the created particle.
  60331. * @param worldMatrix is the world matrix of the particle system
  60332. * @param positionToUpdate is the position vector to update with the result
  60333. * @param particle is the particle we are computed the position for
  60334. */
  60335. HemisphericParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  60336. var randRadius = this.radius - BABYLON.Scalar.RandomRange(0, this.radius * this.radiusRange);
  60337. var v = BABYLON.Scalar.RandomRange(0, 1.0);
  60338. var phi = BABYLON.Scalar.RandomRange(0, 2 * Math.PI);
  60339. var theta = Math.acos(2 * v - 1);
  60340. var randX = randRadius * Math.cos(phi) * Math.sin(theta);
  60341. var randY = randRadius * Math.cos(theta);
  60342. var randZ = randRadius * Math.sin(phi) * Math.sin(theta);
  60343. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, Math.abs(randY), randZ, worldMatrix, positionToUpdate);
  60344. };
  60345. /**
  60346. * Clones the current emitter and returns a copy of it
  60347. * @returns the new emitter
  60348. */
  60349. HemisphericParticleEmitter.prototype.clone = function () {
  60350. var newOne = new HemisphericParticleEmitter(this.radius, this.directionRandomizer);
  60351. BABYLON.Tools.DeepCopy(this, newOne);
  60352. return newOne;
  60353. };
  60354. /**
  60355. * Called by the {BABYLON.GPUParticleSystem} to setup the update shader
  60356. * @param effect defines the update shader
  60357. */
  60358. HemisphericParticleEmitter.prototype.applyToShader = function (effect) {
  60359. effect.setFloat("radius", this.radius);
  60360. effect.setFloat("radiusRange", this.radiusRange);
  60361. effect.setFloat("directionRandomizer", this.directionRandomizer);
  60362. };
  60363. /**
  60364. * Returns a string to use to update the GPU particles update shader
  60365. * @returns a string containng the defines string
  60366. */
  60367. HemisphericParticleEmitter.prototype.getEffectDefines = function () {
  60368. return "#define HEMISPHERICEMITTER";
  60369. };
  60370. /**
  60371. * Returns the string "HemisphericParticleEmitter"
  60372. * @returns a string containing the class name
  60373. */
  60374. HemisphericParticleEmitter.prototype.getClassName = function () {
  60375. return "HemisphericParticleEmitter";
  60376. };
  60377. /**
  60378. * Serializes the particle system to a JSON object.
  60379. * @returns the JSON object
  60380. */
  60381. HemisphericParticleEmitter.prototype.serialize = function () {
  60382. var serializationObject = {};
  60383. serializationObject.type = this.getClassName();
  60384. serializationObject.radius = this.radius;
  60385. serializationObject.radiusRange = this.radiusRange;
  60386. serializationObject.directionRandomizer = this.directionRandomizer;
  60387. return serializationObject;
  60388. };
  60389. /**
  60390. * Parse properties from a JSON object
  60391. * @param serializationObject defines the JSON object
  60392. */
  60393. HemisphericParticleEmitter.prototype.parse = function (serializationObject) {
  60394. this.radius = serializationObject.radius;
  60395. this.radiusRange = serializationObject.radiusRange;
  60396. this.directionRandomizer = serializationObject.directionRandomizer;
  60397. };
  60398. return HemisphericParticleEmitter;
  60399. }());
  60400. BABYLON.HemisphericParticleEmitter = HemisphericParticleEmitter;
  60401. })(BABYLON || (BABYLON = {}));
  60402. //# sourceMappingURL=babylon.hemisphericParticleEmitter.js.map
  60403. var BABYLON;
  60404. (function (BABYLON) {
  60405. /**
  60406. * Particle emitter emitting particles from a point.
  60407. * It emits the particles randomly between 2 given directions.
  60408. */
  60409. var PointParticleEmitter = /** @class */ (function () {
  60410. /**
  60411. * Creates a new instance PointParticleEmitter
  60412. */
  60413. function PointParticleEmitter() {
  60414. /**
  60415. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  60416. */
  60417. this.direction1 = new BABYLON.Vector3(0, 1.0, 0);
  60418. /**
  60419. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  60420. */
  60421. this.direction2 = new BABYLON.Vector3(0, 1.0, 0);
  60422. }
  60423. /**
  60424. * Called by the particle System when the direction is computed for the created particle.
  60425. * @param worldMatrix is the world matrix of the particle system
  60426. * @param directionToUpdate is the direction vector to update with the result
  60427. * @param particle is the particle we are computed the direction for
  60428. */
  60429. PointParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  60430. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  60431. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  60432. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  60433. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  60434. };
  60435. /**
  60436. * Called by the particle System when the position is computed for the created particle.
  60437. * @param worldMatrix is the world matrix of the particle system
  60438. * @param positionToUpdate is the position vector to update with the result
  60439. * @param particle is the particle we are computed the position for
  60440. */
  60441. PointParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  60442. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(0, 0, 0, worldMatrix, positionToUpdate);
  60443. };
  60444. /**
  60445. * Clones the current emitter and returns a copy of it
  60446. * @returns the new emitter
  60447. */
  60448. PointParticleEmitter.prototype.clone = function () {
  60449. var newOne = new PointParticleEmitter();
  60450. BABYLON.Tools.DeepCopy(this, newOne);
  60451. return newOne;
  60452. };
  60453. /**
  60454. * Called by the GPUParticleSystem to setup the update shader
  60455. * @param effect defines the update shader
  60456. */
  60457. PointParticleEmitter.prototype.applyToShader = function (effect) {
  60458. effect.setVector3("direction1", this.direction1);
  60459. effect.setVector3("direction2", this.direction2);
  60460. };
  60461. /**
  60462. * Returns a string to use to update the GPU particles update shader
  60463. * @returns a string containng the defines string
  60464. */
  60465. PointParticleEmitter.prototype.getEffectDefines = function () {
  60466. return "#define POINTEMITTER";
  60467. };
  60468. /**
  60469. * Returns the string "PointParticleEmitter"
  60470. * @returns a string containing the class name
  60471. */
  60472. PointParticleEmitter.prototype.getClassName = function () {
  60473. return "PointParticleEmitter";
  60474. };
  60475. /**
  60476. * Serializes the particle system to a JSON object.
  60477. * @returns the JSON object
  60478. */
  60479. PointParticleEmitter.prototype.serialize = function () {
  60480. var serializationObject = {};
  60481. serializationObject.type = this.getClassName();
  60482. serializationObject.direction1 = this.direction1.asArray();
  60483. serializationObject.direction2 = this.direction2.asArray();
  60484. return serializationObject;
  60485. };
  60486. /**
  60487. * Parse properties from a JSON object
  60488. * @param serializationObject defines the JSON object
  60489. */
  60490. PointParticleEmitter.prototype.parse = function (serializationObject) {
  60491. BABYLON.Vector3.FromArrayToRef(serializationObject.direction1, 0, this.direction1);
  60492. BABYLON.Vector3.FromArrayToRef(serializationObject.direction2, 0, this.direction2);
  60493. };
  60494. return PointParticleEmitter;
  60495. }());
  60496. BABYLON.PointParticleEmitter = PointParticleEmitter;
  60497. })(BABYLON || (BABYLON = {}));
  60498. //# sourceMappingURL=babylon.pointParticleEmitter.js.map
  60499. var BABYLON;
  60500. (function (BABYLON) {
  60501. // Adds the parsers to the scene parsers.
  60502. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM, function (parsedData, scene, container, rootUrl) {
  60503. var individualParser = BABYLON.AbstractScene.GetIndividualParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM);
  60504. if (!individualParser) {
  60505. return;
  60506. }
  60507. // Particles Systems
  60508. if (parsedData.particleSystems !== undefined && parsedData.particleSystems !== null) {
  60509. for (var index = 0, cache = parsedData.particleSystems.length; index < cache; index++) {
  60510. var parsedParticleSystem = parsedData.particleSystems[index];
  60511. container.particleSystems.push(individualParser(parsedParticleSystem, scene, rootUrl));
  60512. }
  60513. }
  60514. });
  60515. BABYLON.AbstractScene.AddIndividualParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM, function (parsedParticleSystem, scene, rootUrl) {
  60516. if (parsedParticleSystem.activeParticleCount) {
  60517. var ps = BABYLON.GPUParticleSystem.Parse(parsedParticleSystem, scene, rootUrl);
  60518. return ps;
  60519. }
  60520. else {
  60521. var ps = BABYLON.ParticleSystem.Parse(parsedParticleSystem, scene, rootUrl);
  60522. return ps;
  60523. }
  60524. });
  60525. BABYLON.Engine.prototype.createEffectForParticles = function (fragmentName, uniformsNames, samplers, defines, fallbacks, onCompiled, onError) {
  60526. if (uniformsNames === void 0) { uniformsNames = []; }
  60527. if (samplers === void 0) { samplers = []; }
  60528. if (defines === void 0) { defines = ""; }
  60529. var attributesNamesOrOptions = BABYLON.ParticleSystem._GetAttributeNamesOrOptions();
  60530. var effectCreationOption = BABYLON.ParticleSystem._GetEffectCreationOptions();
  60531. if (defines.indexOf(" BILLBOARD") === -1) {
  60532. defines += "\n#define BILLBOARD\n";
  60533. }
  60534. if (samplers.indexOf("diffuseSampler") === -1) {
  60535. samplers.push("diffuseSampler");
  60536. }
  60537. return this.createEffect({
  60538. vertex: "particles",
  60539. fragmentElement: fragmentName
  60540. }, attributesNamesOrOptions, effectCreationOption.concat(uniformsNames), samplers, defines, fallbacks, onCompiled, onError);
  60541. };
  60542. BABYLON.Mesh.prototype.getEmittedParticleSystems = function () {
  60543. var results = new Array();
  60544. for (var index = 0; index < this.getScene().particleSystems.length; index++) {
  60545. var particleSystem = this.getScene().particleSystems[index];
  60546. if (particleSystem.emitter === this) {
  60547. results.push(particleSystem);
  60548. }
  60549. }
  60550. return results;
  60551. };
  60552. BABYLON.Mesh.prototype.getHierarchyEmittedParticleSystems = function () {
  60553. var results = new Array();
  60554. var descendants = this.getDescendants();
  60555. descendants.push(this);
  60556. for (var index = 0; index < this.getScene().particleSystems.length; index++) {
  60557. var particleSystem = this.getScene().particleSystems[index];
  60558. var emitter = particleSystem.emitter;
  60559. if (emitter.position && descendants.indexOf(emitter) !== -1) {
  60560. results.push(particleSystem);
  60561. }
  60562. }
  60563. return results;
  60564. };
  60565. })(BABYLON || (BABYLON = {}));
  60566. //# sourceMappingURL=babylon.particleSystemComponent.js.map
  60567. var BABYLON;
  60568. (function (BABYLON) {
  60569. /**
  60570. * Type of sub emitter
  60571. */
  60572. var SubEmitterType;
  60573. (function (SubEmitterType) {
  60574. /**
  60575. * Attached to the particle over it's lifetime
  60576. */
  60577. SubEmitterType[SubEmitterType["ATTACHED"] = 0] = "ATTACHED";
  60578. /**
  60579. * Created when the particle dies
  60580. */
  60581. SubEmitterType[SubEmitterType["END"] = 1] = "END";
  60582. })(SubEmitterType = BABYLON.SubEmitterType || (BABYLON.SubEmitterType = {}));
  60583. /**
  60584. * Sub emitter class used to emit particles from an existing particle
  60585. */
  60586. var SubEmitter = /** @class */ (function () {
  60587. /**
  60588. * Creates a sub emitter
  60589. * @param particleSystem the particle system to be used by the sub emitter
  60590. */
  60591. function SubEmitter(
  60592. /**
  60593. * the particle system to be used by the sub emitter
  60594. */
  60595. particleSystem) {
  60596. this.particleSystem = particleSystem;
  60597. /**
  60598. * Type of the submitter (Default: END)
  60599. */
  60600. this.type = SubEmitterType.END;
  60601. /**
  60602. * 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)
  60603. * Note: This only is supported when using an emitter of type Mesh
  60604. */
  60605. this.inheritDirection = false;
  60606. /**
  60607. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  60608. */
  60609. this.inheritedVelocityAmount = 0;
  60610. }
  60611. /**
  60612. * Clones the sub emitter
  60613. * @returns the cloned sub emitter
  60614. */
  60615. SubEmitter.prototype.clone = function () {
  60616. // Clone particle system
  60617. var emitter = this.particleSystem.emitter;
  60618. if (!emitter) {
  60619. emitter = new BABYLON.Vector3();
  60620. }
  60621. else if (emitter instanceof BABYLON.Vector3) {
  60622. emitter = emitter.clone();
  60623. }
  60624. else if (emitter instanceof BABYLON.AbstractMesh) {
  60625. emitter = new BABYLON.Mesh("", emitter.getScene());
  60626. emitter.isVisible = false;
  60627. }
  60628. var clone = new SubEmitter(this.particleSystem.clone("", emitter));
  60629. // Clone properties
  60630. clone.type = this.type;
  60631. clone.inheritDirection = this.inheritDirection;
  60632. clone.inheritedVelocityAmount = this.inheritedVelocityAmount;
  60633. clone.particleSystem._disposeEmitterOnDispose = true;
  60634. clone.particleSystem.disposeOnStop = true;
  60635. return clone;
  60636. };
  60637. /**
  60638. * Serialize current object to a JSON object
  60639. * @returns the serialized object
  60640. */
  60641. SubEmitter.prototype.serialize = function () {
  60642. var serializationObject = {};
  60643. serializationObject.type = this.type;
  60644. serializationObject.inheritDirection = this.inheritDirection;
  60645. serializationObject.inheritedVelocityAmount = this.inheritedVelocityAmount;
  60646. serializationObject.particleSystem = this.particleSystem.serialize();
  60647. return serializationObject;
  60648. };
  60649. /**
  60650. * Creates a new SubEmitter from a serialized JSON version
  60651. * @param serializationObject defines the JSON object to read from
  60652. * @param scene defines the hosting scene
  60653. * @param rootUrl defines the rootUrl for data loading
  60654. * @returns a new SubEmitter
  60655. */
  60656. SubEmitter.Parse = function (serializationObject, scene, rootUrl) {
  60657. var system = serializationObject.particleSystem;
  60658. var subEmitter = new SubEmitter(BABYLON.ParticleSystem.Parse(system, scene, rootUrl));
  60659. subEmitter.type = serializationObject.type;
  60660. subEmitter.inheritDirection = serializationObject.inheritDirection;
  60661. subEmitter.inheritedVelocityAmount = serializationObject.inheritedVelocityAmount;
  60662. subEmitter.particleSystem._isSubEmitter = true;
  60663. return subEmitter;
  60664. };
  60665. /** Release associated resources */
  60666. SubEmitter.prototype.dispose = function () {
  60667. this.particleSystem.dispose();
  60668. };
  60669. return SubEmitter;
  60670. }());
  60671. BABYLON.SubEmitter = SubEmitter;
  60672. })(BABYLON || (BABYLON = {}));
  60673. //# sourceMappingURL=babylon.subEmitter.js.map
  60674. var BABYLON;
  60675. (function (BABYLON) {
  60676. var ShaderMaterial = /** @class */ (function (_super) {
  60677. __extends(ShaderMaterial, _super);
  60678. function ShaderMaterial(name, scene, shaderPath, options) {
  60679. var _this = _super.call(this, name, scene) || this;
  60680. _this._textures = {};
  60681. _this._textureArrays = {};
  60682. _this._floats = {};
  60683. _this._ints = {};
  60684. _this._floatsArrays = {};
  60685. _this._colors3 = {};
  60686. _this._colors3Arrays = {};
  60687. _this._colors4 = {};
  60688. _this._vectors2 = {};
  60689. _this._vectors3 = {};
  60690. _this._vectors4 = {};
  60691. _this._matrices = {};
  60692. _this._matrices3x3 = {};
  60693. _this._matrices2x2 = {};
  60694. _this._vectors2Arrays = {};
  60695. _this._vectors3Arrays = {};
  60696. _this._cachedWorldViewMatrix = new BABYLON.Matrix();
  60697. _this._shaderPath = shaderPath;
  60698. options.needAlphaBlending = options.needAlphaBlending || false;
  60699. options.needAlphaTesting = options.needAlphaTesting || false;
  60700. options.attributes = options.attributes || ["position", "normal", "uv"];
  60701. options.uniforms = options.uniforms || ["worldViewProjection"];
  60702. options.uniformBuffers = options.uniformBuffers || [];
  60703. options.samplers = options.samplers || [];
  60704. options.defines = options.defines || [];
  60705. _this._options = options;
  60706. return _this;
  60707. }
  60708. ShaderMaterial.prototype.getClassName = function () {
  60709. return "ShaderMaterial";
  60710. };
  60711. ShaderMaterial.prototype.needAlphaBlending = function () {
  60712. return this._options.needAlphaBlending;
  60713. };
  60714. ShaderMaterial.prototype.needAlphaTesting = function () {
  60715. return this._options.needAlphaTesting;
  60716. };
  60717. ShaderMaterial.prototype._checkUniform = function (uniformName) {
  60718. if (this._options.uniforms.indexOf(uniformName) === -1) {
  60719. this._options.uniforms.push(uniformName);
  60720. }
  60721. };
  60722. ShaderMaterial.prototype.setTexture = function (name, texture) {
  60723. if (this._options.samplers.indexOf(name) === -1) {
  60724. this._options.samplers.push(name);
  60725. }
  60726. this._textures[name] = texture;
  60727. return this;
  60728. };
  60729. ShaderMaterial.prototype.setTextureArray = function (name, textures) {
  60730. if (this._options.samplers.indexOf(name) === -1) {
  60731. this._options.samplers.push(name);
  60732. }
  60733. this._checkUniform(name);
  60734. this._textureArrays[name] = textures;
  60735. return this;
  60736. };
  60737. ShaderMaterial.prototype.setFloat = function (name, value) {
  60738. this._checkUniform(name);
  60739. this._floats[name] = value;
  60740. return this;
  60741. };
  60742. ShaderMaterial.prototype.setInt = function (name, value) {
  60743. this._checkUniform(name);
  60744. this._ints[name] = value;
  60745. return this;
  60746. };
  60747. ShaderMaterial.prototype.setFloats = function (name, value) {
  60748. this._checkUniform(name);
  60749. this._floatsArrays[name] = value;
  60750. return this;
  60751. };
  60752. ShaderMaterial.prototype.setColor3 = function (name, value) {
  60753. this._checkUniform(name);
  60754. this._colors3[name] = value;
  60755. return this;
  60756. };
  60757. ShaderMaterial.prototype.setColor3Array = function (name, value) {
  60758. this._checkUniform(name);
  60759. this._colors3Arrays[name] = value.reduce(function (arr, color) {
  60760. color.toArray(arr, arr.length);
  60761. return arr;
  60762. }, []);
  60763. return this;
  60764. };
  60765. ShaderMaterial.prototype.setColor4 = function (name, value) {
  60766. this._checkUniform(name);
  60767. this._colors4[name] = value;
  60768. return this;
  60769. };
  60770. ShaderMaterial.prototype.setVector2 = function (name, value) {
  60771. this._checkUniform(name);
  60772. this._vectors2[name] = value;
  60773. return this;
  60774. };
  60775. ShaderMaterial.prototype.setVector3 = function (name, value) {
  60776. this._checkUniform(name);
  60777. this._vectors3[name] = value;
  60778. return this;
  60779. };
  60780. ShaderMaterial.prototype.setVector4 = function (name, value) {
  60781. this._checkUniform(name);
  60782. this._vectors4[name] = value;
  60783. return this;
  60784. };
  60785. ShaderMaterial.prototype.setMatrix = function (name, value) {
  60786. this._checkUniform(name);
  60787. this._matrices[name] = value;
  60788. return this;
  60789. };
  60790. ShaderMaterial.prototype.setMatrix3x3 = function (name, value) {
  60791. this._checkUniform(name);
  60792. this._matrices3x3[name] = value;
  60793. return this;
  60794. };
  60795. ShaderMaterial.prototype.setMatrix2x2 = function (name, value) {
  60796. this._checkUniform(name);
  60797. this._matrices2x2[name] = value;
  60798. return this;
  60799. };
  60800. ShaderMaterial.prototype.setArray2 = function (name, value) {
  60801. this._checkUniform(name);
  60802. this._vectors2Arrays[name] = value;
  60803. return this;
  60804. };
  60805. ShaderMaterial.prototype.setArray3 = function (name, value) {
  60806. this._checkUniform(name);
  60807. this._vectors3Arrays[name] = value;
  60808. return this;
  60809. };
  60810. ShaderMaterial.prototype._checkCache = function (scene, mesh, useInstances) {
  60811. if (!mesh) {
  60812. return true;
  60813. }
  60814. if (this._effect && (this._effect.defines.indexOf("#define INSTANCES") !== -1) !== useInstances) {
  60815. return false;
  60816. }
  60817. return false;
  60818. };
  60819. ShaderMaterial.prototype.isReady = function (mesh, useInstances) {
  60820. var scene = this.getScene();
  60821. var engine = scene.getEngine();
  60822. if (!this.checkReadyOnEveryCall) {
  60823. if (this._renderId === scene.getRenderId()) {
  60824. if (this._checkCache(scene, mesh, useInstances)) {
  60825. return true;
  60826. }
  60827. }
  60828. }
  60829. // Instances
  60830. var defines = [];
  60831. var attribs = [];
  60832. var fallbacks = new BABYLON.EffectFallbacks();
  60833. for (var index = 0; index < this._options.defines.length; index++) {
  60834. defines.push(this._options.defines[index]);
  60835. }
  60836. for (var index = 0; index < this._options.attributes.length; index++) {
  60837. attribs.push(this._options.attributes[index]);
  60838. }
  60839. if (mesh && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  60840. attribs.push(BABYLON.VertexBuffer.ColorKind);
  60841. defines.push("#define VERTEXCOLOR");
  60842. }
  60843. if (useInstances) {
  60844. defines.push("#define INSTANCES");
  60845. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  60846. }
  60847. // Bones
  60848. if (mesh && mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  60849. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  60850. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  60851. if (mesh.numBoneInfluencers > 4) {
  60852. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  60853. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  60854. }
  60855. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  60856. defines.push("#define BonesPerMesh " + (mesh.skeleton.bones.length + 1));
  60857. fallbacks.addCPUSkinningFallback(0, mesh);
  60858. if (this._options.uniforms.indexOf("mBones") === -1) {
  60859. this._options.uniforms.push("mBones");
  60860. }
  60861. }
  60862. else {
  60863. defines.push("#define NUM_BONE_INFLUENCERS 0");
  60864. }
  60865. // Textures
  60866. for (var name in this._textures) {
  60867. if (!this._textures[name].isReady()) {
  60868. return false;
  60869. }
  60870. }
  60871. // Alpha test
  60872. if (mesh && this._shouldTurnAlphaTestOn(mesh)) {
  60873. defines.push("#define ALPHATEST");
  60874. }
  60875. var previousEffect = this._effect;
  60876. var join = defines.join("\n");
  60877. this._effect = engine.createEffect(this._shaderPath, {
  60878. attributes: attribs,
  60879. uniformsNames: this._options.uniforms,
  60880. uniformBuffersNames: this._options.uniformBuffers,
  60881. samplers: this._options.samplers,
  60882. defines: join,
  60883. fallbacks: fallbacks,
  60884. onCompiled: this.onCompiled,
  60885. onError: this.onError
  60886. }, engine);
  60887. if (!this._effect.isReady()) {
  60888. return false;
  60889. }
  60890. if (previousEffect !== this._effect) {
  60891. scene.resetCachedMaterial();
  60892. }
  60893. this._renderId = scene.getRenderId();
  60894. return true;
  60895. };
  60896. ShaderMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  60897. var scene = this.getScene();
  60898. if (!this._effect) {
  60899. return;
  60900. }
  60901. if (this._options.uniforms.indexOf("world") !== -1) {
  60902. this._effect.setMatrix("world", world);
  60903. }
  60904. if (this._options.uniforms.indexOf("worldView") !== -1) {
  60905. world.multiplyToRef(scene.getViewMatrix(), this._cachedWorldViewMatrix);
  60906. this._effect.setMatrix("worldView", this._cachedWorldViewMatrix);
  60907. }
  60908. if (this._options.uniforms.indexOf("worldViewProjection") !== -1) {
  60909. this._effect.setMatrix("worldViewProjection", world.multiply(scene.getTransformMatrix()));
  60910. }
  60911. };
  60912. ShaderMaterial.prototype.bind = function (world, mesh) {
  60913. // Std values
  60914. this.bindOnlyWorldMatrix(world);
  60915. if (this._effect && this.getScene().getCachedMaterial() !== this) {
  60916. if (this._options.uniforms.indexOf("view") !== -1) {
  60917. this._effect.setMatrix("view", this.getScene().getViewMatrix());
  60918. }
  60919. if (this._options.uniforms.indexOf("projection") !== -1) {
  60920. this._effect.setMatrix("projection", this.getScene().getProjectionMatrix());
  60921. }
  60922. if (this._options.uniforms.indexOf("viewProjection") !== -1) {
  60923. this._effect.setMatrix("viewProjection", this.getScene().getTransformMatrix());
  60924. }
  60925. // Bones
  60926. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._effect);
  60927. var name;
  60928. // Texture
  60929. for (name in this._textures) {
  60930. this._effect.setTexture(name, this._textures[name]);
  60931. }
  60932. // Texture arrays
  60933. for (name in this._textureArrays) {
  60934. this._effect.setTextureArray(name, this._textureArrays[name]);
  60935. }
  60936. // Int
  60937. for (name in this._ints) {
  60938. this._effect.setInt(name, this._ints[name]);
  60939. }
  60940. // Float
  60941. for (name in this._floats) {
  60942. this._effect.setFloat(name, this._floats[name]);
  60943. }
  60944. // Floats
  60945. for (name in this._floatsArrays) {
  60946. this._effect.setArray(name, this._floatsArrays[name]);
  60947. }
  60948. // Color3
  60949. for (name in this._colors3) {
  60950. this._effect.setColor3(name, this._colors3[name]);
  60951. }
  60952. for (name in this._colors3Arrays) {
  60953. this._effect.setArray3(name, this._colors3Arrays[name]);
  60954. }
  60955. // Color4
  60956. for (name in this._colors4) {
  60957. var color = this._colors4[name];
  60958. this._effect.setFloat4(name, color.r, color.g, color.b, color.a);
  60959. }
  60960. // Vector2
  60961. for (name in this._vectors2) {
  60962. this._effect.setVector2(name, this._vectors2[name]);
  60963. }
  60964. // Vector3
  60965. for (name in this._vectors3) {
  60966. this._effect.setVector3(name, this._vectors3[name]);
  60967. }
  60968. // Vector4
  60969. for (name in this._vectors4) {
  60970. this._effect.setVector4(name, this._vectors4[name]);
  60971. }
  60972. // Matrix
  60973. for (name in this._matrices) {
  60974. this._effect.setMatrix(name, this._matrices[name]);
  60975. }
  60976. // Matrix 3x3
  60977. for (name in this._matrices3x3) {
  60978. this._effect.setMatrix3x3(name, this._matrices3x3[name]);
  60979. }
  60980. // Matrix 2x2
  60981. for (name in this._matrices2x2) {
  60982. this._effect.setMatrix2x2(name, this._matrices2x2[name]);
  60983. }
  60984. // Vector2Array
  60985. for (name in this._vectors2Arrays) {
  60986. this._effect.setArray2(name, this._vectors2Arrays[name]);
  60987. }
  60988. // Vector3Array
  60989. for (name in this._vectors3Arrays) {
  60990. this._effect.setArray3(name, this._vectors3Arrays[name]);
  60991. }
  60992. }
  60993. this._afterBind(mesh);
  60994. };
  60995. ShaderMaterial.prototype.getActiveTextures = function () {
  60996. var activeTextures = _super.prototype.getActiveTextures.call(this);
  60997. for (var name in this._textures) {
  60998. activeTextures.push(this._textures[name]);
  60999. }
  61000. for (var name in this._textureArrays) {
  61001. var array = this._textureArrays[name];
  61002. for (var index = 0; index < array.length; index++) {
  61003. activeTextures.push(array[index]);
  61004. }
  61005. }
  61006. return activeTextures;
  61007. };
  61008. ShaderMaterial.prototype.hasTexture = function (texture) {
  61009. if (_super.prototype.hasTexture.call(this, texture)) {
  61010. return true;
  61011. }
  61012. for (var name in this._textures) {
  61013. if (this._textures[name] === texture) {
  61014. return true;
  61015. }
  61016. }
  61017. for (var name in this._textureArrays) {
  61018. var array = this._textureArrays[name];
  61019. for (var index = 0; index < array.length; index++) {
  61020. if (array[index] === texture) {
  61021. return true;
  61022. }
  61023. }
  61024. }
  61025. return false;
  61026. };
  61027. ShaderMaterial.prototype.clone = function (name) {
  61028. var newShaderMaterial = new ShaderMaterial(name, this.getScene(), this._shaderPath, this._options);
  61029. return newShaderMaterial;
  61030. };
  61031. ShaderMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  61032. if (forceDisposeTextures) {
  61033. var name;
  61034. for (name in this._textures) {
  61035. this._textures[name].dispose();
  61036. }
  61037. for (name in this._textureArrays) {
  61038. var array = this._textureArrays[name];
  61039. for (var index = 0; index < array.length; index++) {
  61040. array[index].dispose();
  61041. }
  61042. }
  61043. }
  61044. this._textures = {};
  61045. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);
  61046. };
  61047. ShaderMaterial.prototype.serialize = function () {
  61048. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  61049. serializationObject.customType = "BABYLON.ShaderMaterial";
  61050. serializationObject.options = this._options;
  61051. serializationObject.shaderPath = this._shaderPath;
  61052. var name;
  61053. // Texture
  61054. serializationObject.textures = {};
  61055. for (name in this._textures) {
  61056. serializationObject.textures[name] = this._textures[name].serialize();
  61057. }
  61058. // Texture arrays
  61059. serializationObject.textureArrays = {};
  61060. for (name in this._textureArrays) {
  61061. serializationObject.textureArrays[name] = [];
  61062. var array = this._textureArrays[name];
  61063. for (var index = 0; index < array.length; index++) {
  61064. serializationObject.textureArrays[name].push(array[index].serialize());
  61065. }
  61066. }
  61067. // Float
  61068. serializationObject.floats = {};
  61069. for (name in this._floats) {
  61070. serializationObject.floats[name] = this._floats[name];
  61071. }
  61072. // Float s
  61073. serializationObject.FloatArrays = {};
  61074. for (name in this._floatsArrays) {
  61075. serializationObject.FloatArrays[name] = this._floatsArrays[name];
  61076. }
  61077. // Color3
  61078. serializationObject.colors3 = {};
  61079. for (name in this._colors3) {
  61080. serializationObject.colors3[name] = this._colors3[name].asArray();
  61081. }
  61082. // Color3 array
  61083. serializationObject.colors3Arrays = {};
  61084. for (name in this._colors3Arrays) {
  61085. serializationObject.colors3Arrays[name] = this._colors3Arrays[name];
  61086. }
  61087. // Color4
  61088. serializationObject.colors4 = {};
  61089. for (name in this._colors4) {
  61090. serializationObject.colors4[name] = this._colors4[name].asArray();
  61091. }
  61092. // Vector2
  61093. serializationObject.vectors2 = {};
  61094. for (name in this._vectors2) {
  61095. serializationObject.vectors2[name] = this._vectors2[name].asArray();
  61096. }
  61097. // Vector3
  61098. serializationObject.vectors3 = {};
  61099. for (name in this._vectors3) {
  61100. serializationObject.vectors3[name] = this._vectors3[name].asArray();
  61101. }
  61102. // Vector4
  61103. serializationObject.vectors4 = {};
  61104. for (name in this._vectors4) {
  61105. serializationObject.vectors4[name] = this._vectors4[name].asArray();
  61106. }
  61107. // Matrix
  61108. serializationObject.matrices = {};
  61109. for (name in this._matrices) {
  61110. serializationObject.matrices[name] = this._matrices[name].asArray();
  61111. }
  61112. // Matrix 3x3
  61113. serializationObject.matrices3x3 = {};
  61114. for (name in this._matrices3x3) {
  61115. serializationObject.matrices3x3[name] = this._matrices3x3[name];
  61116. }
  61117. // Matrix 2x2
  61118. serializationObject.matrices2x2 = {};
  61119. for (name in this._matrices2x2) {
  61120. serializationObject.matrices2x2[name] = this._matrices2x2[name];
  61121. }
  61122. // Vector2Array
  61123. serializationObject.vectors2Arrays = {};
  61124. for (name in this._vectors2Arrays) {
  61125. serializationObject.vectors2Arrays[name] = this._vectors2Arrays[name];
  61126. }
  61127. // Vector3Array
  61128. serializationObject.vectors3Arrays = {};
  61129. for (name in this._vectors3Arrays) {
  61130. serializationObject.vectors3Arrays[name] = this._vectors3Arrays[name];
  61131. }
  61132. return serializationObject;
  61133. };
  61134. ShaderMaterial.Parse = function (source, scene, rootUrl) {
  61135. var material = BABYLON.SerializationHelper.Parse(function () { return new ShaderMaterial(source.name, scene, source.shaderPath, source.options); }, source, scene, rootUrl);
  61136. var name;
  61137. // Texture
  61138. for (name in source.textures) {
  61139. material.setTexture(name, BABYLON.Texture.Parse(source.textures[name], scene, rootUrl));
  61140. }
  61141. // Texture arrays
  61142. for (name in source.textureArrays) {
  61143. var array = source.textureArrays[name];
  61144. var textureArray = new Array();
  61145. for (var index = 0; index < array.length; index++) {
  61146. textureArray.push(BABYLON.Texture.Parse(array[index], scene, rootUrl));
  61147. }
  61148. material.setTextureArray(name, textureArray);
  61149. }
  61150. // Float
  61151. for (name in source.floats) {
  61152. material.setFloat(name, source.floats[name]);
  61153. }
  61154. // Float s
  61155. for (name in source.floatsArrays) {
  61156. material.setFloats(name, source.floatsArrays[name]);
  61157. }
  61158. // Color3
  61159. for (name in source.colors3) {
  61160. material.setColor3(name, BABYLON.Color3.FromArray(source.colors3[name]));
  61161. }
  61162. // Color3 arrays
  61163. for (name in source.colors3Arrays) {
  61164. var colors = source.colors3Arrays[name].reduce(function (arr, num, i) {
  61165. if (i % 3 === 0) {
  61166. arr.push([num]);
  61167. }
  61168. else {
  61169. arr[arr.length - 1].push(num);
  61170. }
  61171. return arr;
  61172. }, []).map(function (color) { return BABYLON.Color3.FromArray(color); });
  61173. material.setColor3Array(name, colors);
  61174. }
  61175. // Color4
  61176. for (name in source.colors4) {
  61177. material.setColor4(name, BABYLON.Color4.FromArray(source.colors4[name]));
  61178. }
  61179. // Vector2
  61180. for (name in source.vectors2) {
  61181. material.setVector2(name, BABYLON.Vector2.FromArray(source.vectors2[name]));
  61182. }
  61183. // Vector3
  61184. for (name in source.vectors3) {
  61185. material.setVector3(name, BABYLON.Vector3.FromArray(source.vectors3[name]));
  61186. }
  61187. // Vector4
  61188. for (name in source.vectors4) {
  61189. material.setVector4(name, BABYLON.Vector4.FromArray(source.vectors4[name]));
  61190. }
  61191. // Matrix
  61192. for (name in source.matrices) {
  61193. material.setMatrix(name, BABYLON.Matrix.FromArray(source.matrices[name]));
  61194. }
  61195. // Matrix 3x3
  61196. for (name in source.matrices3x3) {
  61197. material.setMatrix3x3(name, source.matrices3x3[name]);
  61198. }
  61199. // Matrix 2x2
  61200. for (name in source.matrices2x2) {
  61201. material.setMatrix2x2(name, source.matrices2x2[name]);
  61202. }
  61203. // Vector2Array
  61204. for (name in source.vectors2Arrays) {
  61205. material.setArray2(name, source.vectors2Arrays[name]);
  61206. }
  61207. // Vector3Array
  61208. for (name in source.vectors3Arrays) {
  61209. material.setArray3(name, source.vectors3Arrays[name]);
  61210. }
  61211. return material;
  61212. };
  61213. return ShaderMaterial;
  61214. }(BABYLON.Material));
  61215. BABYLON.ShaderMaterial = ShaderMaterial;
  61216. })(BABYLON || (BABYLON = {}));
  61217. //# sourceMappingURL=babylon.shaderMaterial.js.map
  61218. var BABYLON;
  61219. (function (BABYLON) {
  61220. var GroundMesh = /** @class */ (function (_super) {
  61221. __extends(GroundMesh, _super);
  61222. function GroundMesh(name, scene) {
  61223. var _this = _super.call(this, name, scene) || this;
  61224. _this.generateOctree = false;
  61225. return _this;
  61226. }
  61227. GroundMesh.prototype.getClassName = function () {
  61228. return "GroundMesh";
  61229. };
  61230. Object.defineProperty(GroundMesh.prototype, "subdivisions", {
  61231. get: function () {
  61232. return Math.min(this._subdivisionsX, this._subdivisionsY);
  61233. },
  61234. enumerable: true,
  61235. configurable: true
  61236. });
  61237. Object.defineProperty(GroundMesh.prototype, "subdivisionsX", {
  61238. get: function () {
  61239. return this._subdivisionsX;
  61240. },
  61241. enumerable: true,
  61242. configurable: true
  61243. });
  61244. Object.defineProperty(GroundMesh.prototype, "subdivisionsY", {
  61245. get: function () {
  61246. return this._subdivisionsY;
  61247. },
  61248. enumerable: true,
  61249. configurable: true
  61250. });
  61251. GroundMesh.prototype.optimize = function (chunksCount, octreeBlocksSize) {
  61252. if (octreeBlocksSize === void 0) { octreeBlocksSize = 32; }
  61253. this._subdivisionsX = chunksCount;
  61254. this._subdivisionsY = chunksCount;
  61255. this.subdivide(chunksCount);
  61256. // Call the octree system optimization if it is defined.
  61257. var thisAsAny = this;
  61258. if (thisAsAny.createOrUpdateSubmeshesOctree) {
  61259. thisAsAny.createOrUpdateSubmeshesOctree(octreeBlocksSize);
  61260. }
  61261. };
  61262. /**
  61263. * Returns a height (y) value in the Worl system :
  61264. * the ground altitude at the coordinates (x, z) expressed in the World system.
  61265. * Returns the ground y position if (x, z) are outside the ground surface.
  61266. */
  61267. GroundMesh.prototype.getHeightAtCoordinates = function (x, z) {
  61268. var world = this.getWorldMatrix();
  61269. var invMat = BABYLON.Tmp.Matrix[5];
  61270. world.invertToRef(invMat);
  61271. var tmpVect = BABYLON.Tmp.Vector3[8];
  61272. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, 0.0, z, invMat, tmpVect); // transform x,z in the mesh local space
  61273. x = tmpVect.x;
  61274. z = tmpVect.z;
  61275. if (x < this._minX || x > this._maxX || z < this._minZ || z > this._maxZ) {
  61276. return this.position.y;
  61277. }
  61278. if (!this._heightQuads || this._heightQuads.length == 0) {
  61279. this._initHeightQuads();
  61280. this._computeHeightQuads();
  61281. }
  61282. var facet = this._getFacetAt(x, z);
  61283. var y = -(facet.x * x + facet.z * z + facet.w) / facet.y;
  61284. // return y in the World system
  61285. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(0.0, y, 0.0, world, tmpVect);
  61286. return tmpVect.y;
  61287. };
  61288. /**
  61289. * Returns a normalized vector (Vector3) orthogonal to the ground
  61290. * at the ground coordinates (x, z) expressed in the World system.
  61291. * Returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  61292. */
  61293. GroundMesh.prototype.getNormalAtCoordinates = function (x, z) {
  61294. var normal = new BABYLON.Vector3(0.0, 1.0, 0.0);
  61295. this.getNormalAtCoordinatesToRef(x, z, normal);
  61296. return normal;
  61297. };
  61298. /**
  61299. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  61300. * at the ground coordinates (x, z) expressed in the World system.
  61301. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  61302. * Returns the GroundMesh.
  61303. */
  61304. GroundMesh.prototype.getNormalAtCoordinatesToRef = function (x, z, ref) {
  61305. var world = this.getWorldMatrix();
  61306. var tmpMat = BABYLON.Tmp.Matrix[5];
  61307. world.invertToRef(tmpMat);
  61308. var tmpVect = BABYLON.Tmp.Vector3[8];
  61309. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, 0.0, z, tmpMat, tmpVect); // transform x,z in the mesh local space
  61310. x = tmpVect.x;
  61311. z = tmpVect.z;
  61312. if (x < this._minX || x > this._maxX || z < this._minZ || z > this._maxZ) {
  61313. return this;
  61314. }
  61315. if (!this._heightQuads || this._heightQuads.length == 0) {
  61316. this._initHeightQuads();
  61317. this._computeHeightQuads();
  61318. }
  61319. var facet = this._getFacetAt(x, z);
  61320. BABYLON.Vector3.TransformNormalFromFloatsToRef(facet.x, facet.y, facet.z, world, ref);
  61321. return this;
  61322. };
  61323. /**
  61324. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  61325. * if the ground has been updated.
  61326. * This can be used in the render loop.
  61327. * Returns the GroundMesh.
  61328. */
  61329. GroundMesh.prototype.updateCoordinateHeights = function () {
  61330. if (!this._heightQuads || this._heightQuads.length == 0) {
  61331. this._initHeightQuads();
  61332. }
  61333. this._computeHeightQuads();
  61334. return this;
  61335. };
  61336. // Returns the element "facet" from the heightQuads array relative to (x, z) local coordinates
  61337. GroundMesh.prototype._getFacetAt = function (x, z) {
  61338. // retrieve col and row from x, z coordinates in the ground local system
  61339. var col = Math.floor((x + this._maxX) * this._subdivisionsX / this._width);
  61340. var row = Math.floor(-(z + this._maxZ) * this._subdivisionsY / this._height + this._subdivisionsY);
  61341. var quad = this._heightQuads[row * this._subdivisionsX + col];
  61342. var facet;
  61343. if (z < quad.slope.x * x + quad.slope.y) {
  61344. facet = quad.facet1;
  61345. }
  61346. else {
  61347. facet = quad.facet2;
  61348. }
  61349. return facet;
  61350. };
  61351. // Creates and populates the heightMap array with "facet" elements :
  61352. // a quad is two triangular facets separated by a slope, so a "facet" element is 1 slope + 2 facets
  61353. // slope : Vector2(c, h) = 2D diagonal line equation setting appart two triangular facets in a quad : z = cx + h
  61354. // facet1 : Vector4(a, b, c, d) = first facet 3D plane equation : ax + by + cz + d = 0
  61355. // facet2 : Vector4(a, b, c, d) = second facet 3D plane equation : ax + by + cz + d = 0
  61356. // Returns the GroundMesh.
  61357. GroundMesh.prototype._initHeightQuads = function () {
  61358. var subdivisionsX = this._subdivisionsX;
  61359. var subdivisionsY = this._subdivisionsY;
  61360. this._heightQuads = new Array();
  61361. for (var row = 0; row < subdivisionsY; row++) {
  61362. for (var col = 0; col < subdivisionsX; col++) {
  61363. 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) };
  61364. this._heightQuads[row * subdivisionsX + col] = quad;
  61365. }
  61366. }
  61367. return this;
  61368. };
  61369. // Compute each quad element values and update the the heightMap array :
  61370. // slope : Vector2(c, h) = 2D diagonal line equation setting appart two triangular facets in a quad : z = cx + h
  61371. // facet1 : Vector4(a, b, c, d) = first facet 3D plane equation : ax + by + cz + d = 0
  61372. // facet2 : Vector4(a, b, c, d) = second facet 3D plane equation : ax + by + cz + d = 0
  61373. // Returns the GroundMesh.
  61374. GroundMesh.prototype._computeHeightQuads = function () {
  61375. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  61376. if (!positions) {
  61377. return this;
  61378. }
  61379. var v1 = BABYLON.Tmp.Vector3[3];
  61380. var v2 = BABYLON.Tmp.Vector3[2];
  61381. var v3 = BABYLON.Tmp.Vector3[1];
  61382. var v4 = BABYLON.Tmp.Vector3[0];
  61383. var v1v2 = BABYLON.Tmp.Vector3[4];
  61384. var v1v3 = BABYLON.Tmp.Vector3[5];
  61385. var v1v4 = BABYLON.Tmp.Vector3[6];
  61386. var norm1 = BABYLON.Tmp.Vector3[7];
  61387. var norm2 = BABYLON.Tmp.Vector3[8];
  61388. var i = 0;
  61389. var j = 0;
  61390. var k = 0;
  61391. var cd = 0; // 2D slope coefficient : z = cd * x + h
  61392. var h = 0;
  61393. var d1 = 0; // facet plane equation : ax + by + cz + d = 0
  61394. var d2 = 0;
  61395. var subdivisionsX = this._subdivisionsX;
  61396. var subdivisionsY = this._subdivisionsY;
  61397. for (var row = 0; row < subdivisionsY; row++) {
  61398. for (var col = 0; col < subdivisionsX; col++) {
  61399. i = col * 3;
  61400. j = row * (subdivisionsX + 1) * 3;
  61401. k = (row + 1) * (subdivisionsX + 1) * 3;
  61402. v1.x = positions[j + i];
  61403. v1.y = positions[j + i + 1];
  61404. v1.z = positions[j + i + 2];
  61405. v2.x = positions[j + i + 3];
  61406. v2.y = positions[j + i + 4];
  61407. v2.z = positions[j + i + 5];
  61408. v3.x = positions[k + i];
  61409. v3.y = positions[k + i + 1];
  61410. v3.z = positions[k + i + 2];
  61411. v4.x = positions[k + i + 3];
  61412. v4.y = positions[k + i + 4];
  61413. v4.z = positions[k + i + 5];
  61414. // 2D slope V1V4
  61415. cd = (v4.z - v1.z) / (v4.x - v1.x);
  61416. h = v1.z - cd * v1.x; // v1 belongs to the slope
  61417. // facet equations :
  61418. // we compute each facet normal vector
  61419. // the equation of the facet plane is : norm.x * x + norm.y * y + norm.z * z + d = 0
  61420. // we compute the value d by applying the equation to v1 which belongs to the plane
  61421. // then we store the facet equation in a Vector4
  61422. v2.subtractToRef(v1, v1v2);
  61423. v3.subtractToRef(v1, v1v3);
  61424. v4.subtractToRef(v1, v1v4);
  61425. BABYLON.Vector3.CrossToRef(v1v4, v1v3, norm1); // caution : CrossToRef uses the Tmp class
  61426. BABYLON.Vector3.CrossToRef(v1v2, v1v4, norm2);
  61427. norm1.normalize();
  61428. norm2.normalize();
  61429. d1 = -(norm1.x * v1.x + norm1.y * v1.y + norm1.z * v1.z);
  61430. d2 = -(norm2.x * v2.x + norm2.y * v2.y + norm2.z * v2.z);
  61431. var quad = this._heightQuads[row * subdivisionsX + col];
  61432. quad.slope.copyFromFloats(cd, h);
  61433. quad.facet1.copyFromFloats(norm1.x, norm1.y, norm1.z, d1);
  61434. quad.facet2.copyFromFloats(norm2.x, norm2.y, norm2.z, d2);
  61435. }
  61436. }
  61437. return this;
  61438. };
  61439. GroundMesh.prototype.serialize = function (serializationObject) {
  61440. _super.prototype.serialize.call(this, serializationObject);
  61441. serializationObject.subdivisionsX = this._subdivisionsX;
  61442. serializationObject.subdivisionsY = this._subdivisionsY;
  61443. serializationObject.minX = this._minX;
  61444. serializationObject.maxX = this._maxX;
  61445. serializationObject.minZ = this._minZ;
  61446. serializationObject.maxZ = this._maxZ;
  61447. serializationObject.width = this._width;
  61448. serializationObject.height = this._height;
  61449. };
  61450. GroundMesh.Parse = function (parsedMesh, scene) {
  61451. var result = new GroundMesh(parsedMesh.name, scene);
  61452. result._subdivisionsX = parsedMesh.subdivisionsX || 1;
  61453. result._subdivisionsY = parsedMesh.subdivisionsY || 1;
  61454. result._minX = parsedMesh.minX;
  61455. result._maxX = parsedMesh.maxX;
  61456. result._minZ = parsedMesh.minZ;
  61457. result._maxZ = parsedMesh.maxZ;
  61458. result._width = parsedMesh.width;
  61459. result._height = parsedMesh.height;
  61460. return result;
  61461. };
  61462. return GroundMesh;
  61463. }(BABYLON.Mesh));
  61464. BABYLON.GroundMesh = GroundMesh;
  61465. })(BABYLON || (BABYLON = {}));
  61466. //# sourceMappingURL=babylon.groundMesh.js.map
  61467. var BABYLON;
  61468. (function (BABYLON) {
  61469. /**
  61470. * Creates an instance based on a source mesh.
  61471. */
  61472. var InstancedMesh = /** @class */ (function (_super) {
  61473. __extends(InstancedMesh, _super);
  61474. function InstancedMesh(name, source) {
  61475. var _this = _super.call(this, name, source.getScene()) || this;
  61476. source.instances.push(_this);
  61477. _this._sourceMesh = source;
  61478. _this.position.copyFrom(source.position);
  61479. _this.rotation.copyFrom(source.rotation);
  61480. _this.scaling.copyFrom(source.scaling);
  61481. if (source.rotationQuaternion) {
  61482. _this.rotationQuaternion = source.rotationQuaternion.clone();
  61483. }
  61484. _this.infiniteDistance = source.infiniteDistance;
  61485. _this.setPivotMatrix(source.getPivotMatrix());
  61486. _this.refreshBoundingInfo();
  61487. _this._syncSubMeshes();
  61488. return _this;
  61489. }
  61490. /**
  61491. * Returns the string "InstancedMesh".
  61492. */
  61493. InstancedMesh.prototype.getClassName = function () {
  61494. return "InstancedMesh";
  61495. };
  61496. Object.defineProperty(InstancedMesh.prototype, "receiveShadows", {
  61497. // Methods
  61498. get: function () {
  61499. return this._sourceMesh.receiveShadows;
  61500. },
  61501. enumerable: true,
  61502. configurable: true
  61503. });
  61504. Object.defineProperty(InstancedMesh.prototype, "material", {
  61505. get: function () {
  61506. return this._sourceMesh.material;
  61507. },
  61508. enumerable: true,
  61509. configurable: true
  61510. });
  61511. Object.defineProperty(InstancedMesh.prototype, "visibility", {
  61512. get: function () {
  61513. return this._sourceMesh.visibility;
  61514. },
  61515. enumerable: true,
  61516. configurable: true
  61517. });
  61518. Object.defineProperty(InstancedMesh.prototype, "skeleton", {
  61519. get: function () {
  61520. return this._sourceMesh.skeleton;
  61521. },
  61522. enumerable: true,
  61523. configurable: true
  61524. });
  61525. Object.defineProperty(InstancedMesh.prototype, "renderingGroupId", {
  61526. get: function () {
  61527. return this._sourceMesh.renderingGroupId;
  61528. },
  61529. set: function (value) {
  61530. if (!this._sourceMesh || value === this._sourceMesh.renderingGroupId) {
  61531. return;
  61532. }
  61533. //no-op with warning
  61534. BABYLON.Tools.Warn("Note - setting renderingGroupId of an instanced mesh has no effect on the scene");
  61535. },
  61536. enumerable: true,
  61537. configurable: true
  61538. });
  61539. /**
  61540. * Returns the total number of vertices (integer).
  61541. */
  61542. InstancedMesh.prototype.getTotalVertices = function () {
  61543. return this._sourceMesh.getTotalVertices();
  61544. };
  61545. Object.defineProperty(InstancedMesh.prototype, "sourceMesh", {
  61546. get: function () {
  61547. return this._sourceMesh;
  61548. },
  61549. enumerable: true,
  61550. configurable: true
  61551. });
  61552. /**
  61553. * Is this node ready to be used/rendered
  61554. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  61555. * @return {boolean} is it ready
  61556. */
  61557. InstancedMesh.prototype.isReady = function (completeCheck) {
  61558. if (completeCheck === void 0) { completeCheck = false; }
  61559. return this._sourceMesh.isReady(completeCheck, true);
  61560. };
  61561. /**
  61562. * Returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  61563. */
  61564. InstancedMesh.prototype.getVerticesData = function (kind, copyWhenShared) {
  61565. return this._sourceMesh.getVerticesData(kind, copyWhenShared);
  61566. };
  61567. /**
  61568. * Sets the vertex data of the mesh geometry for the requested `kind`.
  61569. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  61570. * The `data` are either a numeric array either a Float32Array.
  61571. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  61572. * 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).
  61573. * Note that a new underlying VertexBuffer object is created each call.
  61574. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  61575. *
  61576. * Possible `kind` values :
  61577. * - BABYLON.VertexBuffer.PositionKind
  61578. * - BABYLON.VertexBuffer.UVKind
  61579. * - BABYLON.VertexBuffer.UV2Kind
  61580. * - BABYLON.VertexBuffer.UV3Kind
  61581. * - BABYLON.VertexBuffer.UV4Kind
  61582. * - BABYLON.VertexBuffer.UV5Kind
  61583. * - BABYLON.VertexBuffer.UV6Kind
  61584. * - BABYLON.VertexBuffer.ColorKind
  61585. * - BABYLON.VertexBuffer.MatricesIndicesKind
  61586. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  61587. * - BABYLON.VertexBuffer.MatricesWeightsKind
  61588. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  61589. *
  61590. * Returns the Mesh.
  61591. */
  61592. InstancedMesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
  61593. if (this.sourceMesh) {
  61594. this.sourceMesh.setVerticesData(kind, data, updatable, stride);
  61595. }
  61596. return this.sourceMesh;
  61597. };
  61598. /**
  61599. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  61600. * If the mesh has no geometry, it is simply returned as it is.
  61601. * The `data` are either a numeric array either a Float32Array.
  61602. * No new underlying VertexBuffer object is created.
  61603. * 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.
  61604. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  61605. *
  61606. * Possible `kind` values :
  61607. * - BABYLON.VertexBuffer.PositionKind
  61608. * - BABYLON.VertexBuffer.UVKind
  61609. * - BABYLON.VertexBuffer.UV2Kind
  61610. * - BABYLON.VertexBuffer.UV3Kind
  61611. * - BABYLON.VertexBuffer.UV4Kind
  61612. * - BABYLON.VertexBuffer.UV5Kind
  61613. * - BABYLON.VertexBuffer.UV6Kind
  61614. * - BABYLON.VertexBuffer.ColorKind
  61615. * - BABYLON.VertexBuffer.MatricesIndicesKind
  61616. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  61617. * - BABYLON.VertexBuffer.MatricesWeightsKind
  61618. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  61619. *
  61620. * Returns the Mesh.
  61621. */
  61622. InstancedMesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  61623. if (this.sourceMesh) {
  61624. this.sourceMesh.updateVerticesData(kind, data, updateExtends, makeItUnique);
  61625. }
  61626. return this.sourceMesh;
  61627. };
  61628. /**
  61629. * Sets the mesh indices.
  61630. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  61631. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  61632. * This method creates a new index buffer each call.
  61633. * Returns the Mesh.
  61634. */
  61635. InstancedMesh.prototype.setIndices = function (indices, totalVertices) {
  61636. if (totalVertices === void 0) { totalVertices = null; }
  61637. if (this.sourceMesh) {
  61638. this.sourceMesh.setIndices(indices, totalVertices);
  61639. }
  61640. return this.sourceMesh;
  61641. };
  61642. /**
  61643. * Boolean : True if the mesh owns the requested kind of data.
  61644. */
  61645. InstancedMesh.prototype.isVerticesDataPresent = function (kind) {
  61646. return this._sourceMesh.isVerticesDataPresent(kind);
  61647. };
  61648. /**
  61649. * Returns an array of indices (IndicesArray).
  61650. */
  61651. InstancedMesh.prototype.getIndices = function () {
  61652. return this._sourceMesh.getIndices();
  61653. };
  61654. Object.defineProperty(InstancedMesh.prototype, "_positions", {
  61655. get: function () {
  61656. return this._sourceMesh._positions;
  61657. },
  61658. enumerable: true,
  61659. configurable: true
  61660. });
  61661. /**
  61662. * Sets a new updated BoundingInfo to the mesh.
  61663. * Returns the mesh.
  61664. */
  61665. InstancedMesh.prototype.refreshBoundingInfo = function () {
  61666. var meshBB = this._sourceMesh.getBoundingInfo();
  61667. this._boundingInfo = new BABYLON.BoundingInfo(meshBB.minimum.clone(), meshBB.maximum.clone());
  61668. this._updateBoundingInfo();
  61669. return this;
  61670. };
  61671. /** @hidden */
  61672. InstancedMesh.prototype._preActivate = function () {
  61673. if (this._currentLOD) {
  61674. this._currentLOD._preActivate();
  61675. }
  61676. return this;
  61677. };
  61678. /** @hidden */
  61679. InstancedMesh.prototype._activate = function (renderId) {
  61680. if (this._currentLOD) {
  61681. this._currentLOD._registerInstanceForRenderId(this, renderId);
  61682. }
  61683. return this;
  61684. };
  61685. /**
  61686. * Returns the current associated LOD AbstractMesh.
  61687. */
  61688. InstancedMesh.prototype.getLOD = function (camera) {
  61689. if (!camera) {
  61690. return this;
  61691. }
  61692. var boundingInfo = this.getBoundingInfo();
  61693. this._currentLOD = this.sourceMesh.getLOD(camera, boundingInfo.boundingSphere);
  61694. if (this._currentLOD === this.sourceMesh) {
  61695. return this;
  61696. }
  61697. return this._currentLOD;
  61698. };
  61699. /** @hidden */
  61700. InstancedMesh.prototype._syncSubMeshes = function () {
  61701. this.releaseSubMeshes();
  61702. if (this._sourceMesh.subMeshes) {
  61703. for (var index = 0; index < this._sourceMesh.subMeshes.length; index++) {
  61704. this._sourceMesh.subMeshes[index].clone(this, this._sourceMesh);
  61705. }
  61706. }
  61707. return this;
  61708. };
  61709. /** @hidden */
  61710. InstancedMesh.prototype._generatePointsArray = function () {
  61711. return this._sourceMesh._generatePointsArray();
  61712. };
  61713. /**
  61714. * Creates a new InstancedMesh from the current mesh.
  61715. * - name (string) : the cloned mesh name
  61716. * - newParent (optional Node) : the optional Node to parent the clone to.
  61717. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  61718. *
  61719. * Returns the clone.
  61720. */
  61721. InstancedMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  61722. var result = this._sourceMesh.createInstance(name);
  61723. // Deep copy
  61724. BABYLON.Tools.DeepCopy(this, result, ["name", "subMeshes", "uniqueId"], []);
  61725. // Bounding info
  61726. this.refreshBoundingInfo();
  61727. // Parent
  61728. if (newParent) {
  61729. result.parent = newParent;
  61730. }
  61731. if (!doNotCloneChildren) {
  61732. // Children
  61733. for (var index = 0; index < this.getScene().meshes.length; index++) {
  61734. var mesh = this.getScene().meshes[index];
  61735. if (mesh.parent === this) {
  61736. mesh.clone(mesh.name, result);
  61737. }
  61738. }
  61739. }
  61740. result.computeWorldMatrix(true);
  61741. return result;
  61742. };
  61743. /**
  61744. * Disposes the InstancedMesh.
  61745. * Returns nothing.
  61746. */
  61747. InstancedMesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  61748. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  61749. // Remove from mesh
  61750. var index = this._sourceMesh.instances.indexOf(this);
  61751. this._sourceMesh.instances.splice(index, 1);
  61752. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  61753. };
  61754. return InstancedMesh;
  61755. }(BABYLON.AbstractMesh));
  61756. BABYLON.InstancedMesh = InstancedMesh;
  61757. })(BABYLON || (BABYLON = {}));
  61758. //# sourceMappingURL=babylon.instancedMesh.js.map
  61759. var BABYLON;
  61760. (function (BABYLON) {
  61761. var LinesMesh = /** @class */ (function (_super) {
  61762. __extends(LinesMesh, _super);
  61763. function LinesMesh(name, scene, parent, source, doNotCloneChildren, useVertexColor, useVertexAlpha) {
  61764. if (scene === void 0) { scene = null; }
  61765. if (parent === void 0) { parent = null; }
  61766. var _this = _super.call(this, name, scene, parent, source, doNotCloneChildren) || this;
  61767. _this.useVertexColor = useVertexColor;
  61768. _this.useVertexAlpha = useVertexAlpha;
  61769. _this.color = new BABYLON.Color3(1, 1, 1);
  61770. _this.alpha = 1;
  61771. if (source) {
  61772. _this.color = source.color.clone();
  61773. _this.alpha = source.alpha;
  61774. _this.useVertexColor = source.useVertexColor;
  61775. _this.useVertexAlpha = source.useVertexAlpha;
  61776. }
  61777. _this._intersectionThreshold = 0.1;
  61778. var defines = [];
  61779. var options = {
  61780. attributes: [BABYLON.VertexBuffer.PositionKind, "world0", "world1", "world2", "world3"],
  61781. uniforms: ["world", "viewProjection"],
  61782. needAlphaBlending: true,
  61783. defines: defines
  61784. };
  61785. if (useVertexAlpha === false) {
  61786. options.needAlphaBlending = false;
  61787. }
  61788. if (!useVertexColor) {
  61789. options.uniforms.push("color");
  61790. }
  61791. else {
  61792. options.defines.push("#define VERTEXCOLOR");
  61793. options.attributes.push(BABYLON.VertexBuffer.ColorKind);
  61794. }
  61795. _this._colorShader = new BABYLON.ShaderMaterial("colorShader", _this.getScene(), "color", options);
  61796. return _this;
  61797. }
  61798. Object.defineProperty(LinesMesh.prototype, "intersectionThreshold", {
  61799. /**
  61800. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  61801. * This margin is expressed in world space coordinates, so its value may vary.
  61802. * Default value is 0.1
  61803. * @returns the intersection Threshold value.
  61804. */
  61805. get: function () {
  61806. return this._intersectionThreshold;
  61807. },
  61808. /**
  61809. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  61810. * This margin is expressed in world space coordinates, so its value may vary.
  61811. * @param value the new threshold to apply
  61812. */
  61813. set: function (value) {
  61814. if (this._intersectionThreshold === value) {
  61815. return;
  61816. }
  61817. this._intersectionThreshold = value;
  61818. if (this.geometry) {
  61819. this.geometry.boundingBias = new BABYLON.Vector2(0, value);
  61820. }
  61821. },
  61822. enumerable: true,
  61823. configurable: true
  61824. });
  61825. /**
  61826. * Returns the string "LineMesh"
  61827. */
  61828. LinesMesh.prototype.getClassName = function () {
  61829. return "LinesMesh";
  61830. };
  61831. Object.defineProperty(LinesMesh.prototype, "material", {
  61832. /**
  61833. * @hidden
  61834. */
  61835. get: function () {
  61836. return this._colorShader;
  61837. },
  61838. /**
  61839. * @hidden
  61840. */
  61841. set: function (value) {
  61842. // Do nothing
  61843. },
  61844. enumerable: true,
  61845. configurable: true
  61846. });
  61847. Object.defineProperty(LinesMesh.prototype, "checkCollisions", {
  61848. /**
  61849. * @hidden
  61850. */
  61851. get: function () {
  61852. return false;
  61853. },
  61854. enumerable: true,
  61855. configurable: true
  61856. });
  61857. /** @hidden */
  61858. LinesMesh.prototype._bind = function (subMesh, effect, fillMode) {
  61859. if (!this._geometry) {
  61860. return this;
  61861. }
  61862. // VBOs
  61863. this._geometry._bind(this._colorShader.getEffect());
  61864. // Color
  61865. if (!this.useVertexColor) {
  61866. this._colorShader.setColor4("color", this.color.toColor4(this.alpha));
  61867. }
  61868. return this;
  61869. };
  61870. /** @hidden */
  61871. LinesMesh.prototype._draw = function (subMesh, fillMode, instancesCount) {
  61872. if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {
  61873. return this;
  61874. }
  61875. var engine = this.getScene().getEngine();
  61876. // Draw order
  61877. engine.drawElementsType(BABYLON.Material.LineListDrawMode, subMesh.indexStart, subMesh.indexCount, instancesCount);
  61878. return this;
  61879. };
  61880. LinesMesh.prototype.dispose = function (doNotRecurse) {
  61881. this._colorShader.dispose();
  61882. _super.prototype.dispose.call(this, doNotRecurse);
  61883. };
  61884. /**
  61885. * Returns a new LineMesh object cloned from the current one.
  61886. */
  61887. LinesMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  61888. return new LinesMesh(name, this.getScene(), newParent, this, doNotCloneChildren);
  61889. };
  61890. return LinesMesh;
  61891. }(BABYLON.Mesh));
  61892. BABYLON.LinesMesh = LinesMesh;
  61893. })(BABYLON || (BABYLON = {}));
  61894. //# sourceMappingURL=babylon.linesMesh.js.map
  61895. var BABYLON;
  61896. (function (BABYLON) {
  61897. /**
  61898. * This class implement a typical dictionary using a string as key and the generic type T as value.
  61899. * The underlying implementation relies on an associative array to ensure the best performances.
  61900. * The value can be anything including 'null' but except 'undefined'
  61901. */
  61902. var StringDictionary = /** @class */ (function () {
  61903. function StringDictionary() {
  61904. this._count = 0;
  61905. this._data = {};
  61906. }
  61907. /**
  61908. * This will clear this dictionary and copy the content from the 'source' one.
  61909. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  61910. * @param source the dictionary to take the content from and copy to this dictionary
  61911. */
  61912. StringDictionary.prototype.copyFrom = function (source) {
  61913. var _this = this;
  61914. this.clear();
  61915. source.forEach(function (t, v) { return _this.add(t, v); });
  61916. };
  61917. /**
  61918. * Get a value based from its key
  61919. * @param key the given key to get the matching value from
  61920. * @return the value if found, otherwise undefined is returned
  61921. */
  61922. StringDictionary.prototype.get = function (key) {
  61923. var val = this._data[key];
  61924. if (val !== undefined) {
  61925. return val;
  61926. }
  61927. return undefined;
  61928. };
  61929. /**
  61930. * Get a value from its key or add it if it doesn't exist.
  61931. * This method will ensure you that a given key/data will be present in the dictionary.
  61932. * @param key the given key to get the matching value from
  61933. * @param factory the factory that will create the value if the key is not present in the dictionary.
  61934. * The factory will only be invoked if there's no data for the given key.
  61935. * @return the value corresponding to the key.
  61936. */
  61937. StringDictionary.prototype.getOrAddWithFactory = function (key, factory) {
  61938. var val = this.get(key);
  61939. if (val !== undefined) {
  61940. return val;
  61941. }
  61942. val = factory(key);
  61943. if (val) {
  61944. this.add(key, val);
  61945. }
  61946. return val;
  61947. };
  61948. /**
  61949. * Get a value from its key if present in the dictionary otherwise add it
  61950. * @param key the key to get the value from
  61951. * @param val if there's no such key/value pair in the dictionary add it with this value
  61952. * @return the value corresponding to the key
  61953. */
  61954. StringDictionary.prototype.getOrAdd = function (key, val) {
  61955. var curVal = this.get(key);
  61956. if (curVal !== undefined) {
  61957. return curVal;
  61958. }
  61959. this.add(key, val);
  61960. return val;
  61961. };
  61962. /**
  61963. * Check if there's a given key in the dictionary
  61964. * @param key the key to check for
  61965. * @return true if the key is present, false otherwise
  61966. */
  61967. StringDictionary.prototype.contains = function (key) {
  61968. return this._data[key] !== undefined;
  61969. };
  61970. /**
  61971. * Add a new key and its corresponding value
  61972. * @param key the key to add
  61973. * @param value the value corresponding to the key
  61974. * @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
  61975. */
  61976. StringDictionary.prototype.add = function (key, value) {
  61977. if (this._data[key] !== undefined) {
  61978. return false;
  61979. }
  61980. this._data[key] = value;
  61981. ++this._count;
  61982. return true;
  61983. };
  61984. StringDictionary.prototype.set = function (key, value) {
  61985. if (this._data[key] === undefined) {
  61986. return false;
  61987. }
  61988. this._data[key] = value;
  61989. return true;
  61990. };
  61991. /**
  61992. * Get the element of the given key and remove it from the dictionary
  61993. * @param key
  61994. */
  61995. StringDictionary.prototype.getAndRemove = function (key) {
  61996. var val = this.get(key);
  61997. if (val !== undefined) {
  61998. delete this._data[key];
  61999. --this._count;
  62000. return val;
  62001. }
  62002. return null;
  62003. };
  62004. /**
  62005. * Remove a key/value from the dictionary.
  62006. * @param key the key to remove
  62007. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  62008. */
  62009. StringDictionary.prototype.remove = function (key) {
  62010. if (this.contains(key)) {
  62011. delete this._data[key];
  62012. --this._count;
  62013. return true;
  62014. }
  62015. return false;
  62016. };
  62017. /**
  62018. * Clear the whole content of the dictionary
  62019. */
  62020. StringDictionary.prototype.clear = function () {
  62021. this._data = {};
  62022. this._count = 0;
  62023. };
  62024. Object.defineProperty(StringDictionary.prototype, "count", {
  62025. get: function () {
  62026. return this._count;
  62027. },
  62028. enumerable: true,
  62029. configurable: true
  62030. });
  62031. /**
  62032. * Execute a callback on each key/val of the dictionary.
  62033. * Note that you can remove any element in this dictionary in the callback implementation
  62034. * @param callback the callback to execute on a given key/value pair
  62035. */
  62036. StringDictionary.prototype.forEach = function (callback) {
  62037. for (var cur in this._data) {
  62038. var val = this._data[cur];
  62039. callback(cur, val);
  62040. }
  62041. };
  62042. /**
  62043. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  62044. * If the callback returns null or undefined the method will iterate to the next key/value pair
  62045. * Note that you can remove any element in this dictionary in the callback implementation
  62046. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  62047. */
  62048. StringDictionary.prototype.first = function (callback) {
  62049. for (var cur in this._data) {
  62050. var val = this._data[cur];
  62051. var res = callback(cur, val);
  62052. if (res) {
  62053. return res;
  62054. }
  62055. }
  62056. return null;
  62057. };
  62058. return StringDictionary;
  62059. }());
  62060. BABYLON.StringDictionary = StringDictionary;
  62061. })(BABYLON || (BABYLON = {}));
  62062. //# sourceMappingURL=babylon.stringDictionary.js.map
  62063. var BABYLON;
  62064. (function (BABYLON) {
  62065. var Debug;
  62066. (function (Debug) {
  62067. /**
  62068. * Class used to render a debug view of a given skeleton
  62069. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  62070. */
  62071. var SkeletonViewer = /** @class */ (function () {
  62072. /**
  62073. * Creates a new SkeletonViewer
  62074. * @param skeleton defines the skeleton to render
  62075. * @param mesh defines the mesh attached to the skeleton
  62076. * @param scene defines the hosting scene
  62077. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  62078. * @param renderingGroupId defines the rendering group id to use with the viewer
  62079. */
  62080. function SkeletonViewer(
  62081. /** defines the skeleton to render */
  62082. skeleton,
  62083. /** defines the mesh attached to the skeleton */
  62084. mesh, scene,
  62085. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  62086. autoUpdateBonesMatrices,
  62087. /** defines the rendering group id to use with the viewer */
  62088. renderingGroupId) {
  62089. if (autoUpdateBonesMatrices === void 0) { autoUpdateBonesMatrices = true; }
  62090. if (renderingGroupId === void 0) { renderingGroupId = 1; }
  62091. this.skeleton = skeleton;
  62092. this.mesh = mesh;
  62093. this.autoUpdateBonesMatrices = autoUpdateBonesMatrices;
  62094. this.renderingGroupId = renderingGroupId;
  62095. /** Gets or sets the color used to render the skeleton */
  62096. this.color = BABYLON.Color3.White();
  62097. this._debugLines = new Array();
  62098. this._isEnabled = false;
  62099. this._scene = scene;
  62100. this.update();
  62101. this._renderFunction = this.update.bind(this);
  62102. }
  62103. Object.defineProperty(SkeletonViewer.prototype, "isEnabled", {
  62104. get: function () {
  62105. return this._isEnabled;
  62106. },
  62107. /** Gets or sets a boolean indicating if the viewer is enabled */
  62108. set: function (value) {
  62109. if (this._isEnabled === value) {
  62110. return;
  62111. }
  62112. this._isEnabled = value;
  62113. if (value) {
  62114. this._scene.registerBeforeRender(this._renderFunction);
  62115. }
  62116. else {
  62117. this._scene.unregisterBeforeRender(this._renderFunction);
  62118. }
  62119. },
  62120. enumerable: true,
  62121. configurable: true
  62122. });
  62123. SkeletonViewer.prototype._getBonePosition = function (position, bone, meshMat, x, y, z) {
  62124. if (x === void 0) { x = 0; }
  62125. if (y === void 0) { y = 0; }
  62126. if (z === void 0) { z = 0; }
  62127. var tmat = BABYLON.Tmp.Matrix[0];
  62128. var parentBone = bone.getParent();
  62129. tmat.copyFrom(bone.getLocalMatrix());
  62130. if (x !== 0 || y !== 0 || z !== 0) {
  62131. var tmat2 = BABYLON.Tmp.Matrix[1];
  62132. BABYLON.Matrix.IdentityToRef(tmat2);
  62133. tmat2.m[12] = x;
  62134. tmat2.m[13] = y;
  62135. tmat2.m[14] = z;
  62136. tmat2.multiplyToRef(tmat, tmat);
  62137. }
  62138. if (parentBone) {
  62139. tmat.multiplyToRef(parentBone.getAbsoluteTransform(), tmat);
  62140. }
  62141. tmat.multiplyToRef(meshMat, tmat);
  62142. position.x = tmat.m[12];
  62143. position.y = tmat.m[13];
  62144. position.z = tmat.m[14];
  62145. };
  62146. SkeletonViewer.prototype._getLinesForBonesWithLength = function (bones, meshMat) {
  62147. var len = bones.length;
  62148. var meshPos = this.mesh.position;
  62149. for (var i = 0; i < len; i++) {
  62150. var bone = bones[i];
  62151. var points = this._debugLines[i];
  62152. if (!points) {
  62153. points = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  62154. this._debugLines[i] = points;
  62155. }
  62156. this._getBonePosition(points[0], bone, meshMat);
  62157. this._getBonePosition(points[1], bone, meshMat, 0, bone.length, 0);
  62158. points[0].subtractInPlace(meshPos);
  62159. points[1].subtractInPlace(meshPos);
  62160. }
  62161. };
  62162. SkeletonViewer.prototype._getLinesForBonesNoLength = function (bones, meshMat) {
  62163. var len = bones.length;
  62164. var boneNum = 0;
  62165. var meshPos = this.mesh.position;
  62166. for (var i = len - 1; i >= 0; i--) {
  62167. var childBone = bones[i];
  62168. var parentBone = childBone.getParent();
  62169. if (!parentBone) {
  62170. continue;
  62171. }
  62172. var points = this._debugLines[boneNum];
  62173. if (!points) {
  62174. points = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  62175. this._debugLines[boneNum] = points;
  62176. }
  62177. childBone.getAbsolutePositionToRef(this.mesh, points[0]);
  62178. parentBone.getAbsolutePositionToRef(this.mesh, points[1]);
  62179. points[0].subtractInPlace(meshPos);
  62180. points[1].subtractInPlace(meshPos);
  62181. boneNum++;
  62182. }
  62183. };
  62184. /** Update the viewer to sync with current skeleton state */
  62185. SkeletonViewer.prototype.update = function () {
  62186. if (this.autoUpdateBonesMatrices) {
  62187. this.skeleton.computeAbsoluteTransforms();
  62188. }
  62189. if (this.skeleton.bones[0].length === undefined) {
  62190. this._getLinesForBonesNoLength(this.skeleton.bones, this.mesh.getWorldMatrix());
  62191. }
  62192. else {
  62193. this._getLinesForBonesWithLength(this.skeleton.bones, this.mesh.getWorldMatrix());
  62194. }
  62195. if (!this._debugMesh) {
  62196. this._debugMesh = BABYLON.MeshBuilder.CreateLineSystem("", { lines: this._debugLines, updatable: true, instance: null }, this._scene);
  62197. this._debugMesh.renderingGroupId = this.renderingGroupId;
  62198. }
  62199. else {
  62200. BABYLON.MeshBuilder.CreateLineSystem("", { lines: this._debugLines, updatable: true, instance: this._debugMesh }, this._scene);
  62201. }
  62202. this._debugMesh.position.copyFrom(this.mesh.position);
  62203. this._debugMesh.color = this.color;
  62204. };
  62205. /** Release associated resources */
  62206. SkeletonViewer.prototype.dispose = function () {
  62207. if (this._debugMesh) {
  62208. this.isEnabled = false;
  62209. this._debugMesh.dispose();
  62210. this._debugMesh = null;
  62211. }
  62212. };
  62213. return SkeletonViewer;
  62214. }());
  62215. Debug.SkeletonViewer = SkeletonViewer;
  62216. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  62217. })(BABYLON || (BABYLON = {}));
  62218. //# sourceMappingURL=babylon.skeletonViewer.js.map
  62219. /**
  62220. * Module Debug contains the (visual) components to debug a scene correctly
  62221. */
  62222. var BABYLON;
  62223. (function (BABYLON) {
  62224. var Debug;
  62225. (function (Debug) {
  62226. /**
  62227. * The Axes viewer will show 3 axes in a specific point in space
  62228. */
  62229. var AxesViewer = /** @class */ (function () {
  62230. /**
  62231. * Creates a new AxesViewer
  62232. * @param scene defines the hosting scene
  62233. * @param scaleLines defines a number used to scale line length (1 by default)
  62234. */
  62235. function AxesViewer(scene, scaleLines) {
  62236. if (scaleLines === void 0) { scaleLines = 1; }
  62237. this._xline = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  62238. this._yline = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  62239. this._zline = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  62240. /**
  62241. * Gets or sets a number used to scale line length
  62242. */
  62243. this.scaleLines = 1;
  62244. this.scaleLines = scaleLines;
  62245. this._xmesh = BABYLON.Mesh.CreateLines("xline", this._xline, scene, true);
  62246. this._ymesh = BABYLON.Mesh.CreateLines("yline", this._yline, scene, true);
  62247. this._zmesh = BABYLON.Mesh.CreateLines("zline", this._zline, scene, true);
  62248. this._xmesh.renderingGroupId = 2;
  62249. this._ymesh.renderingGroupId = 2;
  62250. this._zmesh.renderingGroupId = 2;
  62251. this._xmesh.material.checkReadyOnlyOnce = true;
  62252. this._xmesh.color = new BABYLON.Color3(1, 0, 0);
  62253. this._ymesh.material.checkReadyOnlyOnce = true;
  62254. this._ymesh.color = new BABYLON.Color3(0, 1, 0);
  62255. this._zmesh.material.checkReadyOnlyOnce = true;
  62256. this._zmesh.color = new BABYLON.Color3(0, 0, 1);
  62257. this.scene = scene;
  62258. }
  62259. /**
  62260. * Force the viewer to update
  62261. * @param position defines the position of the viewer
  62262. * @param xaxis defines the x axis of the viewer
  62263. * @param yaxis defines the y axis of the viewer
  62264. * @param zaxis defines the z axis of the viewer
  62265. */
  62266. AxesViewer.prototype.update = function (position, xaxis, yaxis, zaxis) {
  62267. var scaleLines = this.scaleLines;
  62268. if (this._xmesh) {
  62269. this._xmesh.position.copyFrom(position);
  62270. }
  62271. if (this._ymesh) {
  62272. this._ymesh.position.copyFrom(position);
  62273. }
  62274. if (this._zmesh) {
  62275. this._zmesh.position.copyFrom(position);
  62276. }
  62277. var point2 = this._xline[1];
  62278. point2.x = xaxis.x * scaleLines;
  62279. point2.y = xaxis.y * scaleLines;
  62280. point2.z = xaxis.z * scaleLines;
  62281. BABYLON.Mesh.CreateLines("", this._xline, null, false, this._xmesh);
  62282. point2 = this._yline[1];
  62283. point2.x = yaxis.x * scaleLines;
  62284. point2.y = yaxis.y * scaleLines;
  62285. point2.z = yaxis.z * scaleLines;
  62286. BABYLON.Mesh.CreateLines("", this._yline, null, false, this._ymesh);
  62287. point2 = this._zline[1];
  62288. point2.x = zaxis.x * scaleLines;
  62289. point2.y = zaxis.y * scaleLines;
  62290. point2.z = zaxis.z * scaleLines;
  62291. BABYLON.Mesh.CreateLines("", this._zline, null, false, this._zmesh);
  62292. };
  62293. /** Releases resources */
  62294. AxesViewer.prototype.dispose = function () {
  62295. if (this._xmesh) {
  62296. this._xmesh.dispose();
  62297. }
  62298. if (this._ymesh) {
  62299. this._ymesh.dispose();
  62300. }
  62301. if (this._zmesh) {
  62302. this._zmesh.dispose();
  62303. }
  62304. this._xmesh = null;
  62305. this._ymesh = null;
  62306. this._zmesh = null;
  62307. this.scene = null;
  62308. };
  62309. return AxesViewer;
  62310. }());
  62311. Debug.AxesViewer = AxesViewer;
  62312. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  62313. })(BABYLON || (BABYLON = {}));
  62314. //# sourceMappingURL=babylon.axesViewer.js.map
  62315. var BABYLON;
  62316. (function (BABYLON) {
  62317. var Debug;
  62318. (function (Debug) {
  62319. /**
  62320. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  62321. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  62322. */
  62323. var BoneAxesViewer = /** @class */ (function (_super) {
  62324. __extends(BoneAxesViewer, _super);
  62325. /**
  62326. * Creates a new BoneAxesViewer
  62327. * @param scene defines the hosting scene
  62328. * @param bone defines the target bone
  62329. * @param mesh defines the target mesh
  62330. * @param scaleLines defines a scaling factor for line length (1 by default)
  62331. */
  62332. function BoneAxesViewer(scene, bone, mesh, scaleLines) {
  62333. if (scaleLines === void 0) { scaleLines = 1; }
  62334. var _this = _super.call(this, scene, scaleLines) || this;
  62335. /** Gets current position */
  62336. _this.pos = BABYLON.Vector3.Zero();
  62337. /** Gets direction of X axis */
  62338. _this.xaxis = BABYLON.Vector3.Zero();
  62339. /** Gets direction of Y axis */
  62340. _this.yaxis = BABYLON.Vector3.Zero();
  62341. /** Gets direction of Z axis */
  62342. _this.zaxis = BABYLON.Vector3.Zero();
  62343. _this.mesh = mesh;
  62344. _this.bone = bone;
  62345. return _this;
  62346. }
  62347. /**
  62348. * Force the viewer to update
  62349. */
  62350. BoneAxesViewer.prototype.update = function () {
  62351. if (!this.mesh || !this.bone) {
  62352. return;
  62353. }
  62354. var bone = this.bone;
  62355. bone.getAbsolutePositionToRef(this.mesh, this.pos);
  62356. bone.getDirectionToRef(BABYLON.Axis.X, this.mesh, this.xaxis);
  62357. bone.getDirectionToRef(BABYLON.Axis.Y, this.mesh, this.yaxis);
  62358. bone.getDirectionToRef(BABYLON.Axis.Z, this.mesh, this.zaxis);
  62359. _super.prototype.update.call(this, this.pos, this.xaxis, this.yaxis, this.zaxis);
  62360. };
  62361. /** Releases resources */
  62362. BoneAxesViewer.prototype.dispose = function () {
  62363. if (this.mesh) {
  62364. this.mesh = null;
  62365. this.bone = null;
  62366. _super.prototype.dispose.call(this);
  62367. }
  62368. };
  62369. return BoneAxesViewer;
  62370. }(Debug.AxesViewer));
  62371. Debug.BoneAxesViewer = BoneAxesViewer;
  62372. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  62373. })(BABYLON || (BABYLON = {}));
  62374. //# sourceMappingURL=babylon.boneAxesViewer.js.map
  62375. var BABYLON;
  62376. (function (BABYLON) {
  62377. /**
  62378. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  62379. * in order to better appreciate the issue one might have.
  62380. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  62381. */
  62382. var RayHelper = /** @class */ (function () {
  62383. /**
  62384. * Instantiate a new ray helper.
  62385. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  62386. * in order to better appreciate the issue one might have.
  62387. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  62388. * @param ray Defines the ray we are currently tryin to visualize
  62389. */
  62390. function RayHelper(ray) {
  62391. this.ray = ray;
  62392. }
  62393. /**
  62394. * Helper function to create a colored helper in a scene in one line.
  62395. * @param ray Defines the ray we are currently tryin to visualize
  62396. * @param scene Defines the scene the ray is used in
  62397. * @param color Defines the color we want to see the ray in
  62398. * @returns The newly created ray helper.
  62399. */
  62400. RayHelper.CreateAndShow = function (ray, scene, color) {
  62401. var helper = new RayHelper(ray);
  62402. helper.show(scene, color);
  62403. return helper;
  62404. };
  62405. /**
  62406. * Shows the ray we are willing to debug.
  62407. * @param scene Defines the scene the ray needs to be rendered in
  62408. * @param color Defines the color the ray needs to be rendered in
  62409. */
  62410. RayHelper.prototype.show = function (scene, color) {
  62411. if (!this._renderFunction && this.ray) {
  62412. var ray = this.ray;
  62413. this._renderFunction = this._render.bind(this);
  62414. this._scene = scene;
  62415. this._renderPoints = [ray.origin, ray.origin.add(ray.direction.scale(ray.length))];
  62416. this._renderLine = BABYLON.Mesh.CreateLines("ray", this._renderPoints, scene, true);
  62417. if (this._renderFunction) {
  62418. this._scene.registerBeforeRender(this._renderFunction);
  62419. }
  62420. }
  62421. if (color && this._renderLine) {
  62422. this._renderLine.color.copyFrom(color);
  62423. }
  62424. };
  62425. /**
  62426. * Hides the ray we are debugging.
  62427. */
  62428. RayHelper.prototype.hide = function () {
  62429. if (this._renderFunction && this._scene) {
  62430. this._scene.unregisterBeforeRender(this._renderFunction);
  62431. this._scene = null;
  62432. this._renderFunction = null;
  62433. if (this._renderLine) {
  62434. this._renderLine.dispose();
  62435. this._renderLine = null;
  62436. }
  62437. this._renderPoints = [];
  62438. }
  62439. };
  62440. RayHelper.prototype._render = function () {
  62441. var ray = this.ray;
  62442. if (!ray) {
  62443. return;
  62444. }
  62445. var point = this._renderPoints[1];
  62446. var len = Math.min(ray.length, 1000000);
  62447. point.copyFrom(ray.direction);
  62448. point.scaleInPlace(len);
  62449. point.addInPlace(ray.origin);
  62450. BABYLON.Mesh.CreateLines("ray", this._renderPoints, this._scene, true, this._renderLine);
  62451. };
  62452. /**
  62453. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  62454. * @param mesh Defines the mesh we want the helper attached to
  62455. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  62456. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  62457. * @param length Defines the length of the ray
  62458. */
  62459. RayHelper.prototype.attachToMesh = function (mesh, meshSpaceDirection, meshSpaceOrigin, length) {
  62460. this._attachedToMesh = mesh;
  62461. var ray = this.ray;
  62462. if (!ray) {
  62463. return;
  62464. }
  62465. if (!ray.direction) {
  62466. ray.direction = BABYLON.Vector3.Zero();
  62467. }
  62468. if (!ray.origin) {
  62469. ray.origin = BABYLON.Vector3.Zero();
  62470. }
  62471. if (length) {
  62472. ray.length = length;
  62473. }
  62474. if (!meshSpaceOrigin) {
  62475. meshSpaceOrigin = BABYLON.Vector3.Zero();
  62476. }
  62477. if (!meshSpaceDirection) {
  62478. // -1 so that this will work with Mesh.lookAt
  62479. meshSpaceDirection = new BABYLON.Vector3(0, 0, -1);
  62480. }
  62481. if (!this._meshSpaceDirection) {
  62482. this._meshSpaceDirection = meshSpaceDirection.clone();
  62483. this._meshSpaceOrigin = meshSpaceOrigin.clone();
  62484. }
  62485. else {
  62486. this._meshSpaceDirection.copyFrom(meshSpaceDirection);
  62487. this._meshSpaceOrigin.copyFrom(meshSpaceOrigin);
  62488. }
  62489. if (!this._updateToMeshFunction) {
  62490. this._updateToMeshFunction = this._updateToMesh.bind(this);
  62491. this._attachedToMesh.getScene().registerBeforeRender(this._updateToMeshFunction);
  62492. }
  62493. this._updateToMesh();
  62494. };
  62495. /**
  62496. * Detach the ray helper from the mesh it has previously been attached to.
  62497. */
  62498. RayHelper.prototype.detachFromMesh = function () {
  62499. if (this._attachedToMesh) {
  62500. if (this._updateToMeshFunction) {
  62501. this._attachedToMesh.getScene().unregisterBeforeRender(this._updateToMeshFunction);
  62502. }
  62503. this._attachedToMesh = null;
  62504. this._updateToMeshFunction = null;
  62505. }
  62506. };
  62507. RayHelper.prototype._updateToMesh = function () {
  62508. var ray = this.ray;
  62509. if (!this._attachedToMesh || !ray) {
  62510. return;
  62511. }
  62512. if (this._attachedToMesh._isDisposed) {
  62513. this.detachFromMesh();
  62514. return;
  62515. }
  62516. this._attachedToMesh.getDirectionToRef(this._meshSpaceDirection, ray.direction);
  62517. BABYLON.Vector3.TransformCoordinatesToRef(this._meshSpaceOrigin, this._attachedToMesh.getWorldMatrix(), ray.origin);
  62518. };
  62519. /**
  62520. * Dispose the helper and release its associated resources.
  62521. */
  62522. RayHelper.prototype.dispose = function () {
  62523. this.hide();
  62524. this.detachFromMesh();
  62525. this.ray = null;
  62526. };
  62527. return RayHelper;
  62528. }());
  62529. BABYLON.RayHelper = RayHelper;
  62530. })(BABYLON || (BABYLON = {}));
  62531. //# sourceMappingURL=babylon.rayHelper.js.map
  62532. var BABYLON;
  62533. (function (BABYLON) {
  62534. Object.defineProperty(BABYLON.Scene.prototype, "debugLayer", {
  62535. get: function () {
  62536. if (!this._debugLayer) {
  62537. this._debugLayer = new DebugLayer(this);
  62538. }
  62539. return this._debugLayer;
  62540. },
  62541. enumerable: true,
  62542. configurable: true
  62543. });
  62544. /**
  62545. * The debug layer (aka Inspector) is the go to tool in order to better understand
  62546. * what is happening in your scene
  62547. * @see http://doc.babylonjs.com/features/playground_debuglayer
  62548. */
  62549. var DebugLayer = /** @class */ (function () {
  62550. /**
  62551. * Instantiates a new debug layer.
  62552. * The debug layer (aka Inspector) is the go to tool in order to better understand
  62553. * what is happening in your scene
  62554. * @see http://doc.babylonjs.com/features/playground_debuglayer
  62555. * @param scene Defines the scene to inspect
  62556. */
  62557. function DebugLayer(scene) {
  62558. var _this = this;
  62559. this.BJSINSPECTOR = typeof INSPECTOR !== 'undefined' ? INSPECTOR : undefined;
  62560. /**
  62561. * Observable triggered when a property is changed through the inspector.
  62562. */
  62563. this.onPropertyChangedObservable = new BABYLON.Observable();
  62564. this._scene = scene;
  62565. this._scene.onDisposeObservable.add(function () {
  62566. // Debug layer
  62567. if (_this._scene._debugLayer) {
  62568. _this._scene._debugLayer.hide();
  62569. }
  62570. });
  62571. }
  62572. /** Creates the inspector window. */
  62573. DebugLayer.prototype._createInspector = function (config) {
  62574. if (config === void 0) { config = {}; }
  62575. var popup = config.popup || false;
  62576. var initialTab = config.initialTab || 0;
  62577. var parentElement = config.parentElement || null;
  62578. if (!this._inspector) {
  62579. this.BJSINSPECTOR = this.BJSINSPECTOR || typeof INSPECTOR !== 'undefined' ? INSPECTOR : undefined;
  62580. this._inspector = new this.BJSINSPECTOR.Inspector(this._scene, popup, initialTab, parentElement, config.newColors);
  62581. } // else nothing to do as instance is already created
  62582. };
  62583. /**
  62584. * Get if the inspector is visible or not.
  62585. * @returns true if visible otherwise, false
  62586. */
  62587. DebugLayer.prototype.isVisible = function () {
  62588. if (!this._inspector) {
  62589. return false;
  62590. }
  62591. return true;
  62592. };
  62593. /**
  62594. * Hide the inspector and close its window.
  62595. */
  62596. DebugLayer.prototype.hide = function () {
  62597. if (this._inspector) {
  62598. try {
  62599. this._inspector.dispose();
  62600. }
  62601. catch (e) {
  62602. // If the inspector has been removed directly from the inspector tool
  62603. }
  62604. this.onPropertyChangedObservable.clear();
  62605. this._inspector = null;
  62606. }
  62607. };
  62608. /**
  62609. *
  62610. * Launch the debugLayer.
  62611. *
  62612. * initialTab:
  62613. * | Value | Tab Name |
  62614. * | --- | --- |
  62615. * | 0 | Scene |
  62616. * | 1 | Console |
  62617. * | 2 | Stats |
  62618. * | 3 | Textures |
  62619. * | 4 | Mesh |
  62620. * | 5 | Light |
  62621. * | 6 | Material |
  62622. * | 7 | GLTF |
  62623. * | 8 | GUI |
  62624. * | 9 | Physics |
  62625. * | 10 | Camera |
  62626. * | 11 | Audio |
  62627. *
  62628. * @param config Define the configuration of the inspector
  62629. */
  62630. DebugLayer.prototype.show = function (config) {
  62631. if (config === void 0) { config = {}; }
  62632. if (typeof this.BJSINSPECTOR == 'undefined') {
  62633. // Load inspector and add it to the DOM
  62634. BABYLON.Tools.LoadScript(DebugLayer.InspectorURL, this._createInspector.bind(this, config));
  62635. }
  62636. else {
  62637. // Otherwise creates the inspector
  62638. this._createInspector(config);
  62639. }
  62640. };
  62641. /**
  62642. * Gets the active tab
  62643. * @return the index of the active tab or -1 if the inspector is hidden
  62644. */
  62645. DebugLayer.prototype.getActiveTab = function () {
  62646. return this._inspector ? this._inspector.getActiveTabIndex() : -1;
  62647. };
  62648. /**
  62649. * Define the url to get the inspector script from.
  62650. * By default it uses the babylonjs CDN.
  62651. * @ignoreNaming
  62652. */
  62653. DebugLayer.InspectorURL = 'https://preview.babylonjs.com/inspector/babylon.inspector.bundle.js';
  62654. return DebugLayer;
  62655. }());
  62656. BABYLON.DebugLayer = DebugLayer;
  62657. })(BABYLON || (BABYLON = {}));
  62658. //# sourceMappingURL=babylon.debugLayer.js.map
  62659. var BABYLON;
  62660. (function (BABYLON) {
  62661. var Debug;
  62662. (function (Debug) {
  62663. /**
  62664. * Used to show the physics impostor around the specific mesh
  62665. */
  62666. var PhysicsViewer = /** @class */ (function () {
  62667. /**
  62668. * Creates a new PhysicsViewer
  62669. * @param scene defines the hosting scene
  62670. */
  62671. function PhysicsViewer(scene) {
  62672. /** @hidden */
  62673. this._impostors = [];
  62674. /** @hidden */
  62675. this._meshes = [];
  62676. /** @hidden */
  62677. this._numMeshes = 0;
  62678. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  62679. var physicEngine = this._scene.getPhysicsEngine();
  62680. if (physicEngine) {
  62681. this._physicsEnginePlugin = physicEngine.getPhysicsPlugin();
  62682. }
  62683. }
  62684. /** @hidden */
  62685. PhysicsViewer.prototype._updateDebugMeshes = function () {
  62686. var plugin = this._physicsEnginePlugin;
  62687. for (var i = 0; i < this._numMeshes; i++) {
  62688. var impostor = this._impostors[i];
  62689. if (!impostor) {
  62690. continue;
  62691. }
  62692. if (impostor.isDisposed) {
  62693. this.hideImpostor(this._impostors[i--]);
  62694. }
  62695. else {
  62696. var mesh = this._meshes[i];
  62697. if (mesh && plugin) {
  62698. plugin.syncMeshWithImpostor(mesh, impostor);
  62699. }
  62700. }
  62701. }
  62702. };
  62703. /**
  62704. * Renders a specified physic impostor
  62705. * @param impostor defines the impostor to render
  62706. */
  62707. PhysicsViewer.prototype.showImpostor = function (impostor) {
  62708. if (!this._scene) {
  62709. return;
  62710. }
  62711. for (var i = 0; i < this._numMeshes; i++) {
  62712. if (this._impostors[i] == impostor) {
  62713. return;
  62714. }
  62715. }
  62716. var debugMesh = this._getDebugMesh(impostor, this._scene);
  62717. if (debugMesh) {
  62718. this._impostors[this._numMeshes] = impostor;
  62719. this._meshes[this._numMeshes] = debugMesh;
  62720. if (this._numMeshes === 0) {
  62721. this._renderFunction = this._updateDebugMeshes.bind(this);
  62722. this._scene.registerBeforeRender(this._renderFunction);
  62723. }
  62724. this._numMeshes++;
  62725. }
  62726. };
  62727. /**
  62728. * Hides a specified physic impostor
  62729. * @param impostor defines the impostor to hide
  62730. */
  62731. PhysicsViewer.prototype.hideImpostor = function (impostor) {
  62732. if (!impostor || !this._scene) {
  62733. return;
  62734. }
  62735. var removed = false;
  62736. for (var i = 0; i < this._numMeshes; i++) {
  62737. if (this._impostors[i] == impostor) {
  62738. var mesh = this._meshes[i];
  62739. if (!mesh) {
  62740. continue;
  62741. }
  62742. this._scene.removeMesh(mesh);
  62743. mesh.dispose();
  62744. this._numMeshes--;
  62745. if (this._numMeshes > 0) {
  62746. this._meshes[i] = this._meshes[this._numMeshes];
  62747. this._impostors[i] = this._impostors[this._numMeshes];
  62748. this._meshes[this._numMeshes] = null;
  62749. this._impostors[this._numMeshes] = null;
  62750. }
  62751. else {
  62752. this._meshes[0] = null;
  62753. this._impostors[0] = null;
  62754. }
  62755. removed = true;
  62756. break;
  62757. }
  62758. }
  62759. if (removed && this._numMeshes === 0) {
  62760. this._scene.unregisterBeforeRender(this._renderFunction);
  62761. }
  62762. };
  62763. PhysicsViewer.prototype._getDebugMaterial = function (scene) {
  62764. if (!this._debugMaterial) {
  62765. this._debugMaterial = new BABYLON.StandardMaterial('', scene);
  62766. this._debugMaterial.wireframe = true;
  62767. }
  62768. return this._debugMaterial;
  62769. };
  62770. PhysicsViewer.prototype._getDebugBoxMesh = function (scene) {
  62771. if (!this._debugBoxMesh) {
  62772. this._debugBoxMesh = BABYLON.MeshBuilder.CreateBox('physicsBodyBoxViewMesh', { size: 1 }, scene);
  62773. this._debugBoxMesh.renderingGroupId = 1;
  62774. this._debugBoxMesh.rotationQuaternion = BABYLON.Quaternion.Identity();
  62775. this._debugBoxMesh.material = this._getDebugMaterial(scene);
  62776. scene.removeMesh(this._debugBoxMesh);
  62777. }
  62778. return this._debugBoxMesh.createInstance('physicsBodyBoxViewInstance');
  62779. };
  62780. PhysicsViewer.prototype._getDebugSphereMesh = function (scene) {
  62781. if (!this._debugSphereMesh) {
  62782. this._debugSphereMesh = BABYLON.MeshBuilder.CreateSphere('physicsBodySphereViewMesh', { diameter: 1 }, scene);
  62783. this._debugSphereMesh.renderingGroupId = 1;
  62784. this._debugSphereMesh.rotationQuaternion = BABYLON.Quaternion.Identity();
  62785. this._debugSphereMesh.material = this._getDebugMaterial(scene);
  62786. scene.removeMesh(this._debugSphereMesh);
  62787. }
  62788. return this._debugSphereMesh.createInstance('physicsBodyBoxViewInstance');
  62789. };
  62790. PhysicsViewer.prototype._getDebugMesh = function (impostor, scene) {
  62791. var mesh = null;
  62792. if (impostor.type == BABYLON.PhysicsImpostor.BoxImpostor) {
  62793. mesh = this._getDebugBoxMesh(scene);
  62794. impostor.getBoxSizeToRef(mesh.scaling);
  62795. }
  62796. else if (impostor.type == BABYLON.PhysicsImpostor.SphereImpostor) {
  62797. mesh = this._getDebugSphereMesh(scene);
  62798. var radius = impostor.getRadius();
  62799. mesh.scaling.x = radius * 2;
  62800. mesh.scaling.y = radius * 2;
  62801. mesh.scaling.z = radius * 2;
  62802. }
  62803. return mesh;
  62804. };
  62805. /** Releases all resources */
  62806. PhysicsViewer.prototype.dispose = function () {
  62807. for (var i = 0; i < this._numMeshes; i++) {
  62808. this.hideImpostor(this._impostors[i]);
  62809. }
  62810. if (this._debugBoxMesh) {
  62811. this._debugBoxMesh.dispose();
  62812. }
  62813. if (this._debugSphereMesh) {
  62814. this._debugSphereMesh.dispose();
  62815. }
  62816. if (this._debugMaterial) {
  62817. this._debugMaterial.dispose();
  62818. }
  62819. this._impostors.length = 0;
  62820. this._scene = null;
  62821. this._physicsEnginePlugin = null;
  62822. };
  62823. return PhysicsViewer;
  62824. }());
  62825. Debug.PhysicsViewer = PhysicsViewer;
  62826. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  62827. })(BABYLON || (BABYLON = {}));
  62828. //# sourceMappingURL=babylon.physicsViewer.js.map
  62829. var BABYLON;
  62830. (function (BABYLON) {
  62831. Object.defineProperty(BABYLON.Scene.prototype, "forceShowBoundingBoxes", {
  62832. get: function () {
  62833. return this._forceShowBoundingBoxes || false;
  62834. },
  62835. set: function (value) {
  62836. this._forceShowBoundingBoxes = value;
  62837. // Lazyly creates a BB renderer if needed.
  62838. if (value) {
  62839. this.getBoundingBoxRenderer();
  62840. }
  62841. },
  62842. enumerable: true,
  62843. configurable: true
  62844. });
  62845. BABYLON.Scene.prototype.getBoundingBoxRenderer = function () {
  62846. if (!this._boundingBoxRenderer) {
  62847. this._boundingBoxRenderer = new BoundingBoxRenderer(this);
  62848. }
  62849. return this._boundingBoxRenderer;
  62850. };
  62851. Object.defineProperty(BABYLON.AbstractMesh.prototype, "showBoundingBox", {
  62852. get: function () {
  62853. return this._showBoundingBox || false;
  62854. },
  62855. set: function (value) {
  62856. this._showBoundingBox = value;
  62857. // Lazyly creates a BB renderer if needed.
  62858. if (value) {
  62859. this.getScene().getBoundingBoxRenderer();
  62860. }
  62861. },
  62862. enumerable: true,
  62863. configurable: true
  62864. });
  62865. /**
  62866. * Component responsible of rendering the bounding box of the meshes in a scene.
  62867. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  62868. */
  62869. var BoundingBoxRenderer = /** @class */ (function () {
  62870. /**
  62871. * Instantiates a new bounding box renderer in a scene.
  62872. * @param scene the scene the renderer renders in
  62873. */
  62874. function BoundingBoxRenderer(scene) {
  62875. /**
  62876. * The component name helpfull to identify the component in the list of scene components.
  62877. */
  62878. this.name = BABYLON.SceneComponentConstants.NAME_BOUNDINGBOXRENDERER;
  62879. /**
  62880. * Color of the bounding box lines placed in front of an object
  62881. */
  62882. this.frontColor = new BABYLON.Color3(1, 1, 1);
  62883. /**
  62884. * Color of the bounding box lines placed behind an object
  62885. */
  62886. this.backColor = new BABYLON.Color3(0.1, 0.1, 0.1);
  62887. /**
  62888. * Defines if the renderer should show the back lines or not
  62889. */
  62890. this.showBackLines = true;
  62891. /**
  62892. * @hidden
  62893. */
  62894. this.renderList = new BABYLON.SmartArray(32);
  62895. this._vertexBuffers = {};
  62896. this.scene = scene;
  62897. scene._addComponent(this);
  62898. }
  62899. /**
  62900. * Registers the component in a given scene
  62901. */
  62902. BoundingBoxRenderer.prototype.register = function () {
  62903. this.scene._beforeEvaluateActiveMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER, this, this.reset);
  62904. this.scene._activeMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_ACTIVEMESH_BOUNDINGBOXRENDERER, this, this._activeMesh);
  62905. this.scene._evaluateSubMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER, this, this._evaluateSubMesh);
  62906. this.scene._afterRenderingGroupDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER, this, this.render);
  62907. };
  62908. BoundingBoxRenderer.prototype._evaluateSubMesh = function (mesh, subMesh) {
  62909. if (mesh.showSubMeshesBoundingBox) {
  62910. var boundingInfo = subMesh.getBoundingInfo();
  62911. if (boundingInfo !== null && boundingInfo !== undefined) {
  62912. boundingInfo.boundingBox._tag = mesh.renderingGroupId;
  62913. this.renderList.push(boundingInfo.boundingBox);
  62914. }
  62915. }
  62916. };
  62917. BoundingBoxRenderer.prototype._activeMesh = function (sourceMesh, mesh) {
  62918. if (sourceMesh.showBoundingBox || this.scene.forceShowBoundingBoxes) {
  62919. var boundingInfo = sourceMesh.getBoundingInfo();
  62920. boundingInfo.boundingBox._tag = mesh.renderingGroupId;
  62921. this.renderList.push(boundingInfo.boundingBox);
  62922. }
  62923. };
  62924. BoundingBoxRenderer.prototype._prepareRessources = function () {
  62925. if (this._colorShader) {
  62926. return;
  62927. }
  62928. this._colorShader = new BABYLON.ShaderMaterial("colorShader", this.scene, "color", {
  62929. attributes: [BABYLON.VertexBuffer.PositionKind],
  62930. uniforms: ["world", "viewProjection", "color"]
  62931. });
  62932. var engine = this.scene.getEngine();
  62933. var boxdata = BABYLON.VertexData.CreateBox({ size: 1.0 });
  62934. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, boxdata.positions, BABYLON.VertexBuffer.PositionKind, false);
  62935. this._createIndexBuffer();
  62936. };
  62937. BoundingBoxRenderer.prototype._createIndexBuffer = function () {
  62938. var engine = this.scene.getEngine();
  62939. 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]);
  62940. };
  62941. /**
  62942. * Rebuilds the elements related to this component in case of
  62943. * context lost for instance.
  62944. */
  62945. BoundingBoxRenderer.prototype.rebuild = function () {
  62946. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  62947. if (vb) {
  62948. vb._rebuild();
  62949. }
  62950. this._createIndexBuffer();
  62951. };
  62952. /**
  62953. * @hidden
  62954. */
  62955. BoundingBoxRenderer.prototype.reset = function () {
  62956. this.renderList.reset();
  62957. };
  62958. /**
  62959. * Render the bounding boxes of a specific rendering group
  62960. * @param renderingGroupId defines the rendering group to render
  62961. */
  62962. BoundingBoxRenderer.prototype.render = function (renderingGroupId) {
  62963. if (this.renderList.length === 0) {
  62964. return;
  62965. }
  62966. this._prepareRessources();
  62967. if (!this._colorShader.isReady()) {
  62968. return;
  62969. }
  62970. var engine = this.scene.getEngine();
  62971. engine.setDepthWrite(false);
  62972. this._colorShader._preBind();
  62973. for (var boundingBoxIndex = 0; boundingBoxIndex < this.renderList.length; boundingBoxIndex++) {
  62974. var boundingBox = this.renderList.data[boundingBoxIndex];
  62975. if (boundingBox._tag !== renderingGroupId) {
  62976. continue;
  62977. }
  62978. var min = boundingBox.minimum;
  62979. var max = boundingBox.maximum;
  62980. var diff = max.subtract(min);
  62981. var median = min.add(diff.scale(0.5));
  62982. var worldMatrix = BABYLON.Matrix.Scaling(diff.x, diff.y, diff.z)
  62983. .multiply(BABYLON.Matrix.Translation(median.x, median.y, median.z))
  62984. .multiply(boundingBox.getWorldMatrix());
  62985. // VBOs
  62986. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._colorShader.getEffect());
  62987. if (this.showBackLines) {
  62988. // Back
  62989. engine.setDepthFunctionToGreaterOrEqual();
  62990. this.scene.resetCachedMaterial();
  62991. this._colorShader.setColor4("color", this.backColor.toColor4());
  62992. this._colorShader.bind(worldMatrix);
  62993. // Draw order
  62994. engine.drawElementsType(BABYLON.Material.LineListDrawMode, 0, 24);
  62995. }
  62996. // Front
  62997. engine.setDepthFunctionToLess();
  62998. this.scene.resetCachedMaterial();
  62999. this._colorShader.setColor4("color", this.frontColor.toColor4());
  63000. this._colorShader.bind(worldMatrix);
  63001. // Draw order
  63002. engine.drawElementsType(BABYLON.Material.LineListDrawMode, 0, 24);
  63003. }
  63004. this._colorShader.unbind();
  63005. engine.setDepthFunctionToLessOrEqual();
  63006. engine.setDepthWrite(true);
  63007. };
  63008. /**
  63009. * In case of occlusion queries, we can render the occlusion bounding box through this method
  63010. * @param mesh Define the mesh to render the occlusion bounding box for
  63011. */
  63012. BoundingBoxRenderer.prototype.renderOcclusionBoundingBox = function (mesh) {
  63013. this._prepareRessources();
  63014. if (!this._colorShader.isReady() || !mesh._boundingInfo) {
  63015. return;
  63016. }
  63017. var engine = this.scene.getEngine();
  63018. engine.setDepthWrite(false);
  63019. engine.setColorWrite(false);
  63020. this._colorShader._preBind();
  63021. var boundingBox = mesh._boundingInfo.boundingBox;
  63022. var min = boundingBox.minimum;
  63023. var max = boundingBox.maximum;
  63024. var diff = max.subtract(min);
  63025. var median = min.add(diff.scale(0.5));
  63026. var worldMatrix = BABYLON.Matrix.Scaling(diff.x, diff.y, diff.z)
  63027. .multiply(BABYLON.Matrix.Translation(median.x, median.y, median.z))
  63028. .multiply(boundingBox.getWorldMatrix());
  63029. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._colorShader.getEffect());
  63030. engine.setDepthFunctionToLess();
  63031. this.scene.resetCachedMaterial();
  63032. this._colorShader.bind(worldMatrix);
  63033. engine.drawElementsType(BABYLON.Material.LineListDrawMode, 0, 24);
  63034. this._colorShader.unbind();
  63035. engine.setDepthFunctionToLessOrEqual();
  63036. engine.setDepthWrite(true);
  63037. engine.setColorWrite(true);
  63038. };
  63039. /**
  63040. * Dispose and release the resources attached to this renderer.
  63041. */
  63042. BoundingBoxRenderer.prototype.dispose = function () {
  63043. if (!this._colorShader) {
  63044. return;
  63045. }
  63046. this.renderList.dispose();
  63047. this._colorShader.dispose();
  63048. var buffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  63049. if (buffer) {
  63050. buffer.dispose();
  63051. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  63052. }
  63053. this.scene.getEngine()._releaseBuffer(this._indexBuffer);
  63054. };
  63055. return BoundingBoxRenderer;
  63056. }());
  63057. BABYLON.BoundingBoxRenderer = BoundingBoxRenderer;
  63058. })(BABYLON || (BABYLON = {}));
  63059. //# sourceMappingURL=babylon.boundingBoxRenderer.js.map
  63060. var BABYLON;
  63061. (function (BABYLON) {
  63062. BABYLON.Engine.prototype.createTransformFeedback = function () {
  63063. return this._gl.createTransformFeedback();
  63064. };
  63065. BABYLON.Engine.prototype.deleteTransformFeedback = function (value) {
  63066. this._gl.deleteTransformFeedback(value);
  63067. };
  63068. BABYLON.Engine.prototype.bindTransformFeedback = function (value) {
  63069. this._gl.bindTransformFeedback(this._gl.TRANSFORM_FEEDBACK, value);
  63070. };
  63071. BABYLON.Engine.prototype.beginTransformFeedback = function (usePoints) {
  63072. if (usePoints === void 0) { usePoints = true; }
  63073. this._gl.beginTransformFeedback(usePoints ? this._gl.POINTS : this._gl.TRIANGLES);
  63074. };
  63075. BABYLON.Engine.prototype.endTransformFeedback = function () {
  63076. this._gl.endTransformFeedback();
  63077. };
  63078. BABYLON.Engine.prototype.setTranformFeedbackVaryings = function (program, value) {
  63079. this._gl.transformFeedbackVaryings(program, value, this._gl.INTERLEAVED_ATTRIBS);
  63080. };
  63081. BABYLON.Engine.prototype.bindTransformFeedbackBuffer = function (value) {
  63082. this._gl.bindBufferBase(this._gl.TRANSFORM_FEEDBACK_BUFFER, 0, value);
  63083. };
  63084. })(BABYLON || (BABYLON = {}));
  63085. //# sourceMappingURL=babylon.engine.transformFeedback.js.map
  63086. var BABYLON;
  63087. (function (BABYLON) {
  63088. /**
  63089. * This represents a GPU particle system in Babylon
  63090. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  63091. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  63092. */
  63093. var GPUParticleSystem = /** @class */ (function (_super) {
  63094. __extends(GPUParticleSystem, _super);
  63095. /**
  63096. * Instantiates a GPU particle system.
  63097. * 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.
  63098. * @param name The name of the particle system
  63099. * @param options The options used to create the system
  63100. * @param scene The scene the particle system belongs to
  63101. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  63102. */
  63103. function GPUParticleSystem(name, options, scene, isAnimationSheetEnabled) {
  63104. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  63105. var _this = _super.call(this, name) || this;
  63106. /**
  63107. * The layer mask we are rendering the particles through.
  63108. */
  63109. _this.layerMask = 0x0FFFFFFF;
  63110. _this._accumulatedCount = 0;
  63111. _this._targetIndex = 0;
  63112. _this._currentRenderId = -1;
  63113. _this._started = false;
  63114. _this._stopped = false;
  63115. _this._timeDelta = 0;
  63116. _this._attributesStrideSize = 21;
  63117. _this._actualFrame = 0;
  63118. _this._rawTextureWidth = 256;
  63119. /**
  63120. * An event triggered when the system is disposed.
  63121. */
  63122. _this.onDisposeObservable = new BABYLON.Observable();
  63123. /**
  63124. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  63125. * to override the particles.
  63126. */
  63127. _this.forceDepthWrite = false;
  63128. _this._preWarmDone = false;
  63129. _this._scene = scene || BABYLON.Engine.LastCreatedScene;
  63130. // Setup the default processing configuration to the scene.
  63131. _this._attachImageProcessingConfiguration(null);
  63132. _this._engine = _this._scene.getEngine();
  63133. if (!options.randomTextureSize) {
  63134. delete options.randomTextureSize;
  63135. }
  63136. var fullOptions = __assign({ capacity: 50000, randomTextureSize: _this._engine.getCaps().maxTextureSize }, options);
  63137. var optionsAsNumber = options;
  63138. if (isFinite(optionsAsNumber)) {
  63139. fullOptions.capacity = optionsAsNumber;
  63140. }
  63141. _this._capacity = fullOptions.capacity;
  63142. _this._activeCount = fullOptions.capacity;
  63143. _this._currentActiveCount = 0;
  63144. _this._isAnimationSheetEnabled = isAnimationSheetEnabled;
  63145. _this._scene.particleSystems.push(_this);
  63146. _this._updateEffectOptions = {
  63147. attributes: ["position", "age", "life", "seed", "size", "color", "direction", "initialDirection", "angle", "cellIndex", "cellStartOffset", "noiseCoordinates1", "noiseCoordinates2"],
  63148. uniformsNames: ["currentCount", "timeDelta", "emitterWM", "lifeTime", "color1", "color2", "sizeRange", "scaleRange", "gravity", "emitPower",
  63149. "direction1", "direction2", "minEmitBox", "maxEmitBox", "radius", "directionRandomizer", "height", "coneAngle", "stopFactor",
  63150. "angleRange", "radiusRange", "cellInfos", "noiseStrength", "limitVelocityDamping"],
  63151. uniformBuffersNames: [],
  63152. samplers: ["randomSampler", "randomSampler2", "sizeGradientSampler", "angularSpeedGradientSampler", "velocityGradientSampler", "limitVelocityGradientSampler", "noiseSampler", "dragGradientSampler"],
  63153. defines: "",
  63154. fallbacks: null,
  63155. onCompiled: null,
  63156. onError: null,
  63157. indexParameters: null,
  63158. maxSimultaneousLights: 0,
  63159. transformFeedbackVaryings: []
  63160. };
  63161. _this.particleEmitterType = new BABYLON.BoxParticleEmitter();
  63162. // Random data
  63163. var maxTextureSize = Math.min(_this._engine.getCaps().maxTextureSize, fullOptions.randomTextureSize);
  63164. var d = [];
  63165. for (var i = 0; i < maxTextureSize; ++i) {
  63166. d.push(Math.random());
  63167. d.push(Math.random());
  63168. d.push(Math.random());
  63169. d.push(Math.random());
  63170. }
  63171. _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);
  63172. _this._randomTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  63173. _this._randomTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  63174. d = [];
  63175. for (var i = 0; i < maxTextureSize; ++i) {
  63176. d.push(Math.random());
  63177. d.push(Math.random());
  63178. d.push(Math.random());
  63179. d.push(Math.random());
  63180. }
  63181. _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);
  63182. _this._randomTexture2.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  63183. _this._randomTexture2.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  63184. _this._randomTextureSize = maxTextureSize;
  63185. return _this;
  63186. }
  63187. Object.defineProperty(GPUParticleSystem, "IsSupported", {
  63188. /**
  63189. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  63190. */
  63191. get: function () {
  63192. if (!BABYLON.Engine.LastCreatedEngine) {
  63193. return false;
  63194. }
  63195. return BABYLON.Engine.LastCreatedEngine.webGLVersion > 1;
  63196. },
  63197. enumerable: true,
  63198. configurable: true
  63199. });
  63200. /**
  63201. * Gets the maximum number of particles active at the same time.
  63202. * @returns The max number of active particles.
  63203. */
  63204. GPUParticleSystem.prototype.getCapacity = function () {
  63205. return this._capacity;
  63206. };
  63207. Object.defineProperty(GPUParticleSystem.prototype, "activeParticleCount", {
  63208. /**
  63209. * Gets or set the number of active particles
  63210. */
  63211. get: function () {
  63212. return this._activeCount;
  63213. },
  63214. set: function (value) {
  63215. this._activeCount = Math.min(value, this._capacity);
  63216. },
  63217. enumerable: true,
  63218. configurable: true
  63219. });
  63220. /**
  63221. * Is this system ready to be used/rendered
  63222. * @return true if the system is ready
  63223. */
  63224. GPUParticleSystem.prototype.isReady = function () {
  63225. if (!this._updateEffect) {
  63226. this._recreateUpdateEffect();
  63227. this._recreateRenderEffect();
  63228. return false;
  63229. }
  63230. if (!this.emitter || !this._updateEffect.isReady() || !this._imageProcessingConfiguration.isReady() || !this._renderEffect.isReady() || !this.particleTexture || !this.particleTexture.isReady()) {
  63231. return false;
  63232. }
  63233. return true;
  63234. };
  63235. /**
  63236. * Gets if the system has been started. (Note: this will still be true after stop is called)
  63237. * @returns True if it has been started, otherwise false.
  63238. */
  63239. GPUParticleSystem.prototype.isStarted = function () {
  63240. return this._started;
  63241. };
  63242. /**
  63243. * Starts the particle system and begins to emit
  63244. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  63245. */
  63246. GPUParticleSystem.prototype.start = function (delay) {
  63247. var _this = this;
  63248. if (delay === void 0) { delay = this.startDelay; }
  63249. if (!this.targetStopDuration && this._hasTargetStopDurationDependantGradient()) {
  63250. throw "Particle system started with a targetStopDuration dependant gradient (eg. startSizeGradients) but no targetStopDuration set";
  63251. }
  63252. if (delay) {
  63253. setTimeout(function () {
  63254. _this.start(0);
  63255. }, delay);
  63256. return;
  63257. }
  63258. this._started = true;
  63259. this._stopped = false;
  63260. this._preWarmDone = false;
  63261. // Animations
  63262. if (this.beginAnimationOnStart && this.animations && this.animations.length > 0) {
  63263. this.getScene().beginAnimation(this, this.beginAnimationFrom, this.beginAnimationTo, this.beginAnimationLoop);
  63264. }
  63265. };
  63266. /**
  63267. * Stops the particle system.
  63268. */
  63269. GPUParticleSystem.prototype.stop = function () {
  63270. this._stopped = true;
  63271. };
  63272. /**
  63273. * Remove all active particles
  63274. */
  63275. GPUParticleSystem.prototype.reset = function () {
  63276. this._releaseBuffers();
  63277. this._releaseVAOs();
  63278. this._currentActiveCount = 0;
  63279. this._targetIndex = 0;
  63280. };
  63281. /**
  63282. * Returns the string "GPUParticleSystem"
  63283. * @returns a string containing the class name
  63284. */
  63285. GPUParticleSystem.prototype.getClassName = function () {
  63286. return "GPUParticleSystem";
  63287. };
  63288. GPUParticleSystem.prototype._removeGradientAndTexture = function (gradient, gradients, texture) {
  63289. _super.prototype._removeGradientAndTexture.call(this, gradient, gradients, texture);
  63290. this._releaseBuffers();
  63291. return this;
  63292. };
  63293. /**
  63294. * Adds a new color gradient
  63295. * @param gradient defines the gradient to use (between 0 and 1)
  63296. * @param color1 defines the color to affect to the specified gradient
  63297. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  63298. * @returns the current particle system
  63299. */
  63300. GPUParticleSystem.prototype.addColorGradient = function (gradient, color1, color2) {
  63301. if (!this._colorGradients) {
  63302. this._colorGradients = [];
  63303. }
  63304. var colorGradient = new BABYLON.ColorGradient();
  63305. colorGradient.gradient = gradient;
  63306. colorGradient.color1 = color1;
  63307. this._colorGradients.push(colorGradient);
  63308. this._colorGradients.sort(function (a, b) {
  63309. if (a.gradient < b.gradient) {
  63310. return -1;
  63311. }
  63312. else if (a.gradient > b.gradient) {
  63313. return 1;
  63314. }
  63315. return 0;
  63316. });
  63317. if (this._colorGradientsTexture) {
  63318. this._colorGradientsTexture.dispose();
  63319. this._colorGradientsTexture = null;
  63320. }
  63321. this._releaseBuffers();
  63322. return this;
  63323. };
  63324. /**
  63325. * Remove a specific color gradient
  63326. * @param gradient defines the gradient to remove
  63327. * @returns the current particle system
  63328. */
  63329. GPUParticleSystem.prototype.removeColorGradient = function (gradient) {
  63330. this._removeGradientAndTexture(gradient, this._colorGradients, this._colorGradientsTexture);
  63331. this._colorGradientsTexture = null;
  63332. return this;
  63333. };
  63334. GPUParticleSystem.prototype._addFactorGradient = function (factorGradients, gradient, factor) {
  63335. var valueGradient = new BABYLON.FactorGradient();
  63336. valueGradient.gradient = gradient;
  63337. valueGradient.factor1 = factor;
  63338. factorGradients.push(valueGradient);
  63339. factorGradients.sort(function (a, b) {
  63340. if (a.gradient < b.gradient) {
  63341. return -1;
  63342. }
  63343. else if (a.gradient > b.gradient) {
  63344. return 1;
  63345. }
  63346. return 0;
  63347. });
  63348. this._releaseBuffers();
  63349. };
  63350. /**
  63351. * Adds a new size gradient
  63352. * @param gradient defines the gradient to use (between 0 and 1)
  63353. * @param factor defines the size factor to affect to the specified gradient
  63354. * @returns the current particle system
  63355. */
  63356. GPUParticleSystem.prototype.addSizeGradient = function (gradient, factor) {
  63357. if (!this._sizeGradients) {
  63358. this._sizeGradients = [];
  63359. }
  63360. this._addFactorGradient(this._sizeGradients, gradient, factor);
  63361. if (this._sizeGradientsTexture) {
  63362. this._sizeGradientsTexture.dispose();
  63363. this._sizeGradientsTexture = null;
  63364. }
  63365. this._releaseBuffers();
  63366. return this;
  63367. };
  63368. /**
  63369. * Remove a specific size gradient
  63370. * @param gradient defines the gradient to remove
  63371. * @returns the current particle system
  63372. */
  63373. GPUParticleSystem.prototype.removeSizeGradient = function (gradient) {
  63374. this._removeGradientAndTexture(gradient, this._sizeGradients, this._sizeGradientsTexture);
  63375. this._sizeGradientsTexture = null;
  63376. return this;
  63377. };
  63378. /**
  63379. * Adds a new angular speed gradient
  63380. * @param gradient defines the gradient to use (between 0 and 1)
  63381. * @param factor defines the angular speed to affect to the specified gradient
  63382. * @returns the current particle system
  63383. */
  63384. GPUParticleSystem.prototype.addAngularSpeedGradient = function (gradient, factor) {
  63385. if (!this._angularSpeedGradients) {
  63386. this._angularSpeedGradients = [];
  63387. }
  63388. this._addFactorGradient(this._angularSpeedGradients, gradient, factor);
  63389. if (this._angularSpeedGradientsTexture) {
  63390. this._angularSpeedGradientsTexture.dispose();
  63391. this._angularSpeedGradientsTexture = null;
  63392. }
  63393. this._releaseBuffers();
  63394. return this;
  63395. };
  63396. /**
  63397. * Remove a specific angular speed gradient
  63398. * @param gradient defines the gradient to remove
  63399. * @returns the current particle system
  63400. */
  63401. GPUParticleSystem.prototype.removeAngularSpeedGradient = function (gradient) {
  63402. this._removeGradientAndTexture(gradient, this._angularSpeedGradients, this._angularSpeedGradientsTexture);
  63403. this._angularSpeedGradientsTexture = null;
  63404. return this;
  63405. };
  63406. /**
  63407. * Adds a new velocity gradient
  63408. * @param gradient defines the gradient to use (between 0 and 1)
  63409. * @param factor defines the velocity to affect to the specified gradient
  63410. * @returns the current particle system
  63411. */
  63412. GPUParticleSystem.prototype.addVelocityGradient = function (gradient, factor) {
  63413. if (!this._velocityGradients) {
  63414. this._velocityGradients = [];
  63415. }
  63416. this._addFactorGradient(this._velocityGradients, gradient, factor);
  63417. if (this._velocityGradientsTexture) {
  63418. this._velocityGradientsTexture.dispose();
  63419. this._velocityGradientsTexture = null;
  63420. }
  63421. this._releaseBuffers();
  63422. return this;
  63423. };
  63424. /**
  63425. * Remove a specific velocity gradient
  63426. * @param gradient defines the gradient to remove
  63427. * @returns the current particle system
  63428. */
  63429. GPUParticleSystem.prototype.removeVelocityGradient = function (gradient) {
  63430. this._removeGradientAndTexture(gradient, this._velocityGradients, this._velocityGradientsTexture);
  63431. this._velocityGradientsTexture = null;
  63432. return this;
  63433. };
  63434. /**
  63435. * Adds a new limit velocity gradient
  63436. * @param gradient defines the gradient to use (between 0 and 1)
  63437. * @param factor defines the limit velocity value to affect to the specified gradient
  63438. * @returns the current particle system
  63439. */
  63440. GPUParticleSystem.prototype.addLimitVelocityGradient = function (gradient, factor) {
  63441. if (!this._limitVelocityGradients) {
  63442. this._limitVelocityGradients = [];
  63443. }
  63444. this._addFactorGradient(this._limitVelocityGradients, gradient, factor);
  63445. if (this._limitVelocityGradientsTexture) {
  63446. this._limitVelocityGradientsTexture.dispose();
  63447. this._limitVelocityGradientsTexture = null;
  63448. }
  63449. this._releaseBuffers();
  63450. return this;
  63451. };
  63452. /**
  63453. * Remove a specific limit velocity gradient
  63454. * @param gradient defines the gradient to remove
  63455. * @returns the current particle system
  63456. */
  63457. GPUParticleSystem.prototype.removeLimitVelocityGradient = function (gradient) {
  63458. this._removeGradientAndTexture(gradient, this._limitVelocityGradients, this._limitVelocityGradientsTexture);
  63459. this._limitVelocityGradientsTexture = null;
  63460. return this;
  63461. };
  63462. /**
  63463. * Adds a new drag gradient
  63464. * @param gradient defines the gradient to use (between 0 and 1)
  63465. * @param factor defines the drag value to affect to the specified gradient
  63466. * @returns the current particle system
  63467. */
  63468. GPUParticleSystem.prototype.addDragGradient = function (gradient, factor) {
  63469. if (!this._dragGradients) {
  63470. this._dragGradients = [];
  63471. }
  63472. this._addFactorGradient(this._dragGradients, gradient, factor);
  63473. if (this._dragGradientsTexture) {
  63474. this._dragGradientsTexture.dispose();
  63475. this._dragGradientsTexture = null;
  63476. }
  63477. this._releaseBuffers();
  63478. return this;
  63479. };
  63480. /**
  63481. * Remove a specific drag gradient
  63482. * @param gradient defines the gradient to remove
  63483. * @returns the current particle system
  63484. */
  63485. GPUParticleSystem.prototype.removeDragGradient = function (gradient) {
  63486. this._removeGradientAndTexture(gradient, this._dragGradients, this._dragGradientsTexture);
  63487. this._dragGradientsTexture = null;
  63488. return this;
  63489. };
  63490. /**
  63491. * Not supported by GPUParticleSystem
  63492. * @param gradient defines the gradient to use (between 0 and 1)
  63493. * @param factor defines the emit rate value to affect to the specified gradient
  63494. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  63495. * @returns the current particle system
  63496. */
  63497. GPUParticleSystem.prototype.addEmitRateGradient = function (gradient, factor, factor2) {
  63498. // Do nothing as emit rate is not supported by GPUParticleSystem
  63499. return this;
  63500. };
  63501. /**
  63502. * Not supported by GPUParticleSystem
  63503. * @param gradient defines the gradient to remove
  63504. * @returns the current particle system
  63505. */
  63506. GPUParticleSystem.prototype.removeEmitRateGradient = function (gradient) {
  63507. // Do nothing as emit rate is not supported by GPUParticleSystem
  63508. return this;
  63509. };
  63510. /**
  63511. * Not supported by GPUParticleSystem
  63512. * @param gradient defines the gradient to use (between 0 and 1)
  63513. * @param factor defines the start size value to affect to the specified gradient
  63514. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  63515. * @returns the current particle system
  63516. */
  63517. GPUParticleSystem.prototype.addStartSizeGradient = function (gradient, factor, factor2) {
  63518. // Do nothing as start size is not supported by GPUParticleSystem
  63519. return this;
  63520. };
  63521. /**
  63522. * Not supported by GPUParticleSystem
  63523. * @param gradient defines the gradient to remove
  63524. * @returns the current particle system
  63525. */
  63526. GPUParticleSystem.prototype.removeStartSizeGradient = function (gradient) {
  63527. // Do nothing as start size is not supported by GPUParticleSystem
  63528. return this;
  63529. };
  63530. /**
  63531. * Not supported by GPUParticleSystem
  63532. * @param gradient defines the gradient to use (between 0 and 1)
  63533. * @param min defines the color remap minimal range
  63534. * @param max defines the color remap maximal range
  63535. * @returns the current particle system
  63536. */
  63537. GPUParticleSystem.prototype.addColorRemapGradient = function (gradient, min, max) {
  63538. // Do nothing as start size is not supported by GPUParticleSystem
  63539. return this;
  63540. };
  63541. /**
  63542. * Not supported by GPUParticleSystem
  63543. * @param gradient defines the gradient to remove
  63544. * @returns the current particle system
  63545. */
  63546. GPUParticleSystem.prototype.removeColorRemapGradient = function (gradient) {
  63547. // Do nothing as start size is not supported by GPUParticleSystem
  63548. return this;
  63549. };
  63550. /**
  63551. * Not supported by GPUParticleSystem
  63552. * @param gradient defines the gradient to use (between 0 and 1)
  63553. * @param min defines the alpha remap minimal range
  63554. * @param max defines the alpha remap maximal range
  63555. * @returns the current particle system
  63556. */
  63557. GPUParticleSystem.prototype.addAlphaRemapGradient = function (gradient, min, max) {
  63558. // Do nothing as start size is not supported by GPUParticleSystem
  63559. return this;
  63560. };
  63561. /**
  63562. * Not supported by GPUParticleSystem
  63563. * @param gradient defines the gradient to remove
  63564. * @returns the current particle system
  63565. */
  63566. GPUParticleSystem.prototype.removeAlphaRemapGradient = function (gradient) {
  63567. // Do nothing as start size is not supported by GPUParticleSystem
  63568. return this;
  63569. };
  63570. /**
  63571. * Not supported by GPUParticleSystem
  63572. * @param gradient defines the gradient to use (between 0 and 1)
  63573. * @param color defines the color to affect to the specified gradient
  63574. * @returns the current particle system
  63575. */
  63576. GPUParticleSystem.prototype.addRampGradient = function (gradient, color) {
  63577. //Not supported by GPUParticleSystem
  63578. return this;
  63579. };
  63580. /**
  63581. * Not supported by GPUParticleSystem
  63582. * @param gradient defines the gradient to remove
  63583. * @returns the current particle system
  63584. */
  63585. GPUParticleSystem.prototype.removeRampGradient = function (gradient) {
  63586. //Not supported by GPUParticleSystem
  63587. return this;
  63588. };
  63589. /**
  63590. * Not supported by GPUParticleSystem
  63591. * @returns the list of ramp gradients
  63592. */
  63593. GPUParticleSystem.prototype.getRampGradients = function () {
  63594. return null;
  63595. };
  63596. Object.defineProperty(GPUParticleSystem.prototype, "useRampGradients", {
  63597. /**
  63598. * Not supported by GPUParticleSystem
  63599. * Gets or sets a boolean indicating that ramp gradients must be used
  63600. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  63601. */
  63602. get: function () {
  63603. //Not supported by GPUParticleSystem
  63604. return false;
  63605. },
  63606. set: function (value) {
  63607. //Not supported by GPUParticleSystem
  63608. },
  63609. enumerable: true,
  63610. configurable: true
  63611. });
  63612. /**
  63613. * Not supported by GPUParticleSystem
  63614. * @param gradient defines the gradient to use (between 0 and 1)
  63615. * @param factor defines the life time factor to affect to the specified gradient
  63616. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  63617. * @returns the current particle system
  63618. */
  63619. GPUParticleSystem.prototype.addLifeTimeGradient = function (gradient, factor, factor2) {
  63620. //Not supported by GPUParticleSystem
  63621. return this;
  63622. };
  63623. /**
  63624. * Not supported by GPUParticleSystem
  63625. * @param gradient defines the gradient to remove
  63626. * @returns the current particle system
  63627. */
  63628. GPUParticleSystem.prototype.removeLifeTimeGradient = function (gradient) {
  63629. //Not supported by GPUParticleSystem
  63630. return this;
  63631. };
  63632. GPUParticleSystem.prototype._reset = function () {
  63633. this._releaseBuffers();
  63634. };
  63635. GPUParticleSystem.prototype._createUpdateVAO = function (source) {
  63636. var updateVertexBuffers = {};
  63637. updateVertexBuffers["position"] = source.createVertexBuffer("position", 0, 3);
  63638. updateVertexBuffers["age"] = source.createVertexBuffer("age", 3, 1);
  63639. updateVertexBuffers["life"] = source.createVertexBuffer("life", 4, 1);
  63640. updateVertexBuffers["seed"] = source.createVertexBuffer("seed", 5, 4);
  63641. updateVertexBuffers["size"] = source.createVertexBuffer("size", 9, 3);
  63642. var offset = 12;
  63643. if (!this._colorGradientsTexture) {
  63644. updateVertexBuffers["color"] = source.createVertexBuffer("color", offset, 4);
  63645. offset += 4;
  63646. }
  63647. updateVertexBuffers["direction"] = source.createVertexBuffer("direction", offset, 3);
  63648. offset += 3;
  63649. if (!this._isBillboardBased) {
  63650. updateVertexBuffers["initialDirection"] = source.createVertexBuffer("initialDirection", offset, 3);
  63651. offset += 3;
  63652. }
  63653. if (this._angularSpeedGradientsTexture) {
  63654. updateVertexBuffers["angle"] = source.createVertexBuffer("angle", offset, 1);
  63655. offset += 1;
  63656. }
  63657. else {
  63658. updateVertexBuffers["angle"] = source.createVertexBuffer("angle", offset, 2);
  63659. offset += 2;
  63660. }
  63661. if (this._isAnimationSheetEnabled) {
  63662. updateVertexBuffers["cellIndex"] = source.createVertexBuffer("cellIndex", offset, 1);
  63663. offset += 1;
  63664. if (this.spriteRandomStartCell) {
  63665. updateVertexBuffers["cellStartOffset"] = source.createVertexBuffer("cellStartOffset", offset, 1);
  63666. offset += 1;
  63667. }
  63668. }
  63669. if (this.noiseTexture) {
  63670. updateVertexBuffers["noiseCoordinates1"] = source.createVertexBuffer("noiseCoordinates1", offset, 3);
  63671. offset += 3;
  63672. updateVertexBuffers["noiseCoordinates2"] = source.createVertexBuffer("noiseCoordinates2", offset, 3);
  63673. offset += 3;
  63674. }
  63675. var vao = this._engine.recordVertexArrayObject(updateVertexBuffers, null, this._updateEffect);
  63676. this._engine.bindArrayBuffer(null);
  63677. return vao;
  63678. };
  63679. GPUParticleSystem.prototype._createRenderVAO = function (source, spriteSource) {
  63680. var renderVertexBuffers = {};
  63681. renderVertexBuffers["position"] = source.createVertexBuffer("position", 0, 3, this._attributesStrideSize, true);
  63682. renderVertexBuffers["age"] = source.createVertexBuffer("age", 3, 1, this._attributesStrideSize, true);
  63683. renderVertexBuffers["life"] = source.createVertexBuffer("life", 4, 1, this._attributesStrideSize, true);
  63684. renderVertexBuffers["size"] = source.createVertexBuffer("size", 9, 3, this._attributesStrideSize, true);
  63685. var offset = 12;
  63686. if (!this._colorGradientsTexture) {
  63687. renderVertexBuffers["color"] = source.createVertexBuffer("color", offset, 4, this._attributesStrideSize, true);
  63688. offset += 4;
  63689. }
  63690. if (this.billboardMode === BABYLON.ParticleSystem.BILLBOARDMODE_STRETCHED) {
  63691. renderVertexBuffers["direction"] = source.createVertexBuffer("direction", offset, 3, this._attributesStrideSize, true);
  63692. }
  63693. offset += 3; // Direction
  63694. if (!this._isBillboardBased) {
  63695. renderVertexBuffers["initialDirection"] = source.createVertexBuffer("initialDirection", offset, 3, this._attributesStrideSize, true);
  63696. offset += 3;
  63697. }
  63698. renderVertexBuffers["angle"] = source.createVertexBuffer("angle", offset, 1, this._attributesStrideSize, true);
  63699. if (this._angularSpeedGradientsTexture) {
  63700. offset++;
  63701. }
  63702. else {
  63703. offset += 2;
  63704. }
  63705. if (this._isAnimationSheetEnabled) {
  63706. renderVertexBuffers["cellIndex"] = source.createVertexBuffer("cellIndex", offset, 1, this._attributesStrideSize, true);
  63707. offset += 1;
  63708. if (this.spriteRandomStartCell) {
  63709. renderVertexBuffers["cellStartOffset"] = source.createVertexBuffer("cellStartOffset", offset, 1, this._attributesStrideSize, true);
  63710. offset += 1;
  63711. }
  63712. }
  63713. if (this.noiseTexture) {
  63714. renderVertexBuffers["noiseCoordinates1"] = source.createVertexBuffer("noiseCoordinates1", offset, 3, this._attributesStrideSize, true);
  63715. offset += 3;
  63716. renderVertexBuffers["noiseCoordinates2"] = source.createVertexBuffer("noiseCoordinates2", offset, 3, this._attributesStrideSize, true);
  63717. offset += 3;
  63718. }
  63719. renderVertexBuffers["offset"] = spriteSource.createVertexBuffer("offset", 0, 2);
  63720. renderVertexBuffers["uv"] = spriteSource.createVertexBuffer("uv", 2, 2);
  63721. var vao = this._engine.recordVertexArrayObject(renderVertexBuffers, null, this._renderEffect);
  63722. this._engine.bindArrayBuffer(null);
  63723. return vao;
  63724. };
  63725. GPUParticleSystem.prototype._initialize = function (force) {
  63726. if (force === void 0) { force = false; }
  63727. if (this._buffer0 && !force) {
  63728. return;
  63729. }
  63730. var engine = this._scene.getEngine();
  63731. var data = new Array();
  63732. if (!this.isBillboardBased) {
  63733. this._attributesStrideSize += 3;
  63734. }
  63735. if (this._colorGradientsTexture) {
  63736. this._attributesStrideSize -= 4;
  63737. }
  63738. if (this._angularSpeedGradientsTexture) {
  63739. this._attributesStrideSize -= 1;
  63740. }
  63741. if (this._isAnimationSheetEnabled) {
  63742. this._attributesStrideSize += 1;
  63743. if (this.spriteRandomStartCell) {
  63744. this._attributesStrideSize += 1;
  63745. }
  63746. }
  63747. if (this.noiseTexture) {
  63748. this._attributesStrideSize += 6;
  63749. }
  63750. for (var particleIndex = 0; particleIndex < this._capacity; particleIndex++) {
  63751. // position
  63752. data.push(0.0);
  63753. data.push(0.0);
  63754. data.push(0.0);
  63755. // Age and life
  63756. data.push(0.0); // create the particle as a dead one to create a new one at start
  63757. data.push(0.0);
  63758. // Seed
  63759. data.push(Math.random());
  63760. data.push(Math.random());
  63761. data.push(Math.random());
  63762. data.push(Math.random());
  63763. // Size
  63764. data.push(0.0);
  63765. data.push(0.0);
  63766. data.push(0.0);
  63767. if (!this._colorGradientsTexture) {
  63768. // color
  63769. data.push(0.0);
  63770. data.push(0.0);
  63771. data.push(0.0);
  63772. data.push(0.0);
  63773. }
  63774. // direction
  63775. data.push(0.0);
  63776. data.push(0.0);
  63777. data.push(0.0);
  63778. if (!this.isBillboardBased) {
  63779. // initialDirection
  63780. data.push(0.0);
  63781. data.push(0.0);
  63782. data.push(0.0);
  63783. }
  63784. // angle
  63785. data.push(0.0);
  63786. if (!this._angularSpeedGradientsTexture) {
  63787. data.push(0.0);
  63788. }
  63789. if (this._isAnimationSheetEnabled) {
  63790. data.push(0.0);
  63791. if (this.spriteRandomStartCell) {
  63792. data.push(0.0);
  63793. }
  63794. }
  63795. if (this.noiseTexture) { // Random coordinates for reading into noise texture
  63796. data.push(Math.random());
  63797. data.push(Math.random());
  63798. data.push(Math.random());
  63799. data.push(Math.random());
  63800. data.push(Math.random());
  63801. data.push(Math.random());
  63802. }
  63803. }
  63804. // Sprite data
  63805. var spriteData = new Float32Array([0.5, 0.5, 1, 1,
  63806. -0.5, 0.5, 0, 1,
  63807. -0.5, -0.5, 0, 0,
  63808. 0.5, -0.5, 1, 0]);
  63809. // Buffers
  63810. this._buffer0 = new BABYLON.Buffer(engine, data, false, this._attributesStrideSize);
  63811. this._buffer1 = new BABYLON.Buffer(engine, data, false, this._attributesStrideSize);
  63812. this._spriteBuffer = new BABYLON.Buffer(engine, spriteData, false, 4);
  63813. // Update VAO
  63814. this._updateVAO = [];
  63815. this._updateVAO.push(this._createUpdateVAO(this._buffer0));
  63816. this._updateVAO.push(this._createUpdateVAO(this._buffer1));
  63817. // Render VAO
  63818. this._renderVAO = [];
  63819. this._renderVAO.push(this._createRenderVAO(this._buffer1, this._spriteBuffer));
  63820. this._renderVAO.push(this._createRenderVAO(this._buffer0, this._spriteBuffer));
  63821. // Links
  63822. this._sourceBuffer = this._buffer0;
  63823. this._targetBuffer = this._buffer1;
  63824. };
  63825. /** @hidden */
  63826. GPUParticleSystem.prototype._recreateUpdateEffect = function () {
  63827. var defines = this.particleEmitterType ? this.particleEmitterType.getEffectDefines() : "";
  63828. if (this._isBillboardBased) {
  63829. defines += "\n#define BILLBOARD";
  63830. }
  63831. if (this._colorGradientsTexture) {
  63832. defines += "\n#define COLORGRADIENTS";
  63833. }
  63834. if (this._sizeGradientsTexture) {
  63835. defines += "\n#define SIZEGRADIENTS";
  63836. }
  63837. if (this._angularSpeedGradientsTexture) {
  63838. defines += "\n#define ANGULARSPEEDGRADIENTS";
  63839. }
  63840. if (this._velocityGradientsTexture) {
  63841. defines += "\n#define VELOCITYGRADIENTS";
  63842. }
  63843. if (this._limitVelocityGradientsTexture) {
  63844. defines += "\n#define LIMITVELOCITYGRADIENTS";
  63845. }
  63846. if (this._dragGradientsTexture) {
  63847. defines += "\n#define DRAGGRADIENTS";
  63848. }
  63849. if (this.isAnimationSheetEnabled) {
  63850. defines += "\n#define ANIMATESHEET";
  63851. if (this.spriteRandomStartCell) {
  63852. defines += "\n#define ANIMATESHEETRANDOMSTART";
  63853. }
  63854. }
  63855. if (this.noiseTexture) {
  63856. defines += "\n#define NOISE";
  63857. }
  63858. if (this._updateEffect && this._updateEffectOptions.defines === defines) {
  63859. return;
  63860. }
  63861. this._updateEffectOptions.transformFeedbackVaryings = ["outPosition", "outAge", "outLife", "outSeed", "outSize"];
  63862. if (!this._colorGradientsTexture) {
  63863. this._updateEffectOptions.transformFeedbackVaryings.push("outColor");
  63864. }
  63865. this._updateEffectOptions.transformFeedbackVaryings.push("outDirection");
  63866. if (!this._isBillboardBased) {
  63867. this._updateEffectOptions.transformFeedbackVaryings.push("outInitialDirection");
  63868. }
  63869. this._updateEffectOptions.transformFeedbackVaryings.push("outAngle");
  63870. if (this.isAnimationSheetEnabled) {
  63871. this._updateEffectOptions.transformFeedbackVaryings.push("outCellIndex");
  63872. if (this.spriteRandomStartCell) {
  63873. this._updateEffectOptions.transformFeedbackVaryings.push("outCellStartOffset");
  63874. }
  63875. }
  63876. if (this.noiseTexture) {
  63877. this._updateEffectOptions.transformFeedbackVaryings.push("outNoiseCoordinates1");
  63878. this._updateEffectOptions.transformFeedbackVaryings.push("outNoiseCoordinates2");
  63879. }
  63880. this._updateEffectOptions.defines = defines;
  63881. this._updateEffect = new BABYLON.Effect("gpuUpdateParticles", this._updateEffectOptions, this._scene.getEngine());
  63882. };
  63883. /** @hidden */
  63884. GPUParticleSystem.prototype._recreateRenderEffect = function () {
  63885. var defines = "";
  63886. if (this._scene.clipPlane) {
  63887. defines = "\n#define CLIPPLANE";
  63888. }
  63889. if (this._scene.clipPlane2) {
  63890. defines = "\n#define CLIPPLANE2";
  63891. }
  63892. if (this._scene.clipPlane3) {
  63893. defines = "\n#define CLIPPLANE3";
  63894. }
  63895. if (this._scene.clipPlane4) {
  63896. defines = "\n#define CLIPPLANE4";
  63897. }
  63898. if (this.blendMode === BABYLON.ParticleSystem.BLENDMODE_MULTIPLY) {
  63899. defines = "\n#define BLENDMULTIPLYMODE";
  63900. }
  63901. if (this._isBillboardBased) {
  63902. defines += "\n#define BILLBOARD";
  63903. switch (this.billboardMode) {
  63904. case BABYLON.ParticleSystem.BILLBOARDMODE_Y:
  63905. defines += "\n#define BILLBOARDY";
  63906. break;
  63907. case BABYLON.ParticleSystem.BILLBOARDMODE_STRETCHED:
  63908. defines += "\n#define BILLBOARDSTRETCHED";
  63909. break;
  63910. case BABYLON.ParticleSystem.BILLBOARDMODE_ALL:
  63911. default:
  63912. break;
  63913. }
  63914. }
  63915. if (this._colorGradientsTexture) {
  63916. defines += "\n#define COLORGRADIENTS";
  63917. }
  63918. if (this.isAnimationSheetEnabled) {
  63919. defines += "\n#define ANIMATESHEET";
  63920. }
  63921. if (this._imageProcessingConfiguration) {
  63922. this._imageProcessingConfiguration.prepareDefines(this._imageProcessingConfigurationDefines);
  63923. defines += "\n" + this._imageProcessingConfigurationDefines.toString();
  63924. }
  63925. if (this._renderEffect && this._renderEffect.defines === defines) {
  63926. return;
  63927. }
  63928. var uniforms = ["view", "projection", "colorDead", "invView", "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "sheetInfos", "translationPivot", "eyePosition"];
  63929. var samplers = ["textureSampler", "colorGradientSampler"];
  63930. if (BABYLON.ImageProcessingConfiguration) {
  63931. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, this._imageProcessingConfigurationDefines);
  63932. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, this._imageProcessingConfigurationDefines);
  63933. }
  63934. this._renderEffect = new BABYLON.Effect("gpuRenderParticles", ["position", "age", "life", "size", "color", "offset", "uv", "direction", "initialDirection", "angle", "cellIndex"], uniforms, samplers, this._scene.getEngine(), defines);
  63935. };
  63936. /**
  63937. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  63938. * @param preWarm defines if we are in the pre-warmimg phase
  63939. */
  63940. GPUParticleSystem.prototype.animate = function (preWarm) {
  63941. if (preWarm === void 0) { preWarm = false; }
  63942. this._timeDelta = this.updateSpeed * (preWarm ? this.preWarmStepOffset : this._scene.getAnimationRatio());
  63943. this._actualFrame += this._timeDelta;
  63944. if (!this._stopped) {
  63945. if (this.targetStopDuration && this._actualFrame >= this.targetStopDuration) {
  63946. this.stop();
  63947. }
  63948. }
  63949. };
  63950. GPUParticleSystem.prototype._createFactorGradientTexture = function (factorGradients, textureName) {
  63951. var texture = this[textureName];
  63952. if (!factorGradients || !factorGradients.length || texture) {
  63953. return;
  63954. }
  63955. var data = new Float32Array(this._rawTextureWidth);
  63956. for (var x = 0; x < this._rawTextureWidth; x++) {
  63957. var ratio = x / this._rawTextureWidth;
  63958. BABYLON.Tools.GetCurrentGradient(ratio, factorGradients, function (currentGradient, nextGradient, scale) {
  63959. data[x] = BABYLON.Scalar.Lerp(currentGradient.factor1, nextGradient.factor1, scale);
  63960. });
  63961. }
  63962. this[textureName] = BABYLON.RawTexture.CreateRTexture(data, this._rawTextureWidth, 1, this._scene, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  63963. };
  63964. GPUParticleSystem.prototype._createSizeGradientTexture = function () {
  63965. this._createFactorGradientTexture(this._sizeGradients, "_sizeGradientsTexture");
  63966. };
  63967. GPUParticleSystem.prototype._createAngularSpeedGradientTexture = function () {
  63968. this._createFactorGradientTexture(this._angularSpeedGradients, "_angularSpeedGradientsTexture");
  63969. };
  63970. GPUParticleSystem.prototype._createVelocityGradientTexture = function () {
  63971. this._createFactorGradientTexture(this._velocityGradients, "_velocityGradientsTexture");
  63972. };
  63973. GPUParticleSystem.prototype._createLimitVelocityGradientTexture = function () {
  63974. this._createFactorGradientTexture(this._limitVelocityGradients, "_limitVelocityGradientsTexture");
  63975. };
  63976. GPUParticleSystem.prototype._createDragGradientTexture = function () {
  63977. this._createFactorGradientTexture(this._dragGradients, "_dragGradientsTexture");
  63978. };
  63979. GPUParticleSystem.prototype._createColorGradientTexture = function () {
  63980. if (!this._colorGradients || !this._colorGradients.length || this._colorGradientsTexture) {
  63981. return;
  63982. }
  63983. var data = new Uint8Array(this._rawTextureWidth * 4);
  63984. var tmpColor = BABYLON.Tmp.Color4[0];
  63985. for (var x = 0; x < this._rawTextureWidth; x++) {
  63986. var ratio = x / this._rawTextureWidth;
  63987. BABYLON.Tools.GetCurrentGradient(ratio, this._colorGradients, function (currentGradient, nextGradient, scale) {
  63988. BABYLON.Color4.LerpToRef(currentGradient.color1, nextGradient.color1, scale, tmpColor);
  63989. data[x * 4] = tmpColor.r * 255;
  63990. data[x * 4 + 1] = tmpColor.g * 255;
  63991. data[x * 4 + 2] = tmpColor.b * 255;
  63992. data[x * 4 + 3] = tmpColor.a * 255;
  63993. });
  63994. }
  63995. this._colorGradientsTexture = BABYLON.RawTexture.CreateRGBATexture(data, this._rawTextureWidth, 1, this._scene, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  63996. };
  63997. /**
  63998. * Renders the particle system in its current state
  63999. * @param preWarm defines if the system should only update the particles but not render them
  64000. * @returns the current number of particles
  64001. */
  64002. GPUParticleSystem.prototype.render = function (preWarm) {
  64003. if (preWarm === void 0) { preWarm = false; }
  64004. if (!this._started) {
  64005. return 0;
  64006. }
  64007. this._createColorGradientTexture();
  64008. this._createSizeGradientTexture();
  64009. this._createAngularSpeedGradientTexture();
  64010. this._createVelocityGradientTexture();
  64011. this._createLimitVelocityGradientTexture();
  64012. this._createDragGradientTexture();
  64013. this._recreateUpdateEffect();
  64014. this._recreateRenderEffect();
  64015. if (!this.isReady()) {
  64016. return 0;
  64017. }
  64018. if (!preWarm) {
  64019. if (!this._preWarmDone && this.preWarmCycles) {
  64020. for (var index = 0; index < this.preWarmCycles; index++) {
  64021. this.animate(true);
  64022. this.render(true);
  64023. }
  64024. this._preWarmDone = true;
  64025. }
  64026. if (this._currentRenderId === this._scene.getRenderId()) {
  64027. return 0;
  64028. }
  64029. this._currentRenderId = this._scene.getRenderId();
  64030. }
  64031. // Get everything ready to render
  64032. this._initialize();
  64033. this._accumulatedCount += this.emitRate * this._timeDelta;
  64034. if (this._accumulatedCount > 1) {
  64035. var intPart = this._accumulatedCount | 0;
  64036. this._accumulatedCount -= intPart;
  64037. this._currentActiveCount = Math.min(this._activeCount, this._currentActiveCount + intPart);
  64038. }
  64039. if (!this._currentActiveCount) {
  64040. return 0;
  64041. }
  64042. // Enable update effect
  64043. this._engine.enableEffect(this._updateEffect);
  64044. this._engine.setState(false);
  64045. this._updateEffect.setFloat("currentCount", this._currentActiveCount);
  64046. this._updateEffect.setFloat("timeDelta", this._timeDelta);
  64047. this._updateEffect.setFloat("stopFactor", this._stopped ? 0 : 1);
  64048. this._updateEffect.setTexture("randomSampler", this._randomTexture);
  64049. this._updateEffect.setTexture("randomSampler2", this._randomTexture2);
  64050. this._updateEffect.setFloat2("lifeTime", this.minLifeTime, this.maxLifeTime);
  64051. this._updateEffect.setFloat2("emitPower", this.minEmitPower, this.maxEmitPower);
  64052. if (!this._colorGradientsTexture) {
  64053. this._updateEffect.setDirectColor4("color1", this.color1);
  64054. this._updateEffect.setDirectColor4("color2", this.color2);
  64055. }
  64056. this._updateEffect.setFloat2("sizeRange", this.minSize, this.maxSize);
  64057. this._updateEffect.setFloat4("scaleRange", this.minScaleX, this.maxScaleX, this.minScaleY, this.maxScaleY);
  64058. this._updateEffect.setFloat4("angleRange", this.minAngularSpeed, this.maxAngularSpeed, this.minInitialRotation, this.maxInitialRotation);
  64059. this._updateEffect.setVector3("gravity", this.gravity);
  64060. if (this._sizeGradientsTexture) {
  64061. this._updateEffect.setTexture("sizeGradientSampler", this._sizeGradientsTexture);
  64062. }
  64063. if (this._angularSpeedGradientsTexture) {
  64064. this._updateEffect.setTexture("angularSpeedGradientSampler", this._angularSpeedGradientsTexture);
  64065. }
  64066. if (this._velocityGradientsTexture) {
  64067. this._updateEffect.setTexture("velocityGradientSampler", this._velocityGradientsTexture);
  64068. }
  64069. if (this._limitVelocityGradientsTexture) {
  64070. this._updateEffect.setTexture("limitVelocityGradientSampler", this._limitVelocityGradientsTexture);
  64071. this._updateEffect.setFloat("limitVelocityDamping", this.limitVelocityDamping);
  64072. }
  64073. if (this._dragGradientsTexture) {
  64074. this._updateEffect.setTexture("dragGradientSampler", this._dragGradientsTexture);
  64075. }
  64076. if (this.particleEmitterType) {
  64077. this.particleEmitterType.applyToShader(this._updateEffect);
  64078. }
  64079. if (this._isAnimationSheetEnabled) {
  64080. this._updateEffect.setFloat3("cellInfos", this.startSpriteCellID, this.endSpriteCellID, this.spriteCellChangeSpeed);
  64081. }
  64082. if (this.noiseTexture) {
  64083. this._updateEffect.setTexture("noiseSampler", this.noiseTexture);
  64084. this._updateEffect.setVector3("noiseStrength", this.noiseStrength);
  64085. }
  64086. var emitterWM;
  64087. if (this.emitter.position) {
  64088. var emitterMesh = this.emitter;
  64089. emitterWM = emitterMesh.getWorldMatrix();
  64090. }
  64091. else {
  64092. var emitterPosition = this.emitter;
  64093. emitterWM = BABYLON.Matrix.Translation(emitterPosition.x, emitterPosition.y, emitterPosition.z);
  64094. }
  64095. this._updateEffect.setMatrix("emitterWM", emitterWM);
  64096. // Bind source VAO
  64097. this._engine.bindVertexArrayObject(this._updateVAO[this._targetIndex], null);
  64098. // Update
  64099. this._engine.bindTransformFeedbackBuffer(this._targetBuffer.getBuffer());
  64100. this._engine.setRasterizerState(false);
  64101. this._engine.beginTransformFeedback(true);
  64102. this._engine.drawArraysType(BABYLON.Material.PointListDrawMode, 0, this._currentActiveCount);
  64103. this._engine.endTransformFeedback();
  64104. this._engine.setRasterizerState(true);
  64105. this._engine.bindTransformFeedbackBuffer(null);
  64106. if (!preWarm) {
  64107. // Enable render effect
  64108. this._engine.enableEffect(this._renderEffect);
  64109. var viewMatrix = this._scene.getViewMatrix();
  64110. this._renderEffect.setMatrix("view", viewMatrix);
  64111. this._renderEffect.setMatrix("projection", this._scene.getProjectionMatrix());
  64112. this._renderEffect.setTexture("textureSampler", this.particleTexture);
  64113. this._renderEffect.setVector2("translationPivot", this.translationPivot);
  64114. if (this._colorGradientsTexture) {
  64115. this._renderEffect.setTexture("colorGradientSampler", this._colorGradientsTexture);
  64116. }
  64117. else {
  64118. this._renderEffect.setDirectColor4("colorDead", this.colorDead);
  64119. }
  64120. if (this._isAnimationSheetEnabled && this.particleTexture) {
  64121. var baseSize = this.particleTexture.getBaseSize();
  64122. this._renderEffect.setFloat3("sheetInfos", this.spriteCellWidth / baseSize.width, this.spriteCellHeight / baseSize.height, baseSize.width / this.spriteCellWidth);
  64123. }
  64124. if (this._isBillboardBased) {
  64125. var camera = this._scene.activeCamera;
  64126. this._renderEffect.setVector3("eyePosition", camera.globalPosition);
  64127. }
  64128. if (this._scene.clipPlane || this._scene.clipPlane2 || this._scene.clipPlane3 || this._scene.clipPlane4) {
  64129. var invView = viewMatrix.clone();
  64130. invView.invert();
  64131. this._renderEffect.setMatrix("invView", invView);
  64132. BABYLON.MaterialHelper.BindClipPlane(this._renderEffect, this._scene);
  64133. }
  64134. // image processing
  64135. if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {
  64136. this._imageProcessingConfiguration.bind(this._renderEffect);
  64137. }
  64138. // Draw order
  64139. switch (this.blendMode) {
  64140. case BABYLON.ParticleSystem.BLENDMODE_ADD:
  64141. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_ADD);
  64142. break;
  64143. case BABYLON.ParticleSystem.BLENDMODE_ONEONE:
  64144. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_ONEONE);
  64145. break;
  64146. case BABYLON.ParticleSystem.BLENDMODE_STANDARD:
  64147. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  64148. break;
  64149. case BABYLON.ParticleSystem.BLENDMODE_MULTIPLY:
  64150. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_MULTIPLY);
  64151. break;
  64152. }
  64153. if (this.forceDepthWrite) {
  64154. this._engine.setDepthWrite(true);
  64155. }
  64156. // Bind source VAO
  64157. this._engine.bindVertexArrayObject(this._renderVAO[this._targetIndex], null);
  64158. // Render
  64159. this._engine.drawArraysType(BABYLON.Material.TriangleFanDrawMode, 0, 4, this._currentActiveCount);
  64160. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  64161. }
  64162. // Switch VAOs
  64163. this._targetIndex++;
  64164. if (this._targetIndex === 2) {
  64165. this._targetIndex = 0;
  64166. }
  64167. // Switch buffers
  64168. var tmpBuffer = this._sourceBuffer;
  64169. this._sourceBuffer = this._targetBuffer;
  64170. this._targetBuffer = tmpBuffer;
  64171. return this._currentActiveCount;
  64172. };
  64173. /**
  64174. * Rebuilds the particle system
  64175. */
  64176. GPUParticleSystem.prototype.rebuild = function () {
  64177. this._initialize(true);
  64178. };
  64179. GPUParticleSystem.prototype._releaseBuffers = function () {
  64180. if (this._buffer0) {
  64181. this._buffer0.dispose();
  64182. this._buffer0 = null;
  64183. }
  64184. if (this._buffer1) {
  64185. this._buffer1.dispose();
  64186. this._buffer1 = null;
  64187. }
  64188. if (this._spriteBuffer) {
  64189. this._spriteBuffer.dispose();
  64190. this._spriteBuffer = null;
  64191. }
  64192. };
  64193. GPUParticleSystem.prototype._releaseVAOs = function () {
  64194. if (!this._updateVAO) {
  64195. return;
  64196. }
  64197. for (var index = 0; index < this._updateVAO.length; index++) {
  64198. this._engine.releaseVertexArrayObject(this._updateVAO[index]);
  64199. }
  64200. this._updateVAO = [];
  64201. for (var index = 0; index < this._renderVAO.length; index++) {
  64202. this._engine.releaseVertexArrayObject(this._renderVAO[index]);
  64203. }
  64204. this._renderVAO = [];
  64205. };
  64206. /**
  64207. * Disposes the particle system and free the associated resources
  64208. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  64209. */
  64210. GPUParticleSystem.prototype.dispose = function (disposeTexture) {
  64211. if (disposeTexture === void 0) { disposeTexture = true; }
  64212. var index = this._scene.particleSystems.indexOf(this);
  64213. if (index > -1) {
  64214. this._scene.particleSystems.splice(index, 1);
  64215. }
  64216. this._releaseBuffers();
  64217. this._releaseVAOs();
  64218. if (this._colorGradientsTexture) {
  64219. this._colorGradientsTexture.dispose();
  64220. this._colorGradientsTexture = null;
  64221. }
  64222. if (this._sizeGradientsTexture) {
  64223. this._sizeGradientsTexture.dispose();
  64224. this._sizeGradientsTexture = null;
  64225. }
  64226. if (this._angularSpeedGradientsTexture) {
  64227. this._angularSpeedGradientsTexture.dispose();
  64228. this._angularSpeedGradientsTexture = null;
  64229. }
  64230. if (this._velocityGradientsTexture) {
  64231. this._velocityGradientsTexture.dispose();
  64232. this._velocityGradientsTexture = null;
  64233. }
  64234. if (this._limitVelocityGradientsTexture) {
  64235. this._limitVelocityGradientsTexture.dispose();
  64236. this._limitVelocityGradientsTexture = null;
  64237. }
  64238. if (this._dragGradientsTexture) {
  64239. this._dragGradientsTexture.dispose();
  64240. this._dragGradientsTexture = null;
  64241. }
  64242. if (this._randomTexture) {
  64243. this._randomTexture.dispose();
  64244. this._randomTexture = null;
  64245. }
  64246. if (this._randomTexture2) {
  64247. this._randomTexture2.dispose();
  64248. this._randomTexture2 = null;
  64249. }
  64250. if (disposeTexture && this.particleTexture) {
  64251. this.particleTexture.dispose();
  64252. this.particleTexture = null;
  64253. }
  64254. if (disposeTexture && this.noiseTexture) {
  64255. this.noiseTexture.dispose();
  64256. this.noiseTexture = null;
  64257. }
  64258. // Callback
  64259. this.onDisposeObservable.notifyObservers(this);
  64260. this.onDisposeObservable.clear();
  64261. };
  64262. /**
  64263. * Clones the particle system.
  64264. * @param name The name of the cloned object
  64265. * @param newEmitter The new emitter to use
  64266. * @returns the cloned particle system
  64267. */
  64268. GPUParticleSystem.prototype.clone = function (name, newEmitter) {
  64269. var result = new GPUParticleSystem(name, { capacity: this._capacity, randomTextureSize: this._randomTextureSize }, this._scene);
  64270. BABYLON.Tools.DeepCopy(this, result);
  64271. if (newEmitter === undefined) {
  64272. newEmitter = this.emitter;
  64273. }
  64274. result.emitter = newEmitter;
  64275. if (this.particleTexture) {
  64276. result.particleTexture = new BABYLON.Texture(this.particleTexture.url, this._scene);
  64277. }
  64278. return result;
  64279. };
  64280. /**
  64281. * Serializes the particle system to a JSON object.
  64282. * @returns the JSON object
  64283. */
  64284. GPUParticleSystem.prototype.serialize = function () {
  64285. var serializationObject = {};
  64286. BABYLON.ParticleSystem._Serialize(serializationObject, this);
  64287. serializationObject.activeParticleCount = this.activeParticleCount;
  64288. return serializationObject;
  64289. };
  64290. /**
  64291. * Parses a JSON object to create a GPU particle system.
  64292. * @param parsedParticleSystem The JSON object to parse
  64293. * @param scene The scene to create the particle system in
  64294. * @param rootUrl The root url to use to load external dependencies like texture
  64295. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  64296. * @returns the parsed GPU particle system
  64297. */
  64298. GPUParticleSystem.Parse = function (parsedParticleSystem, scene, rootUrl, doNotStart) {
  64299. if (doNotStart === void 0) { doNotStart = false; }
  64300. var name = parsedParticleSystem.name;
  64301. var particleSystem = new GPUParticleSystem(name, { capacity: parsedParticleSystem.capacity, randomTextureSize: parsedParticleSystem.randomTextureSize }, scene);
  64302. if (parsedParticleSystem.activeParticleCount) {
  64303. particleSystem.activeParticleCount = parsedParticleSystem.activeParticleCount;
  64304. }
  64305. BABYLON.ParticleSystem._Parse(parsedParticleSystem, particleSystem, scene, rootUrl);
  64306. // Auto start
  64307. if (parsedParticleSystem.preventAutoStart) {
  64308. particleSystem.preventAutoStart = parsedParticleSystem.preventAutoStart;
  64309. }
  64310. if (!doNotStart && !particleSystem.preventAutoStart) {
  64311. particleSystem.start();
  64312. }
  64313. return particleSystem;
  64314. };
  64315. return GPUParticleSystem;
  64316. }(BABYLON.BaseParticleSystem));
  64317. BABYLON.GPUParticleSystem = GPUParticleSystem;
  64318. })(BABYLON || (BABYLON = {}));
  64319. //# sourceMappingURL=babylon.gpuParticleSystem.js.map
  64320. var BABYLON;
  64321. (function (BABYLON) {
  64322. /**
  64323. * Represents one particle of a solid particle system.
  64324. */
  64325. var SolidParticle = /** @class */ (function () {
  64326. /**
  64327. * Creates a Solid Particle object.
  64328. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  64329. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  64330. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  64331. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  64332. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  64333. * @param shapeId (integer) is the model shape identifier in the SPS.
  64334. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  64335. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  64336. */
  64337. function SolidParticle(particleIndex, positionIndex, indiceIndex, model, shapeId, idxInShape, sps, modelBoundingInfo) {
  64338. if (modelBoundingInfo === void 0) { modelBoundingInfo = null; }
  64339. /**
  64340. * particle global index
  64341. */
  64342. this.idx = 0;
  64343. /**
  64344. * The color of the particle
  64345. */
  64346. this.color = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  64347. /**
  64348. * The world space position of the particle.
  64349. */
  64350. this.position = BABYLON.Vector3.Zero();
  64351. /**
  64352. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  64353. */
  64354. this.rotation = BABYLON.Vector3.Zero();
  64355. /**
  64356. * The scaling of the particle.
  64357. */
  64358. this.scaling = BABYLON.Vector3.One();
  64359. /**
  64360. * The uvs of the particle.
  64361. */
  64362. this.uvs = new BABYLON.Vector4(0.0, 0.0, 1.0, 1.0);
  64363. /**
  64364. * The current speed of the particle.
  64365. */
  64366. this.velocity = BABYLON.Vector3.Zero();
  64367. /**
  64368. * The pivot point in the particle local space.
  64369. */
  64370. this.pivot = BABYLON.Vector3.Zero();
  64371. /**
  64372. * Must the particle be translated from its pivot point in its local space ?
  64373. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  64374. * Default : false
  64375. */
  64376. this.translateFromPivot = false;
  64377. /**
  64378. * Is the particle active or not ?
  64379. */
  64380. this.alive = true;
  64381. /**
  64382. * Is the particle visible or not ?
  64383. */
  64384. this.isVisible = true;
  64385. /**
  64386. * Index of this particle in the global "positions" array (Internal use)
  64387. * @hidden
  64388. */
  64389. this._pos = 0;
  64390. /**
  64391. * @hidden Index of this particle in the global "indices" array (Internal use)
  64392. */
  64393. this._ind = 0;
  64394. /**
  64395. * ModelShape id of this particle
  64396. */
  64397. this.shapeId = 0;
  64398. /**
  64399. * Index of the particle in its shape id (Internal use)
  64400. */
  64401. this.idxInShape = 0;
  64402. /**
  64403. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  64404. */
  64405. this._stillInvisible = false;
  64406. /**
  64407. * @hidden Last computed particle rotation matrix
  64408. */
  64409. this._rotationMatrix = [1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0];
  64410. /**
  64411. * Parent particle Id, if any.
  64412. * Default null.
  64413. */
  64414. this.parentId = null;
  64415. /**
  64416. * @hidden Internal global position in the SPS.
  64417. */
  64418. this._globalPosition = BABYLON.Vector3.Zero();
  64419. this.idx = particleIndex;
  64420. this._pos = positionIndex;
  64421. this._ind = indiceIndex;
  64422. this._model = model;
  64423. this.shapeId = shapeId;
  64424. this.idxInShape = idxInShape;
  64425. this._sps = sps;
  64426. if (modelBoundingInfo) {
  64427. this._modelBoundingInfo = modelBoundingInfo;
  64428. this._boundingInfo = new BABYLON.BoundingInfo(modelBoundingInfo.minimum, modelBoundingInfo.maximum);
  64429. }
  64430. }
  64431. Object.defineProperty(SolidParticle.prototype, "scale", {
  64432. /**
  64433. * Legacy support, changed scale to scaling
  64434. */
  64435. get: function () {
  64436. return this.scaling;
  64437. },
  64438. /**
  64439. * Legacy support, changed scale to scaling
  64440. */
  64441. set: function (scale) {
  64442. this.scaling = scale;
  64443. },
  64444. enumerable: true,
  64445. configurable: true
  64446. });
  64447. Object.defineProperty(SolidParticle.prototype, "quaternion", {
  64448. /**
  64449. * Legacy support, changed quaternion to rotationQuaternion
  64450. */
  64451. get: function () {
  64452. return this.rotationQuaternion;
  64453. },
  64454. /**
  64455. * Legacy support, changed quaternion to rotationQuaternion
  64456. */
  64457. set: function (q) {
  64458. this.rotationQuaternion = q;
  64459. },
  64460. enumerable: true,
  64461. configurable: true
  64462. });
  64463. /**
  64464. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  64465. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  64466. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  64467. * @returns true if it intersects
  64468. */
  64469. SolidParticle.prototype.intersectsMesh = function (target) {
  64470. if (!this._boundingInfo || !target._boundingInfo) {
  64471. return false;
  64472. }
  64473. if (this._sps._bSphereOnly) {
  64474. return BABYLON.BoundingSphere.Intersects(this._boundingInfo.boundingSphere, target._boundingInfo.boundingSphere);
  64475. }
  64476. return this._boundingInfo.intersects(target._boundingInfo, false);
  64477. };
  64478. return SolidParticle;
  64479. }());
  64480. BABYLON.SolidParticle = SolidParticle;
  64481. /**
  64482. * Represents the shape of the model used by one particle of a solid particle system.
  64483. * SPS internal tool, don't use it manually.
  64484. */
  64485. var ModelShape = /** @class */ (function () {
  64486. /**
  64487. * 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.
  64488. * SPS internal tool, don't use it manually.
  64489. * @hidden
  64490. */
  64491. function ModelShape(id, shape, indicesLength, shapeUV, posFunction, vtxFunction) {
  64492. /**
  64493. * length of the shape in the model indices array (internal use)
  64494. * @hidden
  64495. */
  64496. this._indicesLength = 0;
  64497. this.shapeID = id;
  64498. this._shape = shape;
  64499. this._indicesLength = indicesLength;
  64500. this._shapeUV = shapeUV;
  64501. this._positionFunction = posFunction;
  64502. this._vertexFunction = vtxFunction;
  64503. }
  64504. return ModelShape;
  64505. }());
  64506. BABYLON.ModelShape = ModelShape;
  64507. /**
  64508. * Represents a Depth Sorted Particle in the solid particle system.
  64509. */
  64510. var DepthSortedParticle = /** @class */ (function () {
  64511. function DepthSortedParticle() {
  64512. /**
  64513. * Index of the particle in the "indices" array
  64514. */
  64515. this.ind = 0;
  64516. /**
  64517. * Length of the particle shape in the "indices" array
  64518. */
  64519. this.indicesLength = 0;
  64520. /**
  64521. * Squared distance from the particle to the camera
  64522. */
  64523. this.sqDistance = 0.0;
  64524. }
  64525. return DepthSortedParticle;
  64526. }());
  64527. BABYLON.DepthSortedParticle = DepthSortedParticle;
  64528. })(BABYLON || (BABYLON = {}));
  64529. //# sourceMappingURL=babylon.solidParticle.js.map
  64530. var BABYLON;
  64531. (function (BABYLON) {
  64532. /**
  64533. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  64534. *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.
  64535. * The SPS is also a particle system. It provides some methods to manage the particles.
  64536. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  64537. *
  64538. * Full documentation here : http://doc.babylonjs.com/overviews/Solid_Particle_System
  64539. */
  64540. var SolidParticleSystem = /** @class */ (function () {
  64541. /**
  64542. * Creates a SPS (Solid Particle System) object.
  64543. * @param name (String) is the SPS name, this will be the underlying mesh name.
  64544. * @param scene (Scene) is the scene in which the SPS is added.
  64545. * @param updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  64546. * @param isPickable (optional boolean, default false) : if the solid particles must be pickable.
  64547. * @param enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  64548. * @param particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  64549. * @param boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  64550. * @param bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  64551. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  64552. */
  64553. function SolidParticleSystem(name, scene, options) {
  64554. /**
  64555. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  64556. * Example : var p = SPS.particles[i];
  64557. */
  64558. this.particles = new Array();
  64559. /**
  64560. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  64561. */
  64562. this.nbParticles = 0;
  64563. /**
  64564. * If the particles must ever face the camera (default false). Useful for planar particles.
  64565. */
  64566. this.billboard = false;
  64567. /**
  64568. * Recompute normals when adding a shape
  64569. */
  64570. this.recomputeNormals = true;
  64571. /**
  64572. * This a counter ofr your own usage. It's not set by any SPS functions.
  64573. */
  64574. this.counter = 0;
  64575. /**
  64576. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  64577. * Please read : http://doc.babylonjs.com/overviews/Solid_Particle_System#garbage-collector-concerns
  64578. */
  64579. this.vars = {};
  64580. /**
  64581. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  64582. * @hidden
  64583. */
  64584. this._bSphereOnly = false;
  64585. /**
  64586. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  64587. * @hidden
  64588. */
  64589. this._bSphereRadiusFactor = 1.0;
  64590. this._positions = new Array();
  64591. this._indices = new Array();
  64592. this._normals = new Array();
  64593. this._colors = new Array();
  64594. this._uvs = new Array();
  64595. this._index = 0; // indices index
  64596. this._updatable = true;
  64597. this._pickable = false;
  64598. this._isVisibilityBoxLocked = false;
  64599. this._alwaysVisible = false;
  64600. this._depthSort = false;
  64601. this._shapeCounter = 0;
  64602. this._copy = new BABYLON.SolidParticle(0, 0, 0, null, 0, 0, this);
  64603. this._color = new BABYLON.Color4(0, 0, 0, 0);
  64604. this._computeParticleColor = true;
  64605. this._computeParticleTexture = true;
  64606. this._computeParticleRotation = true;
  64607. this._computeParticleVertex = false;
  64608. this._computeBoundingBox = false;
  64609. this._depthSortParticles = true;
  64610. this._cam_axisZ = BABYLON.Vector3.Zero();
  64611. this._cam_axisY = BABYLON.Vector3.Zero();
  64612. this._cam_axisX = BABYLON.Vector3.Zero();
  64613. this._axisZ = BABYLON.Axis.Z;
  64614. this._camDir = BABYLON.Vector3.Zero();
  64615. this._camInvertedPosition = BABYLON.Vector3.Zero();
  64616. this._rotMatrix = new BABYLON.Matrix();
  64617. this._invertMatrix = new BABYLON.Matrix();
  64618. this._rotated = BABYLON.Vector3.Zero();
  64619. this._quaternion = new BABYLON.Quaternion();
  64620. this._vertex = BABYLON.Vector3.Zero();
  64621. this._normal = BABYLON.Vector3.Zero();
  64622. this._yaw = 0.0;
  64623. this._pitch = 0.0;
  64624. this._roll = 0.0;
  64625. this._halfroll = 0.0;
  64626. this._halfpitch = 0.0;
  64627. this._halfyaw = 0.0;
  64628. this._sinRoll = 0.0;
  64629. this._cosRoll = 0.0;
  64630. this._sinPitch = 0.0;
  64631. this._cosPitch = 0.0;
  64632. this._sinYaw = 0.0;
  64633. this._cosYaw = 0.0;
  64634. this._mustUnrotateFixedNormals = false;
  64635. this._minimum = BABYLON.Vector3.Zero();
  64636. this._maximum = BABYLON.Vector3.Zero();
  64637. this._minBbox = BABYLON.Vector3.Zero();
  64638. this._maxBbox = BABYLON.Vector3.Zero();
  64639. this._particlesIntersect = false;
  64640. this._depthSortFunction = function (p1, p2) {
  64641. return (p2.sqDistance - p1.sqDistance);
  64642. };
  64643. this._needs32Bits = false;
  64644. this._pivotBackTranslation = BABYLON.Vector3.Zero();
  64645. this._scaledPivot = BABYLON.Vector3.Zero();
  64646. this._particleHasParent = false;
  64647. this.name = name;
  64648. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  64649. this._camera = scene.activeCamera;
  64650. this._pickable = options ? options.isPickable : false;
  64651. this._depthSort = options ? options.enableDepthSort : false;
  64652. this._particlesIntersect = options ? options.particleIntersection : false;
  64653. this._bSphereOnly = options ? options.boundingSphereOnly : false;
  64654. this._bSphereRadiusFactor = (options && options.bSphereRadiusFactor) ? options.bSphereRadiusFactor : 1.0;
  64655. if (options && options.updatable !== undefined) {
  64656. this._updatable = options.updatable;
  64657. }
  64658. else {
  64659. this._updatable = true;
  64660. }
  64661. if (this._pickable) {
  64662. this.pickedParticles = [];
  64663. }
  64664. if (this._depthSort) {
  64665. this.depthSortedParticles = [];
  64666. }
  64667. }
  64668. /**
  64669. * Builds the SPS underlying mesh. Returns a standard Mesh.
  64670. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  64671. * @returns the created mesh
  64672. */
  64673. SolidParticleSystem.prototype.buildMesh = function () {
  64674. if (this.nbParticles === 0) {
  64675. var triangle = BABYLON.MeshBuilder.CreateDisc("", { radius: 1, tessellation: 3 }, this._scene);
  64676. this.addShape(triangle, 1);
  64677. triangle.dispose();
  64678. }
  64679. this._indices32 = (this._needs32Bits) ? new Uint32Array(this._indices) : new Uint16Array(this._indices);
  64680. this._positions32 = new Float32Array(this._positions);
  64681. this._uvs32 = new Float32Array(this._uvs);
  64682. this._colors32 = new Float32Array(this._colors);
  64683. if (this.recomputeNormals) {
  64684. BABYLON.VertexData.ComputeNormals(this._positions32, this._indices32, this._normals);
  64685. }
  64686. this._normals32 = new Float32Array(this._normals);
  64687. this._fixedNormal32 = new Float32Array(this._normals);
  64688. if (this._mustUnrotateFixedNormals) { // the particles could be created already rotated in the mesh with a positionFunction
  64689. this._unrotateFixedNormals();
  64690. }
  64691. var vertexData = new BABYLON.VertexData();
  64692. vertexData.indices = (this._depthSort) ? this._indices : this._indices32;
  64693. vertexData.set(this._positions32, BABYLON.VertexBuffer.PositionKind);
  64694. vertexData.set(this._normals32, BABYLON.VertexBuffer.NormalKind);
  64695. if (this._uvs32.length > 0) {
  64696. vertexData.set(this._uvs32, BABYLON.VertexBuffer.UVKind);
  64697. }
  64698. if (this._colors32.length > 0) {
  64699. vertexData.set(this._colors32, BABYLON.VertexBuffer.ColorKind);
  64700. }
  64701. var mesh = new BABYLON.Mesh(this.name, this._scene);
  64702. vertexData.applyToMesh(mesh, this._updatable);
  64703. this.mesh = mesh;
  64704. this.mesh.isPickable = this._pickable;
  64705. // free memory
  64706. if (!this._depthSort) {
  64707. this._indices = null;
  64708. }
  64709. this._positions = null;
  64710. this._normals = null;
  64711. this._uvs = null;
  64712. this._colors = null;
  64713. if (!this._updatable) {
  64714. this.particles.length = 0;
  64715. }
  64716. return mesh;
  64717. };
  64718. /**
  64719. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  64720. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  64721. * Thus the particles generated from `digest()` have their property `position` set yet.
  64722. * @param mesh ( Mesh ) is the mesh to be digested
  64723. * @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
  64724. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  64725. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  64726. * @returns the current SPS
  64727. */
  64728. SolidParticleSystem.prototype.digest = function (mesh, options) {
  64729. var size = (options && options.facetNb) || 1;
  64730. var number = (options && options.number) || 0;
  64731. var delta = (options && options.delta) || 0;
  64732. var meshPos = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  64733. var meshInd = mesh.getIndices();
  64734. var meshUV = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  64735. var meshCol = mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  64736. var meshNor = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  64737. var f = 0; // facet counter
  64738. var totalFacets = meshInd.length / 3; // a facet is a triangle, so 3 indices
  64739. // compute size from number
  64740. if (number) {
  64741. number = (number > totalFacets) ? totalFacets : number;
  64742. size = Math.round(totalFacets / number);
  64743. delta = 0;
  64744. }
  64745. else {
  64746. size = (size > totalFacets) ? totalFacets : size;
  64747. }
  64748. var facetPos = []; // submesh positions
  64749. var facetInd = []; // submesh indices
  64750. var facetUV = []; // submesh UV
  64751. var facetCol = []; // submesh colors
  64752. var barycenter = BABYLON.Vector3.Zero();
  64753. var sizeO = size;
  64754. while (f < totalFacets) {
  64755. size = sizeO + Math.floor((1 + delta) * Math.random());
  64756. if (f > totalFacets - size) {
  64757. size = totalFacets - f;
  64758. }
  64759. // reset temp arrays
  64760. facetPos.length = 0;
  64761. facetInd.length = 0;
  64762. facetUV.length = 0;
  64763. facetCol.length = 0;
  64764. // iterate over "size" facets
  64765. var fi = 0;
  64766. for (var j = f * 3; j < (f + size) * 3; j++) {
  64767. facetInd.push(fi);
  64768. var i = meshInd[j];
  64769. facetPos.push(meshPos[i * 3], meshPos[i * 3 + 1], meshPos[i * 3 + 2]);
  64770. if (meshUV) {
  64771. facetUV.push(meshUV[i * 2], meshUV[i * 2 + 1]);
  64772. }
  64773. if (meshCol) {
  64774. facetCol.push(meshCol[i * 4], meshCol[i * 4 + 1], meshCol[i * 4 + 2], meshCol[i * 4 + 3]);
  64775. }
  64776. fi++;
  64777. }
  64778. // create a model shape for each single particle
  64779. var idx = this.nbParticles;
  64780. var shape = this._posToShape(facetPos);
  64781. var shapeUV = this._uvsToShapeUV(facetUV);
  64782. // compute the barycenter of the shape
  64783. var v;
  64784. for (v = 0; v < shape.length; v++) {
  64785. barycenter.addInPlace(shape[v]);
  64786. }
  64787. barycenter.scaleInPlace(1 / shape.length);
  64788. // shift the shape from its barycenter to the origin
  64789. for (v = 0; v < shape.length; v++) {
  64790. shape[v].subtractInPlace(barycenter);
  64791. }
  64792. var bInfo;
  64793. if (this._particlesIntersect) {
  64794. bInfo = new BABYLON.BoundingInfo(barycenter, barycenter);
  64795. }
  64796. var modelShape = new BABYLON.ModelShape(this._shapeCounter, shape, size * 3, shapeUV, null, null);
  64797. // add the particle in the SPS
  64798. var currentPos = this._positions.length;
  64799. var currentInd = this._indices.length;
  64800. this._meshBuilder(this._index, shape, this._positions, facetInd, this._indices, facetUV, this._uvs, facetCol, this._colors, meshNor, this._normals, idx, 0, null);
  64801. this._addParticle(idx, currentPos, currentInd, modelShape, this._shapeCounter, 0, bInfo);
  64802. // initialize the particle position
  64803. this.particles[this.nbParticles].position.addInPlace(barycenter);
  64804. this._index += shape.length;
  64805. idx++;
  64806. this.nbParticles++;
  64807. this._shapeCounter++;
  64808. f += size;
  64809. }
  64810. return this;
  64811. };
  64812. // unrotate the fixed normals in case the mesh was built with pre-rotated particles, ex : use of positionFunction in addShape()
  64813. SolidParticleSystem.prototype._unrotateFixedNormals = function () {
  64814. var index = 0;
  64815. var idx = 0;
  64816. for (var p = 0; p < this.particles.length; p++) {
  64817. this._particle = this.particles[p];
  64818. this._shape = this._particle._model._shape;
  64819. if (this._particle.rotationQuaternion) {
  64820. this._quaternion.copyFrom(this._particle.rotationQuaternion);
  64821. }
  64822. else {
  64823. this._yaw = this._particle.rotation.y;
  64824. this._pitch = this._particle.rotation.x;
  64825. this._roll = this._particle.rotation.z;
  64826. this._quaternionRotationYPR();
  64827. }
  64828. this._quaternionToRotationMatrix();
  64829. this._rotMatrix.invertToRef(this._invertMatrix);
  64830. for (var pt = 0; pt < this._shape.length; pt++) {
  64831. idx = index + pt * 3;
  64832. BABYLON.Vector3.TransformNormalFromFloatsToRef(this._normals32[idx], this._normals32[idx + 1], this._normals32[idx + 2], this._invertMatrix, this._normal);
  64833. this._fixedNormal32[idx] = this._normal.x;
  64834. this._fixedNormal32[idx + 1] = this._normal.y;
  64835. this._fixedNormal32[idx + 2] = this._normal.z;
  64836. }
  64837. index = idx + 3;
  64838. }
  64839. };
  64840. //reset copy
  64841. SolidParticleSystem.prototype._resetCopy = function () {
  64842. this._copy.position.x = 0;
  64843. this._copy.position.y = 0;
  64844. this._copy.position.z = 0;
  64845. this._copy.rotation.x = 0;
  64846. this._copy.rotation.y = 0;
  64847. this._copy.rotation.z = 0;
  64848. this._copy.rotationQuaternion = null;
  64849. this._copy.scaling.x = 1.0;
  64850. this._copy.scaling.y = 1.0;
  64851. this._copy.scaling.z = 1.0;
  64852. this._copy.uvs.x = 0;
  64853. this._copy.uvs.y = 0;
  64854. this._copy.uvs.z = 1.0;
  64855. this._copy.uvs.w = 1.0;
  64856. this._copy.color = null;
  64857. this._copy.translateFromPivot = false;
  64858. };
  64859. // _meshBuilder : inserts the shape model in the global SPS mesh
  64860. SolidParticleSystem.prototype._meshBuilder = function (p, shape, positions, meshInd, indices, meshUV, uvs, meshCol, colors, meshNor, normals, idx, idxInShape, options) {
  64861. var i;
  64862. var u = 0;
  64863. var c = 0;
  64864. var n = 0;
  64865. this._resetCopy();
  64866. if (options && options.positionFunction) { // call to custom positionFunction
  64867. options.positionFunction(this._copy, idx, idxInShape);
  64868. this._mustUnrotateFixedNormals = true;
  64869. }
  64870. if (this._copy.rotationQuaternion) {
  64871. this._quaternion.copyFrom(this._copy.rotationQuaternion);
  64872. }
  64873. else {
  64874. this._yaw = this._copy.rotation.y;
  64875. this._pitch = this._copy.rotation.x;
  64876. this._roll = this._copy.rotation.z;
  64877. this._quaternionRotationYPR();
  64878. }
  64879. this._quaternionToRotationMatrix();
  64880. this._scaledPivot.x = this._copy.pivot.x * this._copy.scaling.x;
  64881. this._scaledPivot.y = this._copy.pivot.y * this._copy.scaling.y;
  64882. this._scaledPivot.z = this._copy.pivot.z * this._copy.scaling.z;
  64883. if (this._copy.translateFromPivot) {
  64884. this._pivotBackTranslation.copyFromFloats(0.0, 0.0, 0.0);
  64885. }
  64886. else {
  64887. this._pivotBackTranslation.copyFrom(this._scaledPivot);
  64888. }
  64889. for (i = 0; i < shape.length; i++) {
  64890. this._vertex.x = shape[i].x;
  64891. this._vertex.y = shape[i].y;
  64892. this._vertex.z = shape[i].z;
  64893. if (options && options.vertexFunction) {
  64894. options.vertexFunction(this._copy, this._vertex, i);
  64895. }
  64896. this._vertex.x *= this._copy.scaling.x;
  64897. this._vertex.y *= this._copy.scaling.y;
  64898. this._vertex.z *= this._copy.scaling.z;
  64899. this._vertex.x -= this._scaledPivot.x;
  64900. this._vertex.y -= this._scaledPivot.y;
  64901. this._vertex.z -= this._scaledPivot.z;
  64902. BABYLON.Vector3.TransformCoordinatesToRef(this._vertex, this._rotMatrix, this._rotated);
  64903. this._rotated.addInPlace(this._pivotBackTranslation);
  64904. positions.push(this._copy.position.x + this._rotated.x, this._copy.position.y + this._rotated.y, this._copy.position.z + this._rotated.z);
  64905. if (meshUV) {
  64906. uvs.push((this._copy.uvs.z - this._copy.uvs.x) * meshUV[u] + this._copy.uvs.x, (this._copy.uvs.w - this._copy.uvs.y) * meshUV[u + 1] + this._copy.uvs.y);
  64907. u += 2;
  64908. }
  64909. if (this._copy.color) {
  64910. this._color = this._copy.color;
  64911. }
  64912. else if (meshCol && meshCol[c] !== undefined) {
  64913. this._color.r = meshCol[c];
  64914. this._color.g = meshCol[c + 1];
  64915. this._color.b = meshCol[c + 2];
  64916. this._color.a = meshCol[c + 3];
  64917. }
  64918. else {
  64919. this._color.r = 1.0;
  64920. this._color.g = 1.0;
  64921. this._color.b = 1.0;
  64922. this._color.a = 1.0;
  64923. }
  64924. colors.push(this._color.r, this._color.g, this._color.b, this._color.a);
  64925. c += 4;
  64926. if (!this.recomputeNormals && meshNor) {
  64927. this._normal.x = meshNor[n];
  64928. this._normal.y = meshNor[n + 1];
  64929. this._normal.z = meshNor[n + 2];
  64930. BABYLON.Vector3.TransformNormalToRef(this._normal, this._rotMatrix, this._normal);
  64931. normals.push(this._normal.x, this._normal.y, this._normal.z);
  64932. n += 3;
  64933. }
  64934. }
  64935. for (i = 0; i < meshInd.length; i++) {
  64936. var current_ind = p + meshInd[i];
  64937. indices.push(current_ind);
  64938. if (current_ind > 65535) {
  64939. this._needs32Bits = true;
  64940. }
  64941. }
  64942. if (this._pickable) {
  64943. var nbfaces = meshInd.length / 3;
  64944. for (i = 0; i < nbfaces; i++) {
  64945. this.pickedParticles.push({ idx: idx, faceId: i });
  64946. }
  64947. }
  64948. if (this._depthSort) {
  64949. this.depthSortedParticles.push(new BABYLON.DepthSortedParticle());
  64950. }
  64951. return this._copy;
  64952. };
  64953. // returns a shape array from positions array
  64954. SolidParticleSystem.prototype._posToShape = function (positions) {
  64955. var shape = [];
  64956. for (var i = 0; i < positions.length; i += 3) {
  64957. shape.push(new BABYLON.Vector3(positions[i], positions[i + 1], positions[i + 2]));
  64958. }
  64959. return shape;
  64960. };
  64961. // returns a shapeUV array from a Vector4 uvs
  64962. SolidParticleSystem.prototype._uvsToShapeUV = function (uvs) {
  64963. var shapeUV = [];
  64964. if (uvs) {
  64965. for (var i = 0; i < uvs.length; i++)
  64966. shapeUV.push(uvs[i]);
  64967. }
  64968. return shapeUV;
  64969. };
  64970. // adds a new particle object in the particles array
  64971. SolidParticleSystem.prototype._addParticle = function (idx, idxpos, idxind, model, shapeId, idxInShape, bInfo) {
  64972. if (bInfo === void 0) { bInfo = null; }
  64973. var sp = new BABYLON.SolidParticle(idx, idxpos, idxind, model, shapeId, idxInShape, this, bInfo);
  64974. this.particles.push(sp);
  64975. return sp;
  64976. };
  64977. /**
  64978. * Adds some particles to the SPS from the model shape. Returns the shape id.
  64979. * Please read the doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#create-an-immutable-sps
  64980. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  64981. * @param nb (positive integer) the number of particles to be created from this model
  64982. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  64983. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  64984. * @returns the number of shapes in the system
  64985. */
  64986. SolidParticleSystem.prototype.addShape = function (mesh, nb, options) {
  64987. var meshPos = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  64988. var meshInd = mesh.getIndices();
  64989. var meshUV = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  64990. var meshCol = mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  64991. var meshNor = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  64992. var bbInfo;
  64993. if (this._particlesIntersect) {
  64994. bbInfo = mesh.getBoundingInfo();
  64995. }
  64996. var shape = this._posToShape(meshPos);
  64997. var shapeUV = this._uvsToShapeUV(meshUV);
  64998. var posfunc = options ? options.positionFunction : null;
  64999. var vtxfunc = options ? options.vertexFunction : null;
  65000. var modelShape = new BABYLON.ModelShape(this._shapeCounter, shape, meshInd.length, shapeUV, posfunc, vtxfunc);
  65001. // particles
  65002. var sp;
  65003. var currentCopy;
  65004. var idx = this.nbParticles;
  65005. for (var i = 0; i < nb; i++) {
  65006. var currentPos = this._positions.length;
  65007. var currentInd = this._indices.length;
  65008. currentCopy = this._meshBuilder(this._index, shape, this._positions, meshInd, this._indices, meshUV, this._uvs, meshCol, this._colors, meshNor, this._normals, idx, i, options);
  65009. if (this._updatable) {
  65010. sp = this._addParticle(idx, currentPos, currentInd, modelShape, this._shapeCounter, i, bbInfo);
  65011. sp.position.copyFrom(currentCopy.position);
  65012. sp.rotation.copyFrom(currentCopy.rotation);
  65013. if (currentCopy.rotationQuaternion && sp.rotationQuaternion) {
  65014. sp.rotationQuaternion.copyFrom(currentCopy.rotationQuaternion);
  65015. }
  65016. if (currentCopy.color && sp.color) {
  65017. sp.color.copyFrom(currentCopy.color);
  65018. }
  65019. sp.scaling.copyFrom(currentCopy.scaling);
  65020. sp.uvs.copyFrom(currentCopy.uvs);
  65021. }
  65022. this._index += shape.length;
  65023. idx++;
  65024. }
  65025. this.nbParticles += nb;
  65026. this._shapeCounter++;
  65027. return this._shapeCounter - 1;
  65028. };
  65029. // rebuilds a particle back to its just built status : if needed, recomputes the custom positions and vertices
  65030. SolidParticleSystem.prototype._rebuildParticle = function (particle) {
  65031. this._resetCopy();
  65032. if (particle._model._positionFunction) { // recall to stored custom positionFunction
  65033. particle._model._positionFunction(this._copy, particle.idx, particle.idxInShape);
  65034. }
  65035. if (this._copy.rotationQuaternion) {
  65036. this._quaternion.copyFrom(this._copy.rotationQuaternion);
  65037. }
  65038. else {
  65039. this._yaw = this._copy.rotation.y;
  65040. this._pitch = this._copy.rotation.x;
  65041. this._roll = this._copy.rotation.z;
  65042. this._quaternionRotationYPR();
  65043. }
  65044. this._quaternionToRotationMatrix();
  65045. this._scaledPivot.x = this._particle.pivot.x * this._particle.scaling.x;
  65046. this._scaledPivot.y = this._particle.pivot.y * this._particle.scaling.y;
  65047. this._scaledPivot.z = this._particle.pivot.z * this._particle.scaling.z;
  65048. if (this._copy.translateFromPivot) {
  65049. this._pivotBackTranslation.copyFromFloats(0.0, 0.0, 0.0);
  65050. }
  65051. else {
  65052. this._pivotBackTranslation.copyFrom(this._scaledPivot);
  65053. }
  65054. this._shape = particle._model._shape;
  65055. for (var pt = 0; pt < this._shape.length; pt++) {
  65056. this._vertex.x = this._shape[pt].x;
  65057. this._vertex.y = this._shape[pt].y;
  65058. this._vertex.z = this._shape[pt].z;
  65059. if (particle._model._vertexFunction) {
  65060. particle._model._vertexFunction(this._copy, this._vertex, pt); // recall to stored vertexFunction
  65061. }
  65062. this._vertex.x *= this._copy.scaling.x;
  65063. this._vertex.y *= this._copy.scaling.y;
  65064. this._vertex.z *= this._copy.scaling.z;
  65065. this._vertex.x -= this._scaledPivot.x;
  65066. this._vertex.y -= this._scaledPivot.y;
  65067. this._vertex.z -= this._scaledPivot.z;
  65068. BABYLON.Vector3.TransformCoordinatesToRef(this._vertex, this._rotMatrix, this._rotated);
  65069. this._rotated.addInPlace(this._pivotBackTranslation);
  65070. this._positions32[particle._pos + pt * 3] = this._copy.position.x + this._rotated.x;
  65071. this._positions32[particle._pos + pt * 3 + 1] = this._copy.position.y + this._rotated.y;
  65072. this._positions32[particle._pos + pt * 3 + 2] = this._copy.position.z + this._rotated.z;
  65073. }
  65074. particle.position.x = 0.0;
  65075. particle.position.y = 0.0;
  65076. particle.position.z = 0.0;
  65077. particle.rotation.x = 0.0;
  65078. particle.rotation.y = 0.0;
  65079. particle.rotation.z = 0.0;
  65080. particle.rotationQuaternion = null;
  65081. particle.scaling.x = 1.0;
  65082. particle.scaling.y = 1.0;
  65083. particle.scaling.z = 1.0;
  65084. particle.uvs.x = 0.0;
  65085. particle.uvs.y = 0.0;
  65086. particle.uvs.z = 1.0;
  65087. particle.uvs.w = 1.0;
  65088. particle.pivot.x = 0.0;
  65089. particle.pivot.y = 0.0;
  65090. particle.pivot.z = 0.0;
  65091. particle.translateFromPivot = false;
  65092. particle.parentId = null;
  65093. };
  65094. /**
  65095. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  65096. * @returns the SPS.
  65097. */
  65098. SolidParticleSystem.prototype.rebuildMesh = function () {
  65099. for (var p = 0; p < this.particles.length; p++) {
  65100. this._rebuildParticle(this.particles[p]);
  65101. }
  65102. this.mesh.updateVerticesData(BABYLON.VertexBuffer.PositionKind, this._positions32, false, false);
  65103. return this;
  65104. };
  65105. /**
  65106. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  65107. * This method calls `updateParticle()` for each particle of the SPS.
  65108. * For an animated SPS, it is usually called within the render loop.
  65109. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  65110. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  65111. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  65112. * @returns the SPS.
  65113. */
  65114. SolidParticleSystem.prototype.setParticles = function (start, end, update) {
  65115. if (start === void 0) { start = 0; }
  65116. if (end === void 0) { end = this.nbParticles - 1; }
  65117. if (update === void 0) { update = true; }
  65118. if (!this._updatable) {
  65119. return this;
  65120. }
  65121. // custom beforeUpdate
  65122. this.beforeUpdateParticles(start, end, update);
  65123. this._cam_axisX.x = 1.0;
  65124. this._cam_axisX.y = 0.0;
  65125. this._cam_axisX.z = 0.0;
  65126. this._cam_axisY.x = 0.0;
  65127. this._cam_axisY.y = 1.0;
  65128. this._cam_axisY.z = 0.0;
  65129. this._cam_axisZ.x = 0.0;
  65130. this._cam_axisZ.y = 0.0;
  65131. this._cam_axisZ.z = 1.0;
  65132. // cases when the World Matrix is to be computed first
  65133. if (this.billboard || this._depthSort) {
  65134. this.mesh.computeWorldMatrix(true);
  65135. this.mesh._worldMatrix.invertToRef(this._invertMatrix);
  65136. }
  65137. // if the particles will always face the camera
  65138. if (this.billboard) {
  65139. // compute the camera position and un-rotate it by the current mesh rotation
  65140. this._camera.getDirectionToRef(this._axisZ, this._camDir);
  65141. BABYLON.Vector3.TransformNormalToRef(this._camDir, this._invertMatrix, this._cam_axisZ);
  65142. this._cam_axisZ.normalize();
  65143. // same for camera up vector extracted from the cam view matrix
  65144. var view = this._camera.getViewMatrix(true);
  65145. BABYLON.Vector3.TransformNormalFromFloatsToRef(view.m[1], view.m[5], view.m[9], this._invertMatrix, this._cam_axisY);
  65146. BABYLON.Vector3.CrossToRef(this._cam_axisY, this._cam_axisZ, this._cam_axisX);
  65147. this._cam_axisY.normalize();
  65148. this._cam_axisX.normalize();
  65149. }
  65150. // if depthSort, compute the camera global position in the mesh local system
  65151. if (this._depthSort) {
  65152. BABYLON.Vector3.TransformCoordinatesToRef(this._camera.globalPosition, this._invertMatrix, this._camInvertedPosition); // then un-rotate the camera
  65153. }
  65154. BABYLON.Matrix.IdentityToRef(this._rotMatrix);
  65155. var idx = 0; // current position index in the global array positions32
  65156. var index = 0; // position start index in the global array positions32 of the current particle
  65157. var colidx = 0; // current color index in the global array colors32
  65158. var colorIndex = 0; // color start index in the global array colors32 of the current particle
  65159. var uvidx = 0; // current uv index in the global array uvs32
  65160. var uvIndex = 0; // uv start index in the global array uvs32 of the current particle
  65161. var pt = 0; // current index in the particle model shape
  65162. if (this.mesh.isFacetDataEnabled) {
  65163. this._computeBoundingBox = true;
  65164. }
  65165. end = (end >= this.nbParticles) ? this.nbParticles - 1 : end;
  65166. if (this._computeBoundingBox) {
  65167. if (start == 0 && end == this.nbParticles - 1) { // all the particles are updated, then recompute the BBox from scratch
  65168. BABYLON.Vector3.FromFloatsToRef(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE, this._minimum);
  65169. BABYLON.Vector3.FromFloatsToRef(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE, this._maximum);
  65170. }
  65171. else { // only some particles are updated, then use the current existing BBox basis. Note : it can only increase.
  65172. if (this.mesh._boundingInfo) {
  65173. this._minimum.copyFrom(this.mesh._boundingInfo.boundingBox.minimum);
  65174. this._maximum.copyFrom(this.mesh._boundingInfo.boundingBox.maximum);
  65175. }
  65176. }
  65177. }
  65178. // particle loop
  65179. index = this.particles[start]._pos;
  65180. var vpos = (index / 3) | 0;
  65181. colorIndex = vpos * 4;
  65182. uvIndex = vpos * 2;
  65183. for (var p = start; p <= end; p++) {
  65184. this._particle = this.particles[p];
  65185. this._shape = this._particle._model._shape;
  65186. this._shapeUV = this._particle._model._shapeUV;
  65187. // call to custom user function to update the particle properties
  65188. this.updateParticle(this._particle);
  65189. // camera-particle distance for depth sorting
  65190. if (this._depthSort && this._depthSortParticles) {
  65191. var dsp = this.depthSortedParticles[p];
  65192. dsp.ind = this._particle._ind;
  65193. dsp.indicesLength = this._particle._model._indicesLength;
  65194. dsp.sqDistance = BABYLON.Vector3.DistanceSquared(this._particle.position, this._camInvertedPosition);
  65195. }
  65196. // skip the computations for inactive or already invisible particles
  65197. if (!this._particle.alive || (this._particle._stillInvisible && !this._particle.isVisible)) {
  65198. // increment indexes for the next particle
  65199. pt = this._shape.length;
  65200. index += pt * 3;
  65201. colorIndex += pt * 4;
  65202. uvIndex += pt * 2;
  65203. continue;
  65204. }
  65205. if (this._particle.isVisible) {
  65206. this._particle._stillInvisible = false; // un-mark permanent invisibility
  65207. this._particleHasParent = (this._particle.parentId !== null);
  65208. this._scaledPivot.x = this._particle.pivot.x * this._particle.scaling.x;
  65209. this._scaledPivot.y = this._particle.pivot.y * this._particle.scaling.y;
  65210. this._scaledPivot.z = this._particle.pivot.z * this._particle.scaling.z;
  65211. // particle rotation matrix
  65212. if (this.billboard) {
  65213. this._particle.rotation.x = 0.0;
  65214. this._particle.rotation.y = 0.0;
  65215. }
  65216. if (this._computeParticleRotation || this.billboard) {
  65217. if (this._particle.rotationQuaternion) {
  65218. this._quaternion.copyFrom(this._particle.rotationQuaternion);
  65219. }
  65220. else {
  65221. this._yaw = this._particle.rotation.y;
  65222. this._pitch = this._particle.rotation.x;
  65223. this._roll = this._particle.rotation.z;
  65224. this._quaternionRotationYPR();
  65225. }
  65226. this._quaternionToRotationMatrix();
  65227. }
  65228. if (this._particleHasParent) {
  65229. this._parent = this.particles[this._particle.parentId];
  65230. this._rotated.x = this._particle.position.x * this._parent._rotationMatrix[0] + this._particle.position.y * this._parent._rotationMatrix[3] + this._particle.position.z * this._parent._rotationMatrix[6];
  65231. this._rotated.y = this._particle.position.x * this._parent._rotationMatrix[1] + this._particle.position.y * this._parent._rotationMatrix[4] + this._particle.position.z * this._parent._rotationMatrix[7];
  65232. this._rotated.z = this._particle.position.x * this._parent._rotationMatrix[2] + this._particle.position.y * this._parent._rotationMatrix[5] + this._particle.position.z * this._parent._rotationMatrix[8];
  65233. this._particle._globalPosition.x = this._parent._globalPosition.x + this._rotated.x;
  65234. this._particle._globalPosition.y = this._parent._globalPosition.y + this._rotated.y;
  65235. this._particle._globalPosition.z = this._parent._globalPosition.z + this._rotated.z;
  65236. if (this._computeParticleRotation || this.billboard) {
  65237. this._particle._rotationMatrix[0] = this._rotMatrix.m[0] * this._parent._rotationMatrix[0] + this._rotMatrix.m[1] * this._parent._rotationMatrix[3] + this._rotMatrix.m[2] * this._parent._rotationMatrix[6];
  65238. this._particle._rotationMatrix[1] = this._rotMatrix.m[0] * this._parent._rotationMatrix[1] + this._rotMatrix.m[1] * this._parent._rotationMatrix[4] + this._rotMatrix.m[2] * this._parent._rotationMatrix[7];
  65239. this._particle._rotationMatrix[2] = this._rotMatrix.m[0] * this._parent._rotationMatrix[2] + this._rotMatrix.m[1] * this._parent._rotationMatrix[5] + this._rotMatrix.m[2] * this._parent._rotationMatrix[8];
  65240. this._particle._rotationMatrix[3] = this._rotMatrix.m[4] * this._parent._rotationMatrix[0] + this._rotMatrix.m[5] * this._parent._rotationMatrix[3] + this._rotMatrix.m[6] * this._parent._rotationMatrix[6];
  65241. this._particle._rotationMatrix[4] = this._rotMatrix.m[4] * this._parent._rotationMatrix[1] + this._rotMatrix.m[5] * this._parent._rotationMatrix[4] + this._rotMatrix.m[6] * this._parent._rotationMatrix[7];
  65242. this._particle._rotationMatrix[5] = this._rotMatrix.m[4] * this._parent._rotationMatrix[2] + this._rotMatrix.m[5] * this._parent._rotationMatrix[5] + this._rotMatrix.m[6] * this._parent._rotationMatrix[8];
  65243. this._particle._rotationMatrix[6] = this._rotMatrix.m[8] * this._parent._rotationMatrix[0] + this._rotMatrix.m[9] * this._parent._rotationMatrix[3] + this._rotMatrix.m[10] * this._parent._rotationMatrix[6];
  65244. this._particle._rotationMatrix[7] = this._rotMatrix.m[8] * this._parent._rotationMatrix[1] + this._rotMatrix.m[9] * this._parent._rotationMatrix[4] + this._rotMatrix.m[10] * this._parent._rotationMatrix[7];
  65245. this._particle._rotationMatrix[8] = this._rotMatrix.m[8] * this._parent._rotationMatrix[2] + this._rotMatrix.m[9] * this._parent._rotationMatrix[5] + this._rotMatrix.m[10] * this._parent._rotationMatrix[8];
  65246. }
  65247. }
  65248. else {
  65249. this._particle._globalPosition.x = this._particle.position.x;
  65250. this._particle._globalPosition.y = this._particle.position.y;
  65251. this._particle._globalPosition.z = this._particle.position.z;
  65252. if (this._computeParticleRotation || this.billboard) {
  65253. this._particle._rotationMatrix[0] = this._rotMatrix.m[0];
  65254. this._particle._rotationMatrix[1] = this._rotMatrix.m[1];
  65255. this._particle._rotationMatrix[2] = this._rotMatrix.m[2];
  65256. this._particle._rotationMatrix[3] = this._rotMatrix.m[4];
  65257. this._particle._rotationMatrix[4] = this._rotMatrix.m[5];
  65258. this._particle._rotationMatrix[5] = this._rotMatrix.m[6];
  65259. this._particle._rotationMatrix[6] = this._rotMatrix.m[8];
  65260. this._particle._rotationMatrix[7] = this._rotMatrix.m[9];
  65261. this._particle._rotationMatrix[8] = this._rotMatrix.m[10];
  65262. }
  65263. }
  65264. if (this._particle.translateFromPivot) {
  65265. this._pivotBackTranslation.x = 0.0;
  65266. this._pivotBackTranslation.y = 0.0;
  65267. this._pivotBackTranslation.z = 0.0;
  65268. }
  65269. else {
  65270. this._pivotBackTranslation.x = this._scaledPivot.x;
  65271. this._pivotBackTranslation.y = this._scaledPivot.y;
  65272. this._pivotBackTranslation.z = this._scaledPivot.z;
  65273. }
  65274. // particle vertex loop
  65275. for (pt = 0; pt < this._shape.length; pt++) {
  65276. idx = index + pt * 3;
  65277. colidx = colorIndex + pt * 4;
  65278. uvidx = uvIndex + pt * 2;
  65279. this._vertex.x = this._shape[pt].x;
  65280. this._vertex.y = this._shape[pt].y;
  65281. this._vertex.z = this._shape[pt].z;
  65282. if (this._computeParticleVertex) {
  65283. this.updateParticleVertex(this._particle, this._vertex, pt);
  65284. }
  65285. // positions
  65286. this._vertex.x *= this._particle.scaling.x;
  65287. this._vertex.y *= this._particle.scaling.y;
  65288. this._vertex.z *= this._particle.scaling.z;
  65289. this._vertex.x -= this._scaledPivot.x;
  65290. this._vertex.y -= this._scaledPivot.y;
  65291. this._vertex.z -= this._scaledPivot.z;
  65292. this._rotated.x = this._vertex.x * this._particle._rotationMatrix[0] + this._vertex.y * this._particle._rotationMatrix[3] + this._vertex.z * this._particle._rotationMatrix[6];
  65293. this._rotated.y = this._vertex.x * this._particle._rotationMatrix[1] + this._vertex.y * this._particle._rotationMatrix[4] + this._vertex.z * this._particle._rotationMatrix[7];
  65294. this._rotated.z = this._vertex.x * this._particle._rotationMatrix[2] + this._vertex.y * this._particle._rotationMatrix[5] + this._vertex.z * this._particle._rotationMatrix[8];
  65295. this._rotated.x += this._pivotBackTranslation.x;
  65296. this._rotated.y += this._pivotBackTranslation.y;
  65297. this._rotated.z += this._pivotBackTranslation.z;
  65298. this._positions32[idx] = this._particle._globalPosition.x + this._cam_axisX.x * this._rotated.x + this._cam_axisY.x * this._rotated.y + this._cam_axisZ.x * this._rotated.z;
  65299. this._positions32[idx + 1] = this._particle._globalPosition.y + this._cam_axisX.y * this._rotated.x + this._cam_axisY.y * this._rotated.y + this._cam_axisZ.y * this._rotated.z;
  65300. this._positions32[idx + 2] = this._particle._globalPosition.z + this._cam_axisX.z * this._rotated.x + this._cam_axisY.z * this._rotated.y + this._cam_axisZ.z * this._rotated.z;
  65301. if (this._computeBoundingBox) {
  65302. if (this._positions32[idx] < this._minimum.x) {
  65303. this._minimum.x = this._positions32[idx];
  65304. }
  65305. if (this._positions32[idx] > this._maximum.x) {
  65306. this._maximum.x = this._positions32[idx];
  65307. }
  65308. if (this._positions32[idx + 1] < this._minimum.y) {
  65309. this._minimum.y = this._positions32[idx + 1];
  65310. }
  65311. if (this._positions32[idx + 1] > this._maximum.y) {
  65312. this._maximum.y = this._positions32[idx + 1];
  65313. }
  65314. if (this._positions32[idx + 2] < this._minimum.z) {
  65315. this._minimum.z = this._positions32[idx + 2];
  65316. }
  65317. if (this._positions32[idx + 2] > this._maximum.z) {
  65318. this._maximum.z = this._positions32[idx + 2];
  65319. }
  65320. }
  65321. // normals : if the particles can't be morphed then just rotate the normals, what is much more faster than ComputeNormals()
  65322. if (!this._computeParticleVertex) {
  65323. this._normal.x = this._fixedNormal32[idx];
  65324. this._normal.y = this._fixedNormal32[idx + 1];
  65325. this._normal.z = this._fixedNormal32[idx + 2];
  65326. this._rotated.x = this._normal.x * this._particle._rotationMatrix[0] + this._normal.y * this._particle._rotationMatrix[3] + this._normal.z * this._particle._rotationMatrix[6];
  65327. this._rotated.y = this._normal.x * this._particle._rotationMatrix[1] + this._normal.y * this._particle._rotationMatrix[4] + this._normal.z * this._particle._rotationMatrix[7];
  65328. this._rotated.z = this._normal.x * this._particle._rotationMatrix[2] + this._normal.y * this._particle._rotationMatrix[5] + this._normal.z * this._particle._rotationMatrix[8];
  65329. this._normals32[idx] = this._cam_axisX.x * this._rotated.x + this._cam_axisY.x * this._rotated.y + this._cam_axisZ.x * this._rotated.z;
  65330. this._normals32[idx + 1] = this._cam_axisX.y * this._rotated.x + this._cam_axisY.y * this._rotated.y + this._cam_axisZ.y * this._rotated.z;
  65331. this._normals32[idx + 2] = this._cam_axisX.z * this._rotated.x + this._cam_axisY.z * this._rotated.y + this._cam_axisZ.z * this._rotated.z;
  65332. }
  65333. if (this._computeParticleColor && this._particle.color) {
  65334. this._colors32[colidx] = this._particle.color.r;
  65335. this._colors32[colidx + 1] = this._particle.color.g;
  65336. this._colors32[colidx + 2] = this._particle.color.b;
  65337. this._colors32[colidx + 3] = this._particle.color.a;
  65338. }
  65339. if (this._computeParticleTexture) {
  65340. this._uvs32[uvidx] = this._shapeUV[pt * 2] * (this._particle.uvs.z - this._particle.uvs.x) + this._particle.uvs.x;
  65341. this._uvs32[uvidx + 1] = this._shapeUV[pt * 2 + 1] * (this._particle.uvs.w - this._particle.uvs.y) + this._particle.uvs.y;
  65342. }
  65343. }
  65344. }
  65345. // particle just set invisible : scaled to zero and positioned at the origin
  65346. else {
  65347. this._particle._stillInvisible = true; // mark the particle as invisible
  65348. for (pt = 0; pt < this._shape.length; pt++) {
  65349. idx = index + pt * 3;
  65350. colidx = colorIndex + pt * 4;
  65351. uvidx = uvIndex + pt * 2;
  65352. this._positions32[idx] = 0.0;
  65353. this._positions32[idx + 1] = 0.0;
  65354. this._positions32[idx + 2] = 0.0;
  65355. this._normals32[idx] = 0.0;
  65356. this._normals32[idx + 1] = 0.0;
  65357. this._normals32[idx + 2] = 0.0;
  65358. if (this._computeParticleColor && this._particle.color) {
  65359. this._colors32[colidx] = this._particle.color.r;
  65360. this._colors32[colidx + 1] = this._particle.color.g;
  65361. this._colors32[colidx + 2] = this._particle.color.b;
  65362. this._colors32[colidx + 3] = this._particle.color.a;
  65363. }
  65364. if (this._computeParticleTexture) {
  65365. this._uvs32[uvidx] = this._shapeUV[pt * 2] * (this._particle.uvs.z - this._particle.uvs.x) + this._particle.uvs.x;
  65366. this._uvs32[uvidx + 1] = this._shapeUV[pt * 2 + 1] * (this._particle.uvs.w - this._particle.uvs.y) + this._particle.uvs.y;
  65367. }
  65368. }
  65369. }
  65370. // if the particle intersections must be computed : update the bbInfo
  65371. if (this._particlesIntersect) {
  65372. var bInfo = this._particle._boundingInfo;
  65373. var bBox = bInfo.boundingBox;
  65374. var bSphere = bInfo.boundingSphere;
  65375. if (!this._bSphereOnly) {
  65376. // place, scale and rotate the particle bbox within the SPS local system, then update it
  65377. for (var b = 0; b < bBox.vectors.length; b++) {
  65378. this._vertex.x = this._particle._modelBoundingInfo.boundingBox.vectors[b].x * this._particle.scaling.x;
  65379. this._vertex.y = this._particle._modelBoundingInfo.boundingBox.vectors[b].y * this._particle.scaling.y;
  65380. this._vertex.z = this._particle._modelBoundingInfo.boundingBox.vectors[b].z * this._particle.scaling.z;
  65381. this._rotated.x = this._vertex.x * this._particle._rotationMatrix[0] + this._vertex.y * this._particle._rotationMatrix[3] + this._vertex.z * this._particle._rotationMatrix[6];
  65382. this._rotated.y = this._vertex.x * this._particle._rotationMatrix[1] + this._vertex.y * this._particle._rotationMatrix[4] + this._vertex.z * this._particle._rotationMatrix[7];
  65383. this._rotated.z = this._vertex.x * this._particle._rotationMatrix[2] + this._vertex.y * this._particle._rotationMatrix[5] + this._vertex.z * this._particle._rotationMatrix[8];
  65384. bBox.vectors[b].x = this._particle.position.x + this._cam_axisX.x * this._rotated.x + this._cam_axisY.x * this._rotated.y + this._cam_axisZ.x * this._rotated.z;
  65385. bBox.vectors[b].y = this._particle.position.y + this._cam_axisX.y * this._rotated.x + this._cam_axisY.y * this._rotated.y + this._cam_axisZ.y * this._rotated.z;
  65386. bBox.vectors[b].z = this._particle.position.z + this._cam_axisX.z * this._rotated.x + this._cam_axisY.z * this._rotated.y + this._cam_axisZ.z * this._rotated.z;
  65387. }
  65388. bBox._update(this.mesh._worldMatrix);
  65389. }
  65390. // place and scale the particle bouding sphere in the SPS local system, then update it
  65391. this._minBbox.x = this._particle._modelBoundingInfo.minimum.x * this._particle.scaling.x;
  65392. this._minBbox.y = this._particle._modelBoundingInfo.minimum.y * this._particle.scaling.y;
  65393. this._minBbox.z = this._particle._modelBoundingInfo.minimum.z * this._particle.scaling.z;
  65394. this._maxBbox.x = this._particle._modelBoundingInfo.maximum.x * this._particle.scaling.x;
  65395. this._maxBbox.y = this._particle._modelBoundingInfo.maximum.y * this._particle.scaling.y;
  65396. this._maxBbox.z = this._particle._modelBoundingInfo.maximum.z * this._particle.scaling.z;
  65397. bSphere.center.x = this._particle._globalPosition.x + (this._minBbox.x + this._maxBbox.x) * 0.5;
  65398. bSphere.center.y = this._particle._globalPosition.y + (this._minBbox.y + this._maxBbox.y) * 0.5;
  65399. bSphere.center.z = this._particle._globalPosition.z + (this._minBbox.z + this._maxBbox.z) * 0.5;
  65400. bSphere.radius = this._bSphereRadiusFactor * 0.5 * Math.sqrt((this._maxBbox.x - this._minBbox.x) * (this._maxBbox.x - this._minBbox.x) + (this._maxBbox.y - this._minBbox.y) * (this._maxBbox.y - this._minBbox.y) + (this._maxBbox.z - this._minBbox.z) * (this._maxBbox.z - this._minBbox.z));
  65401. bSphere._update(this.mesh._worldMatrix);
  65402. }
  65403. // increment indexes for the next particle
  65404. index = idx + 3;
  65405. colorIndex = colidx + 4;
  65406. uvIndex = uvidx + 2;
  65407. }
  65408. // if the VBO must be updated
  65409. if (update) {
  65410. if (this._computeParticleColor) {
  65411. this.mesh.updateVerticesData(BABYLON.VertexBuffer.ColorKind, this._colors32, false, false);
  65412. }
  65413. if (this._computeParticleTexture) {
  65414. this.mesh.updateVerticesData(BABYLON.VertexBuffer.UVKind, this._uvs32, false, false);
  65415. }
  65416. this.mesh.updateVerticesData(BABYLON.VertexBuffer.PositionKind, this._positions32, false, false);
  65417. if (!this.mesh.areNormalsFrozen || this.mesh.isFacetDataEnabled) {
  65418. if (this._computeParticleVertex || this.mesh.isFacetDataEnabled) {
  65419. // recompute the normals only if the particles can be morphed, update then also the normal reference array _fixedNormal32[]
  65420. var params = this.mesh.isFacetDataEnabled ? this.mesh.getFacetDataParameters() : null;
  65421. BABYLON.VertexData.ComputeNormals(this._positions32, this._indices32, this._normals32, params);
  65422. for (var i = 0; i < this._normals32.length; i++) {
  65423. this._fixedNormal32[i] = this._normals32[i];
  65424. }
  65425. }
  65426. if (!this.mesh.areNormalsFrozen) {
  65427. this.mesh.updateVerticesData(BABYLON.VertexBuffer.NormalKind, this._normals32, false, false);
  65428. }
  65429. }
  65430. if (this._depthSort && this._depthSortParticles) {
  65431. this.depthSortedParticles.sort(this._depthSortFunction);
  65432. var dspl = this.depthSortedParticles.length;
  65433. var sorted = 0;
  65434. var lind = 0;
  65435. var sind = 0;
  65436. var sid = 0;
  65437. for (sorted = 0; sorted < dspl; sorted++) {
  65438. lind = this.depthSortedParticles[sorted].indicesLength;
  65439. sind = this.depthSortedParticles[sorted].ind;
  65440. for (var i = 0; i < lind; i++) {
  65441. this._indices32[sid] = this._indices[sind + i];
  65442. sid++;
  65443. }
  65444. }
  65445. this.mesh.updateIndices(this._indices32);
  65446. }
  65447. }
  65448. if (this._computeBoundingBox) {
  65449. this.mesh._boundingInfo = new BABYLON.BoundingInfo(this._minimum, this._maximum);
  65450. this.mesh._boundingInfo.update(this.mesh._worldMatrix);
  65451. }
  65452. this.afterUpdateParticles(start, end, update);
  65453. return this;
  65454. };
  65455. SolidParticleSystem.prototype._quaternionRotationYPR = function () {
  65456. this._halfroll = this._roll * 0.5;
  65457. this._halfpitch = this._pitch * 0.5;
  65458. this._halfyaw = this._yaw * 0.5;
  65459. this._sinRoll = Math.sin(this._halfroll);
  65460. this._cosRoll = Math.cos(this._halfroll);
  65461. this._sinPitch = Math.sin(this._halfpitch);
  65462. this._cosPitch = Math.cos(this._halfpitch);
  65463. this._sinYaw = Math.sin(this._halfyaw);
  65464. this._cosYaw = Math.cos(this._halfyaw);
  65465. this._quaternion.x = this._cosYaw * this._sinPitch * this._cosRoll + this._sinYaw * this._cosPitch * this._sinRoll;
  65466. this._quaternion.y = this._sinYaw * this._cosPitch * this._cosRoll - this._cosYaw * this._sinPitch * this._sinRoll;
  65467. this._quaternion.z = this._cosYaw * this._cosPitch * this._sinRoll - this._sinYaw * this._sinPitch * this._cosRoll;
  65468. this._quaternion.w = this._cosYaw * this._cosPitch * this._cosRoll + this._sinYaw * this._sinPitch * this._sinRoll;
  65469. };
  65470. SolidParticleSystem.prototype._quaternionToRotationMatrix = function () {
  65471. this._rotMatrix.m[0] = 1.0 - (2.0 * (this._quaternion.y * this._quaternion.y + this._quaternion.z * this._quaternion.z));
  65472. this._rotMatrix.m[1] = 2.0 * (this._quaternion.x * this._quaternion.y + this._quaternion.z * this._quaternion.w);
  65473. this._rotMatrix.m[2] = 2.0 * (this._quaternion.z * this._quaternion.x - this._quaternion.y * this._quaternion.w);
  65474. this._rotMatrix.m[3] = 0;
  65475. this._rotMatrix.m[4] = 2.0 * (this._quaternion.x * this._quaternion.y - this._quaternion.z * this._quaternion.w);
  65476. this._rotMatrix.m[5] = 1.0 - (2.0 * (this._quaternion.z * this._quaternion.z + this._quaternion.x * this._quaternion.x));
  65477. this._rotMatrix.m[6] = 2.0 * (this._quaternion.y * this._quaternion.z + this._quaternion.x * this._quaternion.w);
  65478. this._rotMatrix.m[7] = 0;
  65479. this._rotMatrix.m[8] = 2.0 * (this._quaternion.z * this._quaternion.x + this._quaternion.y * this._quaternion.w);
  65480. this._rotMatrix.m[9] = 2.0 * (this._quaternion.y * this._quaternion.z - this._quaternion.x * this._quaternion.w);
  65481. this._rotMatrix.m[10] = 1.0 - (2.0 * (this._quaternion.y * this._quaternion.y + this._quaternion.x * this._quaternion.x));
  65482. this._rotMatrix.m[11] = 0;
  65483. this._rotMatrix.m[12] = 0;
  65484. this._rotMatrix.m[13] = 0;
  65485. this._rotMatrix.m[14] = 0;
  65486. this._rotMatrix.m[15] = 1.0;
  65487. };
  65488. /**
  65489. * Disposes the SPS.
  65490. */
  65491. SolidParticleSystem.prototype.dispose = function () {
  65492. this.mesh.dispose();
  65493. this.vars = null;
  65494. // drop references to internal big arrays for the GC
  65495. this._positions = null;
  65496. this._indices = null;
  65497. this._normals = null;
  65498. this._uvs = null;
  65499. this._colors = null;
  65500. this._indices32 = null;
  65501. this._positions32 = null;
  65502. this._normals32 = null;
  65503. this._fixedNormal32 = null;
  65504. this._uvs32 = null;
  65505. this._colors32 = null;
  65506. this.pickedParticles = null;
  65507. };
  65508. /**
  65509. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  65510. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  65511. * @returns the SPS.
  65512. */
  65513. SolidParticleSystem.prototype.refreshVisibleSize = function () {
  65514. if (!this._isVisibilityBoxLocked) {
  65515. this.mesh.refreshBoundingInfo();
  65516. }
  65517. return this;
  65518. };
  65519. /**
  65520. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  65521. * @param size the size (float) of the visibility box
  65522. * note : this doesn't lock the SPS mesh bounding box.
  65523. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  65524. */
  65525. SolidParticleSystem.prototype.setVisibilityBox = function (size) {
  65526. var vis = size / 2;
  65527. this.mesh._boundingInfo = new BABYLON.BoundingInfo(new BABYLON.Vector3(-vis, -vis, -vis), new BABYLON.Vector3(vis, vis, vis));
  65528. };
  65529. Object.defineProperty(SolidParticleSystem.prototype, "isAlwaysVisible", {
  65530. /**
  65531. * Gets whether the SPS as always visible or not
  65532. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  65533. */
  65534. get: function () {
  65535. return this._alwaysVisible;
  65536. },
  65537. /**
  65538. * Sets the SPS as always visible or not
  65539. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  65540. */
  65541. set: function (val) {
  65542. this._alwaysVisible = val;
  65543. this.mesh.alwaysSelectAsActiveMesh = val;
  65544. },
  65545. enumerable: true,
  65546. configurable: true
  65547. });
  65548. Object.defineProperty(SolidParticleSystem.prototype, "isVisibilityBoxLocked", {
  65549. /**
  65550. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  65551. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  65552. */
  65553. get: function () {
  65554. return this._isVisibilityBoxLocked;
  65555. },
  65556. /**
  65557. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  65558. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  65559. */
  65560. set: function (val) {
  65561. this._isVisibilityBoxLocked = val;
  65562. var boundingInfo = this.mesh.getBoundingInfo();
  65563. boundingInfo.isLocked = val;
  65564. },
  65565. enumerable: true,
  65566. configurable: true
  65567. });
  65568. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleRotation", {
  65569. /**
  65570. * Gets if `setParticles()` computes the particle rotations or not.
  65571. * Default value : true. The SPS is faster when it's set to false.
  65572. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  65573. */
  65574. get: function () {
  65575. return this._computeParticleRotation;
  65576. },
  65577. /**
  65578. * Tells to `setParticles()` to compute the particle rotations or not.
  65579. * Default value : true. The SPS is faster when it's set to false.
  65580. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  65581. */
  65582. set: function (val) {
  65583. this._computeParticleRotation = val;
  65584. },
  65585. enumerable: true,
  65586. configurable: true
  65587. });
  65588. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleColor", {
  65589. /**
  65590. * Gets if `setParticles()` computes the particle colors or not.
  65591. * Default value : true. The SPS is faster when it's set to false.
  65592. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  65593. */
  65594. get: function () {
  65595. return this._computeParticleColor;
  65596. },
  65597. /**
  65598. * Tells to `setParticles()` to compute the particle colors or not.
  65599. * Default value : true. The SPS is faster when it's set to false.
  65600. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  65601. */
  65602. set: function (val) {
  65603. this._computeParticleColor = val;
  65604. },
  65605. enumerable: true,
  65606. configurable: true
  65607. });
  65608. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleTexture", {
  65609. /**
  65610. * Gets if `setParticles()` computes the particle textures or not.
  65611. * Default value : true. The SPS is faster when it's set to false.
  65612. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  65613. */
  65614. get: function () {
  65615. return this._computeParticleTexture;
  65616. },
  65617. set: function (val) {
  65618. this._computeParticleTexture = val;
  65619. },
  65620. enumerable: true,
  65621. configurable: true
  65622. });
  65623. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleVertex", {
  65624. /**
  65625. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  65626. * Default value : false. The SPS is faster when it's set to false.
  65627. * Note : the particle custom vertex positions aren't stored values.
  65628. */
  65629. get: function () {
  65630. return this._computeParticleVertex;
  65631. },
  65632. /**
  65633. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  65634. * Default value : false. The SPS is faster when it's set to false.
  65635. * Note : the particle custom vertex positions aren't stored values.
  65636. */
  65637. set: function (val) {
  65638. this._computeParticleVertex = val;
  65639. },
  65640. enumerable: true,
  65641. configurable: true
  65642. });
  65643. Object.defineProperty(SolidParticleSystem.prototype, "computeBoundingBox", {
  65644. /**
  65645. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  65646. */
  65647. get: function () {
  65648. return this._computeBoundingBox;
  65649. },
  65650. /**
  65651. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  65652. */
  65653. set: function (val) {
  65654. this._computeBoundingBox = val;
  65655. },
  65656. enumerable: true,
  65657. configurable: true
  65658. });
  65659. Object.defineProperty(SolidParticleSystem.prototype, "depthSortParticles", {
  65660. /**
  65661. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  65662. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  65663. * Default : `true`
  65664. */
  65665. get: function () {
  65666. return this._depthSortParticles;
  65667. },
  65668. /**
  65669. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  65670. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  65671. * Default : `true`
  65672. */
  65673. set: function (val) {
  65674. this._depthSortParticles = val;
  65675. },
  65676. enumerable: true,
  65677. configurable: true
  65678. });
  65679. // =======================================================================
  65680. // Particle behavior logic
  65681. // these following methods may be overwritten by the user to fit his needs
  65682. /**
  65683. * This function does nothing. It may be overwritten to set all the particle first values.
  65684. * The SPS doesn't call this function, you may have to call it by your own.
  65685. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  65686. */
  65687. SolidParticleSystem.prototype.initParticles = function () {
  65688. };
  65689. /**
  65690. * This function does nothing. It may be overwritten to recycle a particle.
  65691. * The SPS doesn't call this function, you may have to call it by your own.
  65692. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  65693. * @param particle The particle to recycle
  65694. * @returns the recycled particle
  65695. */
  65696. SolidParticleSystem.prototype.recycleParticle = function (particle) {
  65697. return particle;
  65698. };
  65699. /**
  65700. * Updates a particle : this function should be overwritten by the user.
  65701. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  65702. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  65703. * @example : just set a particle position or velocity and recycle conditions
  65704. * @param particle The particle to update
  65705. * @returns the updated particle
  65706. */
  65707. SolidParticleSystem.prototype.updateParticle = function (particle) {
  65708. return particle;
  65709. };
  65710. /**
  65711. * Updates a vertex of a particle : it can be overwritten by the user.
  65712. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  65713. * @param particle the current particle
  65714. * @param vertex the current index of the current particle
  65715. * @param pt the index of the current vertex in the particle shape
  65716. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#update-each-particle-shape
  65717. * @example : just set a vertex particle position
  65718. * @returns the updated vertex
  65719. */
  65720. SolidParticleSystem.prototype.updateParticleVertex = function (particle, vertex, pt) {
  65721. return vertex;
  65722. };
  65723. /**
  65724. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  65725. * This does nothing and may be overwritten by the user.
  65726. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  65727. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  65728. * @param update the boolean update value actually passed to setParticles()
  65729. */
  65730. SolidParticleSystem.prototype.beforeUpdateParticles = function (start, stop, update) {
  65731. };
  65732. /**
  65733. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  65734. * This will be passed three parameters.
  65735. * This does nothing and may be overwritten by the user.
  65736. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  65737. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  65738. * @param update the boolean update value actually passed to setParticles()
  65739. */
  65740. SolidParticleSystem.prototype.afterUpdateParticles = function (start, stop, update) {
  65741. };
  65742. return SolidParticleSystem;
  65743. }());
  65744. BABYLON.SolidParticleSystem = SolidParticleSystem;
  65745. })(BABYLON || (BABYLON = {}));
  65746. //# sourceMappingURL=babylon.solidParticleSystem.js.map
  65747. var BABYLON;
  65748. (function (BABYLON) {
  65749. /**
  65750. * Class containing static functions to help procedurally build meshes
  65751. */
  65752. var MeshBuilder = /** @class */ (function () {
  65753. function MeshBuilder() {
  65754. }
  65755. MeshBuilder.updateSideOrientation = function (orientation) {
  65756. if (orientation == BABYLON.Mesh.DOUBLESIDE) {
  65757. return BABYLON.Mesh.DOUBLESIDE;
  65758. }
  65759. if (orientation === undefined || orientation === null) {
  65760. return BABYLON.Mesh.FRONTSIDE;
  65761. }
  65762. return orientation;
  65763. };
  65764. /**
  65765. * Creates a box mesh
  65766. * * The parameter `size` sets the size (float) of each box side (default 1)
  65767. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  65768. * * 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)
  65769. * * Please read this tutorial : http://doc.babylonjs.com/tutorials/CreateBox_Per_Face_Textures_And_Colors
  65770. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  65771. * * 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
  65772. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  65773. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#box
  65774. * @param name defines the name of the mesh
  65775. * @param options defines the options used to create the mesh
  65776. * @param scene defines the hosting scene
  65777. * @returns the box mesh
  65778. */
  65779. MeshBuilder.CreateBox = function (name, options, scene) {
  65780. if (scene === void 0) { scene = null; }
  65781. var box = new BABYLON.Mesh(name, scene);
  65782. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  65783. box._originalBuilderSideOrientation = options.sideOrientation;
  65784. var vertexData = BABYLON.VertexData.CreateBox(options);
  65785. vertexData.applyToMesh(box, options.updatable);
  65786. return box;
  65787. };
  65788. /**
  65789. * Creates a sphere mesh
  65790. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  65791. * * 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`)
  65792. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  65793. * * 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
  65794. * * 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)
  65795. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  65796. * * 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
  65797. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  65798. * @param name defines the name of the mesh
  65799. * @param options defines the options used to create the mesh
  65800. * @param scene defines the hosting scene
  65801. * @returns the sphere mesh
  65802. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#sphere
  65803. */
  65804. MeshBuilder.CreateSphere = function (name, options, scene) {
  65805. var sphere = new BABYLON.Mesh(name, scene);
  65806. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  65807. sphere._originalBuilderSideOrientation = options.sideOrientation;
  65808. var vertexData = BABYLON.VertexData.CreateSphere(options);
  65809. vertexData.applyToMesh(sphere, options.updatable);
  65810. return sphere;
  65811. };
  65812. /**
  65813. * Creates a plane polygonal mesh. By default, this is a disc
  65814. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  65815. * * 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
  65816. * * 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
  65817. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  65818. * * 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
  65819. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  65820. * @param name defines the name of the mesh
  65821. * @param options defines the options used to create the mesh
  65822. * @param scene defines the hosting scene
  65823. * @returns the plane polygonal mesh
  65824. * @see http://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  65825. */
  65826. MeshBuilder.CreateDisc = function (name, options, scene) {
  65827. if (scene === void 0) { scene = null; }
  65828. var disc = new BABYLON.Mesh(name, scene);
  65829. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  65830. disc._originalBuilderSideOrientation = options.sideOrientation;
  65831. var vertexData = BABYLON.VertexData.CreateDisc(options);
  65832. vertexData.applyToMesh(disc, options.updatable);
  65833. return disc;
  65834. };
  65835. /**
  65836. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  65837. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  65838. * * 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`)
  65839. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  65840. * * 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
  65841. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  65842. * * 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
  65843. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  65844. * @param name defines the name of the mesh
  65845. * @param options defines the options used to create the mesh
  65846. * @param scene defines the hosting scene
  65847. * @returns the icosahedron mesh
  65848. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  65849. */
  65850. MeshBuilder.CreateIcoSphere = function (name, options, scene) {
  65851. var sphere = new BABYLON.Mesh(name, scene);
  65852. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  65853. sphere._originalBuilderSideOrientation = options.sideOrientation;
  65854. var vertexData = BABYLON.VertexData.CreateIcoSphere(options);
  65855. vertexData.applyToMesh(sphere, options.updatable);
  65856. return sphere;
  65857. };
  65858. ;
  65859. /**
  65860. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  65861. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  65862. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  65863. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  65864. * * 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
  65865. * * 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
  65866. * * The optional parameter `instance` is an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#ribbon
  65867. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  65868. * * 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
  65869. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  65870. * * 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
  65871. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  65872. * * 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
  65873. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  65874. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  65875. * @param name defines the name of the mesh
  65876. * @param options defines the options used to create the mesh
  65877. * @param scene defines the hosting scene
  65878. * @returns the ribbon mesh
  65879. * @see http://doc.babylonjs.com/tutorials/Ribbon_Tutorial
  65880. * @see http://doc.babylonjs.com/tutorials/Parametric_Shapes
  65881. */
  65882. MeshBuilder.CreateRibbon = function (name, options, scene) {
  65883. if (scene === void 0) { scene = null; }
  65884. var pathArray = options.pathArray;
  65885. var closeArray = options.closeArray;
  65886. var closePath = options.closePath;
  65887. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  65888. var instance = options.instance;
  65889. var updatable = options.updatable;
  65890. if (instance) { // existing ribbon instance update
  65891. // positionFunction : ribbon case
  65892. // only pathArray and sideOrientation parameters are taken into account for positions update
  65893. BABYLON.Vector3.FromFloatsToRef(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE, BABYLON.Tmp.Vector3[0]); // minimum
  65894. BABYLON.Vector3.FromFloatsToRef(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE, BABYLON.Tmp.Vector3[1]);
  65895. var positionFunction = function (positions) {
  65896. var minlg = pathArray[0].length;
  65897. var i = 0;
  65898. var ns = (instance._originalBuilderSideOrientation === BABYLON.Mesh.DOUBLESIDE) ? 2 : 1;
  65899. for (var si = 1; si <= ns; si++) {
  65900. for (var p = 0; p < pathArray.length; p++) {
  65901. var path = pathArray[p];
  65902. var l = path.length;
  65903. minlg = (minlg < l) ? minlg : l;
  65904. var j = 0;
  65905. while (j < minlg) {
  65906. positions[i] = path[j].x;
  65907. positions[i + 1] = path[j].y;
  65908. positions[i + 2] = path[j].z;
  65909. if (path[j].x < BABYLON.Tmp.Vector3[0].x) {
  65910. BABYLON.Tmp.Vector3[0].x = path[j].x;
  65911. }
  65912. if (path[j].x > BABYLON.Tmp.Vector3[1].x) {
  65913. BABYLON.Tmp.Vector3[1].x = path[j].x;
  65914. }
  65915. if (path[j].y < BABYLON.Tmp.Vector3[0].y) {
  65916. BABYLON.Tmp.Vector3[0].y = path[j].y;
  65917. }
  65918. if (path[j].y > BABYLON.Tmp.Vector3[1].y) {
  65919. BABYLON.Tmp.Vector3[1].y = path[j].y;
  65920. }
  65921. if (path[j].z < BABYLON.Tmp.Vector3[0].z) {
  65922. BABYLON.Tmp.Vector3[0].z = path[j].z;
  65923. }
  65924. if (path[j].z > BABYLON.Tmp.Vector3[1].z) {
  65925. BABYLON.Tmp.Vector3[1].z = path[j].z;
  65926. }
  65927. j++;
  65928. i += 3;
  65929. }
  65930. if (instance._closePath) {
  65931. positions[i] = path[0].x;
  65932. positions[i + 1] = path[0].y;
  65933. positions[i + 2] = path[0].z;
  65934. i += 3;
  65935. }
  65936. }
  65937. }
  65938. };
  65939. var positions = instance.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  65940. positionFunction(positions);
  65941. instance._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Tmp.Vector3[0], BABYLON.Tmp.Vector3[1]);
  65942. instance._boundingInfo.update(instance._worldMatrix);
  65943. instance.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
  65944. if (options.colors) {
  65945. var colors = instance.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  65946. for (var c = 0; c < options.colors.length; c++) {
  65947. colors[c * 4] = options.colors[c].r;
  65948. colors[c * 4 + 1] = options.colors[c].g;
  65949. colors[c * 4 + 2] = options.colors[c].b;
  65950. colors[c * 4 + 3] = options.colors[c].a;
  65951. }
  65952. instance.updateVerticesData(BABYLON.VertexBuffer.ColorKind, colors, false, false);
  65953. }
  65954. if (options.uvs) {
  65955. var uvs = instance.getVerticesData(BABYLON.VertexBuffer.UVKind);
  65956. for (var i = 0; i < options.uvs.length; i++) {
  65957. uvs[i * 2] = options.uvs[i].x;
  65958. uvs[i * 2 + 1] = options.uvs[i].y;
  65959. }
  65960. instance.updateVerticesData(BABYLON.VertexBuffer.UVKind, uvs, false, false);
  65961. }
  65962. if (!instance.areNormalsFrozen || instance.isFacetDataEnabled) {
  65963. var indices = instance.getIndices();
  65964. var normals = instance.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  65965. var params = instance.isFacetDataEnabled ? instance.getFacetDataParameters() : null;
  65966. BABYLON.VertexData.ComputeNormals(positions, indices, normals, params);
  65967. if (instance._closePath) {
  65968. var indexFirst = 0;
  65969. var indexLast = 0;
  65970. for (var p = 0; p < pathArray.length; p++) {
  65971. indexFirst = instance._idx[p] * 3;
  65972. if (p + 1 < pathArray.length) {
  65973. indexLast = (instance._idx[p + 1] - 1) * 3;
  65974. }
  65975. else {
  65976. indexLast = normals.length - 3;
  65977. }
  65978. normals[indexFirst] = (normals[indexFirst] + normals[indexLast]) * 0.5;
  65979. normals[indexFirst + 1] = (normals[indexFirst + 1] + normals[indexLast + 1]) * 0.5;
  65980. normals[indexFirst + 2] = (normals[indexFirst + 2] + normals[indexLast + 2]) * 0.5;
  65981. normals[indexLast] = normals[indexFirst];
  65982. normals[indexLast + 1] = normals[indexFirst + 1];
  65983. normals[indexLast + 2] = normals[indexFirst + 2];
  65984. }
  65985. }
  65986. if (!(instance.areNormalsFrozen)) {
  65987. instance.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals, false, false);
  65988. }
  65989. }
  65990. return instance;
  65991. }
  65992. else { // new ribbon creation
  65993. var ribbon = new BABYLON.Mesh(name, scene);
  65994. ribbon._originalBuilderSideOrientation = sideOrientation;
  65995. var vertexData = BABYLON.VertexData.CreateRibbon(options);
  65996. if (closePath) {
  65997. ribbon._idx = vertexData._idx;
  65998. }
  65999. ribbon._closePath = closePath;
  66000. ribbon._closeArray = closeArray;
  66001. vertexData.applyToMesh(ribbon, updatable);
  66002. return ribbon;
  66003. }
  66004. };
  66005. /**
  66006. * Creates a cylinder or a cone mesh
  66007. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  66008. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  66009. * * 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.
  66010. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  66011. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  66012. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  66013. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  66014. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  66015. * * 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).
  66016. * * 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
  66017. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  66018. * * 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
  66019. * * 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.
  66020. * * If `enclose` is false, a ring surface is one element.
  66021. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  66022. * * Example how to set colors and textures on a sliced cylinder : http://www.html5gamedevs.com/topic/17945-creating-a-closed-slice-of-a-cylinder/#comment-106379
  66023. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  66024. * * 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
  66025. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  66026. * @param name defines the name of the mesh
  66027. * @param options defines the options used to create the mesh
  66028. * @param scene defines the hosting scene
  66029. * @returns the cylinder mesh
  66030. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#cylinder-or-cone
  66031. */
  66032. MeshBuilder.CreateCylinder = function (name, options, scene) {
  66033. var cylinder = new BABYLON.Mesh(name, scene);
  66034. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  66035. cylinder._originalBuilderSideOrientation = options.sideOrientation;
  66036. var vertexData = BABYLON.VertexData.CreateCylinder(options);
  66037. vertexData.applyToMesh(cylinder, options.updatable);
  66038. return cylinder;
  66039. };
  66040. /**
  66041. * Creates a torus mesh
  66042. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  66043. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  66044. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  66045. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  66046. * * 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
  66047. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  66048. * @param name defines the name of the mesh
  66049. * @param options defines the options used to create the mesh
  66050. * @param scene defines the hosting scene
  66051. * @returns the torus mesh
  66052. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#torus
  66053. */
  66054. MeshBuilder.CreateTorus = function (name, options, scene) {
  66055. var torus = new BABYLON.Mesh(name, scene);
  66056. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  66057. torus._originalBuilderSideOrientation = options.sideOrientation;
  66058. var vertexData = BABYLON.VertexData.CreateTorus(options);
  66059. vertexData.applyToMesh(torus, options.updatable);
  66060. return torus;
  66061. };
  66062. /**
  66063. * Creates a torus knot mesh
  66064. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  66065. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  66066. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  66067. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  66068. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  66069. * * 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
  66070. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  66071. * @param name defines the name of the mesh
  66072. * @param options defines the options used to create the mesh
  66073. * @param scene defines the hosting scene
  66074. * @returns the torus knot mesh
  66075. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#torus-knot
  66076. */
  66077. MeshBuilder.CreateTorusKnot = function (name, options, scene) {
  66078. var torusKnot = new BABYLON.Mesh(name, scene);
  66079. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  66080. torusKnot._originalBuilderSideOrientation = options.sideOrientation;
  66081. var vertexData = BABYLON.VertexData.CreateTorusKnot(options);
  66082. vertexData.applyToMesh(torusKnot, options.updatable);
  66083. return torusKnot;
  66084. };
  66085. /**
  66086. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  66087. * * 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
  66088. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  66089. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  66090. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  66091. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  66092. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  66093. * * Updating a simple Line mesh, you just need to update every line in the `lines` array : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#lines-and-dashedlines
  66094. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  66095. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  66096. * @see http://doc.babylonjs.com/how_to/parametric_shapes#line-system
  66097. * @param name defines the name of the new line system
  66098. * @param options defines the options used to create the line system
  66099. * @param scene defines the hosting scene
  66100. * @returns a new line system mesh
  66101. */
  66102. MeshBuilder.CreateLineSystem = function (name, options, scene) {
  66103. var instance = options.instance;
  66104. var lines = options.lines;
  66105. var colors = options.colors;
  66106. if (instance) { // lines update
  66107. var positions = instance.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  66108. var vertexColor;
  66109. var lineColors;
  66110. if (colors) {
  66111. vertexColor = instance.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  66112. }
  66113. var i = 0;
  66114. var c = 0;
  66115. for (var l = 0; l < lines.length; l++) {
  66116. var points = lines[l];
  66117. for (var p = 0; p < points.length; p++) {
  66118. positions[i] = points[p].x;
  66119. positions[i + 1] = points[p].y;
  66120. positions[i + 2] = points[p].z;
  66121. if (colors && vertexColor) {
  66122. lineColors = colors[l];
  66123. vertexColor[c] = lineColors[p].r;
  66124. vertexColor[c + 1] = lineColors[p].g;
  66125. vertexColor[c + 2] = lineColors[p].b;
  66126. vertexColor[c + 3] = lineColors[p].a;
  66127. c += 4;
  66128. }
  66129. i += 3;
  66130. }
  66131. }
  66132. instance.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
  66133. if (colors && vertexColor) {
  66134. instance.updateVerticesData(BABYLON.VertexBuffer.ColorKind, vertexColor, false, false);
  66135. }
  66136. return instance;
  66137. }
  66138. // line system creation
  66139. var useVertexColor = (colors) ? true : false;
  66140. var lineSystem = new BABYLON.LinesMesh(name, scene, null, undefined, undefined, useVertexColor, options.useVertexAlpha);
  66141. var vertexData = BABYLON.VertexData.CreateLineSystem(options);
  66142. vertexData.applyToMesh(lineSystem, options.updatable);
  66143. return lineSystem;
  66144. };
  66145. /**
  66146. * Creates a line mesh
  66147. * 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
  66148. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  66149. * * The parameter `points` is an array successive Vector3
  66150. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#lines-and-dashedlines
  66151. * * The optional parameter `colors` is an array of successive Color4, one per line point
  66152. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  66153. * * When updating an instance, remember that only point positions can change, not the number of points
  66154. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  66155. * @see http://doc.babylonjs.com/how_to/parametric_shapes#lines
  66156. * @param name defines the name of the new line system
  66157. * @param options defines the options used to create the line system
  66158. * @param scene defines the hosting scene
  66159. * @returns a new line mesh
  66160. */
  66161. MeshBuilder.CreateLines = function (name, options, scene) {
  66162. if (scene === void 0) { scene = null; }
  66163. var colors = (options.colors) ? [options.colors] : null;
  66164. var lines = MeshBuilder.CreateLineSystem(name, { lines: [options.points], updatable: options.updatable, instance: options.instance, colors: colors, useVertexAlpha: options.useVertexAlpha }, scene);
  66165. return lines;
  66166. };
  66167. /**
  66168. * Creates a dashed line mesh
  66169. * * 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
  66170. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  66171. * * The parameter `points` is an array successive Vector3
  66172. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  66173. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  66174. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  66175. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#lines-and-dashedlines
  66176. * * When updating an instance, remember that only point positions can change, not the number of points
  66177. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  66178. * @param name defines the name of the mesh
  66179. * @param options defines the options used to create the mesh
  66180. * @param scene defines the hosting scene
  66181. * @returns the dashed line mesh
  66182. * @see http://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  66183. */
  66184. MeshBuilder.CreateDashedLines = function (name, options, scene) {
  66185. if (scene === void 0) { scene = null; }
  66186. var points = options.points;
  66187. var instance = options.instance;
  66188. var gapSize = options.gapSize || 1;
  66189. var dashSize = options.dashSize || 3;
  66190. if (instance) { // dashed lines update
  66191. var positionFunction = function (positions) {
  66192. var curvect = BABYLON.Vector3.Zero();
  66193. var nbSeg = positions.length / 6;
  66194. var lg = 0;
  66195. var nb = 0;
  66196. var shft = 0;
  66197. var dashshft = 0;
  66198. var curshft = 0;
  66199. var p = 0;
  66200. var i = 0;
  66201. var j = 0;
  66202. for (i = 0; i < points.length - 1; i++) {
  66203. points[i + 1].subtractToRef(points[i], curvect);
  66204. lg += curvect.length();
  66205. }
  66206. shft = lg / nbSeg;
  66207. dashshft = instance.dashSize * shft / (instance.dashSize + instance.gapSize);
  66208. for (i = 0; i < points.length - 1; i++) {
  66209. points[i + 1].subtractToRef(points[i], curvect);
  66210. nb = Math.floor(curvect.length() / shft);
  66211. curvect.normalize();
  66212. j = 0;
  66213. while (j < nb && p < positions.length) {
  66214. curshft = shft * j;
  66215. positions[p] = points[i].x + curshft * curvect.x;
  66216. positions[p + 1] = points[i].y + curshft * curvect.y;
  66217. positions[p + 2] = points[i].z + curshft * curvect.z;
  66218. positions[p + 3] = points[i].x + (curshft + dashshft) * curvect.x;
  66219. positions[p + 4] = points[i].y + (curshft + dashshft) * curvect.y;
  66220. positions[p + 5] = points[i].z + (curshft + dashshft) * curvect.z;
  66221. p += 6;
  66222. j++;
  66223. }
  66224. }
  66225. while (p < positions.length) {
  66226. positions[p] = points[i].x;
  66227. positions[p + 1] = points[i].y;
  66228. positions[p + 2] = points[i].z;
  66229. p += 3;
  66230. }
  66231. };
  66232. instance.updateMeshPositions(positionFunction, false);
  66233. return instance;
  66234. }
  66235. // dashed lines creation
  66236. var dashedLines = new BABYLON.LinesMesh(name, scene);
  66237. var vertexData = BABYLON.VertexData.CreateDashedLines(options);
  66238. vertexData.applyToMesh(dashedLines, options.updatable);
  66239. dashedLines.dashSize = dashSize;
  66240. dashedLines.gapSize = gapSize;
  66241. return dashedLines;
  66242. };
  66243. /**
  66244. * 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.
  66245. * * 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.
  66246. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  66247. * * 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.
  66248. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  66249. * * 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
  66250. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#extruded-shape
  66251. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  66252. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  66253. * * 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
  66254. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  66255. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  66256. * @param name defines the name of the mesh
  66257. * @param options defines the options used to create the mesh
  66258. * @param scene defines the hosting scene
  66259. * @returns the extruded shape mesh
  66260. * @see http://doc.babylonjs.com/tutorials/Parametric_Shapes
  66261. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  66262. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  66263. */
  66264. MeshBuilder.ExtrudeShape = function (name, options, scene) {
  66265. if (scene === void 0) { scene = null; }
  66266. var path = options.path;
  66267. var shape = options.shape;
  66268. var scale = options.scale || 1;
  66269. var rotation = options.rotation || 0;
  66270. var cap = (options.cap === 0) ? 0 : options.cap || BABYLON.Mesh.NO_CAP;
  66271. var updatable = options.updatable;
  66272. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  66273. var instance = options.instance || null;
  66274. var invertUV = options.invertUV || false;
  66275. 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);
  66276. };
  66277. /**
  66278. * Creates an custom extruded shape mesh.
  66279. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  66280. * * 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.
  66281. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  66282. * * 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
  66283. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  66284. * * 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
  66285. * * It must returns a float value that will be the scale value applied to the shape on each path point
  66286. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  66287. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  66288. * * 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
  66289. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#extruded-shape
  66290. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  66291. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  66292. * * 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
  66293. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  66294. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  66295. * @param name defines the name of the mesh
  66296. * @param options defines the options used to create the mesh
  66297. * @param scene defines the hosting scene
  66298. * @returns the custom extruded shape mesh
  66299. * @see http://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  66300. * @see http://doc.babylonjs.com/tutorials/Parametric_Shapes
  66301. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  66302. */
  66303. MeshBuilder.ExtrudeShapeCustom = function (name, options, scene) {
  66304. var path = options.path;
  66305. var shape = options.shape;
  66306. var scaleFunction = options.scaleFunction || (function () { return 1; });
  66307. var rotationFunction = options.rotationFunction || (function () { return 0; });
  66308. var ribbonCloseArray = options.ribbonCloseArray || false;
  66309. var ribbonClosePath = options.ribbonClosePath || false;
  66310. var cap = (options.cap === 0) ? 0 : options.cap || BABYLON.Mesh.NO_CAP;
  66311. var updatable = options.updatable;
  66312. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  66313. var instance = options.instance;
  66314. var invertUV = options.invertUV || false;
  66315. 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);
  66316. };
  66317. /**
  66318. * Creates lathe mesh.
  66319. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  66320. * * 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
  66321. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  66322. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  66323. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  66324. * * 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
  66325. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  66326. * * 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
  66327. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  66328. * * 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
  66329. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  66330. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  66331. * @param name defines the name of the mesh
  66332. * @param options defines the options used to create the mesh
  66333. * @param scene defines the hosting scene
  66334. * @returns the lathe mesh
  66335. * @see http://doc.babylonjs.com/how_to/parametric_shapes#lathe
  66336. */
  66337. MeshBuilder.CreateLathe = function (name, options, scene) {
  66338. var arc = options.arc ? ((options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc) : 1.0;
  66339. var closed = (options.closed === undefined) ? true : options.closed;
  66340. var shape = options.shape;
  66341. var radius = options.radius || 1;
  66342. var tessellation = options.tessellation || 64;
  66343. var clip = options.clip || 0;
  66344. var updatable = options.updatable;
  66345. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  66346. var cap = options.cap || BABYLON.Mesh.NO_CAP;
  66347. var pi2 = Math.PI * 2;
  66348. var paths = new Array();
  66349. var invertUV = options.invertUV || false;
  66350. var i = 0;
  66351. var p = 0;
  66352. var step = pi2 / tessellation * arc;
  66353. var rotated;
  66354. var path = new Array();
  66355. for (i = 0; i <= tessellation - clip; i++) {
  66356. var path = [];
  66357. if (cap == BABYLON.Mesh.CAP_START || cap == BABYLON.Mesh.CAP_ALL) {
  66358. path.push(new BABYLON.Vector3(0, shape[0].y, 0));
  66359. path.push(new BABYLON.Vector3(Math.cos(i * step) * shape[0].x * radius, shape[0].y, Math.sin(i * step) * shape[0].x * radius));
  66360. }
  66361. for (p = 0; p < shape.length; p++) {
  66362. rotated = new BABYLON.Vector3(Math.cos(i * step) * shape[p].x * radius, shape[p].y, Math.sin(i * step) * shape[p].x * radius);
  66363. path.push(rotated);
  66364. }
  66365. if (cap == BABYLON.Mesh.CAP_END || cap == BABYLON.Mesh.CAP_ALL) {
  66366. 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));
  66367. path.push(new BABYLON.Vector3(0, shape[shape.length - 1].y, 0));
  66368. }
  66369. paths.push(path);
  66370. }
  66371. // lathe ribbon
  66372. var lathe = MeshBuilder.CreateRibbon(name, { pathArray: paths, closeArray: closed, sideOrientation: sideOrientation, updatable: updatable, invertUV: invertUV, frontUVs: options.frontUVs, backUVs: options.backUVs }, scene);
  66373. return lathe;
  66374. };
  66375. /**
  66376. * Creates a plane mesh
  66377. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  66378. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  66379. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  66380. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  66381. * * 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
  66382. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  66383. * @param name defines the name of the mesh
  66384. * @param options defines the options used to create the mesh
  66385. * @param scene defines the hosting scene
  66386. * @returns the plane mesh
  66387. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#plane
  66388. */
  66389. MeshBuilder.CreatePlane = function (name, options, scene) {
  66390. var plane = new BABYLON.Mesh(name, scene);
  66391. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  66392. plane._originalBuilderSideOrientation = options.sideOrientation;
  66393. var vertexData = BABYLON.VertexData.CreatePlane(options);
  66394. vertexData.applyToMesh(plane, options.updatable);
  66395. if (options.sourcePlane) {
  66396. plane.translate(options.sourcePlane.normal, options.sourcePlane.d);
  66397. var product = Math.acos(BABYLON.Vector3.Dot(options.sourcePlane.normal, BABYLON.Axis.Z));
  66398. var vectorProduct = BABYLON.Vector3.Cross(BABYLON.Axis.Z, options.sourcePlane.normal);
  66399. if (vectorProduct.lengthSquared() > BABYLON.Epsilon) {
  66400. plane.rotate(vectorProduct, product);
  66401. }
  66402. }
  66403. return plane;
  66404. };
  66405. /**
  66406. * Creates a ground mesh
  66407. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  66408. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  66409. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  66410. * @param name defines the name of the mesh
  66411. * @param options defines the options used to create the mesh
  66412. * @param scene defines the hosting scene
  66413. * @returns the ground mesh
  66414. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#plane
  66415. */
  66416. MeshBuilder.CreateGround = function (name, options, scene) {
  66417. var ground = new BABYLON.GroundMesh(name, scene);
  66418. ground._setReady(false);
  66419. ground._subdivisionsX = options.subdivisionsX || options.subdivisions || 1;
  66420. ground._subdivisionsY = options.subdivisionsY || options.subdivisions || 1;
  66421. ground._width = options.width || 1;
  66422. ground._height = options.height || 1;
  66423. ground._maxX = ground._width / 2;
  66424. ground._maxZ = ground._height / 2;
  66425. ground._minX = -ground._maxX;
  66426. ground._minZ = -ground._maxZ;
  66427. var vertexData = BABYLON.VertexData.CreateGround(options);
  66428. vertexData.applyToMesh(ground, options.updatable);
  66429. ground._setReady(true);
  66430. return ground;
  66431. };
  66432. /**
  66433. * Creates a tiled ground mesh
  66434. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  66435. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  66436. * * 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
  66437. * * 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
  66438. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  66439. * @param name defines the name of the mesh
  66440. * @param options defines the options used to create the mesh
  66441. * @param scene defines the hosting scene
  66442. * @returns the tiled ground mesh
  66443. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#tiled-ground
  66444. */
  66445. MeshBuilder.CreateTiledGround = function (name, options, scene) {
  66446. var tiledGround = new BABYLON.Mesh(name, scene);
  66447. var vertexData = BABYLON.VertexData.CreateTiledGround(options);
  66448. vertexData.applyToMesh(tiledGround, options.updatable);
  66449. return tiledGround;
  66450. };
  66451. /**
  66452. * Creates a ground mesh from a height map
  66453. * * The parameter `url` sets the URL of the height map image resource.
  66454. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  66455. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  66456. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  66457. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  66458. * * 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.
  66459. * * 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).
  66460. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  66461. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  66462. * @param name defines the name of the mesh
  66463. * @param url defines the url to the height map
  66464. * @param options defines the options used to create the mesh
  66465. * @param scene defines the hosting scene
  66466. * @returns the ground mesh
  66467. * @see http://doc.babylonjs.com/babylon101/height_map
  66468. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#ground-from-a-height-map
  66469. */
  66470. MeshBuilder.CreateGroundFromHeightMap = function (name, url, options, scene) {
  66471. var width = options.width || 10.0;
  66472. var height = options.height || 10.0;
  66473. var subdivisions = options.subdivisions || 1 | 0;
  66474. var minHeight = options.minHeight || 0.0;
  66475. var maxHeight = options.maxHeight || 1.0;
  66476. var filter = options.colorFilter || new BABYLON.Color3(0.3, 0.59, 0.11);
  66477. var alphaFilter = options.alphaFilter || 0.0;
  66478. var updatable = options.updatable;
  66479. var onReady = options.onReady;
  66480. var ground = new BABYLON.GroundMesh(name, scene);
  66481. ground._subdivisionsX = subdivisions;
  66482. ground._subdivisionsY = subdivisions;
  66483. ground._width = width;
  66484. ground._height = height;
  66485. ground._maxX = ground._width / 2.0;
  66486. ground._maxZ = ground._height / 2.0;
  66487. ground._minX = -ground._maxX;
  66488. ground._minZ = -ground._maxZ;
  66489. ground._setReady(false);
  66490. var onload = function (img) {
  66491. // Getting height map data
  66492. var canvas = document.createElement("canvas");
  66493. var context = canvas.getContext("2d");
  66494. if (!context) {
  66495. throw new Error("Unable to get 2d context for CreateGroundFromHeightMap");
  66496. }
  66497. if (scene.isDisposed) {
  66498. return;
  66499. }
  66500. var bufferWidth = img.width;
  66501. var bufferHeight = img.height;
  66502. canvas.width = bufferWidth;
  66503. canvas.height = bufferHeight;
  66504. context.drawImage(img, 0, 0);
  66505. // Create VertexData from map data
  66506. // Cast is due to wrong definition in lib.d.ts from ts 1.3 - https://github.com/Microsoft/TypeScript/issues/949
  66507. var buffer = context.getImageData(0, 0, bufferWidth, bufferHeight).data;
  66508. var vertexData = BABYLON.VertexData.CreateGroundFromHeightMap({
  66509. width: width, height: height,
  66510. subdivisions: subdivisions,
  66511. minHeight: minHeight, maxHeight: maxHeight, colorFilter: filter,
  66512. buffer: buffer, bufferWidth: bufferWidth, bufferHeight: bufferHeight,
  66513. alphaFilter: alphaFilter
  66514. });
  66515. vertexData.applyToMesh(ground, updatable);
  66516. //execute ready callback, if set
  66517. if (onReady) {
  66518. onReady(ground);
  66519. }
  66520. ground._setReady(true);
  66521. };
  66522. BABYLON.Tools.LoadImage(url, onload, function () { }, scene.database);
  66523. return ground;
  66524. };
  66525. /**
  66526. * Creates a polygon mesh
  66527. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  66528. * * 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
  66529. * * You can set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  66530. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  66531. * * 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)
  66532. * * Remember you can only change the shape positions, not their number when updating a polygon
  66533. * @param name defines the name of the mesh
  66534. * @param options defines the options used to create the mesh
  66535. * @param scene defines the hosting scene
  66536. * @returns the polygon mesh
  66537. */
  66538. MeshBuilder.CreatePolygon = function (name, options, scene) {
  66539. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  66540. var shape = options.shape;
  66541. var holes = options.holes || [];
  66542. var depth = options.depth || 0;
  66543. var contours = [];
  66544. var hole = [];
  66545. for (var i = 0; i < shape.length; i++) {
  66546. contours[i] = new BABYLON.Vector2(shape[i].x, shape[i].z);
  66547. }
  66548. var epsilon = 0.00000001;
  66549. if (contours[0].equalsWithEpsilon(contours[contours.length - 1], epsilon)) {
  66550. contours.pop();
  66551. }
  66552. var polygonTriangulation = new BABYLON.PolygonMeshBuilder(name, contours, scene);
  66553. for (var hNb = 0; hNb < holes.length; hNb++) {
  66554. hole = [];
  66555. for (var hPoint = 0; hPoint < holes[hNb].length; hPoint++) {
  66556. hole.push(new BABYLON.Vector2(holes[hNb][hPoint].x, holes[hNb][hPoint].z));
  66557. }
  66558. polygonTriangulation.addHole(hole);
  66559. }
  66560. var polygon = polygonTriangulation.build(options.updatable, depth);
  66561. polygon._originalBuilderSideOrientation = options.sideOrientation;
  66562. var vertexData = BABYLON.VertexData.CreatePolygon(polygon, options.sideOrientation, options.faceUV, options.faceColors, options.frontUVs, options.backUVs);
  66563. vertexData.applyToMesh(polygon, options.updatable);
  66564. return polygon;
  66565. };
  66566. ;
  66567. /**
  66568. * Creates an extruded polygon mesh, with depth in the Y direction.
  66569. * * 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)
  66570. * @see http://doc.babylonjs.com/tutorials/CreateBox_Per_Face_Textures_And_Colors
  66571. * @param name defines the name of the mesh
  66572. * @param options defines the options used to create the mesh
  66573. * @param scene defines the hosting scene
  66574. * @returns the polygon mesh
  66575. */
  66576. MeshBuilder.ExtrudePolygon = function (name, options, scene) {
  66577. return MeshBuilder.CreatePolygon(name, options, scene);
  66578. };
  66579. ;
  66580. /**
  66581. * Creates a tube mesh.
  66582. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  66583. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  66584. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  66585. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  66586. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  66587. * * 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)
  66588. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  66589. * * 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
  66590. * * The optional parameter `instance` is an instance of an existing Tube object to be updated with the passed `pathArray` parameter : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#tube
  66591. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  66592. * * 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
  66593. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  66594. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  66595. * @param name defines the name of the mesh
  66596. * @param options defines the options used to create the mesh
  66597. * @param scene defines the hosting scene
  66598. * @returns the tube mesh
  66599. * @see http://doc.babylonjs.com/tutorials/Parametric_Shapes
  66600. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#tube
  66601. */
  66602. MeshBuilder.CreateTube = function (name, options, scene) {
  66603. var path = options.path;
  66604. var instance = options.instance;
  66605. var radius = 1.0;
  66606. if (instance) {
  66607. radius = instance.radius;
  66608. }
  66609. if (options.radius !== undefined) {
  66610. radius = options.radius;
  66611. }
  66612. ;
  66613. var tessellation = options.tessellation || 64 | 0;
  66614. var radiusFunction = options.radiusFunction || null;
  66615. var cap = options.cap || BABYLON.Mesh.NO_CAP;
  66616. var invertUV = options.invertUV || false;
  66617. var updatable = options.updatable;
  66618. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  66619. options.arc = options.arc && (options.arc <= 0.0 || options.arc > 1.0) ? 1.0 : options.arc || 1.0;
  66620. // tube geometry
  66621. var tubePathArray = function (path, path3D, circlePaths, radius, tessellation, radiusFunction, cap, arc) {
  66622. var tangents = path3D.getTangents();
  66623. var normals = path3D.getNormals();
  66624. var distances = path3D.getDistances();
  66625. var pi2 = Math.PI * 2;
  66626. var step = pi2 / tessellation * arc;
  66627. var returnRadius = function () { return radius; };
  66628. var radiusFunctionFinal = radiusFunction || returnRadius;
  66629. var circlePath;
  66630. var rad;
  66631. var normal;
  66632. var rotated;
  66633. var rotationMatrix = BABYLON.Tmp.Matrix[0];
  66634. var index = (cap === BABYLON.Mesh.NO_CAP || cap === BABYLON.Mesh.CAP_END) ? 0 : 2;
  66635. for (var i = 0; i < path.length; i++) {
  66636. rad = radiusFunctionFinal(i, distances[i]); // current radius
  66637. circlePath = Array(); // current circle array
  66638. normal = normals[i]; // current normal
  66639. for (var t = 0; t < tessellation; t++) {
  66640. BABYLON.Matrix.RotationAxisToRef(tangents[i], step * t, rotationMatrix);
  66641. rotated = circlePath[t] ? circlePath[t] : BABYLON.Vector3.Zero();
  66642. BABYLON.Vector3.TransformCoordinatesToRef(normal, rotationMatrix, rotated);
  66643. rotated.scaleInPlace(rad).addInPlace(path[i]);
  66644. circlePath[t] = rotated;
  66645. }
  66646. circlePaths[index] = circlePath;
  66647. index++;
  66648. }
  66649. // cap
  66650. var capPath = function (nbPoints, pathIndex) {
  66651. var pointCap = Array();
  66652. for (var i = 0; i < nbPoints; i++) {
  66653. pointCap.push(path[pathIndex]);
  66654. }
  66655. return pointCap;
  66656. };
  66657. switch (cap) {
  66658. case BABYLON.Mesh.NO_CAP:
  66659. break;
  66660. case BABYLON.Mesh.CAP_START:
  66661. circlePaths[0] = capPath(tessellation, 0);
  66662. circlePaths[1] = circlePaths[2].slice(0);
  66663. break;
  66664. case BABYLON.Mesh.CAP_END:
  66665. circlePaths[index] = circlePaths[index - 1].slice(0);
  66666. circlePaths[index + 1] = capPath(tessellation, path.length - 1);
  66667. break;
  66668. case BABYLON.Mesh.CAP_ALL:
  66669. circlePaths[0] = capPath(tessellation, 0);
  66670. circlePaths[1] = circlePaths[2].slice(0);
  66671. circlePaths[index] = circlePaths[index - 1].slice(0);
  66672. circlePaths[index + 1] = capPath(tessellation, path.length - 1);
  66673. break;
  66674. default:
  66675. break;
  66676. }
  66677. return circlePaths;
  66678. };
  66679. var path3D;
  66680. var pathArray;
  66681. if (instance) { // tube update
  66682. var arc = options.arc || instance.arc;
  66683. path3D = (instance.path3D).update(path);
  66684. pathArray = tubePathArray(path, path3D, instance.pathArray, radius, instance.tessellation, radiusFunction, instance.cap, arc);
  66685. instance = MeshBuilder.CreateRibbon("", { pathArray: pathArray, instance: instance });
  66686. instance.path3D = path3D;
  66687. instance.pathArray = pathArray;
  66688. instance.arc = arc;
  66689. instance.radius = radius;
  66690. return instance;
  66691. }
  66692. // tube creation
  66693. path3D = new BABYLON.Path3D(path);
  66694. var newPathArray = new Array();
  66695. cap = (cap < 0 || cap > 3) ? 0 : cap;
  66696. pathArray = tubePathArray(path, path3D, newPathArray, radius, tessellation, radiusFunction, cap, options.arc);
  66697. var tube = MeshBuilder.CreateRibbon(name, { pathArray: pathArray, closePath: true, closeArray: false, updatable: updatable, sideOrientation: sideOrientation, invertUV: invertUV, frontUVs: options.frontUVs, backUVs: options.backUVs }, scene);
  66698. tube.pathArray = pathArray;
  66699. tube.path3D = path3D;
  66700. tube.tessellation = tessellation;
  66701. tube.cap = cap;
  66702. tube.arc = options.arc;
  66703. tube.radius = radius;
  66704. return tube;
  66705. };
  66706. /**
  66707. * Creates a polyhedron mesh
  66708. * * 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
  66709. * * The parameter `size` (positive float, default 1) sets the polygon size
  66710. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  66711. * * 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`
  66712. * * 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
  66713. * * 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)`)
  66714. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : http://doc.babylonjs.com/tutorials/CreateBox_Per_Face_Textures_And_Colors
  66715. * * 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
  66716. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  66717. * * 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
  66718. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  66719. * @param name defines the name of the mesh
  66720. * @param options defines the options used to create the mesh
  66721. * @param scene defines the hosting scene
  66722. * @returns the polyhedron mesh
  66723. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes
  66724. */
  66725. MeshBuilder.CreatePolyhedron = function (name, options, scene) {
  66726. var polyhedron = new BABYLON.Mesh(name, scene);
  66727. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  66728. polyhedron._originalBuilderSideOrientation = options.sideOrientation;
  66729. var vertexData = BABYLON.VertexData.CreatePolyhedron(options);
  66730. vertexData.applyToMesh(polyhedron, options.updatable);
  66731. return polyhedron;
  66732. };
  66733. /**
  66734. * Creates a decal mesh.
  66735. * 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
  66736. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  66737. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  66738. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  66739. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  66740. * @param name defines the name of the mesh
  66741. * @param sourceMesh defines the mesh where the decal must be applied
  66742. * @param options defines the options used to create the mesh
  66743. * @param scene defines the hosting scene
  66744. * @returns the decal mesh
  66745. * @see http://doc.babylonjs.com/how_to/decals
  66746. */
  66747. MeshBuilder.CreateDecal = function (name, sourceMesh, options) {
  66748. var indices = sourceMesh.getIndices();
  66749. var positions = sourceMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  66750. var normals = sourceMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  66751. var position = options.position || BABYLON.Vector3.Zero();
  66752. var normal = options.normal || BABYLON.Vector3.Up();
  66753. var size = options.size || BABYLON.Vector3.One();
  66754. var angle = options.angle || 0;
  66755. // Getting correct rotation
  66756. if (!normal) {
  66757. var target = new BABYLON.Vector3(0, 0, 1);
  66758. var camera = sourceMesh.getScene().activeCamera;
  66759. var cameraWorldTarget = BABYLON.Vector3.TransformCoordinates(target, camera.getWorldMatrix());
  66760. normal = camera.globalPosition.subtract(cameraWorldTarget);
  66761. }
  66762. var yaw = -Math.atan2(normal.z, normal.x) - Math.PI / 2;
  66763. var len = Math.sqrt(normal.x * normal.x + normal.z * normal.z);
  66764. var pitch = Math.atan2(normal.y, len);
  66765. // Matrix
  66766. var decalWorldMatrix = BABYLON.Matrix.RotationYawPitchRoll(yaw, pitch, angle).multiply(BABYLON.Matrix.Translation(position.x, position.y, position.z));
  66767. var inverseDecalWorldMatrix = BABYLON.Matrix.Invert(decalWorldMatrix);
  66768. var meshWorldMatrix = sourceMesh.getWorldMatrix();
  66769. var transformMatrix = meshWorldMatrix.multiply(inverseDecalWorldMatrix);
  66770. var vertexData = new BABYLON.VertexData();
  66771. vertexData.indices = [];
  66772. vertexData.positions = [];
  66773. vertexData.normals = [];
  66774. vertexData.uvs = [];
  66775. var currentVertexDataIndex = 0;
  66776. var extractDecalVector3 = function (indexId) {
  66777. var result = new BABYLON.PositionNormalVertex();
  66778. if (!indices || !positions || !normals) {
  66779. return result;
  66780. }
  66781. var vertexId = indices[indexId];
  66782. result.position = new BABYLON.Vector3(positions[vertexId * 3], positions[vertexId * 3 + 1], positions[vertexId * 3 + 2]);
  66783. // Send vector to decal local world
  66784. result.position = BABYLON.Vector3.TransformCoordinates(result.position, transformMatrix);
  66785. // Get normal
  66786. result.normal = new BABYLON.Vector3(normals[vertexId * 3], normals[vertexId * 3 + 1], normals[vertexId * 3 + 2]);
  66787. result.normal = BABYLON.Vector3.TransformNormal(result.normal, transformMatrix);
  66788. return result;
  66789. }; // Inspired by https://github.com/mrdoob/three.js/blob/eee231960882f6f3b6113405f524956145148146/examples/js/geometries/DecalGeometry.js
  66790. var clip = function (vertices, axis) {
  66791. if (vertices.length === 0) {
  66792. return vertices;
  66793. }
  66794. var clipSize = 0.5 * Math.abs(BABYLON.Vector3.Dot(size, axis));
  66795. var clipVertices = function (v0, v1) {
  66796. var clipFactor = BABYLON.Vector3.GetClipFactor(v0.position, v1.position, axis, clipSize);
  66797. return new BABYLON.PositionNormalVertex(BABYLON.Vector3.Lerp(v0.position, v1.position, clipFactor), BABYLON.Vector3.Lerp(v0.normal, v1.normal, clipFactor));
  66798. };
  66799. var result = new Array();
  66800. for (var index = 0; index < vertices.length; index += 3) {
  66801. var v1Out;
  66802. var v2Out;
  66803. var v3Out;
  66804. var total = 0;
  66805. var nV1 = null;
  66806. var nV2 = null;
  66807. var nV3 = null;
  66808. var nV4 = null;
  66809. var d1 = BABYLON.Vector3.Dot(vertices[index].position, axis) - clipSize;
  66810. var d2 = BABYLON.Vector3.Dot(vertices[index + 1].position, axis) - clipSize;
  66811. var d3 = BABYLON.Vector3.Dot(vertices[index + 2].position, axis) - clipSize;
  66812. v1Out = d1 > 0;
  66813. v2Out = d2 > 0;
  66814. v3Out = d3 > 0;
  66815. total = (v1Out ? 1 : 0) + (v2Out ? 1 : 0) + (v3Out ? 1 : 0);
  66816. switch (total) {
  66817. case 0:
  66818. result.push(vertices[index]);
  66819. result.push(vertices[index + 1]);
  66820. result.push(vertices[index + 2]);
  66821. break;
  66822. case 1:
  66823. if (v1Out) {
  66824. nV1 = vertices[index + 1];
  66825. nV2 = vertices[index + 2];
  66826. nV3 = clipVertices(vertices[index], nV1);
  66827. nV4 = clipVertices(vertices[index], nV2);
  66828. }
  66829. if (v2Out) {
  66830. nV1 = vertices[index];
  66831. nV2 = vertices[index + 2];
  66832. nV3 = clipVertices(vertices[index + 1], nV1);
  66833. nV4 = clipVertices(vertices[index + 1], nV2);
  66834. result.push(nV3);
  66835. result.push(nV2.clone());
  66836. result.push(nV1.clone());
  66837. result.push(nV2.clone());
  66838. result.push(nV3.clone());
  66839. result.push(nV4);
  66840. break;
  66841. }
  66842. if (v3Out) {
  66843. nV1 = vertices[index];
  66844. nV2 = vertices[index + 1];
  66845. nV3 = clipVertices(vertices[index + 2], nV1);
  66846. nV4 = clipVertices(vertices[index + 2], nV2);
  66847. }
  66848. if (nV1 && nV2 && nV3 && nV4) {
  66849. result.push(nV1.clone());
  66850. result.push(nV2.clone());
  66851. result.push(nV3);
  66852. result.push(nV4);
  66853. result.push(nV3.clone());
  66854. result.push(nV2.clone());
  66855. }
  66856. break;
  66857. case 2:
  66858. if (!v1Out) {
  66859. nV1 = vertices[index].clone();
  66860. nV2 = clipVertices(nV1, vertices[index + 1]);
  66861. nV3 = clipVertices(nV1, vertices[index + 2]);
  66862. result.push(nV1);
  66863. result.push(nV2);
  66864. result.push(nV3);
  66865. }
  66866. if (!v2Out) {
  66867. nV1 = vertices[index + 1].clone();
  66868. nV2 = clipVertices(nV1, vertices[index + 2]);
  66869. nV3 = clipVertices(nV1, vertices[index]);
  66870. result.push(nV1);
  66871. result.push(nV2);
  66872. result.push(nV3);
  66873. }
  66874. if (!v3Out) {
  66875. nV1 = vertices[index + 2].clone();
  66876. nV2 = clipVertices(nV1, vertices[index]);
  66877. nV3 = clipVertices(nV1, vertices[index + 1]);
  66878. result.push(nV1);
  66879. result.push(nV2);
  66880. result.push(nV3);
  66881. }
  66882. break;
  66883. case 3:
  66884. break;
  66885. }
  66886. }
  66887. return result;
  66888. };
  66889. for (var index = 0; index < indices.length; index += 3) {
  66890. var faceVertices = new Array();
  66891. faceVertices.push(extractDecalVector3(index));
  66892. faceVertices.push(extractDecalVector3(index + 1));
  66893. faceVertices.push(extractDecalVector3(index + 2));
  66894. // Clip
  66895. faceVertices = clip(faceVertices, new BABYLON.Vector3(1, 0, 0));
  66896. faceVertices = clip(faceVertices, new BABYLON.Vector3(-1, 0, 0));
  66897. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 1, 0));
  66898. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, -1, 0));
  66899. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 0, 1));
  66900. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 0, -1));
  66901. if (faceVertices.length === 0) {
  66902. continue;
  66903. }
  66904. // Add UVs and get back to world
  66905. for (var vIndex = 0; vIndex < faceVertices.length; vIndex++) {
  66906. var vertex = faceVertices[vIndex];
  66907. //TODO check for Int32Array | Uint32Array | Uint16Array
  66908. vertexData.indices.push(currentVertexDataIndex);
  66909. vertex.position.toArray(vertexData.positions, currentVertexDataIndex * 3);
  66910. vertex.normal.toArray(vertexData.normals, currentVertexDataIndex * 3);
  66911. vertexData.uvs.push(0.5 + vertex.position.x / size.x);
  66912. vertexData.uvs.push(0.5 + vertex.position.y / size.y);
  66913. currentVertexDataIndex++;
  66914. }
  66915. }
  66916. // Return mesh
  66917. var decal = new BABYLON.Mesh(name, sourceMesh.getScene());
  66918. vertexData.applyToMesh(decal);
  66919. decal.position = position.clone();
  66920. decal.rotation = new BABYLON.Vector3(pitch, yaw, angle);
  66921. return decal;
  66922. };
  66923. // Privates
  66924. MeshBuilder._ExtrudeShapeGeneric = function (name, shape, curve, scale, rotation, scaleFunction, rotateFunction, rbCA, rbCP, cap, custom, scene, updtbl, side, instance, invertUV, frontUVs, backUVs) {
  66925. // extrusion geometry
  66926. var extrusionPathArray = function (shape, curve, path3D, shapePaths, scale, rotation, scaleFunction, rotateFunction, cap, custom) {
  66927. var tangents = path3D.getTangents();
  66928. var normals = path3D.getNormals();
  66929. var binormals = path3D.getBinormals();
  66930. var distances = path3D.getDistances();
  66931. var angle = 0;
  66932. var returnScale = function () { return scale !== null ? scale : 1; };
  66933. var returnRotation = function () { return rotation !== null ? rotation : 0; };
  66934. var rotate = custom && rotateFunction ? rotateFunction : returnRotation;
  66935. var scl = custom && scaleFunction ? scaleFunction : returnScale;
  66936. var index = (cap === BABYLON.Mesh.NO_CAP || cap === BABYLON.Mesh.CAP_END) ? 0 : 2;
  66937. var rotationMatrix = BABYLON.Tmp.Matrix[0];
  66938. for (var i = 0; i < curve.length; i++) {
  66939. var shapePath = new Array();
  66940. var angleStep = rotate(i, distances[i]);
  66941. var scaleRatio = scl(i, distances[i]);
  66942. for (var p = 0; p < shape.length; p++) {
  66943. BABYLON.Matrix.RotationAxisToRef(tangents[i], angle, rotationMatrix);
  66944. var planed = ((tangents[i].scale(shape[p].z)).add(normals[i].scale(shape[p].x)).add(binormals[i].scale(shape[p].y)));
  66945. var rotated = shapePath[p] ? shapePath[p] : BABYLON.Vector3.Zero();
  66946. BABYLON.Vector3.TransformCoordinatesToRef(planed, rotationMatrix, rotated);
  66947. rotated.scaleInPlace(scaleRatio).addInPlace(curve[i]);
  66948. shapePath[p] = rotated;
  66949. }
  66950. shapePaths[index] = shapePath;
  66951. angle += angleStep;
  66952. index++;
  66953. }
  66954. // cap
  66955. var capPath = function (shapePath) {
  66956. var pointCap = Array();
  66957. var barycenter = BABYLON.Vector3.Zero();
  66958. var i;
  66959. for (i = 0; i < shapePath.length; i++) {
  66960. barycenter.addInPlace(shapePath[i]);
  66961. }
  66962. barycenter.scaleInPlace(1.0 / shapePath.length);
  66963. for (i = 0; i < shapePath.length; i++) {
  66964. pointCap.push(barycenter);
  66965. }
  66966. return pointCap;
  66967. };
  66968. switch (cap) {
  66969. case BABYLON.Mesh.NO_CAP:
  66970. break;
  66971. case BABYLON.Mesh.CAP_START:
  66972. shapePaths[0] = capPath(shapePaths[2]);
  66973. shapePaths[1] = shapePaths[2];
  66974. break;
  66975. case BABYLON.Mesh.CAP_END:
  66976. shapePaths[index] = shapePaths[index - 1];
  66977. shapePaths[index + 1] = capPath(shapePaths[index - 1]);
  66978. break;
  66979. case BABYLON.Mesh.CAP_ALL:
  66980. shapePaths[0] = capPath(shapePaths[2]);
  66981. shapePaths[1] = shapePaths[2];
  66982. shapePaths[index] = shapePaths[index - 1];
  66983. shapePaths[index + 1] = capPath(shapePaths[index - 1]);
  66984. break;
  66985. default:
  66986. break;
  66987. }
  66988. return shapePaths;
  66989. };
  66990. var path3D;
  66991. var pathArray;
  66992. if (instance) { // instance update
  66993. path3D = (instance.path3D).update(curve);
  66994. pathArray = extrusionPathArray(shape, curve, instance.path3D, instance.pathArray, scale, rotation, scaleFunction, rotateFunction, instance.cap, custom);
  66995. instance = BABYLON.Mesh.CreateRibbon("", pathArray, false, false, 0, scene || undefined, false, 0, instance);
  66996. return instance;
  66997. }
  66998. // extruded shape creation
  66999. path3D = new BABYLON.Path3D(curve);
  67000. var newShapePaths = new Array();
  67001. cap = (cap < 0 || cap > 3) ? 0 : cap;
  67002. pathArray = extrusionPathArray(shape, curve, path3D, newShapePaths, scale, rotation, scaleFunction, rotateFunction, cap, custom);
  67003. var extrudedGeneric = MeshBuilder.CreateRibbon(name, { pathArray: pathArray, closeArray: rbCA, closePath: rbCP, updatable: updtbl, sideOrientation: side, invertUV: invertUV, frontUVs: frontUVs || undefined, backUVs: backUVs || undefined }, scene);
  67004. extrudedGeneric.pathArray = pathArray;
  67005. extrudedGeneric.path3D = path3D;
  67006. extrudedGeneric.cap = cap;
  67007. return extrudedGeneric;
  67008. };
  67009. return MeshBuilder;
  67010. }());
  67011. BABYLON.MeshBuilder = MeshBuilder;
  67012. })(BABYLON || (BABYLON = {}));
  67013. //# sourceMappingURL=babylon.meshBuilder.js.map
  67014. var BABYLON;
  67015. (function (BABYLON) {
  67016. /**
  67017. * Draco compression (https://google.github.io/draco/)
  67018. *
  67019. * This class wraps the Draco module.
  67020. *
  67021. * **Encoder**
  67022. *
  67023. * The encoder is not currently implemented.
  67024. *
  67025. * **Decoder**
  67026. *
  67027. * 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.
  67028. *
  67029. * To update the configuration, use the following code:
  67030. * ```javascript
  67031. * BABYLON.DracoCompression.Configuration = {
  67032. * decoder: {
  67033. * wasmUrl: "<url to the WebAssembly library>",
  67034. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  67035. * fallbackUrl: "<url to the fallback JavaScript library>",
  67036. * }
  67037. * };
  67038. * ```
  67039. *
  67040. * 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.
  67041. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  67042. * Use `BABYLON.DracoCompression.DecoderAvailable` to determine if the decoder is available for the current session.
  67043. *
  67044. * To decode Draco compressed data, create a DracoCompression object and call decodeMeshAsync:
  67045. * ```javascript
  67046. * var dracoCompression = new BABYLON.DracoCompression();
  67047. * var vertexData = await dracoCompression.decodeMeshAsync(data, {
  67048. * [BABYLON.VertexBuffer.PositionKind]: 0
  67049. * });
  67050. * ```
  67051. *
  67052. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  67053. */
  67054. var DracoCompression = /** @class */ (function () {
  67055. /**
  67056. * Constructor
  67057. */
  67058. function DracoCompression() {
  67059. }
  67060. Object.defineProperty(DracoCompression, "DecoderAvailable", {
  67061. /**
  67062. * Returns true if the decoder is available.
  67063. */
  67064. get: function () {
  67065. if (typeof DracoDecoderModule !== "undefined") {
  67066. return true;
  67067. }
  67068. var decoder = DracoCompression.Configuration.decoder;
  67069. if (decoder) {
  67070. if (decoder.wasmUrl && decoder.wasmBinaryUrl && typeof WebAssembly === "object") {
  67071. return true;
  67072. }
  67073. if (decoder.fallbackUrl) {
  67074. return true;
  67075. }
  67076. }
  67077. return false;
  67078. },
  67079. enumerable: true,
  67080. configurable: true
  67081. });
  67082. /**
  67083. * Stop all async operations and release resources.
  67084. */
  67085. DracoCompression.prototype.dispose = function () {
  67086. };
  67087. /**
  67088. * Decode Draco compressed mesh data to vertex data.
  67089. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  67090. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  67091. * @returns A promise that resolves with the decoded vertex data
  67092. */
  67093. DracoCompression.prototype.decodeMeshAsync = function (data, attributes) {
  67094. var dataView = data instanceof ArrayBuffer ? new Uint8Array(data) : data;
  67095. return DracoCompression._GetDecoderModule().then(function (wrappedModule) {
  67096. var module = wrappedModule.module;
  67097. var vertexData = new BABYLON.VertexData();
  67098. var buffer = new module.DecoderBuffer();
  67099. buffer.Init(dataView, dataView.byteLength);
  67100. var decoder = new module.Decoder();
  67101. var geometry;
  67102. var status;
  67103. try {
  67104. var type = decoder.GetEncodedGeometryType(buffer);
  67105. switch (type) {
  67106. case module.TRIANGULAR_MESH:
  67107. geometry = new module.Mesh();
  67108. status = decoder.DecodeBufferToMesh(buffer, geometry);
  67109. break;
  67110. case module.POINT_CLOUD:
  67111. geometry = new module.PointCloud();
  67112. status = decoder.DecodeBufferToPointCloud(buffer, geometry);
  67113. break;
  67114. default:
  67115. throw new Error("Invalid geometry type " + type);
  67116. }
  67117. if (!status.ok() || !geometry.ptr) {
  67118. throw new Error(status.error_msg());
  67119. }
  67120. var numPoints = geometry.num_points();
  67121. if (type === module.TRIANGULAR_MESH) {
  67122. var numFaces = geometry.num_faces();
  67123. var faceIndices = new module.DracoInt32Array();
  67124. try {
  67125. var indices = new Uint32Array(numFaces * 3);
  67126. for (var i = 0; i < numFaces; i++) {
  67127. decoder.GetFaceFromMesh(geometry, i, faceIndices);
  67128. var offset = i * 3;
  67129. indices[offset + 0] = faceIndices.GetValue(0);
  67130. indices[offset + 1] = faceIndices.GetValue(1);
  67131. indices[offset + 2] = faceIndices.GetValue(2);
  67132. }
  67133. vertexData.indices = indices;
  67134. }
  67135. finally {
  67136. module.destroy(faceIndices);
  67137. }
  67138. }
  67139. for (var kind in attributes) {
  67140. var uniqueId = attributes[kind];
  67141. var attribute = decoder.GetAttributeByUniqueId(geometry, uniqueId);
  67142. var dracoData = new module.DracoFloat32Array();
  67143. try {
  67144. decoder.GetAttributeFloatForAllPoints(geometry, attribute, dracoData);
  67145. var babylonData = new Float32Array(numPoints * attribute.num_components());
  67146. for (var i = 0; i < babylonData.length; i++) {
  67147. babylonData[i] = dracoData.GetValue(i);
  67148. }
  67149. vertexData.set(babylonData, kind);
  67150. }
  67151. finally {
  67152. module.destroy(dracoData);
  67153. }
  67154. }
  67155. }
  67156. finally {
  67157. if (geometry) {
  67158. module.destroy(geometry);
  67159. }
  67160. module.destroy(decoder);
  67161. module.destroy(buffer);
  67162. }
  67163. return vertexData;
  67164. });
  67165. };
  67166. DracoCompression._GetDecoderModule = function () {
  67167. if (!DracoCompression._DecoderModulePromise) {
  67168. var promise = null;
  67169. var config_1 = {};
  67170. if (typeof DracoDecoderModule !== "undefined") {
  67171. promise = Promise.resolve();
  67172. }
  67173. else {
  67174. var decoder = DracoCompression.Configuration.decoder;
  67175. if (decoder) {
  67176. if (decoder.wasmUrl && decoder.wasmBinaryUrl && typeof WebAssembly === "object") {
  67177. promise = Promise.all([
  67178. DracoCompression._LoadScriptAsync(decoder.wasmUrl),
  67179. DracoCompression._LoadFileAsync(decoder.wasmBinaryUrl).then(function (data) {
  67180. config_1.wasmBinary = data;
  67181. })
  67182. ]);
  67183. }
  67184. else if (decoder.fallbackUrl) {
  67185. promise = DracoCompression._LoadScriptAsync(decoder.fallbackUrl);
  67186. }
  67187. }
  67188. }
  67189. if (!promise) {
  67190. throw new Error("Draco decoder module is not available");
  67191. }
  67192. DracoCompression._DecoderModulePromise = promise.then(function () {
  67193. return new Promise(function (resolve) {
  67194. config_1.onModuleLoaded = function (decoderModule) {
  67195. // decoderModule is Promise-like. Wrap before resolving to avoid loop.
  67196. resolve({ module: decoderModule });
  67197. };
  67198. DracoDecoderModule(config_1);
  67199. });
  67200. });
  67201. }
  67202. return DracoCompression._DecoderModulePromise;
  67203. };
  67204. DracoCompression._LoadScriptAsync = function (url) {
  67205. return new Promise(function (resolve, reject) {
  67206. BABYLON.Tools.LoadScript(url, function () {
  67207. resolve();
  67208. }, function (message) {
  67209. reject(new Error(message));
  67210. });
  67211. });
  67212. };
  67213. DracoCompression._LoadFileAsync = function (url) {
  67214. return new Promise(function (resolve, reject) {
  67215. BABYLON.Tools.LoadFile(url, function (data) {
  67216. resolve(data);
  67217. }, undefined, undefined, true, function (request, exception) {
  67218. reject(exception);
  67219. });
  67220. });
  67221. };
  67222. /**
  67223. * The configuration. Defaults to the following urls:
  67224. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  67225. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  67226. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  67227. */
  67228. DracoCompression.Configuration = {
  67229. decoder: {
  67230. wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js",
  67231. wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm",
  67232. fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  67233. }
  67234. };
  67235. return DracoCompression;
  67236. }());
  67237. BABYLON.DracoCompression = DracoCompression;
  67238. })(BABYLON || (BABYLON = {}));
  67239. //# sourceMappingURL=babylon.dracoCompression.js.map
  67240. var BABYLON;
  67241. (function (BABYLON) {
  67242. // Sets the default audio engine to Babylon JS.
  67243. BABYLON.Engine.AudioEngineFactory = function (engine) { return new AudioEngine(engine); };
  67244. /**
  67245. * This represents the default audio engine used in babylon.
  67246. * It is responsible to play, synchronize and analyse sounds throughout the application.
  67247. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  67248. */
  67249. var AudioEngine = /** @class */ (function () {
  67250. /**
  67251. * Instantiates a new audio engine.
  67252. *
  67253. * There should be only one per page as some browsers restrict the number
  67254. * of audio contexts you can create.
  67255. * @param engine defines the hosting engine
  67256. */
  67257. function AudioEngine(engine) {
  67258. if (engine === void 0) { engine = BABYLON.Engine.LastCreatedEngine; }
  67259. var _this = this;
  67260. this._audioContext = null;
  67261. this._audioContextInitialized = false;
  67262. this._muteButton = null;
  67263. /**
  67264. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  67265. */
  67266. this.canUseWebAudio = false;
  67267. /**
  67268. * Defines if Babylon should emit a warning if WebAudio is not supported.
  67269. * @ignoreNaming
  67270. */
  67271. this.WarnedWebAudioUnsupported = false;
  67272. /**
  67273. * Gets whether or not mp3 are supported by your browser.
  67274. */
  67275. this.isMP3supported = false;
  67276. /**
  67277. * Gets whether or not ogg are supported by your browser.
  67278. */
  67279. this.isOGGsupported = false;
  67280. /**
  67281. * Gets whether audio has been unlocked on the device.
  67282. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  67283. * a user interaction has happened.
  67284. */
  67285. this.unlocked = true;
  67286. /**
  67287. * Defines if the audio engine relies on a custom unlocked button.
  67288. * In this case, the embedded button will not be displayed.
  67289. */
  67290. this.useCustomUnlockedButton = false;
  67291. /**
  67292. * Event raised when audio has been unlocked on the browser.
  67293. */
  67294. this.onAudioUnlockedObservable = new BABYLON.Observable();
  67295. /**
  67296. * Event raised when audio has been locked on the browser.
  67297. */
  67298. this.onAudioLockedObservable = new BABYLON.Observable();
  67299. this._tryToRun = false;
  67300. this._onResize = function () {
  67301. _this._moveButtonToTopLeft();
  67302. };
  67303. if (typeof window.AudioContext !== 'undefined' || typeof window.webkitAudioContext !== 'undefined') {
  67304. window.AudioContext = window.AudioContext || window.webkitAudioContext;
  67305. this.canUseWebAudio = true;
  67306. }
  67307. var audioElem = document.createElement('audio');
  67308. this._engine = engine;
  67309. try {
  67310. if (audioElem && !!audioElem.canPlayType && audioElem.canPlayType('audio/mpeg; codecs="mp3"').replace(/^no$/, '')) {
  67311. this.isMP3supported = true;
  67312. }
  67313. }
  67314. catch (e) {
  67315. // protect error during capability check.
  67316. }
  67317. try {
  67318. if (audioElem && !!audioElem.canPlayType && audioElem.canPlayType('audio/ogg; codecs="vorbis"').replace(/^no$/, '')) {
  67319. this.isOGGsupported = true;
  67320. }
  67321. }
  67322. catch (e) {
  67323. // protect error during capability check.
  67324. }
  67325. }
  67326. Object.defineProperty(AudioEngine.prototype, "audioContext", {
  67327. /**
  67328. * Gets the current AudioContext if available.
  67329. */
  67330. get: function () {
  67331. if (!this._audioContextInitialized) {
  67332. this._initializeAudioContext();
  67333. }
  67334. else {
  67335. if (!this.unlocked && !this._muteButton) {
  67336. this._displayMuteButton();
  67337. }
  67338. }
  67339. return this._audioContext;
  67340. },
  67341. enumerable: true,
  67342. configurable: true
  67343. });
  67344. /**
  67345. * Flags the audio engine in Locked state.
  67346. * This happens due to new browser policies preventing audio to autoplay.
  67347. */
  67348. AudioEngine.prototype.lock = function () {
  67349. this._triggerSuspendedState();
  67350. };
  67351. /**
  67352. * Unlocks the audio engine once a user action has been done on the dom.
  67353. * This is helpful to resume play once browser policies have been satisfied.
  67354. */
  67355. AudioEngine.prototype.unlock = function () {
  67356. this._triggerRunningState();
  67357. };
  67358. AudioEngine.prototype._resumeAudioContext = function () {
  67359. var result;
  67360. if (this._audioContext.resume) {
  67361. result = this._audioContext.resume();
  67362. }
  67363. return result || Promise.resolve();
  67364. };
  67365. AudioEngine.prototype._initializeAudioContext = function () {
  67366. var _this = this;
  67367. try {
  67368. if (this.canUseWebAudio) {
  67369. this._audioContext = new AudioContext();
  67370. // create a global volume gain node
  67371. this.masterGain = this._audioContext.createGain();
  67372. this.masterGain.gain.value = 1;
  67373. this.masterGain.connect(this._audioContext.destination);
  67374. this._audioContextInitialized = true;
  67375. if (this._audioContext.state === "running") {
  67376. // Do not wait for the promise to unlock.
  67377. this._triggerRunningState();
  67378. }
  67379. else {
  67380. if (this._audioContext && this._audioContext.resume) {
  67381. this._resumeAudioContext().then(function () {
  67382. _this._triggerRunningState();
  67383. }).catch(function () {
  67384. // Can not resume automatically
  67385. // Needs user action
  67386. _this.lock();
  67387. });
  67388. }
  67389. }
  67390. }
  67391. }
  67392. catch (e) {
  67393. this.canUseWebAudio = false;
  67394. BABYLON.Tools.Error("Web Audio: " + e.message);
  67395. }
  67396. };
  67397. AudioEngine.prototype._triggerRunningState = function () {
  67398. var _this = this;
  67399. if (this._tryToRun) {
  67400. return;
  67401. }
  67402. this._tryToRun = true;
  67403. this._resumeAudioContext()
  67404. .then(function () {
  67405. _this._tryToRun = false;
  67406. _this.unlocked = true;
  67407. if (_this._muteButton) {
  67408. _this._hideMuteButton();
  67409. }
  67410. // Notify users that the audio stack is unlocked/unmuted
  67411. _this.onAudioUnlockedObservable.notifyObservers(_this);
  67412. }).catch(function () {
  67413. _this._tryToRun = false;
  67414. _this.unlocked = false;
  67415. });
  67416. };
  67417. AudioEngine.prototype._triggerSuspendedState = function () {
  67418. this.unlocked = false;
  67419. this.onAudioLockedObservable.notifyObservers(this);
  67420. this._displayMuteButton();
  67421. };
  67422. AudioEngine.prototype._displayMuteButton = function () {
  67423. var _this = this;
  67424. if (this.useCustomUnlockedButton) {
  67425. return;
  67426. }
  67427. this._canvas = this._engine.getRenderingCanvas();
  67428. this._muteButton = document.createElement("BUTTON");
  67429. this._muteButton.className = "babylonUnmuteIcon";
  67430. this._muteButton.id = "babylonUnmuteIconBtn";
  67431. this._muteButton.title = "Unmute";
  67432. 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) }";
  67433. var style = document.createElement('style');
  67434. style.appendChild(document.createTextNode(css));
  67435. document.getElementsByTagName('head')[0].appendChild(style);
  67436. document.body.appendChild(this._muteButton);
  67437. this._moveButtonToTopLeft();
  67438. this._muteButton.addEventListener('mousedown', function () {
  67439. _this._triggerRunningState();
  67440. }, true);
  67441. this._muteButton.addEventListener('touchend', function () {
  67442. _this._triggerRunningState();
  67443. }, true);
  67444. this._muteButton.addEventListener('click', function () {
  67445. _this._triggerRunningState();
  67446. }, true);
  67447. window.addEventListener("resize", this._onResize);
  67448. };
  67449. AudioEngine.prototype._moveButtonToTopLeft = function () {
  67450. if (this._canvas && this._muteButton) {
  67451. this._muteButton.style.top = this._canvas.offsetTop + 20 + "px";
  67452. this._muteButton.style.left = this._canvas.offsetLeft + 20 + "px";
  67453. }
  67454. };
  67455. AudioEngine.prototype._hideMuteButton = function () {
  67456. if (this._muteButton) {
  67457. document.body.removeChild(this._muteButton);
  67458. this._muteButton = null;
  67459. }
  67460. };
  67461. /**
  67462. * Destroy and release the resources associated with the audio ccontext.
  67463. */
  67464. AudioEngine.prototype.dispose = function () {
  67465. if (this.canUseWebAudio && this._audioContextInitialized) {
  67466. if (this._connectedAnalyser && this._audioContext) {
  67467. this._connectedAnalyser.stopDebugCanvas();
  67468. this._connectedAnalyser.dispose();
  67469. this.masterGain.disconnect();
  67470. this.masterGain.connect(this._audioContext.destination);
  67471. this._connectedAnalyser = null;
  67472. }
  67473. this.masterGain.gain.value = 1;
  67474. }
  67475. this.WarnedWebAudioUnsupported = false;
  67476. this._hideMuteButton();
  67477. window.removeEventListener("resize", this._onResize);
  67478. this.onAudioUnlockedObservable.clear();
  67479. this.onAudioLockedObservable.clear();
  67480. };
  67481. /**
  67482. * Gets the global volume sets on the master gain.
  67483. * @returns the global volume if set or -1 otherwise
  67484. */
  67485. AudioEngine.prototype.getGlobalVolume = function () {
  67486. if (this.canUseWebAudio && this._audioContextInitialized) {
  67487. return this.masterGain.gain.value;
  67488. }
  67489. else {
  67490. return -1;
  67491. }
  67492. };
  67493. /**
  67494. * Sets the global volume of your experience (sets on the master gain).
  67495. * @param newVolume Defines the new global volume of the application
  67496. */
  67497. AudioEngine.prototype.setGlobalVolume = function (newVolume) {
  67498. if (this.canUseWebAudio && this._audioContextInitialized) {
  67499. this.masterGain.gain.value = newVolume;
  67500. }
  67501. };
  67502. /**
  67503. * Connect the audio engine to an audio analyser allowing some amazing
  67504. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  67505. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  67506. * @param analyser The analyser to connect to the engine
  67507. */
  67508. AudioEngine.prototype.connectToAnalyser = function (analyser) {
  67509. if (this._connectedAnalyser) {
  67510. this._connectedAnalyser.stopDebugCanvas();
  67511. }
  67512. if (this.canUseWebAudio && this._audioContextInitialized && this._audioContext) {
  67513. this._connectedAnalyser = analyser;
  67514. this.masterGain.disconnect();
  67515. this._connectedAnalyser.connectAudioNodes(this.masterGain, this._audioContext.destination);
  67516. }
  67517. };
  67518. return AudioEngine;
  67519. }());
  67520. BABYLON.AudioEngine = AudioEngine;
  67521. })(BABYLON || (BABYLON = {}));
  67522. //# sourceMappingURL=babylon.audioEngine.js.map
  67523. var BABYLON;
  67524. (function (BABYLON) {
  67525. /**
  67526. * Defines a sound that can be played in the application.
  67527. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  67528. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  67529. */
  67530. var Sound = /** @class */ (function () {
  67531. /**
  67532. * Create a sound and attach it to a scene
  67533. * @param name Name of your sound
  67534. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  67535. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  67536. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  67537. */
  67538. function Sound(name, urlOrArrayBuffer, scene, readyToPlayCallback, options) {
  67539. if (readyToPlayCallback === void 0) { readyToPlayCallback = null; }
  67540. var _this = this;
  67541. /**
  67542. * Does the sound autoplay once loaded.
  67543. */
  67544. this.autoplay = false;
  67545. /**
  67546. * Does the sound loop after it finishes playing once.
  67547. */
  67548. this.loop = false;
  67549. /**
  67550. * Does the sound use a custom attenuation curve to simulate the falloff
  67551. * happening when the source gets further away from the camera.
  67552. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  67553. */
  67554. this.useCustomAttenuation = false;
  67555. /**
  67556. * Is this sound currently played.
  67557. */
  67558. this.isPlaying = false;
  67559. /**
  67560. * Is this sound currently paused.
  67561. */
  67562. this.isPaused = false;
  67563. /**
  67564. * Does this sound enables spatial sound.
  67565. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  67566. */
  67567. this.spatialSound = false;
  67568. /**
  67569. * Define the reference distance the sound should be heard perfectly.
  67570. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  67571. */
  67572. this.refDistance = 1;
  67573. /**
  67574. * Define the roll off factor of spatial sounds.
  67575. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  67576. */
  67577. this.rolloffFactor = 1;
  67578. /**
  67579. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  67580. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  67581. */
  67582. this.maxDistance = 100;
  67583. /**
  67584. * Define the distance attenuation model the sound will follow.
  67585. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  67586. */
  67587. this.distanceModel = "linear";
  67588. /**
  67589. * Observable event when the current playing sound finishes.
  67590. */
  67591. this.onEndedObservable = new BABYLON.Observable();
  67592. this._panningModel = "equalpower";
  67593. this._playbackRate = 1;
  67594. this._streaming = false;
  67595. this._startTime = 0;
  67596. this._startOffset = 0;
  67597. this._position = BABYLON.Vector3.Zero();
  67598. /** @hidden */
  67599. this._positionInEmitterSpace = false;
  67600. this._localDirection = new BABYLON.Vector3(1, 0, 0);
  67601. this._volume = 1;
  67602. this._isReadyToPlay = false;
  67603. this._isDirectional = false;
  67604. // Used if you'd like to create a directional sound.
  67605. // If not set, the sound will be omnidirectional
  67606. this._coneInnerAngle = 360;
  67607. this._coneOuterAngle = 360;
  67608. this._coneOuterGain = 0;
  67609. this._isOutputConnected = false;
  67610. this._urlType = "Unknown";
  67611. this.name = name;
  67612. this._scene = scene;
  67613. var compo = scene._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  67614. if (!compo) {
  67615. compo = new BABYLON.AudioSceneComponent(scene);
  67616. scene._addComponent(compo);
  67617. }
  67618. this._readyToPlayCallback = readyToPlayCallback;
  67619. // Default custom attenuation function is a linear attenuation
  67620. this._customAttenuationFunction = function (currentVolume, currentDistance, maxDistance, refDistance, rolloffFactor) {
  67621. if (currentDistance < maxDistance) {
  67622. return currentVolume * (1 - currentDistance / maxDistance);
  67623. }
  67624. else {
  67625. return 0;
  67626. }
  67627. };
  67628. if (options) {
  67629. this.autoplay = options.autoplay || false;
  67630. this.loop = options.loop || false;
  67631. // if volume === 0, we need another way to check this option
  67632. if (options.volume !== undefined) {
  67633. this._volume = options.volume;
  67634. }
  67635. this.spatialSound = options.spatialSound || false;
  67636. this.maxDistance = options.maxDistance || 100;
  67637. this.useCustomAttenuation = options.useCustomAttenuation || false;
  67638. this.rolloffFactor = options.rolloffFactor || 1;
  67639. this.refDistance = options.refDistance || 1;
  67640. this.distanceModel = options.distanceModel || "linear";
  67641. this._playbackRate = options.playbackRate || 1;
  67642. this._streaming = options.streaming || false;
  67643. }
  67644. if (BABYLON.Engine.audioEngine.canUseWebAudio && BABYLON.Engine.audioEngine.audioContext) {
  67645. this._soundGain = BABYLON.Engine.audioEngine.audioContext.createGain();
  67646. this._soundGain.gain.value = this._volume;
  67647. this._inputAudioNode = this._soundGain;
  67648. this._outputAudioNode = this._soundGain;
  67649. if (this.spatialSound) {
  67650. this._createSpatialParameters();
  67651. }
  67652. this._scene.mainSoundTrack.AddSound(this);
  67653. var validParameter = true;
  67654. // if no parameter is passed, you need to call setAudioBuffer yourself to prepare the sound
  67655. if (urlOrArrayBuffer) {
  67656. try {
  67657. if (typeof (urlOrArrayBuffer) === "string") {
  67658. this._urlType = "String";
  67659. }
  67660. else if (urlOrArrayBuffer instanceof ArrayBuffer) {
  67661. this._urlType = "ArrayBuffer";
  67662. }
  67663. else if (urlOrArrayBuffer instanceof MediaStream) {
  67664. this._urlType = "MediaStream";
  67665. }
  67666. else if (Array.isArray(urlOrArrayBuffer)) {
  67667. this._urlType = "Array";
  67668. }
  67669. var urls = [];
  67670. var codecSupportedFound = false;
  67671. switch (this._urlType) {
  67672. case "MediaStream":
  67673. this._streaming = true;
  67674. this._isReadyToPlay = true;
  67675. this._streamingSource = BABYLON.Engine.audioEngine.audioContext.createMediaElementSource(urlOrArrayBuffer);
  67676. if (this.autoplay) {
  67677. this.play();
  67678. }
  67679. if (this._readyToPlayCallback) {
  67680. this._readyToPlayCallback();
  67681. }
  67682. break;
  67683. case "ArrayBuffer":
  67684. if (urlOrArrayBuffer.byteLength > 0) {
  67685. codecSupportedFound = true;
  67686. this._soundLoaded(urlOrArrayBuffer);
  67687. }
  67688. break;
  67689. case "String":
  67690. urls.push(urlOrArrayBuffer);
  67691. case "Array":
  67692. if (urls.length === 0)
  67693. urls = urlOrArrayBuffer;
  67694. // If we found a supported format, we load it immediately and stop the loop
  67695. for (var i = 0; i < urls.length; i++) {
  67696. var url = urls[i];
  67697. if (url.indexOf(".mp3", url.length - 4) !== -1 && BABYLON.Engine.audioEngine.isMP3supported) {
  67698. codecSupportedFound = true;
  67699. }
  67700. if (url.indexOf(".ogg", url.length - 4) !== -1 && BABYLON.Engine.audioEngine.isOGGsupported) {
  67701. codecSupportedFound = true;
  67702. }
  67703. if (url.indexOf(".wav", url.length - 4) !== -1) {
  67704. codecSupportedFound = true;
  67705. }
  67706. if (url.indexOf("blob:") !== -1) {
  67707. codecSupportedFound = true;
  67708. }
  67709. if (codecSupportedFound) {
  67710. // Loading sound using XHR2
  67711. if (!this._streaming) {
  67712. this._scene._loadFile(url, function (data) {
  67713. _this._soundLoaded(data);
  67714. }, undefined, true, true, function (exception) {
  67715. if (exception) {
  67716. BABYLON.Tools.Error("XHR " + exception.status + " error on: " + url + ".");
  67717. }
  67718. BABYLON.Tools.Error("Sound creation aborted.");
  67719. _this._scene.mainSoundTrack.RemoveSound(_this);
  67720. });
  67721. }
  67722. // Streaming sound using HTML5 Audio tag
  67723. else {
  67724. this._htmlAudioElement = new Audio(url);
  67725. this._htmlAudioElement.controls = false;
  67726. this._htmlAudioElement.loop = this.loop;
  67727. BABYLON.Tools.SetCorsBehavior(url, this._htmlAudioElement);
  67728. this._htmlAudioElement.preload = "auto";
  67729. this._htmlAudioElement.addEventListener("canplaythrough", function () {
  67730. _this._isReadyToPlay = true;
  67731. if (_this.autoplay) {
  67732. _this.play();
  67733. }
  67734. if (_this._readyToPlayCallback) {
  67735. _this._readyToPlayCallback();
  67736. }
  67737. });
  67738. document.body.appendChild(this._htmlAudioElement);
  67739. this._htmlAudioElement.load();
  67740. }
  67741. break;
  67742. }
  67743. }
  67744. break;
  67745. default:
  67746. validParameter = false;
  67747. break;
  67748. }
  67749. if (!validParameter) {
  67750. BABYLON.Tools.Error("Parameter must be a URL to the sound, an Array of URLs (.mp3 & .ogg) or an ArrayBuffer of the sound.");
  67751. }
  67752. else {
  67753. if (!codecSupportedFound) {
  67754. this._isReadyToPlay = true;
  67755. // Simulating a ready to play event to avoid breaking code path
  67756. if (this._readyToPlayCallback) {
  67757. window.setTimeout(function () {
  67758. if (_this._readyToPlayCallback) {
  67759. _this._readyToPlayCallback();
  67760. }
  67761. }, 1000);
  67762. }
  67763. }
  67764. }
  67765. }
  67766. catch (ex) {
  67767. BABYLON.Tools.Error("Unexpected error. Sound creation aborted.");
  67768. this._scene.mainSoundTrack.RemoveSound(this);
  67769. }
  67770. }
  67771. }
  67772. else {
  67773. // Adding an empty sound to avoid breaking audio calls for non Web Audio browsers
  67774. this._scene.mainSoundTrack.AddSound(this);
  67775. if (!BABYLON.Engine.audioEngine.WarnedWebAudioUnsupported) {
  67776. BABYLON.Tools.Error("Web Audio is not supported by your browser.");
  67777. BABYLON.Engine.audioEngine.WarnedWebAudioUnsupported = true;
  67778. }
  67779. // Simulating a ready to play event to avoid breaking code for non web audio browsers
  67780. if (this._readyToPlayCallback) {
  67781. window.setTimeout(function () {
  67782. if (_this._readyToPlayCallback) {
  67783. _this._readyToPlayCallback();
  67784. }
  67785. }, 1000);
  67786. }
  67787. }
  67788. }
  67789. /**
  67790. * Release the sound and its associated resources
  67791. */
  67792. Sound.prototype.dispose = function () {
  67793. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  67794. if (this.isPlaying) {
  67795. this.stop();
  67796. }
  67797. this._isReadyToPlay = false;
  67798. if (this.soundTrackId === -1) {
  67799. this._scene.mainSoundTrack.RemoveSound(this);
  67800. }
  67801. else if (this._scene.soundTracks) {
  67802. this._scene.soundTracks[this.soundTrackId].RemoveSound(this);
  67803. }
  67804. if (this._soundGain) {
  67805. this._soundGain.disconnect();
  67806. this._soundGain = null;
  67807. }
  67808. if (this._soundPanner) {
  67809. this._soundPanner.disconnect();
  67810. this._soundPanner = null;
  67811. }
  67812. if (this._soundSource) {
  67813. this._soundSource.disconnect();
  67814. this._soundSource = null;
  67815. }
  67816. this._audioBuffer = null;
  67817. if (this._htmlAudioElement) {
  67818. this._htmlAudioElement.pause();
  67819. this._htmlAudioElement.src = "";
  67820. document.body.removeChild(this._htmlAudioElement);
  67821. }
  67822. if (this._streamingSource) {
  67823. this._streamingSource.disconnect();
  67824. }
  67825. if (this._connectedMesh && this._registerFunc) {
  67826. this._connectedMesh.unregisterAfterWorldMatrixUpdate(this._registerFunc);
  67827. this._connectedMesh = null;
  67828. }
  67829. }
  67830. };
  67831. /**
  67832. * Gets if the sounds is ready to be played or not.
  67833. * @returns true if ready, otherwise false
  67834. */
  67835. Sound.prototype.isReady = function () {
  67836. return this._isReadyToPlay;
  67837. };
  67838. Sound.prototype._soundLoaded = function (audioData) {
  67839. var _this = this;
  67840. if (!BABYLON.Engine.audioEngine.audioContext) {
  67841. return;
  67842. }
  67843. BABYLON.Engine.audioEngine.audioContext.decodeAudioData(audioData, function (buffer) {
  67844. _this._audioBuffer = buffer;
  67845. _this._isReadyToPlay = true;
  67846. if (_this.autoplay) {
  67847. _this.play();
  67848. }
  67849. if (_this._readyToPlayCallback) {
  67850. _this._readyToPlayCallback();
  67851. }
  67852. }, function (err) { BABYLON.Tools.Error("Error while decoding audio data for: " + _this.name + " / Error: " + err); });
  67853. };
  67854. /**
  67855. * Sets the data of the sound from an audiobuffer
  67856. * @param audioBuffer The audioBuffer containing the data
  67857. */
  67858. Sound.prototype.setAudioBuffer = function (audioBuffer) {
  67859. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  67860. this._audioBuffer = audioBuffer;
  67861. this._isReadyToPlay = true;
  67862. }
  67863. };
  67864. /**
  67865. * Updates the current sounds options such as maxdistance, loop...
  67866. * @param options A JSON object containing values named as the object properties
  67867. */
  67868. Sound.prototype.updateOptions = function (options) {
  67869. if (options) {
  67870. this.loop = options.loop || this.loop;
  67871. this.maxDistance = options.maxDistance || this.maxDistance;
  67872. this.useCustomAttenuation = options.useCustomAttenuation || this.useCustomAttenuation;
  67873. this.rolloffFactor = options.rolloffFactor || this.rolloffFactor;
  67874. this.refDistance = options.refDistance || this.refDistance;
  67875. this.distanceModel = options.distanceModel || this.distanceModel;
  67876. this._playbackRate = options.playbackRate || this._playbackRate;
  67877. this._updateSpatialParameters();
  67878. if (this.isPlaying) {
  67879. if (this._streaming && this._htmlAudioElement) {
  67880. this._htmlAudioElement.playbackRate = this._playbackRate;
  67881. }
  67882. else {
  67883. if (this._soundSource) {
  67884. this._soundSource.playbackRate.value = this._playbackRate;
  67885. }
  67886. }
  67887. }
  67888. }
  67889. };
  67890. Sound.prototype._createSpatialParameters = function () {
  67891. if (BABYLON.Engine.audioEngine.canUseWebAudio && BABYLON.Engine.audioEngine.audioContext) {
  67892. if (this._scene.headphone) {
  67893. this._panningModel = "HRTF";
  67894. }
  67895. this._soundPanner = BABYLON.Engine.audioEngine.audioContext.createPanner();
  67896. this._updateSpatialParameters();
  67897. this._soundPanner.connect(this._outputAudioNode);
  67898. this._inputAudioNode = this._soundPanner;
  67899. }
  67900. };
  67901. Sound.prototype._updateSpatialParameters = function () {
  67902. if (this.spatialSound && this._soundPanner) {
  67903. if (this.useCustomAttenuation) {
  67904. // Tricks to disable in a way embedded Web Audio attenuation
  67905. this._soundPanner.distanceModel = "linear";
  67906. this._soundPanner.maxDistance = Number.MAX_VALUE;
  67907. this._soundPanner.refDistance = 1;
  67908. this._soundPanner.rolloffFactor = 1;
  67909. this._soundPanner.panningModel = this._panningModel;
  67910. }
  67911. else {
  67912. this._soundPanner.distanceModel = this.distanceModel;
  67913. this._soundPanner.maxDistance = this.maxDistance;
  67914. this._soundPanner.refDistance = this.refDistance;
  67915. this._soundPanner.rolloffFactor = this.rolloffFactor;
  67916. this._soundPanner.panningModel = this._panningModel;
  67917. }
  67918. }
  67919. };
  67920. /**
  67921. * Switch the panning model to HRTF:
  67922. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  67923. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  67924. */
  67925. Sound.prototype.switchPanningModelToHRTF = function () {
  67926. this._panningModel = "HRTF";
  67927. this._switchPanningModel();
  67928. };
  67929. /**
  67930. * Switch the panning model to Equal Power:
  67931. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  67932. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  67933. */
  67934. Sound.prototype.switchPanningModelToEqualPower = function () {
  67935. this._panningModel = "equalpower";
  67936. this._switchPanningModel();
  67937. };
  67938. Sound.prototype._switchPanningModel = function () {
  67939. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner) {
  67940. this._soundPanner.panningModel = this._panningModel;
  67941. }
  67942. };
  67943. /**
  67944. * Connect this sound to a sound track audio node like gain...
  67945. * @param soundTrackAudioNode the sound track audio node to connect to
  67946. */
  67947. Sound.prototype.connectToSoundTrackAudioNode = function (soundTrackAudioNode) {
  67948. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  67949. if (this._isOutputConnected) {
  67950. this._outputAudioNode.disconnect();
  67951. }
  67952. this._outputAudioNode.connect(soundTrackAudioNode);
  67953. this._isOutputConnected = true;
  67954. }
  67955. };
  67956. /**
  67957. * Transform this sound into a directional source
  67958. * @param coneInnerAngle Size of the inner cone in degree
  67959. * @param coneOuterAngle Size of the outer cone in degree
  67960. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  67961. */
  67962. Sound.prototype.setDirectionalCone = function (coneInnerAngle, coneOuterAngle, coneOuterGain) {
  67963. if (coneOuterAngle < coneInnerAngle) {
  67964. BABYLON.Tools.Error("setDirectionalCone(): outer angle of the cone must be superior or equal to the inner angle.");
  67965. return;
  67966. }
  67967. this._coneInnerAngle = coneInnerAngle;
  67968. this._coneOuterAngle = coneOuterAngle;
  67969. this._coneOuterGain = coneOuterGain;
  67970. this._isDirectional = true;
  67971. if (this.isPlaying && this.loop) {
  67972. this.stop();
  67973. this.play();
  67974. }
  67975. };
  67976. Object.defineProperty(Sound.prototype, "directionalConeInnerAngle", {
  67977. /**
  67978. * Gets or sets the inner angle for the directional cone.
  67979. */
  67980. get: function () {
  67981. return this._coneInnerAngle;
  67982. },
  67983. /**
  67984. * Gets or sets the inner angle for the directional cone.
  67985. */
  67986. set: function (value) {
  67987. if (value != this._coneInnerAngle) {
  67988. if (this._coneOuterAngle < value) {
  67989. BABYLON.Tools.Error("directionalConeInnerAngle: outer angle of the cone must be superior or equal to the inner angle.");
  67990. return;
  67991. }
  67992. this._coneInnerAngle = value;
  67993. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner) {
  67994. this._soundPanner.coneInnerAngle = this._coneInnerAngle;
  67995. }
  67996. }
  67997. },
  67998. enumerable: true,
  67999. configurable: true
  68000. });
  68001. Object.defineProperty(Sound.prototype, "directionalConeOuterAngle", {
  68002. /**
  68003. * Gets or sets the outer angle for the directional cone.
  68004. */
  68005. get: function () {
  68006. return this._coneOuterAngle;
  68007. },
  68008. /**
  68009. * Gets or sets the outer angle for the directional cone.
  68010. */
  68011. set: function (value) {
  68012. if (value != this._coneOuterAngle) {
  68013. if (value < this._coneInnerAngle) {
  68014. BABYLON.Tools.Error("directionalConeOuterAngle: outer angle of the cone must be superior or equal to the inner angle.");
  68015. return;
  68016. }
  68017. this._coneOuterAngle = value;
  68018. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner) {
  68019. this._soundPanner.coneOuterAngle = this._coneOuterAngle;
  68020. }
  68021. }
  68022. },
  68023. enumerable: true,
  68024. configurable: true
  68025. });
  68026. /**
  68027. * Sets the position of the emitter if spatial sound is enabled
  68028. * @param newPosition Defines the new posisiton
  68029. */
  68030. Sound.prototype.setPosition = function (newPosition) {
  68031. this._position = newPosition;
  68032. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner && !isNaN(this._position.x) && !isNaN(this._position.y) && !isNaN(this._position.z)) {
  68033. this._soundPanner.setPosition(this._position.x, this._position.y, this._position.z);
  68034. }
  68035. };
  68036. /**
  68037. * Sets the local direction of the emitter if spatial sound is enabled
  68038. * @param newLocalDirection Defines the new local direction
  68039. */
  68040. Sound.prototype.setLocalDirectionToMesh = function (newLocalDirection) {
  68041. this._localDirection = newLocalDirection;
  68042. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._connectedMesh && this.isPlaying) {
  68043. this._updateDirection();
  68044. }
  68045. };
  68046. Sound.prototype._updateDirection = function () {
  68047. if (!this._connectedMesh || !this._soundPanner) {
  68048. return;
  68049. }
  68050. var mat = this._connectedMesh.getWorldMatrix();
  68051. var direction = BABYLON.Vector3.TransformNormal(this._localDirection, mat);
  68052. direction.normalize();
  68053. this._soundPanner.setOrientation(direction.x, direction.y, direction.z);
  68054. };
  68055. /** @hidden */
  68056. Sound.prototype.updateDistanceFromListener = function () {
  68057. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._connectedMesh && this.useCustomAttenuation && this._soundGain && this._scene.activeCamera) {
  68058. var distance = this._connectedMesh.getDistanceToCamera(this._scene.activeCamera);
  68059. this._soundGain.gain.value = this._customAttenuationFunction(this._volume, distance, this.maxDistance, this.refDistance, this.rolloffFactor);
  68060. }
  68061. };
  68062. /**
  68063. * Sets a new custom attenuation function for the sound.
  68064. * @param callback Defines the function used for the attenuation
  68065. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  68066. */
  68067. Sound.prototype.setAttenuationFunction = function (callback) {
  68068. this._customAttenuationFunction = callback;
  68069. };
  68070. /**
  68071. * Play the sound
  68072. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  68073. * @param offset (optional) Start the sound setting it at a specific time
  68074. */
  68075. Sound.prototype.play = function (time, offset) {
  68076. var _this = this;
  68077. if (this._isReadyToPlay && this._scene.audioEnabled && BABYLON.Engine.audioEngine.audioContext) {
  68078. try {
  68079. if (this._startOffset < 0) {
  68080. time = -this._startOffset;
  68081. this._startOffset = 0;
  68082. }
  68083. var startTime = time ? BABYLON.Engine.audioEngine.audioContext.currentTime + time : BABYLON.Engine.audioEngine.audioContext.currentTime;
  68084. if (!this._soundSource || !this._streamingSource) {
  68085. if (this.spatialSound && this._soundPanner) {
  68086. if (!isNaN(this._position.x) && !isNaN(this._position.y) && !isNaN(this._position.z)) {
  68087. this._soundPanner.setPosition(this._position.x, this._position.y, this._position.z);
  68088. }
  68089. if (this._isDirectional) {
  68090. this._soundPanner.coneInnerAngle = this._coneInnerAngle;
  68091. this._soundPanner.coneOuterAngle = this._coneOuterAngle;
  68092. this._soundPanner.coneOuterGain = this._coneOuterGain;
  68093. if (this._connectedMesh) {
  68094. this._updateDirection();
  68095. }
  68096. else {
  68097. this._soundPanner.setOrientation(this._localDirection.x, this._localDirection.y, this._localDirection.z);
  68098. }
  68099. }
  68100. }
  68101. }
  68102. if (this._streaming) {
  68103. if (!this._streamingSource) {
  68104. this._streamingSource = BABYLON.Engine.audioEngine.audioContext.createMediaElementSource(this._htmlAudioElement);
  68105. this._htmlAudioElement.onended = function () { _this._onended(); };
  68106. this._htmlAudioElement.playbackRate = this._playbackRate;
  68107. }
  68108. this._streamingSource.disconnect();
  68109. this._streamingSource.connect(this._inputAudioNode);
  68110. if (this._htmlAudioElement) {
  68111. // required to manage properly the new suspended default state of Chrome
  68112. // When the option 'streaming: true' is used, we need first to wait for
  68113. // the audio engine to be unlocked by a user gesture before trying to play
  68114. // an HTML Audio elememt
  68115. var tryToPlay = function () {
  68116. if (BABYLON.Engine.audioEngine.unlocked) {
  68117. var playPromise = _this._htmlAudioElement.play();
  68118. // In browsers that don’t yet support this functionality,
  68119. // playPromise won’t be defined.
  68120. if (playPromise !== undefined) {
  68121. playPromise.catch(function (error) {
  68122. // Automatic playback failed.
  68123. // Waiting for the audio engine to be unlocked by user click on unmute
  68124. BABYLON.Engine.audioEngine.lock();
  68125. BABYLON.Engine.audioEngine.onAudioUnlockedObservable.addOnce(function () { tryToPlay(); });
  68126. });
  68127. }
  68128. }
  68129. else {
  68130. BABYLON.Engine.audioEngine.onAudioUnlockedObservable.addOnce(function () { tryToPlay(); });
  68131. }
  68132. };
  68133. tryToPlay();
  68134. }
  68135. }
  68136. else {
  68137. this._soundSource = BABYLON.Engine.audioEngine.audioContext.createBufferSource();
  68138. this._soundSource.buffer = this._audioBuffer;
  68139. this._soundSource.connect(this._inputAudioNode);
  68140. this._soundSource.loop = this.loop;
  68141. this._soundSource.playbackRate.value = this._playbackRate;
  68142. this._soundSource.onended = function () { _this._onended(); };
  68143. if (this._soundSource.buffer) {
  68144. this._soundSource.start(startTime, this.isPaused ? this._startOffset % this._soundSource.buffer.duration : offset ? offset : 0);
  68145. }
  68146. }
  68147. this._startTime = startTime;
  68148. this.isPlaying = true;
  68149. this.isPaused = false;
  68150. }
  68151. catch (ex) {
  68152. BABYLON.Tools.Error("Error while trying to play audio: " + this.name + ", " + ex.message);
  68153. }
  68154. }
  68155. };
  68156. Sound.prototype._onended = function () {
  68157. this.isPlaying = false;
  68158. if (this.onended) {
  68159. this.onended();
  68160. }
  68161. this.onEndedObservable.notifyObservers(this);
  68162. };
  68163. /**
  68164. * Stop the sound
  68165. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  68166. */
  68167. Sound.prototype.stop = function (time) {
  68168. if (this.isPlaying) {
  68169. if (this._streaming) {
  68170. if (this._htmlAudioElement) {
  68171. this._htmlAudioElement.pause();
  68172. // Test needed for Firefox or it will generate an Invalid State Error
  68173. if (this._htmlAudioElement.currentTime > 0) {
  68174. this._htmlAudioElement.currentTime = 0;
  68175. }
  68176. }
  68177. else {
  68178. this._streamingSource.disconnect();
  68179. }
  68180. }
  68181. else if (BABYLON.Engine.audioEngine.audioContext && this._soundSource) {
  68182. var stopTime = time ? BABYLON.Engine.audioEngine.audioContext.currentTime + time : BABYLON.Engine.audioEngine.audioContext.currentTime;
  68183. this._soundSource.stop(stopTime);
  68184. this._soundSource.onended = function () { };
  68185. if (!this.isPaused) {
  68186. this._startOffset = 0;
  68187. }
  68188. }
  68189. this.isPlaying = false;
  68190. }
  68191. };
  68192. /**
  68193. * Put the sound in pause
  68194. */
  68195. Sound.prototype.pause = function () {
  68196. if (this.isPlaying) {
  68197. this.isPaused = true;
  68198. if (this._streaming) {
  68199. if (this._htmlAudioElement) {
  68200. this._htmlAudioElement.pause();
  68201. }
  68202. else {
  68203. this._streamingSource.disconnect();
  68204. }
  68205. }
  68206. else if (BABYLON.Engine.audioEngine.audioContext) {
  68207. this.stop(0);
  68208. this._startOffset += BABYLON.Engine.audioEngine.audioContext.currentTime - this._startTime;
  68209. }
  68210. }
  68211. };
  68212. /**
  68213. * Sets a dedicated volume for this sounds
  68214. * @param newVolume Define the new volume of the sound
  68215. * @param time Define in how long the sound should be at this value
  68216. */
  68217. Sound.prototype.setVolume = function (newVolume, time) {
  68218. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._soundGain) {
  68219. if (time && BABYLON.Engine.audioEngine.audioContext) {
  68220. this._soundGain.gain.cancelScheduledValues(BABYLON.Engine.audioEngine.audioContext.currentTime);
  68221. this._soundGain.gain.setValueAtTime(this._soundGain.gain.value, BABYLON.Engine.audioEngine.audioContext.currentTime);
  68222. this._soundGain.gain.linearRampToValueAtTime(newVolume, BABYLON.Engine.audioEngine.audioContext.currentTime + time);
  68223. }
  68224. else {
  68225. this._soundGain.gain.value = newVolume;
  68226. }
  68227. }
  68228. this._volume = newVolume;
  68229. };
  68230. /**
  68231. * Set the sound play back rate
  68232. * @param newPlaybackRate Define the playback rate the sound should be played at
  68233. */
  68234. Sound.prototype.setPlaybackRate = function (newPlaybackRate) {
  68235. this._playbackRate = newPlaybackRate;
  68236. if (this.isPlaying) {
  68237. if (this._streaming && this._htmlAudioElement) {
  68238. this._htmlAudioElement.playbackRate = this._playbackRate;
  68239. }
  68240. else if (this._soundSource) {
  68241. this._soundSource.playbackRate.value = this._playbackRate;
  68242. }
  68243. }
  68244. };
  68245. /**
  68246. * Gets the volume of the sound.
  68247. * @returns the volume of the sound
  68248. */
  68249. Sound.prototype.getVolume = function () {
  68250. return this._volume;
  68251. };
  68252. /**
  68253. * Attach the sound to a dedicated mesh
  68254. * @param meshToConnectTo The mesh to connect the sound with
  68255. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  68256. */
  68257. Sound.prototype.attachToMesh = function (meshToConnectTo) {
  68258. var _this = this;
  68259. if (this._connectedMesh && this._registerFunc) {
  68260. this._connectedMesh.unregisterAfterWorldMatrixUpdate(this._registerFunc);
  68261. this._registerFunc = null;
  68262. }
  68263. this._connectedMesh = meshToConnectTo;
  68264. if (!this.spatialSound) {
  68265. this.spatialSound = true;
  68266. this._createSpatialParameters();
  68267. if (this.isPlaying && this.loop) {
  68268. this.stop();
  68269. this.play();
  68270. }
  68271. }
  68272. this._onRegisterAfterWorldMatrixUpdate(this._connectedMesh);
  68273. this._registerFunc = function (connectedMesh) { return _this._onRegisterAfterWorldMatrixUpdate(connectedMesh); };
  68274. meshToConnectTo.registerAfterWorldMatrixUpdate(this._registerFunc);
  68275. };
  68276. /**
  68277. * Detach the sound from the previously attached mesh
  68278. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  68279. */
  68280. Sound.prototype.detachFromMesh = function () {
  68281. if (this._connectedMesh && this._registerFunc) {
  68282. this._connectedMesh.unregisterAfterWorldMatrixUpdate(this._registerFunc);
  68283. this._registerFunc = null;
  68284. this._connectedMesh = null;
  68285. }
  68286. };
  68287. Sound.prototype._onRegisterAfterWorldMatrixUpdate = function (node) {
  68288. if (!node.getBoundingInfo) {
  68289. return;
  68290. }
  68291. var mesh = node;
  68292. if (this._positionInEmitterSpace) {
  68293. mesh.worldMatrixFromCache.invertToRef(BABYLON.Tmp.Matrix[0]);
  68294. this.setPosition(BABYLON.Tmp.Matrix[0].getTranslation());
  68295. }
  68296. else {
  68297. var boundingInfo = mesh.getBoundingInfo();
  68298. this.setPosition(boundingInfo.boundingSphere.centerWorld);
  68299. }
  68300. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._isDirectional && this.isPlaying) {
  68301. this._updateDirection();
  68302. }
  68303. };
  68304. /**
  68305. * Clone the current sound in the scene.
  68306. * @returns the new sound clone
  68307. */
  68308. Sound.prototype.clone = function () {
  68309. var _this = this;
  68310. if (!this._streaming) {
  68311. var setBufferAndRun = function () {
  68312. if (_this._isReadyToPlay) {
  68313. clonedSound._audioBuffer = _this.getAudioBuffer();
  68314. clonedSound._isReadyToPlay = true;
  68315. if (clonedSound.autoplay) {
  68316. clonedSound.play();
  68317. }
  68318. }
  68319. else {
  68320. window.setTimeout(setBufferAndRun, 300);
  68321. }
  68322. };
  68323. var currentOptions = {
  68324. autoplay: this.autoplay, loop: this.loop,
  68325. volume: this._volume, spatialSound: this.spatialSound, maxDistance: this.maxDistance,
  68326. useCustomAttenuation: this.useCustomAttenuation, rolloffFactor: this.rolloffFactor,
  68327. refDistance: this.refDistance, distanceModel: this.distanceModel
  68328. };
  68329. var clonedSound = new Sound(this.name + "_cloned", new ArrayBuffer(0), this._scene, null, currentOptions);
  68330. if (this.useCustomAttenuation) {
  68331. clonedSound.setAttenuationFunction(this._customAttenuationFunction);
  68332. }
  68333. clonedSound.setPosition(this._position);
  68334. clonedSound.setPlaybackRate(this._playbackRate);
  68335. setBufferAndRun();
  68336. return clonedSound;
  68337. }
  68338. // Can't clone a streaming sound
  68339. else {
  68340. return null;
  68341. }
  68342. };
  68343. /**
  68344. * Gets the current underlying audio buffer containing the data
  68345. * @returns the audio buffer
  68346. */
  68347. Sound.prototype.getAudioBuffer = function () {
  68348. return this._audioBuffer;
  68349. };
  68350. /**
  68351. * Serializes the Sound in a JSON representation
  68352. * @returns the JSON representation of the sound
  68353. */
  68354. Sound.prototype.serialize = function () {
  68355. var serializationObject = {
  68356. name: this.name,
  68357. url: this.name,
  68358. autoplay: this.autoplay,
  68359. loop: this.loop,
  68360. volume: this._volume,
  68361. spatialSound: this.spatialSound,
  68362. maxDistance: this.maxDistance,
  68363. rolloffFactor: this.rolloffFactor,
  68364. refDistance: this.refDistance,
  68365. distanceModel: this.distanceModel,
  68366. playbackRate: this._playbackRate,
  68367. panningModel: this._panningModel,
  68368. soundTrackId: this.soundTrackId
  68369. };
  68370. if (this.spatialSound) {
  68371. if (this._connectedMesh)
  68372. serializationObject.connectedMeshId = this._connectedMesh.id;
  68373. serializationObject.position = this._position.asArray();
  68374. serializationObject.refDistance = this.refDistance;
  68375. serializationObject.distanceModel = this.distanceModel;
  68376. serializationObject.isDirectional = this._isDirectional;
  68377. serializationObject.localDirectionToMesh = this._localDirection.asArray();
  68378. serializationObject.coneInnerAngle = this._coneInnerAngle;
  68379. serializationObject.coneOuterAngle = this._coneOuterAngle;
  68380. serializationObject.coneOuterGain = this._coneOuterGain;
  68381. }
  68382. return serializationObject;
  68383. };
  68384. /**
  68385. * Parse a JSON representation of a sound to innstantiate in a given scene
  68386. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  68387. * @param scene Define the scene the new parsed sound should be created in
  68388. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  68389. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  68390. * @returns the newly parsed sound
  68391. */
  68392. Sound.Parse = function (parsedSound, scene, rootUrl, sourceSound) {
  68393. var soundName = parsedSound.name;
  68394. var soundUrl;
  68395. if (parsedSound.url) {
  68396. soundUrl = rootUrl + parsedSound.url;
  68397. }
  68398. else {
  68399. soundUrl = rootUrl + soundName;
  68400. }
  68401. var options = {
  68402. autoplay: parsedSound.autoplay, loop: parsedSound.loop, volume: parsedSound.volume,
  68403. spatialSound: parsedSound.spatialSound, maxDistance: parsedSound.maxDistance,
  68404. rolloffFactor: parsedSound.rolloffFactor,
  68405. refDistance: parsedSound.refDistance,
  68406. distanceModel: parsedSound.distanceModel,
  68407. playbackRate: parsedSound.playbackRate
  68408. };
  68409. var newSound;
  68410. if (!sourceSound) {
  68411. newSound = new Sound(soundName, soundUrl, scene, function () { scene._removePendingData(newSound); }, options);
  68412. scene._addPendingData(newSound);
  68413. }
  68414. else {
  68415. var setBufferAndRun = function () {
  68416. if (sourceSound._isReadyToPlay) {
  68417. newSound._audioBuffer = sourceSound.getAudioBuffer();
  68418. newSound._isReadyToPlay = true;
  68419. if (newSound.autoplay) {
  68420. newSound.play();
  68421. }
  68422. }
  68423. else {
  68424. window.setTimeout(setBufferAndRun, 300);
  68425. }
  68426. };
  68427. newSound = new Sound(soundName, new ArrayBuffer(0), scene, null, options);
  68428. setBufferAndRun();
  68429. }
  68430. if (parsedSound.position) {
  68431. var soundPosition = BABYLON.Vector3.FromArray(parsedSound.position);
  68432. newSound.setPosition(soundPosition);
  68433. }
  68434. if (parsedSound.isDirectional) {
  68435. newSound.setDirectionalCone(parsedSound.coneInnerAngle || 360, parsedSound.coneOuterAngle || 360, parsedSound.coneOuterGain || 0);
  68436. if (parsedSound.localDirectionToMesh) {
  68437. var localDirectionToMesh = BABYLON.Vector3.FromArray(parsedSound.localDirectionToMesh);
  68438. newSound.setLocalDirectionToMesh(localDirectionToMesh);
  68439. }
  68440. }
  68441. if (parsedSound.connectedMeshId) {
  68442. var connectedMesh = scene.getMeshByID(parsedSound.connectedMeshId);
  68443. if (connectedMesh) {
  68444. newSound.attachToMesh(connectedMesh);
  68445. }
  68446. }
  68447. return newSound;
  68448. };
  68449. return Sound;
  68450. }());
  68451. BABYLON.Sound = Sound;
  68452. })(BABYLON || (BABYLON = {}));
  68453. //# sourceMappingURL=babylon.sound.js.map
  68454. var BABYLON;
  68455. (function (BABYLON) {
  68456. /**
  68457. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  68458. * It will be also used in a future release to apply effects on a specific track.
  68459. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  68460. */
  68461. var SoundTrack = /** @class */ (function () {
  68462. /**
  68463. * Creates a new sound track.
  68464. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  68465. * @param scene Define the scene the sound track belongs to
  68466. * @param options
  68467. */
  68468. function SoundTrack(scene, options) {
  68469. if (options === void 0) { options = {}; }
  68470. /**
  68471. * The unique identifier of the sound track in the scene.
  68472. */
  68473. this.id = -1;
  68474. this._isMainTrack = false;
  68475. this._isInitialized = false;
  68476. this._scene = scene;
  68477. this.soundCollection = new Array();
  68478. this._options = options;
  68479. if (!this._isMainTrack && this._scene.soundTracks) {
  68480. this._scene.soundTracks.push(this);
  68481. this.id = this._scene.soundTracks.length - 1;
  68482. }
  68483. }
  68484. SoundTrack.prototype._initializeSoundTrackAudioGraph = function () {
  68485. if (BABYLON.Engine.audioEngine.canUseWebAudio && BABYLON.Engine.audioEngine.audioContext) {
  68486. this._outputAudioNode = BABYLON.Engine.audioEngine.audioContext.createGain();
  68487. this._outputAudioNode.connect(BABYLON.Engine.audioEngine.masterGain);
  68488. if (this._options) {
  68489. if (this._options.volume) {
  68490. this._outputAudioNode.gain.value = this._options.volume;
  68491. }
  68492. if (this._options.mainTrack) {
  68493. this._isMainTrack = this._options.mainTrack;
  68494. }
  68495. }
  68496. this._isInitialized = true;
  68497. }
  68498. };
  68499. /**
  68500. * Release the sound track and its associated resources
  68501. */
  68502. SoundTrack.prototype.dispose = function () {
  68503. if (BABYLON.Engine.audioEngine && BABYLON.Engine.audioEngine.canUseWebAudio) {
  68504. if (this._connectedAnalyser) {
  68505. this._connectedAnalyser.stopDebugCanvas();
  68506. }
  68507. while (this.soundCollection.length) {
  68508. this.soundCollection[0].dispose();
  68509. }
  68510. if (this._outputAudioNode) {
  68511. this._outputAudioNode.disconnect();
  68512. }
  68513. this._outputAudioNode = null;
  68514. }
  68515. };
  68516. /**
  68517. * Adds a sound to this sound track
  68518. * @param sound define the cound to add
  68519. * @ignoreNaming
  68520. */
  68521. SoundTrack.prototype.AddSound = function (sound) {
  68522. if (!this._isInitialized) {
  68523. this._initializeSoundTrackAudioGraph();
  68524. }
  68525. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {
  68526. sound.connectToSoundTrackAudioNode(this._outputAudioNode);
  68527. }
  68528. if (sound.soundTrackId) {
  68529. if (sound.soundTrackId === -1) {
  68530. this._scene.mainSoundTrack.RemoveSound(sound);
  68531. }
  68532. else if (this._scene.soundTracks) {
  68533. this._scene.soundTracks[sound.soundTrackId].RemoveSound(sound);
  68534. }
  68535. }
  68536. this.soundCollection.push(sound);
  68537. sound.soundTrackId = this.id;
  68538. };
  68539. /**
  68540. * Removes a sound to this sound track
  68541. * @param sound define the cound to remove
  68542. * @ignoreNaming
  68543. */
  68544. SoundTrack.prototype.RemoveSound = function (sound) {
  68545. var index = this.soundCollection.indexOf(sound);
  68546. if (index !== -1) {
  68547. this.soundCollection.splice(index, 1);
  68548. }
  68549. };
  68550. /**
  68551. * Set a global volume for the full sound track.
  68552. * @param newVolume Define the new volume of the sound track
  68553. */
  68554. SoundTrack.prototype.setVolume = function (newVolume) {
  68555. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {
  68556. this._outputAudioNode.gain.value = newVolume;
  68557. }
  68558. };
  68559. /**
  68560. * Switch the panning model to HRTF:
  68561. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  68562. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  68563. */
  68564. SoundTrack.prototype.switchPanningModelToHRTF = function () {
  68565. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  68566. for (var i = 0; i < this.soundCollection.length; i++) {
  68567. this.soundCollection[i].switchPanningModelToHRTF();
  68568. }
  68569. }
  68570. };
  68571. /**
  68572. * Switch the panning model to Equal Power:
  68573. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  68574. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  68575. */
  68576. SoundTrack.prototype.switchPanningModelToEqualPower = function () {
  68577. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  68578. for (var i = 0; i < this.soundCollection.length; i++) {
  68579. this.soundCollection[i].switchPanningModelToEqualPower();
  68580. }
  68581. }
  68582. };
  68583. /**
  68584. * Connect the sound track to an audio analyser allowing some amazing
  68585. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  68586. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  68587. * @param analyser The analyser to connect to the engine
  68588. */
  68589. SoundTrack.prototype.connectToAnalyser = function (analyser) {
  68590. if (this._connectedAnalyser) {
  68591. this._connectedAnalyser.stopDebugCanvas();
  68592. }
  68593. this._connectedAnalyser = analyser;
  68594. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {
  68595. this._outputAudioNode.disconnect();
  68596. this._connectedAnalyser.connectAudioNodes(this._outputAudioNode, BABYLON.Engine.audioEngine.masterGain);
  68597. }
  68598. };
  68599. return SoundTrack;
  68600. }());
  68601. BABYLON.SoundTrack = SoundTrack;
  68602. })(BABYLON || (BABYLON = {}));
  68603. //# sourceMappingURL=babylon.soundtrack.js.map
  68604. var BABYLON;
  68605. (function (BABYLON) {
  68606. /**
  68607. * Class used to work with sound analyzer using fast fourier transform (FFT)
  68608. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  68609. */
  68610. var Analyser = /** @class */ (function () {
  68611. /**
  68612. * Creates a new analyser
  68613. * @param scene defines hosting scene
  68614. */
  68615. function Analyser(scene) {
  68616. /**
  68617. * Gets or sets the smoothing
  68618. * @ignorenaming
  68619. */
  68620. this.SMOOTHING = 0.75;
  68621. /**
  68622. * Gets or sets the FFT table size
  68623. * @ignorenaming
  68624. */
  68625. this.FFT_SIZE = 512;
  68626. /**
  68627. * Gets or sets the bar graph amplitude
  68628. * @ignorenaming
  68629. */
  68630. this.BARGRAPHAMPLITUDE = 256;
  68631. /**
  68632. * Gets or sets the position of the debug canvas
  68633. * @ignorenaming
  68634. */
  68635. this.DEBUGCANVASPOS = { x: 20, y: 20 };
  68636. /**
  68637. * Gets or sets the debug canvas size
  68638. * @ignorenaming
  68639. */
  68640. this.DEBUGCANVASSIZE = { width: 320, height: 200 };
  68641. this._scene = scene;
  68642. this._audioEngine = BABYLON.Engine.audioEngine;
  68643. if (this._audioEngine.canUseWebAudio && this._audioEngine.audioContext) {
  68644. this._webAudioAnalyser = this._audioEngine.audioContext.createAnalyser();
  68645. this._webAudioAnalyser.minDecibels = -140;
  68646. this._webAudioAnalyser.maxDecibels = 0;
  68647. this._byteFreqs = new Uint8Array(this._webAudioAnalyser.frequencyBinCount);
  68648. this._byteTime = new Uint8Array(this._webAudioAnalyser.frequencyBinCount);
  68649. this._floatFreqs = new Float32Array(this._webAudioAnalyser.frequencyBinCount);
  68650. }
  68651. }
  68652. /**
  68653. * Get the number of data values you will have to play with for the visualization
  68654. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  68655. * @returns a number
  68656. */
  68657. Analyser.prototype.getFrequencyBinCount = function () {
  68658. if (this._audioEngine.canUseWebAudio) {
  68659. return this._webAudioAnalyser.frequencyBinCount;
  68660. }
  68661. else {
  68662. return 0;
  68663. }
  68664. };
  68665. /**
  68666. * Gets the current frequency data as a byte array
  68667. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  68668. * @returns a Uint8Array
  68669. */
  68670. Analyser.prototype.getByteFrequencyData = function () {
  68671. if (this._audioEngine.canUseWebAudio) {
  68672. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  68673. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  68674. this._webAudioAnalyser.getByteFrequencyData(this._byteFreqs);
  68675. }
  68676. return this._byteFreqs;
  68677. };
  68678. /**
  68679. * Gets the current waveform as a byte array
  68680. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  68681. * @returns a Uint8Array
  68682. */
  68683. Analyser.prototype.getByteTimeDomainData = function () {
  68684. if (this._audioEngine.canUseWebAudio) {
  68685. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  68686. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  68687. this._webAudioAnalyser.getByteTimeDomainData(this._byteTime);
  68688. }
  68689. return this._byteTime;
  68690. };
  68691. /**
  68692. * Gets the current frequency data as a float array
  68693. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  68694. * @returns a Float32Array
  68695. */
  68696. Analyser.prototype.getFloatFrequencyData = function () {
  68697. if (this._audioEngine.canUseWebAudio) {
  68698. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  68699. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  68700. this._webAudioAnalyser.getFloatFrequencyData(this._floatFreqs);
  68701. }
  68702. return this._floatFreqs;
  68703. };
  68704. /**
  68705. * Renders the debug canvas
  68706. */
  68707. Analyser.prototype.drawDebugCanvas = function () {
  68708. var _this = this;
  68709. if (this._audioEngine.canUseWebAudio) {
  68710. if (!this._debugCanvas) {
  68711. this._debugCanvas = document.createElement("canvas");
  68712. this._debugCanvas.width = this.DEBUGCANVASSIZE.width;
  68713. this._debugCanvas.height = this.DEBUGCANVASSIZE.height;
  68714. this._debugCanvas.style.position = "absolute";
  68715. this._debugCanvas.style.top = this.DEBUGCANVASPOS.y + "px";
  68716. this._debugCanvas.style.left = this.DEBUGCANVASPOS.x + "px";
  68717. this._debugCanvasContext = this._debugCanvas.getContext("2d");
  68718. document.body.appendChild(this._debugCanvas);
  68719. this._registerFunc = function () {
  68720. _this.drawDebugCanvas();
  68721. };
  68722. this._scene.registerBeforeRender(this._registerFunc);
  68723. }
  68724. if (this._registerFunc && this._debugCanvasContext) {
  68725. var workingArray = this.getByteFrequencyData();
  68726. this._debugCanvasContext.fillStyle = 'rgb(0, 0, 0)';
  68727. this._debugCanvasContext.fillRect(0, 0, this.DEBUGCANVASSIZE.width, this.DEBUGCANVASSIZE.height);
  68728. // Draw the frequency domain chart.
  68729. for (var i = 0; i < this.getFrequencyBinCount(); i++) {
  68730. var value = workingArray[i];
  68731. var percent = value / this.BARGRAPHAMPLITUDE;
  68732. var height = this.DEBUGCANVASSIZE.height * percent;
  68733. var offset = this.DEBUGCANVASSIZE.height - height - 1;
  68734. var barWidth = this.DEBUGCANVASSIZE.width / this.getFrequencyBinCount();
  68735. var hue = i / this.getFrequencyBinCount() * 360;
  68736. this._debugCanvasContext.fillStyle = 'hsl(' + hue + ', 100%, 50%)';
  68737. this._debugCanvasContext.fillRect(i * barWidth, offset, barWidth, height);
  68738. }
  68739. }
  68740. }
  68741. };
  68742. /**
  68743. * Stops rendering the debug canvas and removes it
  68744. */
  68745. Analyser.prototype.stopDebugCanvas = function () {
  68746. if (this._debugCanvas) {
  68747. if (this._registerFunc) {
  68748. this._scene.unregisterBeforeRender(this._registerFunc);
  68749. this._registerFunc = null;
  68750. }
  68751. document.body.removeChild(this._debugCanvas);
  68752. this._debugCanvas = null;
  68753. this._debugCanvasContext = null;
  68754. }
  68755. };
  68756. /**
  68757. * Connects two audio nodes
  68758. * @param inputAudioNode defines first node to connect
  68759. * @param outputAudioNode defines second node to connect
  68760. */
  68761. Analyser.prototype.connectAudioNodes = function (inputAudioNode, outputAudioNode) {
  68762. if (this._audioEngine.canUseWebAudio) {
  68763. inputAudioNode.connect(this._webAudioAnalyser);
  68764. this._webAudioAnalyser.connect(outputAudioNode);
  68765. }
  68766. };
  68767. /**
  68768. * Releases all associated resources
  68769. */
  68770. Analyser.prototype.dispose = function () {
  68771. if (this._audioEngine.canUseWebAudio) {
  68772. this._webAudioAnalyser.disconnect();
  68773. }
  68774. };
  68775. return Analyser;
  68776. }());
  68777. BABYLON.Analyser = Analyser;
  68778. })(BABYLON || (BABYLON = {}));
  68779. //# sourceMappingURL=babylon.analyser.js.map
  68780. var BABYLON;
  68781. (function (BABYLON) {
  68782. /**
  68783. * Wraps one or more Sound objects and selects one with random weight for playback.
  68784. */
  68785. var WeightedSound = /** @class */ (function () {
  68786. /**
  68787. * Creates a new WeightedSound from the list of sounds given.
  68788. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  68789. * @param sounds Array of Sounds that will be selected from.
  68790. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  68791. */
  68792. function WeightedSound(loop, sounds, weights) {
  68793. var _this = this;
  68794. /** When true a Sound will be selected and played when the current playing Sound completes. */
  68795. this.loop = false;
  68796. this._coneInnerAngle = 360;
  68797. this._coneOuterAngle = 360;
  68798. this._volume = 1;
  68799. /** A Sound is currently playing. */
  68800. this.isPlaying = false;
  68801. /** A Sound is currently paused. */
  68802. this.isPaused = false;
  68803. this._sounds = [];
  68804. this._weights = [];
  68805. if (sounds.length !== weights.length) {
  68806. throw new Error('Sounds length does not equal weights length');
  68807. }
  68808. this.loop = loop;
  68809. this._weights = weights;
  68810. // Normalize the weights
  68811. var weightSum = 0;
  68812. for (var _i = 0, weights_1 = weights; _i < weights_1.length; _i++) {
  68813. var weight = weights_1[_i];
  68814. weightSum += weight;
  68815. }
  68816. var invWeightSum = weightSum > 0 ? 1 / weightSum : 0;
  68817. for (var i = 0; i < this._weights.length; i++) {
  68818. this._weights[i] *= invWeightSum;
  68819. }
  68820. this._sounds = sounds;
  68821. for (var _a = 0, _b = this._sounds; _a < _b.length; _a++) {
  68822. var sound = _b[_a];
  68823. sound.onEndedObservable.add(function () { _this._onended(); });
  68824. }
  68825. }
  68826. Object.defineProperty(WeightedSound.prototype, "directionalConeInnerAngle", {
  68827. /**
  68828. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  68829. */
  68830. get: function () {
  68831. return this._coneInnerAngle;
  68832. },
  68833. /**
  68834. * The size of cone in degress for a directional sound in which there will be no attenuation.
  68835. */
  68836. set: function (value) {
  68837. if (value !== this._coneInnerAngle) {
  68838. if (this._coneOuterAngle < value) {
  68839. BABYLON.Tools.Error("directionalConeInnerAngle: outer angle of the cone must be superior or equal to the inner angle.");
  68840. return;
  68841. }
  68842. this._coneInnerAngle = value;
  68843. for (var _i = 0, _a = this._sounds; _i < _a.length; _i++) {
  68844. var sound = _a[_i];
  68845. sound.directionalConeInnerAngle = value;
  68846. }
  68847. }
  68848. },
  68849. enumerable: true,
  68850. configurable: true
  68851. });
  68852. Object.defineProperty(WeightedSound.prototype, "directionalConeOuterAngle", {
  68853. /**
  68854. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  68855. * Listener angles between innerAngle and outerAngle will falloff linearly.
  68856. */
  68857. get: function () {
  68858. return this._coneOuterAngle;
  68859. },
  68860. /**
  68861. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  68862. * Listener angles between innerAngle and outerAngle will falloff linearly.
  68863. */
  68864. set: function (value) {
  68865. if (value !== this._coneOuterAngle) {
  68866. if (value < this._coneInnerAngle) {
  68867. BABYLON.Tools.Error("directionalConeOuterAngle: outer angle of the cone must be superior or equal to the inner angle.");
  68868. return;
  68869. }
  68870. this._coneOuterAngle = value;
  68871. for (var _i = 0, _a = this._sounds; _i < _a.length; _i++) {
  68872. var sound = _a[_i];
  68873. sound.directionalConeOuterAngle = value;
  68874. }
  68875. }
  68876. },
  68877. enumerable: true,
  68878. configurable: true
  68879. });
  68880. Object.defineProperty(WeightedSound.prototype, "volume", {
  68881. /**
  68882. * Playback volume.
  68883. */
  68884. get: function () {
  68885. return this._volume;
  68886. },
  68887. /**
  68888. * Playback volume.
  68889. */
  68890. set: function (value) {
  68891. if (value !== this._volume) {
  68892. for (var _i = 0, _a = this._sounds; _i < _a.length; _i++) {
  68893. var sound = _a[_i];
  68894. sound.setVolume(value);
  68895. }
  68896. }
  68897. },
  68898. enumerable: true,
  68899. configurable: true
  68900. });
  68901. WeightedSound.prototype._onended = function () {
  68902. if (this._currentIndex !== undefined) {
  68903. this._sounds[this._currentIndex].autoplay = false;
  68904. }
  68905. if (this.loop && this.isPlaying) {
  68906. this.play();
  68907. }
  68908. else {
  68909. this.isPlaying = false;
  68910. }
  68911. };
  68912. /**
  68913. * Suspend playback
  68914. */
  68915. WeightedSound.prototype.pause = function () {
  68916. this.isPaused = true;
  68917. if (this._currentIndex !== undefined) {
  68918. this._sounds[this._currentIndex].pause();
  68919. }
  68920. };
  68921. /**
  68922. * Stop playback
  68923. */
  68924. WeightedSound.prototype.stop = function () {
  68925. this.isPlaying = false;
  68926. if (this._currentIndex !== undefined) {
  68927. this._sounds[this._currentIndex].stop();
  68928. }
  68929. };
  68930. /**
  68931. * Start playback.
  68932. * @param startOffset Position the clip head at a specific time in seconds.
  68933. */
  68934. WeightedSound.prototype.play = function (startOffset) {
  68935. if (!this.isPaused) {
  68936. this.stop();
  68937. var randomValue = Math.random();
  68938. var total = 0;
  68939. for (var i = 0; i < this._weights.length; i++) {
  68940. total += this._weights[i];
  68941. if (randomValue <= total) {
  68942. this._currentIndex = i;
  68943. break;
  68944. }
  68945. }
  68946. }
  68947. var sound = this._sounds[this._currentIndex];
  68948. if (sound.isReady()) {
  68949. sound.play(0, this.isPaused ? undefined : startOffset);
  68950. }
  68951. else {
  68952. sound.autoplay = true;
  68953. }
  68954. this.isPlaying = true;
  68955. this.isPaused = false;
  68956. };
  68957. return WeightedSound;
  68958. }());
  68959. BABYLON.WeightedSound = WeightedSound;
  68960. })(BABYLON || (BABYLON = {}));
  68961. //# sourceMappingURL=babylon.weightedsound.js.map
  68962. var BABYLON;
  68963. (function (BABYLON) {
  68964. // Adds the parser to the scene parsers.
  68965. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_AUDIO, function (parsedData, scene, container, rootUrl) {
  68966. // TODO: add sound
  68967. var loadedSounds = [];
  68968. var loadedSound;
  68969. container.sounds = container.sounds || [];
  68970. if (parsedData.sounds !== undefined && parsedData.sounds !== null) {
  68971. for (var index = 0, cache = parsedData.sounds.length; index < cache; index++) {
  68972. var parsedSound = parsedData.sounds[index];
  68973. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  68974. if (!parsedSound.url)
  68975. parsedSound.url = parsedSound.name;
  68976. if (!loadedSounds[parsedSound.url]) {
  68977. loadedSound = BABYLON.Sound.Parse(parsedSound, scene, rootUrl);
  68978. loadedSounds[parsedSound.url] = loadedSound;
  68979. container.sounds.push(loadedSound);
  68980. }
  68981. else {
  68982. container.sounds.push(BABYLON.Sound.Parse(parsedSound, scene, rootUrl, loadedSounds[parsedSound.url]));
  68983. }
  68984. }
  68985. else {
  68986. container.sounds.push(new BABYLON.Sound(parsedSound.name, null, scene));
  68987. }
  68988. }
  68989. }
  68990. loadedSounds = [];
  68991. });
  68992. Object.defineProperty(BABYLON.Scene.prototype, "mainSoundTrack", {
  68993. get: function () {
  68994. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  68995. if (!compo) {
  68996. compo = new AudioSceneComponent(this);
  68997. this._addComponent(compo);
  68998. }
  68999. if (!this._mainSoundTrack) {
  69000. this._mainSoundTrack = new BABYLON.SoundTrack(this, { mainTrack: true });
  69001. }
  69002. return this._mainSoundTrack;
  69003. },
  69004. enumerable: true,
  69005. configurable: true
  69006. });
  69007. BABYLON.Scene.prototype.getSoundByName = function (name) {
  69008. var index;
  69009. for (index = 0; index < this.mainSoundTrack.soundCollection.length; index++) {
  69010. if (this.mainSoundTrack.soundCollection[index].name === name) {
  69011. return this.mainSoundTrack.soundCollection[index];
  69012. }
  69013. }
  69014. if (this.soundTracks) {
  69015. for (var sdIndex = 0; sdIndex < this.soundTracks.length; sdIndex++) {
  69016. for (index = 0; index < this.soundTracks[sdIndex].soundCollection.length; index++) {
  69017. if (this.soundTracks[sdIndex].soundCollection[index].name === name) {
  69018. return this.soundTracks[sdIndex].soundCollection[index];
  69019. }
  69020. }
  69021. }
  69022. }
  69023. return null;
  69024. };
  69025. Object.defineProperty(BABYLON.Scene.prototype, "audioEnabled", {
  69026. get: function () {
  69027. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  69028. if (!compo) {
  69029. compo = new AudioSceneComponent(this);
  69030. this._addComponent(compo);
  69031. }
  69032. return compo.audioEnabled;
  69033. },
  69034. set: function (value) {
  69035. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  69036. if (!compo) {
  69037. compo = new AudioSceneComponent(this);
  69038. this._addComponent(compo);
  69039. }
  69040. if (value) {
  69041. compo.enableAudio();
  69042. }
  69043. else {
  69044. compo.disableAudio();
  69045. }
  69046. },
  69047. enumerable: true,
  69048. configurable: true
  69049. });
  69050. Object.defineProperty(BABYLON.Scene.prototype, "headphone", {
  69051. get: function () {
  69052. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  69053. if (!compo) {
  69054. compo = new AudioSceneComponent(this);
  69055. this._addComponent(compo);
  69056. }
  69057. return compo.headphone;
  69058. },
  69059. set: function (value) {
  69060. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  69061. if (!compo) {
  69062. compo = new AudioSceneComponent(this);
  69063. this._addComponent(compo);
  69064. }
  69065. if (value) {
  69066. compo.switchAudioModeForHeadphones();
  69067. }
  69068. else {
  69069. compo.switchAudioModeForNormalSpeakers();
  69070. }
  69071. },
  69072. enumerable: true,
  69073. configurable: true
  69074. });
  69075. /**
  69076. * Defines the sound scene component responsible to manage any sounds
  69077. * in a given scene.
  69078. */
  69079. var AudioSceneComponent = /** @class */ (function () {
  69080. /**
  69081. * Creates a new instance of the component for the given scene
  69082. * @param scene Defines the scene to register the component in
  69083. */
  69084. function AudioSceneComponent(scene) {
  69085. /**
  69086. * The component name helpfull to identify the component in the list of scene components.
  69087. */
  69088. this.name = BABYLON.SceneComponentConstants.NAME_AUDIO;
  69089. this._audioEnabled = true;
  69090. this._headphone = false;
  69091. this.scene = scene;
  69092. scene.soundTracks = new Array();
  69093. scene.sounds = new Array();
  69094. }
  69095. Object.defineProperty(AudioSceneComponent.prototype, "audioEnabled", {
  69096. /**
  69097. * Gets whether audio is enabled or not.
  69098. * Please use related enable/disable method to switch state.
  69099. */
  69100. get: function () {
  69101. return this._audioEnabled;
  69102. },
  69103. enumerable: true,
  69104. configurable: true
  69105. });
  69106. Object.defineProperty(AudioSceneComponent.prototype, "headphone", {
  69107. /**
  69108. * Gets whether audio is outputing to headphone or not.
  69109. * Please use the according Switch methods to change output.
  69110. */
  69111. get: function () {
  69112. return this._headphone;
  69113. },
  69114. enumerable: true,
  69115. configurable: true
  69116. });
  69117. /**
  69118. * Registers the component in a given scene
  69119. */
  69120. AudioSceneComponent.prototype.register = function () {
  69121. this.scene._afterRenderStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDER_AUDIO, this, this._afterRender);
  69122. };
  69123. /**
  69124. * Rebuilds the elements related to this component in case of
  69125. * context lost for instance.
  69126. */
  69127. AudioSceneComponent.prototype.rebuild = function () {
  69128. // Nothing to do here. (Not rendering related)
  69129. };
  69130. /**
  69131. * Serializes the component data to the specified json object
  69132. * @param serializationObject The object to serialize to
  69133. */
  69134. AudioSceneComponent.prototype.serialize = function (serializationObject) {
  69135. serializationObject.sounds = [];
  69136. if (this.scene.soundTracks) {
  69137. for (var index = 0; index < this.scene.soundTracks.length; index++) {
  69138. var soundtrack = this.scene.soundTracks[index];
  69139. for (var soundId = 0; soundId < soundtrack.soundCollection.length; soundId++) {
  69140. serializationObject.sounds.push(soundtrack.soundCollection[soundId].serialize());
  69141. }
  69142. }
  69143. }
  69144. };
  69145. /**
  69146. * Adds all the element from the container to the scene
  69147. * @param container the container holding the elements
  69148. */
  69149. AudioSceneComponent.prototype.addFromContainer = function (container) {
  69150. var _this = this;
  69151. if (!container.sounds) {
  69152. return;
  69153. }
  69154. container.sounds.forEach(function (sound) {
  69155. sound.play();
  69156. sound.autoplay = true;
  69157. _this.scene.mainSoundTrack.AddSound(sound);
  69158. });
  69159. };
  69160. /**
  69161. * Removes all the elements in the container from the scene
  69162. * @param container contains the elements to remove
  69163. */
  69164. AudioSceneComponent.prototype.removeFromContainer = function (container) {
  69165. var _this = this;
  69166. if (!container.sounds) {
  69167. return;
  69168. }
  69169. container.sounds.forEach(function (sound) {
  69170. sound.stop();
  69171. sound.autoplay = false;
  69172. _this.scene.mainSoundTrack.RemoveSound(sound);
  69173. });
  69174. };
  69175. /**
  69176. * Disposes the component and the associated ressources.
  69177. */
  69178. AudioSceneComponent.prototype.dispose = function () {
  69179. var scene = this.scene;
  69180. if (scene._mainSoundTrack) {
  69181. scene.mainSoundTrack.dispose();
  69182. }
  69183. if (scene.soundTracks) {
  69184. for (var scIndex = 0; scIndex < scene.soundTracks.length; scIndex++) {
  69185. scene.soundTracks[scIndex].dispose();
  69186. }
  69187. }
  69188. };
  69189. /**
  69190. * Disables audio in the associated scene.
  69191. */
  69192. AudioSceneComponent.prototype.disableAudio = function () {
  69193. var scene = this.scene;
  69194. this._audioEnabled = false;
  69195. var i;
  69196. for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {
  69197. scene.mainSoundTrack.soundCollection[i].pause();
  69198. }
  69199. if (scene.soundTracks) {
  69200. for (i = 0; i < scene.soundTracks.length; i++) {
  69201. for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {
  69202. scene.soundTracks[i].soundCollection[j].pause();
  69203. }
  69204. }
  69205. }
  69206. };
  69207. /**
  69208. * Enables audio in the associated scene.
  69209. */
  69210. AudioSceneComponent.prototype.enableAudio = function () {
  69211. var scene = this.scene;
  69212. this._audioEnabled = true;
  69213. var i;
  69214. for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {
  69215. if (scene.mainSoundTrack.soundCollection[i].isPaused) {
  69216. scene.mainSoundTrack.soundCollection[i].play();
  69217. }
  69218. }
  69219. if (scene.soundTracks) {
  69220. for (i = 0; i < scene.soundTracks.length; i++) {
  69221. for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {
  69222. if (scene.soundTracks[i].soundCollection[j].isPaused) {
  69223. scene.soundTracks[i].soundCollection[j].play();
  69224. }
  69225. }
  69226. }
  69227. }
  69228. };
  69229. /**
  69230. * Switch audio to headphone output.
  69231. */
  69232. AudioSceneComponent.prototype.switchAudioModeForHeadphones = function () {
  69233. var scene = this.scene;
  69234. this._headphone = true;
  69235. scene.mainSoundTrack.switchPanningModelToHRTF();
  69236. if (scene.soundTracks) {
  69237. for (var i = 0; i < scene.soundTracks.length; i++) {
  69238. scene.soundTracks[i].switchPanningModelToHRTF();
  69239. }
  69240. }
  69241. };
  69242. /**
  69243. * Switch audio to normal speakers.
  69244. */
  69245. AudioSceneComponent.prototype.switchAudioModeForNormalSpeakers = function () {
  69246. var scene = this.scene;
  69247. this._headphone = false;
  69248. scene.mainSoundTrack.switchPanningModelToEqualPower();
  69249. if (scene.soundTracks) {
  69250. for (var i = 0; i < scene.soundTracks.length; i++) {
  69251. scene.soundTracks[i].switchPanningModelToEqualPower();
  69252. }
  69253. }
  69254. };
  69255. AudioSceneComponent.prototype._afterRender = function () {
  69256. var scene = this.scene;
  69257. if (!this._audioEnabled || !scene._mainSoundTrack || !scene.soundTracks || (scene._mainSoundTrack.soundCollection.length === 0 && scene.soundTracks.length === 1)) {
  69258. return;
  69259. }
  69260. var listeningCamera;
  69261. var audioEngine = BABYLON.Engine.audioEngine;
  69262. if (scene.activeCameras.length > 0) {
  69263. listeningCamera = scene.activeCameras[0];
  69264. }
  69265. else {
  69266. listeningCamera = scene.activeCamera;
  69267. }
  69268. if (listeningCamera && audioEngine.audioContext) {
  69269. audioEngine.audioContext.listener.setPosition(listeningCamera.position.x, listeningCamera.position.y, listeningCamera.position.z);
  69270. // for VR cameras
  69271. if (listeningCamera.rigCameras && listeningCamera.rigCameras.length > 0) {
  69272. listeningCamera = listeningCamera.rigCameras[0];
  69273. }
  69274. var mat = BABYLON.Matrix.Invert(listeningCamera.getViewMatrix());
  69275. var cameraDirection = BABYLON.Vector3.TransformNormal(new BABYLON.Vector3(0, 0, -1), mat);
  69276. cameraDirection.normalize();
  69277. // To avoid some errors on GearVR
  69278. if (!isNaN(cameraDirection.x) && !isNaN(cameraDirection.y) && !isNaN(cameraDirection.z)) {
  69279. audioEngine.audioContext.listener.setOrientation(cameraDirection.x, cameraDirection.y, cameraDirection.z, 0, 1, 0);
  69280. }
  69281. var i;
  69282. for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {
  69283. var sound = scene.mainSoundTrack.soundCollection[i];
  69284. if (sound.useCustomAttenuation) {
  69285. sound.updateDistanceFromListener();
  69286. }
  69287. }
  69288. if (scene.soundTracks) {
  69289. for (i = 0; i < scene.soundTracks.length; i++) {
  69290. for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {
  69291. sound = scene.soundTracks[i].soundCollection[j];
  69292. if (sound.useCustomAttenuation) {
  69293. sound.updateDistanceFromListener();
  69294. }
  69295. }
  69296. }
  69297. }
  69298. }
  69299. };
  69300. return AudioSceneComponent;
  69301. }());
  69302. BABYLON.AudioSceneComponent = AudioSceneComponent;
  69303. })(BABYLON || (BABYLON = {}));
  69304. //# sourceMappingURL=babylon.audioSceneComponent.js.map
  69305. var BABYLON;
  69306. (function (BABYLON) {
  69307. /**
  69308. * This defines an action helpful to play a defined sound on a triggered action.
  69309. */
  69310. var PlaySoundAction = /** @class */ (function (_super) {
  69311. __extends(PlaySoundAction, _super);
  69312. /**
  69313. * Instantiate the action
  69314. * @param triggerOptions defines the trigger options
  69315. * @param sound defines the sound to play
  69316. * @param condition defines the trigger related conditions
  69317. */
  69318. function PlaySoundAction(triggerOptions, sound, condition) {
  69319. var _this = _super.call(this, triggerOptions, condition) || this;
  69320. _this._sound = sound;
  69321. return _this;
  69322. }
  69323. /** @hidden */
  69324. PlaySoundAction.prototype._prepare = function () {
  69325. };
  69326. /**
  69327. * Execute the action and play the sound.
  69328. */
  69329. PlaySoundAction.prototype.execute = function () {
  69330. if (this._sound !== undefined)
  69331. this._sound.play();
  69332. };
  69333. /**
  69334. * Serializes the actions and its related information.
  69335. * @param parent defines the object to serialize in
  69336. * @returns the serialized object
  69337. */
  69338. PlaySoundAction.prototype.serialize = function (parent) {
  69339. return _super.prototype._serialize.call(this, {
  69340. name: "PlaySoundAction",
  69341. properties: [{ name: "sound", value: this._sound.name }]
  69342. }, parent);
  69343. };
  69344. return PlaySoundAction;
  69345. }(BABYLON.Action));
  69346. BABYLON.PlaySoundAction = PlaySoundAction;
  69347. /**
  69348. * This defines an action helpful to stop a defined sound on a triggered action.
  69349. */
  69350. var StopSoundAction = /** @class */ (function (_super) {
  69351. __extends(StopSoundAction, _super);
  69352. /**
  69353. * Instantiate the action
  69354. * @param triggerOptions defines the trigger options
  69355. * @param sound defines the sound to stop
  69356. * @param condition defines the trigger related conditions
  69357. */
  69358. function StopSoundAction(triggerOptions, sound, condition) {
  69359. var _this = _super.call(this, triggerOptions, condition) || this;
  69360. _this._sound = sound;
  69361. return _this;
  69362. }
  69363. /** @hidden */
  69364. StopSoundAction.prototype._prepare = function () {
  69365. };
  69366. /**
  69367. * Execute the action and stop the sound.
  69368. */
  69369. StopSoundAction.prototype.execute = function () {
  69370. if (this._sound !== undefined)
  69371. this._sound.stop();
  69372. };
  69373. /**
  69374. * Serializes the actions and its related information.
  69375. * @param parent defines the object to serialize in
  69376. * @returns the serialized object
  69377. */
  69378. StopSoundAction.prototype.serialize = function (parent) {
  69379. return _super.prototype._serialize.call(this, {
  69380. name: "StopSoundAction",
  69381. properties: [{ name: "sound", value: this._sound.name }]
  69382. }, parent);
  69383. };
  69384. return StopSoundAction;
  69385. }(BABYLON.Action));
  69386. BABYLON.StopSoundAction = StopSoundAction;
  69387. })(BABYLON || (BABYLON = {}));
  69388. //# sourceMappingURL=babylon.directAudioActions.js.map
  69389. var BABYLON;
  69390. (function (BABYLON) {
  69391. var CubeTexture = /** @class */ (function (_super) {
  69392. __extends(CubeTexture, _super);
  69393. /**
  69394. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  69395. * as prefiltered data.
  69396. * @param rootUrl defines the url of the texture or the root name of the six images
  69397. * @param scene defines the scene the texture is attached to
  69398. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  69399. * @param noMipmap defines if mipmaps should be created or not
  69400. * @param files defines the six files to load for the different faces
  69401. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  69402. * @param onError defines a callback triggered in case of error during load
  69403. * @param format defines the internal format to use for the texture once loaded
  69404. * @param prefiltered defines whether or not the texture is created from prefiltered data
  69405. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  69406. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  69407. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  69408. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  69409. * @return the cube texture
  69410. */
  69411. function CubeTexture(rootUrl, scene, extensions, noMipmap, files, onLoad, onError, format, prefiltered, forcedExtension, createPolynomials, lodScale, lodOffset) {
  69412. if (extensions === void 0) { extensions = null; }
  69413. if (noMipmap === void 0) { noMipmap = false; }
  69414. if (files === void 0) { files = null; }
  69415. if (onLoad === void 0) { onLoad = null; }
  69416. if (onError === void 0) { onError = null; }
  69417. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  69418. if (prefiltered === void 0) { prefiltered = false; }
  69419. if (forcedExtension === void 0) { forcedExtension = null; }
  69420. if (createPolynomials === void 0) { createPolynomials = false; }
  69421. if (lodScale === void 0) { lodScale = 0.8; }
  69422. if (lodOffset === void 0) { lodOffset = 0; }
  69423. var _this = _super.call(this, scene) || this;
  69424. /**
  69425. * Gets or sets the center of the bounding box associated with the cube texture
  69426. * It must define where the camera used to render the texture was set
  69427. */
  69428. _this.boundingBoxPosition = BABYLON.Vector3.Zero();
  69429. _this._rotationY = 0;
  69430. /** @hidden */
  69431. _this._prefiltered = false;
  69432. _this.name = rootUrl;
  69433. _this.url = rootUrl;
  69434. _this._noMipmap = noMipmap;
  69435. _this.hasAlpha = false;
  69436. _this._format = format;
  69437. _this.isCube = true;
  69438. _this._textureMatrix = BABYLON.Matrix.Identity();
  69439. _this._createPolynomials = createPolynomials;
  69440. _this.coordinatesMode = BABYLON.Texture.CUBIC_MODE;
  69441. if (!rootUrl && !files) {
  69442. return _this;
  69443. }
  69444. var lastDot = rootUrl.lastIndexOf(".");
  69445. var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? rootUrl.substring(lastDot).toLowerCase() : "");
  69446. var isDDS = (extension === ".dds");
  69447. var isEnv = (extension === ".env");
  69448. if (isEnv) {
  69449. _this.gammaSpace = false;
  69450. _this._prefiltered = false;
  69451. }
  69452. else {
  69453. _this._prefiltered = prefiltered;
  69454. if (prefiltered) {
  69455. _this.gammaSpace = false;
  69456. }
  69457. }
  69458. _this._texture = _this._getFromCache(rootUrl, noMipmap);
  69459. if (!files) {
  69460. if (!isEnv && !isDDS && !extensions) {
  69461. extensions = ["_px.jpg", "_py.jpg", "_pz.jpg", "_nx.jpg", "_ny.jpg", "_nz.jpg"];
  69462. }
  69463. files = [];
  69464. if (extensions) {
  69465. for (var index = 0; index < extensions.length; index++) {
  69466. files.push(rootUrl + extensions[index]);
  69467. }
  69468. }
  69469. }
  69470. _this._files = files;
  69471. if (!_this._texture) {
  69472. if (!scene.useDelayedTextureLoading) {
  69473. if (prefiltered) {
  69474. _this._texture = scene.getEngine().createPrefilteredCubeTexture(rootUrl, scene, lodScale, lodOffset, onLoad, onError, format, forcedExtension, _this._createPolynomials);
  69475. }
  69476. else {
  69477. _this._texture = scene.getEngine().createCubeTexture(rootUrl, scene, files, noMipmap, onLoad, onError, _this._format, forcedExtension, false, lodScale, lodOffset);
  69478. }
  69479. }
  69480. else {
  69481. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  69482. }
  69483. }
  69484. else if (onLoad) {
  69485. if (_this._texture.isReady) {
  69486. BABYLON.Tools.SetImmediate(function () { return onLoad(); });
  69487. }
  69488. else {
  69489. _this._texture.onLoadedObservable.add(onLoad);
  69490. }
  69491. }
  69492. return _this;
  69493. }
  69494. Object.defineProperty(CubeTexture.prototype, "boundingBoxSize", {
  69495. get: function () {
  69496. return this._boundingBoxSize;
  69497. },
  69498. /**
  69499. * Gets or sets the size of the bounding box associated with the cube texture
  69500. * When defined, the cubemap will switch to local mode
  69501. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  69502. * @example https://www.babylonjs-playground.com/#RNASML
  69503. */
  69504. set: function (value) {
  69505. if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {
  69506. return;
  69507. }
  69508. this._boundingBoxSize = value;
  69509. var scene = this.getScene();
  69510. if (scene) {
  69511. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  69512. }
  69513. },
  69514. enumerable: true,
  69515. configurable: true
  69516. });
  69517. Object.defineProperty(CubeTexture.prototype, "rotationY", {
  69518. /**
  69519. * Gets texture matrix rotation angle around Y axis radians.
  69520. */
  69521. get: function () {
  69522. return this._rotationY;
  69523. },
  69524. /**
  69525. * Sets texture matrix rotation angle around Y axis in radians.
  69526. */
  69527. set: function (value) {
  69528. this._rotationY = value;
  69529. this.setReflectionTextureMatrix(BABYLON.Matrix.RotationY(this._rotationY));
  69530. },
  69531. enumerable: true,
  69532. configurable: true
  69533. });
  69534. CubeTexture.CreateFromImages = function (files, scene, noMipmap) {
  69535. var rootUrlKey = "";
  69536. files.forEach(function (url) { return rootUrlKey += url; });
  69537. return new CubeTexture(rootUrlKey, scene, null, noMipmap, files);
  69538. };
  69539. /**
  69540. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  69541. * @param url defines the url of the prefiltered texture
  69542. * @param scene defines the scene the texture is attached to
  69543. * @param forcedExtension defines the extension of the file if different from the url
  69544. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  69545. * @return the prefiltered texture
  69546. */
  69547. CubeTexture.CreateFromPrefilteredData = function (url, scene, forcedExtension, createPolynomials) {
  69548. if (forcedExtension === void 0) { forcedExtension = null; }
  69549. if (createPolynomials === void 0) { createPolynomials = true; }
  69550. return new CubeTexture(url, scene, null, false, null, null, null, undefined, true, forcedExtension, createPolynomials);
  69551. };
  69552. // Methods
  69553. CubeTexture.prototype.delayLoad = function () {
  69554. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  69555. return;
  69556. }
  69557. var scene = this.getScene();
  69558. if (!scene) {
  69559. return;
  69560. }
  69561. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  69562. this._texture = this._getFromCache(this.url, this._noMipmap);
  69563. if (!this._texture) {
  69564. if (this._prefiltered) {
  69565. this._texture = scene.getEngine().createPrefilteredCubeTexture(this.url, scene, this.lodGenerationScale, this.lodGenerationOffset, undefined, undefined, this._format, undefined, this._createPolynomials);
  69566. }
  69567. else {
  69568. this._texture = scene.getEngine().createCubeTexture(this.url, scene, this._files, this._noMipmap, undefined, undefined, this._format);
  69569. }
  69570. }
  69571. };
  69572. CubeTexture.prototype.getReflectionTextureMatrix = function () {
  69573. return this._textureMatrix;
  69574. };
  69575. CubeTexture.prototype.setReflectionTextureMatrix = function (value) {
  69576. this._textureMatrix = value;
  69577. };
  69578. CubeTexture.Parse = function (parsedTexture, scene, rootUrl) {
  69579. var texture = BABYLON.SerializationHelper.Parse(function () {
  69580. var prefiltered = false;
  69581. if (parsedTexture.prefiltered) {
  69582. prefiltered = parsedTexture.prefiltered;
  69583. }
  69584. return new CubeTexture(rootUrl + parsedTexture.name, scene, parsedTexture.extensions, false, null, null, null, undefined, prefiltered);
  69585. }, parsedTexture, scene);
  69586. // Local Cubemaps
  69587. if (parsedTexture.boundingBoxPosition) {
  69588. texture.boundingBoxPosition = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxPosition);
  69589. }
  69590. if (parsedTexture.boundingBoxSize) {
  69591. texture.boundingBoxSize = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxSize);
  69592. }
  69593. // Animations
  69594. if (parsedTexture.animations) {
  69595. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  69596. var parsedAnimation = parsedTexture.animations[animationIndex];
  69597. texture.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  69598. }
  69599. }
  69600. return texture;
  69601. };
  69602. CubeTexture.prototype.clone = function () {
  69603. var _this = this;
  69604. return BABYLON.SerializationHelper.Clone(function () {
  69605. var scene = _this.getScene();
  69606. if (!scene) {
  69607. return _this;
  69608. }
  69609. return new CubeTexture(_this.url, scene, _this._extensions, _this._noMipmap, _this._files);
  69610. }, this);
  69611. };
  69612. __decorate([
  69613. BABYLON.serialize("rotationY")
  69614. ], CubeTexture.prototype, "rotationY", null);
  69615. return CubeTexture;
  69616. }(BABYLON.BaseTexture));
  69617. BABYLON.CubeTexture = CubeTexture;
  69618. })(BABYLON || (BABYLON = {}));
  69619. //# sourceMappingURL=babylon.cubeTexture.js.map
  69620. var BABYLON;
  69621. (function (BABYLON) {
  69622. /**
  69623. * Raw cube texture where the raw buffers are passed in
  69624. */
  69625. var RawCubeTexture = /** @class */ (function (_super) {
  69626. __extends(RawCubeTexture, _super);
  69627. /**
  69628. * Creates a cube texture where the raw buffers are passed in.
  69629. * @param scene defines the scene the texture is attached to
  69630. * @param data defines the array of data to use to create each face
  69631. * @param size defines the size of the textures
  69632. * @param format defines the format of the data
  69633. * @param type defines the type of the data (like BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT)
  69634. * @param generateMipMaps defines if the engine should generate the mip levels
  69635. * @param invertY defines if data must be stored with Y axis inverted
  69636. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  69637. * @param compression defines the compression used (null by default)
  69638. */
  69639. function RawCubeTexture(scene, data, size, format, type, generateMipMaps, invertY, samplingMode, compression) {
  69640. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  69641. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  69642. if (generateMipMaps === void 0) { generateMipMaps = false; }
  69643. if (invertY === void 0) { invertY = false; }
  69644. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  69645. if (compression === void 0) { compression = null; }
  69646. var _this = _super.call(this, "", scene) || this;
  69647. _this._texture = scene.getEngine().createRawCubeTexture(data, size, format, type, generateMipMaps, invertY, samplingMode, compression);
  69648. return _this;
  69649. }
  69650. /**
  69651. * Updates the raw cube texture.
  69652. * @param data defines the data to store
  69653. * @param format defines the data format
  69654. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  69655. * @param invertY defines if data must be stored with Y axis inverted
  69656. * @param compression defines the compression used (null by default)
  69657. * @param level defines which level of the texture to update
  69658. */
  69659. RawCubeTexture.prototype.update = function (data, format, type, invertY, compression, level) {
  69660. if (compression === void 0) { compression = null; }
  69661. if (level === void 0) { level = 0; }
  69662. this._texture.getEngine().updateRawCubeTexture(this._texture, data, format, type, invertY, compression);
  69663. };
  69664. /**
  69665. * Updates a raw cube texture with RGBD encoded data.
  69666. * @param data defines the array of data [mipmap][face] to use to create each face
  69667. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  69668. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  69669. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  69670. * @returns a promsie that resolves when the operation is complete
  69671. */
  69672. RawCubeTexture.prototype.updateRGBDAsync = function (data, sphericalPolynomial, lodScale, lodOffset) {
  69673. if (sphericalPolynomial === void 0) { sphericalPolynomial = null; }
  69674. if (lodScale === void 0) { lodScale = 0.8; }
  69675. if (lodOffset === void 0) { lodOffset = 0; }
  69676. return RawCubeTexture._UpdateRGBDAsync(this._texture, data, sphericalPolynomial, lodScale, lodOffset);
  69677. };
  69678. /**
  69679. * Clones the raw cube texture.
  69680. * @return a new cube texture
  69681. */
  69682. RawCubeTexture.prototype.clone = function () {
  69683. var _this = this;
  69684. return BABYLON.SerializationHelper.Clone(function () {
  69685. var scene = _this.getScene();
  69686. var internalTexture = _this._texture;
  69687. var texture = new RawCubeTexture(scene, internalTexture._bufferViewArray, internalTexture.width, internalTexture.format, internalTexture.type, internalTexture.generateMipMaps, internalTexture.invertY, internalTexture.samplingMode, internalTexture._compression);
  69688. if (internalTexture.dataSource === BABYLON.InternalTexture.DATASOURCE_CUBERAW_RGBD) {
  69689. texture.updateRGBDAsync(internalTexture._bufferViewArrayArray, internalTexture._sphericalPolynomial, internalTexture._lodGenerationScale, internalTexture._lodGenerationOffset);
  69690. }
  69691. return texture;
  69692. }, this);
  69693. };
  69694. /** @hidden */
  69695. RawCubeTexture._UpdateRGBDAsync = function (internalTexture, data, sphericalPolynomial, lodScale, lodOffset) {
  69696. internalTexture._dataSource = BABYLON.InternalTexture.DATASOURCE_CUBERAW_RGBD;
  69697. internalTexture._bufferViewArrayArray = data;
  69698. internalTexture._lodGenerationScale = lodScale;
  69699. internalTexture._lodGenerationOffset = lodOffset;
  69700. internalTexture._sphericalPolynomial = sphericalPolynomial;
  69701. return BABYLON.EnvironmentTextureTools.UploadLevelsAsync(internalTexture, data).then(function () {
  69702. internalTexture.isReady = true;
  69703. });
  69704. };
  69705. return RawCubeTexture;
  69706. }(BABYLON.CubeTexture));
  69707. BABYLON.RawCubeTexture = RawCubeTexture;
  69708. })(BABYLON || (BABYLON = {}));
  69709. //# sourceMappingURL=babylon.rawCubeTexture.js.map
  69710. var BABYLON;
  69711. (function (BABYLON) {
  69712. var RenderTargetTexture = /** @class */ (function (_super) {
  69713. __extends(RenderTargetTexture, _super);
  69714. /**
  69715. * Instantiate a render target texture. This is mainly to render of screen the scene to for instance apply post processse
  69716. * or used a shadow, depth texture...
  69717. * @param name The friendly name of the texture
  69718. * @param size The size of the RTT (number if square, or {with: number, height:number} or {ratio:} to define a ratio from the main scene)
  69719. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  69720. * @param generateMipMaps True if mip maps need to be generated after render.
  69721. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  69722. * @param type The type of the buffer in the RTT (int, half float, float...)
  69723. * @param isCube True if a cube texture needs to be created
  69724. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  69725. * @param generateDepthBuffer True to generate a depth buffer
  69726. * @param generateStencilBuffer True to generate a stencil buffer
  69727. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  69728. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  69729. */
  69730. function RenderTargetTexture(name, size, scene, generateMipMaps, doNotChangeAspectRatio, type, isCube, samplingMode, generateDepthBuffer, generateStencilBuffer, isMulti, format) {
  69731. if (doNotChangeAspectRatio === void 0) { doNotChangeAspectRatio = true; }
  69732. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  69733. if (isCube === void 0) { isCube = false; }
  69734. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  69735. if (generateDepthBuffer === void 0) { generateDepthBuffer = true; }
  69736. if (generateStencilBuffer === void 0) { generateStencilBuffer = false; }
  69737. if (isMulti === void 0) { isMulti = false; }
  69738. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  69739. var _this = _super.call(this, null, scene, !generateMipMaps) || this;
  69740. _this.isCube = isCube;
  69741. _this.renderParticles = true;
  69742. _this.renderSprites = false;
  69743. _this.coordinatesMode = BABYLON.Texture.PROJECTION_MODE;
  69744. _this.ignoreCameraViewport = false;
  69745. // Events
  69746. /**
  69747. * An event triggered when the texture is unbind.
  69748. */
  69749. _this.onBeforeBindObservable = new BABYLON.Observable();
  69750. /**
  69751. * An event triggered when the texture is unbind.
  69752. */
  69753. _this.onAfterUnbindObservable = new BABYLON.Observable();
  69754. /**
  69755. * An event triggered before rendering the texture
  69756. */
  69757. _this.onBeforeRenderObservable = new BABYLON.Observable();
  69758. /**
  69759. * An event triggered after rendering the texture
  69760. */
  69761. _this.onAfterRenderObservable = new BABYLON.Observable();
  69762. /**
  69763. * An event triggered after the texture clear
  69764. */
  69765. _this.onClearObservable = new BABYLON.Observable();
  69766. _this._currentRefreshId = -1;
  69767. _this._refreshRate = 1;
  69768. _this._samples = 1;
  69769. /**
  69770. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  69771. * It must define where the camera used to render the texture is set
  69772. */
  69773. _this.boundingBoxPosition = BABYLON.Vector3.Zero();
  69774. scene = _this.getScene();
  69775. if (!scene) {
  69776. return _this;
  69777. }
  69778. _this.renderList = new Array();
  69779. _this._engine = scene.getEngine();
  69780. _this.name = name;
  69781. _this.isRenderTarget = true;
  69782. _this._initialSizeParameter = size;
  69783. _this._processSizeParameter(size);
  69784. _this._resizeObserver = _this.getScene().getEngine().onResizeObservable.add(function () {
  69785. });
  69786. _this._generateMipMaps = generateMipMaps ? true : false;
  69787. _this._doNotChangeAspectRatio = doNotChangeAspectRatio;
  69788. // Rendering groups
  69789. _this._renderingManager = new BABYLON.RenderingManager(scene);
  69790. _this._renderingManager._useSceneAutoClearSetup = true;
  69791. if (isMulti) {
  69792. return _this;
  69793. }
  69794. _this._renderTargetOptions = {
  69795. generateMipMaps: generateMipMaps,
  69796. type: type,
  69797. format: format,
  69798. samplingMode: samplingMode,
  69799. generateDepthBuffer: generateDepthBuffer,
  69800. generateStencilBuffer: generateStencilBuffer
  69801. };
  69802. if (samplingMode === BABYLON.Texture.NEAREST_SAMPLINGMODE) {
  69803. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  69804. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  69805. }
  69806. if (isCube) {
  69807. _this._texture = scene.getEngine().createRenderTargetCubeTexture(_this.getRenderSize(), _this._renderTargetOptions);
  69808. _this.coordinatesMode = BABYLON.Texture.INVCUBIC_MODE;
  69809. _this._textureMatrix = BABYLON.Matrix.Identity();
  69810. }
  69811. else {
  69812. _this._texture = scene.getEngine().createRenderTargetTexture(_this._size, _this._renderTargetOptions);
  69813. }
  69814. return _this;
  69815. }
  69816. Object.defineProperty(RenderTargetTexture, "REFRESHRATE_RENDER_ONCE", {
  69817. get: function () {
  69818. return RenderTargetTexture._REFRESHRATE_RENDER_ONCE;
  69819. },
  69820. enumerable: true,
  69821. configurable: true
  69822. });
  69823. Object.defineProperty(RenderTargetTexture, "REFRESHRATE_RENDER_ONEVERYFRAME", {
  69824. get: function () {
  69825. return RenderTargetTexture._REFRESHRATE_RENDER_ONEVERYFRAME;
  69826. },
  69827. enumerable: true,
  69828. configurable: true
  69829. });
  69830. Object.defineProperty(RenderTargetTexture, "REFRESHRATE_RENDER_ONEVERYTWOFRAMES", {
  69831. get: function () {
  69832. return RenderTargetTexture._REFRESHRATE_RENDER_ONEVERYTWOFRAMES;
  69833. },
  69834. enumerable: true,
  69835. configurable: true
  69836. });
  69837. Object.defineProperty(RenderTargetTexture.prototype, "renderList", {
  69838. /**
  69839. * Use this list to define the list of mesh you want to render.
  69840. */
  69841. get: function () {
  69842. return this._renderList;
  69843. },
  69844. set: function (value) {
  69845. this._renderList = value;
  69846. if (this._renderList) {
  69847. this._hookArray(this._renderList);
  69848. }
  69849. },
  69850. enumerable: true,
  69851. configurable: true
  69852. });
  69853. RenderTargetTexture.prototype._hookArray = function (array) {
  69854. var _this = this;
  69855. var oldPush = array.push;
  69856. array.push = function () {
  69857. var items = [];
  69858. for (var _i = 0; _i < arguments.length; _i++) {
  69859. items[_i] = arguments[_i];
  69860. }
  69861. var result = oldPush.apply(array, items);
  69862. _this.getScene().meshes.forEach(function (mesh) {
  69863. mesh._markSubMeshesAsLightDirty();
  69864. });
  69865. return result;
  69866. };
  69867. var oldSplice = array.splice;
  69868. array.splice = function (index, deleteCount) {
  69869. var deleted = oldSplice.apply(array, [index, deleteCount]);
  69870. _this.getScene().meshes.forEach(function (mesh) {
  69871. mesh._markSubMeshesAsLightDirty();
  69872. });
  69873. return deleted;
  69874. };
  69875. };
  69876. Object.defineProperty(RenderTargetTexture.prototype, "onAfterUnbind", {
  69877. set: function (callback) {
  69878. if (this._onAfterUnbindObserver) {
  69879. this.onAfterUnbindObservable.remove(this._onAfterUnbindObserver);
  69880. }
  69881. this._onAfterUnbindObserver = this.onAfterUnbindObservable.add(callback);
  69882. },
  69883. enumerable: true,
  69884. configurable: true
  69885. });
  69886. Object.defineProperty(RenderTargetTexture.prototype, "onBeforeRender", {
  69887. set: function (callback) {
  69888. if (this._onBeforeRenderObserver) {
  69889. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  69890. }
  69891. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  69892. },
  69893. enumerable: true,
  69894. configurable: true
  69895. });
  69896. Object.defineProperty(RenderTargetTexture.prototype, "onAfterRender", {
  69897. set: function (callback) {
  69898. if (this._onAfterRenderObserver) {
  69899. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  69900. }
  69901. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  69902. },
  69903. enumerable: true,
  69904. configurable: true
  69905. });
  69906. Object.defineProperty(RenderTargetTexture.prototype, "onClear", {
  69907. set: function (callback) {
  69908. if (this._onClearObserver) {
  69909. this.onClearObservable.remove(this._onClearObserver);
  69910. }
  69911. this._onClearObserver = this.onClearObservable.add(callback);
  69912. },
  69913. enumerable: true,
  69914. configurable: true
  69915. });
  69916. Object.defineProperty(RenderTargetTexture.prototype, "renderTargetOptions", {
  69917. get: function () {
  69918. return this._renderTargetOptions;
  69919. },
  69920. enumerable: true,
  69921. configurable: true
  69922. });
  69923. RenderTargetTexture.prototype._onRatioRescale = function () {
  69924. if (this._sizeRatio) {
  69925. this.resize(this._initialSizeParameter);
  69926. }
  69927. };
  69928. Object.defineProperty(RenderTargetTexture.prototype, "boundingBoxSize", {
  69929. get: function () {
  69930. return this._boundingBoxSize;
  69931. },
  69932. /**
  69933. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  69934. * When defined, the cubemap will switch to local mode
  69935. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  69936. * @example https://www.babylonjs-playground.com/#RNASML
  69937. */
  69938. set: function (value) {
  69939. if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {
  69940. return;
  69941. }
  69942. this._boundingBoxSize = value;
  69943. var scene = this.getScene();
  69944. if (scene) {
  69945. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  69946. }
  69947. },
  69948. enumerable: true,
  69949. configurable: true
  69950. });
  69951. /**
  69952. * Creates a depth stencil texture.
  69953. * This is only available in WebGL 2 or with the depth texture extension available.
  69954. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  69955. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  69956. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  69957. */
  69958. RenderTargetTexture.prototype.createDepthStencilTexture = function (comparisonFunction, bilinearFiltering, generateStencil) {
  69959. if (comparisonFunction === void 0) { comparisonFunction = 0; }
  69960. if (bilinearFiltering === void 0) { bilinearFiltering = true; }
  69961. if (generateStencil === void 0) { generateStencil = false; }
  69962. if (!this.getScene()) {
  69963. return;
  69964. }
  69965. var engine = this.getScene().getEngine();
  69966. this.depthStencilTexture = engine.createDepthStencilTexture(this._size, {
  69967. bilinearFiltering: bilinearFiltering,
  69968. comparisonFunction: comparisonFunction,
  69969. generateStencil: generateStencil,
  69970. isCube: this.isCube
  69971. });
  69972. engine.setFrameBufferDepthStencilTexture(this);
  69973. };
  69974. RenderTargetTexture.prototype._processSizeParameter = function (size) {
  69975. if (size.ratio) {
  69976. this._sizeRatio = size.ratio;
  69977. this._size = {
  69978. width: this._bestReflectionRenderTargetDimension(this._engine.getRenderWidth(), this._sizeRatio),
  69979. height: this._bestReflectionRenderTargetDimension(this._engine.getRenderHeight(), this._sizeRatio)
  69980. };
  69981. }
  69982. else {
  69983. this._size = size;
  69984. }
  69985. };
  69986. Object.defineProperty(RenderTargetTexture.prototype, "samples", {
  69987. get: function () {
  69988. return this._samples;
  69989. },
  69990. set: function (value) {
  69991. if (this._samples === value) {
  69992. return;
  69993. }
  69994. var scene = this.getScene();
  69995. if (!scene) {
  69996. return;
  69997. }
  69998. this._samples = scene.getEngine().updateRenderTargetTextureSampleCount(this._texture, value);
  69999. },
  70000. enumerable: true,
  70001. configurable: true
  70002. });
  70003. RenderTargetTexture.prototype.resetRefreshCounter = function () {
  70004. this._currentRefreshId = -1;
  70005. };
  70006. Object.defineProperty(RenderTargetTexture.prototype, "refreshRate", {
  70007. get: function () {
  70008. return this._refreshRate;
  70009. },
  70010. // Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  70011. set: function (value) {
  70012. this._refreshRate = value;
  70013. this.resetRefreshCounter();
  70014. },
  70015. enumerable: true,
  70016. configurable: true
  70017. });
  70018. RenderTargetTexture.prototype.addPostProcess = function (postProcess) {
  70019. if (!this._postProcessManager) {
  70020. var scene = this.getScene();
  70021. if (!scene) {
  70022. return;
  70023. }
  70024. this._postProcessManager = new BABYLON.PostProcessManager(scene);
  70025. this._postProcesses = new Array();
  70026. }
  70027. this._postProcesses.push(postProcess);
  70028. this._postProcesses[0].autoClear = false;
  70029. };
  70030. RenderTargetTexture.prototype.clearPostProcesses = function (dispose) {
  70031. if (!this._postProcesses) {
  70032. return;
  70033. }
  70034. if (dispose) {
  70035. for (var _i = 0, _a = this._postProcesses; _i < _a.length; _i++) {
  70036. var postProcess = _a[_i];
  70037. postProcess.dispose();
  70038. }
  70039. }
  70040. this._postProcesses = [];
  70041. };
  70042. RenderTargetTexture.prototype.removePostProcess = function (postProcess) {
  70043. if (!this._postProcesses) {
  70044. return;
  70045. }
  70046. var index = this._postProcesses.indexOf(postProcess);
  70047. if (index === -1) {
  70048. return;
  70049. }
  70050. this._postProcesses.splice(index, 1);
  70051. if (this._postProcesses.length > 0) {
  70052. this._postProcesses[0].autoClear = false;
  70053. }
  70054. };
  70055. /** @hidden */
  70056. RenderTargetTexture.prototype._shouldRender = function () {
  70057. if (this._currentRefreshId === -1) { // At least render once
  70058. this._currentRefreshId = 1;
  70059. return true;
  70060. }
  70061. if (this.refreshRate === this._currentRefreshId) {
  70062. this._currentRefreshId = 1;
  70063. return true;
  70064. }
  70065. this._currentRefreshId++;
  70066. return false;
  70067. };
  70068. RenderTargetTexture.prototype.getRenderSize = function () {
  70069. if (this._size.width) {
  70070. return this._size.width;
  70071. }
  70072. return this._size;
  70073. };
  70074. RenderTargetTexture.prototype.getRenderWidth = function () {
  70075. if (this._size.width) {
  70076. return this._size.width;
  70077. }
  70078. return this._size;
  70079. };
  70080. RenderTargetTexture.prototype.getRenderHeight = function () {
  70081. if (this._size.width) {
  70082. return this._size.height;
  70083. }
  70084. return this._size;
  70085. };
  70086. Object.defineProperty(RenderTargetTexture.prototype, "canRescale", {
  70087. get: function () {
  70088. return true;
  70089. },
  70090. enumerable: true,
  70091. configurable: true
  70092. });
  70093. RenderTargetTexture.prototype.scale = function (ratio) {
  70094. var newSize = this.getRenderSize() * ratio;
  70095. this.resize(newSize);
  70096. };
  70097. RenderTargetTexture.prototype.getReflectionTextureMatrix = function () {
  70098. if (this.isCube) {
  70099. return this._textureMatrix;
  70100. }
  70101. return _super.prototype.getReflectionTextureMatrix.call(this);
  70102. };
  70103. RenderTargetTexture.prototype.resize = function (size) {
  70104. this.releaseInternalTexture();
  70105. var scene = this.getScene();
  70106. if (!scene) {
  70107. return;
  70108. }
  70109. this._processSizeParameter(size);
  70110. if (this.isCube) {
  70111. this._texture = scene.getEngine().createRenderTargetCubeTexture(this.getRenderSize(), this._renderTargetOptions);
  70112. }
  70113. else {
  70114. this._texture = scene.getEngine().createRenderTargetTexture(this._size, this._renderTargetOptions);
  70115. }
  70116. };
  70117. RenderTargetTexture.prototype.render = function (useCameraPostProcess, dumpForDebug) {
  70118. if (useCameraPostProcess === void 0) { useCameraPostProcess = false; }
  70119. if (dumpForDebug === void 0) { dumpForDebug = false; }
  70120. var scene = this.getScene();
  70121. if (!scene) {
  70122. return;
  70123. }
  70124. var engine = scene.getEngine();
  70125. if (this.useCameraPostProcesses !== undefined) {
  70126. useCameraPostProcess = this.useCameraPostProcesses;
  70127. }
  70128. if (this._waitingRenderList) {
  70129. this.renderList = [];
  70130. for (var index = 0; index < this._waitingRenderList.length; index++) {
  70131. var id = this._waitingRenderList[index];
  70132. var mesh_1 = scene.getMeshByID(id);
  70133. if (mesh_1) {
  70134. this.renderList.push(mesh_1);
  70135. }
  70136. }
  70137. delete this._waitingRenderList;
  70138. }
  70139. // Is predicate defined?
  70140. if (this.renderListPredicate) {
  70141. if (this.renderList) {
  70142. this.renderList.splice(0); // Clear previous renderList
  70143. }
  70144. else {
  70145. this.renderList = [];
  70146. }
  70147. var scene = this.getScene();
  70148. if (!scene) {
  70149. return;
  70150. }
  70151. var sceneMeshes = scene.meshes;
  70152. for (var index = 0; index < sceneMeshes.length; index++) {
  70153. var mesh = sceneMeshes[index];
  70154. if (this.renderListPredicate(mesh)) {
  70155. this.renderList.push(mesh);
  70156. }
  70157. }
  70158. }
  70159. this.onBeforeBindObservable.notifyObservers(this);
  70160. // Set custom projection.
  70161. // Needs to be before binding to prevent changing the aspect ratio.
  70162. var camera;
  70163. if (this.activeCamera) {
  70164. camera = this.activeCamera;
  70165. engine.setViewport(this.activeCamera.viewport, this.getRenderWidth(), this.getRenderHeight());
  70166. if (this.activeCamera !== scene.activeCamera) {
  70167. scene.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(true));
  70168. }
  70169. }
  70170. else {
  70171. camera = scene.activeCamera;
  70172. if (camera) {
  70173. engine.setViewport(camera.viewport, this.getRenderWidth(), this.getRenderHeight());
  70174. }
  70175. }
  70176. // Prepare renderingManager
  70177. this._renderingManager.reset();
  70178. var currentRenderList = this.renderList ? this.renderList : scene.getActiveMeshes().data;
  70179. var currentRenderListLength = this.renderList ? this.renderList.length : scene.getActiveMeshes().length;
  70180. var sceneRenderId = scene.getRenderId();
  70181. for (var meshIndex = 0; meshIndex < currentRenderListLength; meshIndex++) {
  70182. var mesh = currentRenderList[meshIndex];
  70183. if (mesh) {
  70184. if (!mesh.isReady(this.refreshRate === 0)) {
  70185. this.resetRefreshCounter();
  70186. continue;
  70187. }
  70188. mesh._preActivateForIntermediateRendering(sceneRenderId);
  70189. var isMasked = void 0;
  70190. if (!this.renderList && camera) {
  70191. isMasked = ((mesh.layerMask & camera.layerMask) === 0);
  70192. }
  70193. else {
  70194. isMasked = false;
  70195. }
  70196. if (mesh.isEnabled() && mesh.isVisible && mesh.subMeshes && !isMasked) {
  70197. mesh._activate(sceneRenderId);
  70198. for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
  70199. var subMesh = mesh.subMeshes[subIndex];
  70200. scene._activeIndices.addCount(subMesh.indexCount, false);
  70201. this._renderingManager.dispatch(subMesh, mesh);
  70202. }
  70203. }
  70204. }
  70205. }
  70206. for (var particleIndex = 0; particleIndex < scene.particleSystems.length; particleIndex++) {
  70207. var particleSystem = scene.particleSystems[particleIndex];
  70208. var emitter = particleSystem.emitter;
  70209. if (!particleSystem.isStarted() || !emitter || !emitter.position || !emitter.isEnabled()) {
  70210. continue;
  70211. }
  70212. if (currentRenderList.indexOf(emitter) >= 0) {
  70213. this._renderingManager.dispatchParticles(particleSystem);
  70214. }
  70215. }
  70216. if (this.isCube) {
  70217. for (var face = 0; face < 6; face++) {
  70218. this.renderToTarget(face, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug);
  70219. scene.incrementRenderId();
  70220. scene.resetCachedMaterial();
  70221. }
  70222. }
  70223. else {
  70224. this.renderToTarget(0, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug);
  70225. }
  70226. this.onAfterUnbindObservable.notifyObservers(this);
  70227. if (scene.activeCamera) {
  70228. if (this.activeCamera && this.activeCamera !== scene.activeCamera) {
  70229. scene.setTransformMatrix(scene.activeCamera.getViewMatrix(), scene.activeCamera.getProjectionMatrix(true));
  70230. }
  70231. engine.setViewport(scene.activeCamera.viewport);
  70232. }
  70233. scene.resetCachedMaterial();
  70234. };
  70235. RenderTargetTexture.prototype._bestReflectionRenderTargetDimension = function (renderDimension, scale) {
  70236. var minimum = 128;
  70237. var x = renderDimension * scale;
  70238. var curved = BABYLON.Tools.NearestPOT(x + (minimum * minimum / (minimum + x)));
  70239. // Ensure we don't exceed the render dimension (while staying POT)
  70240. return Math.min(BABYLON.Tools.FloorPOT(renderDimension), curved);
  70241. };
  70242. RenderTargetTexture.prototype.unbindFrameBuffer = function (engine, faceIndex) {
  70243. var _this = this;
  70244. if (!this._texture) {
  70245. return;
  70246. }
  70247. engine.unBindFramebuffer(this._texture, this.isCube, function () {
  70248. _this.onAfterRenderObservable.notifyObservers(faceIndex);
  70249. });
  70250. };
  70251. RenderTargetTexture.prototype.renderToTarget = function (faceIndex, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug) {
  70252. var scene = this.getScene();
  70253. if (!scene) {
  70254. return;
  70255. }
  70256. var engine = scene.getEngine();
  70257. if (!this._texture) {
  70258. return;
  70259. }
  70260. // Bind
  70261. if (this._postProcessManager) {
  70262. this._postProcessManager._prepareFrame(this._texture, this._postProcesses);
  70263. }
  70264. else if (!useCameraPostProcess || !scene.postProcessManager._prepareFrame(this._texture)) {
  70265. if (this._texture) {
  70266. engine.bindFramebuffer(this._texture, this.isCube ? faceIndex : undefined, undefined, undefined, this.ignoreCameraViewport, this.depthStencilTexture ? this.depthStencilTexture : undefined);
  70267. }
  70268. }
  70269. this.onBeforeRenderObservable.notifyObservers(faceIndex);
  70270. // Clear
  70271. if (this.onClearObservable.hasObservers()) {
  70272. this.onClearObservable.notifyObservers(engine);
  70273. }
  70274. else {
  70275. engine.clear(this.clearColor || scene.clearColor, true, true, true);
  70276. }
  70277. if (!this._doNotChangeAspectRatio) {
  70278. scene.updateTransformMatrix(true);
  70279. }
  70280. // Render
  70281. this._renderingManager.render(this.customRenderFunction, currentRenderList, this.renderParticles, this.renderSprites);
  70282. if (this._postProcessManager) {
  70283. this._postProcessManager._finalizeFrame(false, this._texture, faceIndex, this._postProcesses, this.ignoreCameraViewport);
  70284. }
  70285. else if (useCameraPostProcess) {
  70286. scene.postProcessManager._finalizeFrame(false, this._texture, faceIndex);
  70287. }
  70288. if (!this._doNotChangeAspectRatio) {
  70289. scene.updateTransformMatrix(true);
  70290. }
  70291. // Dump ?
  70292. if (dumpForDebug) {
  70293. BABYLON.Tools.DumpFramebuffer(this.getRenderWidth(), this.getRenderHeight(), engine);
  70294. }
  70295. // Unbind
  70296. if (!this.isCube || faceIndex === 5) {
  70297. if (this.isCube) {
  70298. if (faceIndex === 5) {
  70299. engine.generateMipMapsForCubemap(this._texture);
  70300. }
  70301. }
  70302. this.unbindFrameBuffer(engine, faceIndex);
  70303. }
  70304. else {
  70305. this.onAfterRenderObservable.notifyObservers(faceIndex);
  70306. }
  70307. };
  70308. /**
  70309. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  70310. * This allowed control for front to back rendering or reversly depending of the special needs.
  70311. *
  70312. * @param renderingGroupId The rendering group id corresponding to its index
  70313. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  70314. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  70315. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  70316. */
  70317. RenderTargetTexture.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  70318. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  70319. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  70320. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  70321. this._renderingManager.setRenderingOrder(renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn);
  70322. };
  70323. /**
  70324. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  70325. *
  70326. * @param renderingGroupId The rendering group id corresponding to its index
  70327. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  70328. */
  70329. RenderTargetTexture.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil) {
  70330. this._renderingManager.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil);
  70331. this._renderingManager._useSceneAutoClearSetup = false;
  70332. };
  70333. RenderTargetTexture.prototype.clone = function () {
  70334. var textureSize = this.getSize();
  70335. 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);
  70336. // Base texture
  70337. newTexture.hasAlpha = this.hasAlpha;
  70338. newTexture.level = this.level;
  70339. // RenderTarget Texture
  70340. newTexture.coordinatesMode = this.coordinatesMode;
  70341. if (this.renderList) {
  70342. newTexture.renderList = this.renderList.slice(0);
  70343. }
  70344. return newTexture;
  70345. };
  70346. RenderTargetTexture.prototype.serialize = function () {
  70347. if (!this.name) {
  70348. return null;
  70349. }
  70350. var serializationObject = _super.prototype.serialize.call(this);
  70351. serializationObject.renderTargetSize = this.getRenderSize();
  70352. serializationObject.renderList = [];
  70353. if (this.renderList) {
  70354. for (var index = 0; index < this.renderList.length; index++) {
  70355. serializationObject.renderList.push(this.renderList[index].id);
  70356. }
  70357. }
  70358. return serializationObject;
  70359. };
  70360. // This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  70361. RenderTargetTexture.prototype.disposeFramebufferObjects = function () {
  70362. var objBuffer = this.getInternalTexture();
  70363. var scene = this.getScene();
  70364. if (objBuffer && scene) {
  70365. scene.getEngine()._releaseFramebufferObjects(objBuffer);
  70366. }
  70367. };
  70368. RenderTargetTexture.prototype.dispose = function () {
  70369. if (this._postProcessManager) {
  70370. this._postProcessManager.dispose();
  70371. this._postProcessManager = null;
  70372. }
  70373. this.clearPostProcesses(true);
  70374. if (this._resizeObserver) {
  70375. this.getScene().getEngine().onResizeObservable.remove(this._resizeObserver);
  70376. this._resizeObserver = null;
  70377. }
  70378. this.renderList = null;
  70379. // Remove from custom render targets
  70380. var scene = this.getScene();
  70381. if (!scene) {
  70382. return;
  70383. }
  70384. var index = scene.customRenderTargets.indexOf(this);
  70385. if (index >= 0) {
  70386. scene.customRenderTargets.splice(index, 1);
  70387. }
  70388. for (var _i = 0, _a = scene.cameras; _i < _a.length; _i++) {
  70389. var camera = _a[_i];
  70390. index = camera.customRenderTargets.indexOf(this);
  70391. if (index >= 0) {
  70392. camera.customRenderTargets.splice(index, 1);
  70393. }
  70394. }
  70395. _super.prototype.dispose.call(this);
  70396. };
  70397. /** @hidden */
  70398. RenderTargetTexture.prototype._rebuild = function () {
  70399. if (this.refreshRate === RenderTargetTexture.REFRESHRATE_RENDER_ONCE) {
  70400. this.refreshRate = RenderTargetTexture.REFRESHRATE_RENDER_ONCE;
  70401. }
  70402. if (this._postProcessManager) {
  70403. this._postProcessManager._rebuild();
  70404. }
  70405. };
  70406. /**
  70407. * Clear the info related to rendering groups preventing retention point in material dispose.
  70408. */
  70409. RenderTargetTexture.prototype.freeRenderingGroups = function () {
  70410. if (this._renderingManager) {
  70411. this._renderingManager.freeRenderingGroups();
  70412. }
  70413. };
  70414. RenderTargetTexture._REFRESHRATE_RENDER_ONCE = 0;
  70415. RenderTargetTexture._REFRESHRATE_RENDER_ONEVERYFRAME = 1;
  70416. RenderTargetTexture._REFRESHRATE_RENDER_ONEVERYTWOFRAMES = 2;
  70417. return RenderTargetTexture;
  70418. }(BABYLON.Texture));
  70419. BABYLON.RenderTargetTexture = RenderTargetTexture;
  70420. })(BABYLON || (BABYLON = {}));
  70421. //# sourceMappingURL=babylon.renderTargetTexture.js.map
  70422. var BABYLON;
  70423. (function (BABYLON) {
  70424. ;
  70425. var MultiRenderTarget = /** @class */ (function (_super) {
  70426. __extends(MultiRenderTarget, _super);
  70427. function MultiRenderTarget(name, size, count, scene, options) {
  70428. var _this = this;
  70429. var generateMipMaps = options && options.generateMipMaps ? options.generateMipMaps : false;
  70430. var generateDepthTexture = options && options.generateDepthTexture ? options.generateDepthTexture : false;
  70431. var doNotChangeAspectRatio = !options || options.doNotChangeAspectRatio === undefined ? true : options.doNotChangeAspectRatio;
  70432. _this = _super.call(this, name, size, scene, generateMipMaps, doNotChangeAspectRatio) || this;
  70433. _this._engine = scene.getEngine();
  70434. if (!_this.isSupported) {
  70435. _this.dispose();
  70436. return;
  70437. }
  70438. var types = [];
  70439. var samplingModes = [];
  70440. for (var i = 0; i < count; i++) {
  70441. if (options && options.types && options.types[i] !== undefined) {
  70442. types.push(options.types[i]);
  70443. }
  70444. else {
  70445. types.push(options && options.defaultType ? options.defaultType : BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  70446. }
  70447. if (options && options.samplingModes && options.samplingModes[i] !== undefined) {
  70448. samplingModes.push(options.samplingModes[i]);
  70449. }
  70450. else {
  70451. samplingModes.push(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  70452. }
  70453. }
  70454. var generateDepthBuffer = !options || options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  70455. var generateStencilBuffer = !options || options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;
  70456. _this._size = size;
  70457. _this._multiRenderTargetOptions = {
  70458. samplingModes: samplingModes,
  70459. generateMipMaps: generateMipMaps,
  70460. generateDepthBuffer: generateDepthBuffer,
  70461. generateStencilBuffer: generateStencilBuffer,
  70462. generateDepthTexture: generateDepthTexture,
  70463. types: types,
  70464. textureCount: count
  70465. };
  70466. _this._createInternalTextures();
  70467. _this._createTextures();
  70468. return _this;
  70469. }
  70470. Object.defineProperty(MultiRenderTarget.prototype, "isSupported", {
  70471. get: function () {
  70472. return this._engine.webGLVersion > 1 || this._engine.getCaps().drawBuffersExtension;
  70473. },
  70474. enumerable: true,
  70475. configurable: true
  70476. });
  70477. Object.defineProperty(MultiRenderTarget.prototype, "textures", {
  70478. get: function () {
  70479. return this._textures;
  70480. },
  70481. enumerable: true,
  70482. configurable: true
  70483. });
  70484. Object.defineProperty(MultiRenderTarget.prototype, "depthTexture", {
  70485. get: function () {
  70486. return this._textures[this._textures.length - 1];
  70487. },
  70488. enumerable: true,
  70489. configurable: true
  70490. });
  70491. Object.defineProperty(MultiRenderTarget.prototype, "wrapU", {
  70492. set: function (wrap) {
  70493. if (this._textures) {
  70494. for (var i = 0; i < this._textures.length; i++) {
  70495. this._textures[i].wrapU = wrap;
  70496. }
  70497. }
  70498. },
  70499. enumerable: true,
  70500. configurable: true
  70501. });
  70502. Object.defineProperty(MultiRenderTarget.prototype, "wrapV", {
  70503. set: function (wrap) {
  70504. if (this._textures) {
  70505. for (var i = 0; i < this._textures.length; i++) {
  70506. this._textures[i].wrapV = wrap;
  70507. }
  70508. }
  70509. },
  70510. enumerable: true,
  70511. configurable: true
  70512. });
  70513. /** @hidden */
  70514. MultiRenderTarget.prototype._rebuild = function () {
  70515. this.releaseInternalTextures();
  70516. this._createInternalTextures();
  70517. for (var i = 0; i < this._internalTextures.length; i++) {
  70518. var texture = this._textures[i];
  70519. texture._texture = this._internalTextures[i];
  70520. }
  70521. // Keeps references to frame buffer and stencil/depth buffer
  70522. this._texture = this._internalTextures[0];
  70523. };
  70524. MultiRenderTarget.prototype._createInternalTextures = function () {
  70525. this._internalTextures = this._engine.createMultipleRenderTarget(this._size, this._multiRenderTargetOptions);
  70526. };
  70527. MultiRenderTarget.prototype._createTextures = function () {
  70528. this._textures = [];
  70529. for (var i = 0; i < this._internalTextures.length; i++) {
  70530. var texture = new BABYLON.Texture(null, this.getScene());
  70531. texture._texture = this._internalTextures[i];
  70532. this._textures.push(texture);
  70533. }
  70534. // Keeps references to frame buffer and stencil/depth buffer
  70535. this._texture = this._internalTextures[0];
  70536. };
  70537. Object.defineProperty(MultiRenderTarget.prototype, "samples", {
  70538. get: function () {
  70539. return this._samples;
  70540. },
  70541. set: function (value) {
  70542. if (this._samples === value) {
  70543. return;
  70544. }
  70545. this._samples = this._engine.updateMultipleRenderTargetTextureSampleCount(this._internalTextures, value);
  70546. },
  70547. enumerable: true,
  70548. configurable: true
  70549. });
  70550. MultiRenderTarget.prototype.resize = function (size) {
  70551. this.releaseInternalTextures();
  70552. this._internalTextures = this._engine.createMultipleRenderTarget(size, this._multiRenderTargetOptions);
  70553. this._createInternalTextures();
  70554. };
  70555. MultiRenderTarget.prototype.unbindFrameBuffer = function (engine, faceIndex) {
  70556. var _this = this;
  70557. engine.unBindMultiColorAttachmentFramebuffer(this._internalTextures, this.isCube, function () {
  70558. _this.onAfterRenderObservable.notifyObservers(faceIndex);
  70559. });
  70560. };
  70561. MultiRenderTarget.prototype.dispose = function () {
  70562. this.releaseInternalTextures();
  70563. _super.prototype.dispose.call(this);
  70564. };
  70565. MultiRenderTarget.prototype.releaseInternalTextures = function () {
  70566. if (!this._internalTextures) {
  70567. return;
  70568. }
  70569. for (var i = this._internalTextures.length - 1; i >= 0; i--) {
  70570. if (this._internalTextures[i] !== undefined) {
  70571. this._internalTextures[i].dispose();
  70572. this._internalTextures.splice(i, 1);
  70573. }
  70574. }
  70575. };
  70576. return MultiRenderTarget;
  70577. }(BABYLON.RenderTargetTexture));
  70578. BABYLON.MultiRenderTarget = MultiRenderTarget;
  70579. })(BABYLON || (BABYLON = {}));
  70580. //# sourceMappingURL=babylon.multiRenderTarget.js.map
  70581. var BABYLON;
  70582. (function (BABYLON) {
  70583. var MirrorTexture = /** @class */ (function (_super) {
  70584. __extends(MirrorTexture, _super);
  70585. function MirrorTexture(name, size, scene, generateMipMaps, type, samplingMode, generateDepthBuffer) {
  70586. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  70587. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  70588. if (generateDepthBuffer === void 0) { generateDepthBuffer = true; }
  70589. var _this = _super.call(this, name, size, scene, generateMipMaps, true, type, false, samplingMode, generateDepthBuffer) || this;
  70590. _this.scene = scene;
  70591. _this.mirrorPlane = new BABYLON.Plane(0, 1, 0, 1);
  70592. _this._transformMatrix = BABYLON.Matrix.Zero();
  70593. _this._mirrorMatrix = BABYLON.Matrix.Zero();
  70594. _this._adaptiveBlurKernel = 0;
  70595. _this._blurKernelX = 0;
  70596. _this._blurKernelY = 0;
  70597. _this._blurRatio = 1.0;
  70598. _this.ignoreCameraViewport = true;
  70599. _this._updateGammaSpace();
  70600. _this._imageProcessingConfigChangeObserver = scene.imageProcessingConfiguration.onUpdateParameters.add(function () {
  70601. _this._updateGammaSpace;
  70602. });
  70603. _this.onBeforeRenderObservable.add(function () {
  70604. BABYLON.Matrix.ReflectionToRef(_this.mirrorPlane, _this._mirrorMatrix);
  70605. _this._savedViewMatrix = scene.getViewMatrix();
  70606. _this._mirrorMatrix.multiplyToRef(_this._savedViewMatrix, _this._transformMatrix);
  70607. scene.setTransformMatrix(_this._transformMatrix, scene.getProjectionMatrix());
  70608. scene.clipPlane = _this.mirrorPlane;
  70609. scene.getEngine().cullBackFaces = false;
  70610. scene._mirroredCameraPosition = BABYLON.Vector3.TransformCoordinates(scene.activeCamera.globalPosition, _this._mirrorMatrix);
  70611. });
  70612. _this.onAfterRenderObservable.add(function () {
  70613. scene.setTransformMatrix(_this._savedViewMatrix, scene.getProjectionMatrix());
  70614. scene.getEngine().cullBackFaces = true;
  70615. scene._mirroredCameraPosition = null;
  70616. delete scene.clipPlane;
  70617. });
  70618. return _this;
  70619. }
  70620. Object.defineProperty(MirrorTexture.prototype, "blurRatio", {
  70621. get: function () {
  70622. return this._blurRatio;
  70623. },
  70624. set: function (value) {
  70625. if (this._blurRatio === value) {
  70626. return;
  70627. }
  70628. this._blurRatio = value;
  70629. this._preparePostProcesses();
  70630. },
  70631. enumerable: true,
  70632. configurable: true
  70633. });
  70634. Object.defineProperty(MirrorTexture.prototype, "adaptiveBlurKernel", {
  70635. set: function (value) {
  70636. this._adaptiveBlurKernel = value;
  70637. this._autoComputeBlurKernel();
  70638. },
  70639. enumerable: true,
  70640. configurable: true
  70641. });
  70642. Object.defineProperty(MirrorTexture.prototype, "blurKernel", {
  70643. set: function (value) {
  70644. this.blurKernelX = value;
  70645. this.blurKernelY = value;
  70646. },
  70647. enumerable: true,
  70648. configurable: true
  70649. });
  70650. Object.defineProperty(MirrorTexture.prototype, "blurKernelX", {
  70651. get: function () {
  70652. return this._blurKernelX;
  70653. },
  70654. set: function (value) {
  70655. if (this._blurKernelX === value) {
  70656. return;
  70657. }
  70658. this._blurKernelX = value;
  70659. this._preparePostProcesses();
  70660. },
  70661. enumerable: true,
  70662. configurable: true
  70663. });
  70664. Object.defineProperty(MirrorTexture.prototype, "blurKernelY", {
  70665. get: function () {
  70666. return this._blurKernelY;
  70667. },
  70668. set: function (value) {
  70669. if (this._blurKernelY === value) {
  70670. return;
  70671. }
  70672. this._blurKernelY = value;
  70673. this._preparePostProcesses();
  70674. },
  70675. enumerable: true,
  70676. configurable: true
  70677. });
  70678. MirrorTexture.prototype._autoComputeBlurKernel = function () {
  70679. var engine = this.getScene().getEngine();
  70680. var dw = this.getRenderWidth() / engine.getRenderWidth();
  70681. var dh = this.getRenderHeight() / engine.getRenderHeight();
  70682. this.blurKernelX = this._adaptiveBlurKernel * dw;
  70683. this.blurKernelY = this._adaptiveBlurKernel * dh;
  70684. };
  70685. MirrorTexture.prototype._onRatioRescale = function () {
  70686. if (this._sizeRatio) {
  70687. this.resize(this._initialSizeParameter);
  70688. if (!this._adaptiveBlurKernel) {
  70689. this._preparePostProcesses();
  70690. }
  70691. }
  70692. if (this._adaptiveBlurKernel) {
  70693. this._autoComputeBlurKernel();
  70694. }
  70695. };
  70696. MirrorTexture.prototype._updateGammaSpace = function () {
  70697. this.gammaSpace = !this.scene.imageProcessingConfiguration.isEnabled || !this.scene.imageProcessingConfiguration.applyByPostProcess;
  70698. };
  70699. MirrorTexture.prototype._preparePostProcesses = function () {
  70700. this.clearPostProcesses(true);
  70701. if (this._blurKernelX && this._blurKernelY) {
  70702. var engine = this.getScene().getEngine();
  70703. var textureType = engine.getCaps().textureFloatRender ? BABYLON.Engine.TEXTURETYPE_FLOAT : BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  70704. 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);
  70705. this._blurX.autoClear = false;
  70706. if (this._blurRatio === 1 && this.samples < 2 && this._texture) {
  70707. this._blurX.inputTexture = this._texture;
  70708. }
  70709. else {
  70710. this._blurX.alwaysForcePOT = true;
  70711. }
  70712. 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);
  70713. this._blurY.autoClear = false;
  70714. this._blurY.alwaysForcePOT = this._blurRatio !== 1;
  70715. this.addPostProcess(this._blurX);
  70716. this.addPostProcess(this._blurY);
  70717. }
  70718. else {
  70719. if (this._blurY) {
  70720. this.removePostProcess(this._blurY);
  70721. this._blurY.dispose();
  70722. this._blurY = null;
  70723. }
  70724. if (this._blurX) {
  70725. this.removePostProcess(this._blurX);
  70726. this._blurX.dispose();
  70727. this._blurX = null;
  70728. }
  70729. }
  70730. };
  70731. MirrorTexture.prototype.clone = function () {
  70732. var scene = this.getScene();
  70733. if (!scene) {
  70734. return this;
  70735. }
  70736. var textureSize = this.getSize();
  70737. var newTexture = new MirrorTexture(this.name, textureSize.width, scene, this._renderTargetOptions.generateMipMaps, this._renderTargetOptions.type, this._renderTargetOptions.samplingMode, this._renderTargetOptions.generateDepthBuffer);
  70738. // Base texture
  70739. newTexture.hasAlpha = this.hasAlpha;
  70740. newTexture.level = this.level;
  70741. // Mirror Texture
  70742. newTexture.mirrorPlane = this.mirrorPlane.clone();
  70743. if (this.renderList) {
  70744. newTexture.renderList = this.renderList.slice(0);
  70745. }
  70746. return newTexture;
  70747. };
  70748. MirrorTexture.prototype.serialize = function () {
  70749. if (!this.name) {
  70750. return null;
  70751. }
  70752. var serializationObject = _super.prototype.serialize.call(this);
  70753. serializationObject.mirrorPlane = this.mirrorPlane.asArray();
  70754. return serializationObject;
  70755. };
  70756. MirrorTexture.prototype.dispose = function () {
  70757. _super.prototype.dispose.call(this);
  70758. this.scene.imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingConfigChangeObserver);
  70759. };
  70760. return MirrorTexture;
  70761. }(BABYLON.RenderTargetTexture));
  70762. BABYLON.MirrorTexture = MirrorTexture;
  70763. })(BABYLON || (BABYLON = {}));
  70764. //# sourceMappingURL=babylon.mirrorTexture.js.map
  70765. var BABYLON;
  70766. (function (BABYLON) {
  70767. /**
  70768. * Creates a refraction texture used by refraction channel of the standard material.
  70769. * @param name the texture name
  70770. * @param size size of the underlying texture
  70771. * @param scene root scene
  70772. */
  70773. var RefractionTexture = /** @class */ (function (_super) {
  70774. __extends(RefractionTexture, _super);
  70775. function RefractionTexture(name, size, scene, generateMipMaps) {
  70776. var _this = _super.call(this, name, size, scene, generateMipMaps, true) || this;
  70777. _this.refractionPlane = new BABYLON.Plane(0, 1, 0, 1);
  70778. _this.depth = 2.0;
  70779. _this.onBeforeRenderObservable.add(function () {
  70780. scene.clipPlane = _this.refractionPlane;
  70781. });
  70782. _this.onAfterRenderObservable.add(function () {
  70783. delete scene.clipPlane;
  70784. });
  70785. return _this;
  70786. }
  70787. RefractionTexture.prototype.clone = function () {
  70788. var scene = this.getScene();
  70789. if (!scene) {
  70790. return this;
  70791. }
  70792. var textureSize = this.getSize();
  70793. var newTexture = new RefractionTexture(this.name, textureSize.width, scene, this._generateMipMaps);
  70794. // Base texture
  70795. newTexture.hasAlpha = this.hasAlpha;
  70796. newTexture.level = this.level;
  70797. // Refraction Texture
  70798. newTexture.refractionPlane = this.refractionPlane.clone();
  70799. if (this.renderList) {
  70800. newTexture.renderList = this.renderList.slice(0);
  70801. }
  70802. newTexture.depth = this.depth;
  70803. return newTexture;
  70804. };
  70805. RefractionTexture.prototype.serialize = function () {
  70806. if (!this.name) {
  70807. return null;
  70808. }
  70809. var serializationObject = _super.prototype.serialize.call(this);
  70810. serializationObject.mirrorPlane = this.refractionPlane.asArray();
  70811. serializationObject.depth = this.depth;
  70812. return serializationObject;
  70813. };
  70814. return RefractionTexture;
  70815. }(BABYLON.RenderTargetTexture));
  70816. BABYLON.RefractionTexture = RefractionTexture;
  70817. })(BABYLON || (BABYLON = {}));
  70818. //# sourceMappingURL=babylon.refractionTexture.js.map
  70819. var BABYLON;
  70820. (function (BABYLON) {
  70821. /**
  70822. * A class extending {BABYLON.Texture} allowing drawing on a texture
  70823. * @see http://doc.babylonjs.com/how_to/dynamictexture
  70824. */
  70825. var DynamicTexture = /** @class */ (function (_super) {
  70826. __extends(DynamicTexture, _super);
  70827. /**
  70828. * Creates a {BABYLON.DynamicTexture}
  70829. * @param name defines the name of the texture
  70830. * @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
  70831. * @param scene defines the scene where you want the texture
  70832. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  70833. * @param samplingMode defines the sampling mode to use (default is BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  70834. * @param format defines the texture format to use (default is BABYLON.Engine.TEXTUREFORMAT_RGBA)
  70835. */
  70836. function DynamicTexture(name, options, scene, generateMipMaps, samplingMode, format) {
  70837. if (scene === void 0) { scene = null; }
  70838. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  70839. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  70840. var _this = _super.call(this, null, scene, !generateMipMaps, undefined, samplingMode, undefined, undefined, undefined, undefined, format) || this;
  70841. _this.name = name;
  70842. _this._engine = _this.getScene().getEngine();
  70843. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  70844. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  70845. _this._generateMipMaps = generateMipMaps;
  70846. if (options.getContext) {
  70847. _this._canvas = options;
  70848. _this._texture = _this._engine.createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);
  70849. }
  70850. else {
  70851. _this._canvas = document.createElement("canvas");
  70852. if (options.width || options.width === 0) {
  70853. _this._texture = _this._engine.createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);
  70854. }
  70855. else {
  70856. _this._texture = _this._engine.createDynamicTexture(options, options, generateMipMaps, samplingMode);
  70857. }
  70858. }
  70859. var textureSize = _this.getSize();
  70860. _this._canvas.width = textureSize.width;
  70861. _this._canvas.height = textureSize.height;
  70862. _this._context = _this._canvas.getContext("2d");
  70863. return _this;
  70864. }
  70865. Object.defineProperty(DynamicTexture.prototype, "canRescale", {
  70866. /**
  70867. * Gets the current state of canRescale
  70868. */
  70869. get: function () {
  70870. return true;
  70871. },
  70872. enumerable: true,
  70873. configurable: true
  70874. });
  70875. DynamicTexture.prototype._recreate = function (textureSize) {
  70876. this._canvas.width = textureSize.width;
  70877. this._canvas.height = textureSize.height;
  70878. this.releaseInternalTexture();
  70879. this._texture = this._engine.createDynamicTexture(textureSize.width, textureSize.height, this._generateMipMaps, this._samplingMode);
  70880. };
  70881. /**
  70882. * Scales the texture
  70883. * @param ratio the scale factor to apply to both width and height
  70884. */
  70885. DynamicTexture.prototype.scale = function (ratio) {
  70886. var textureSize = this.getSize();
  70887. textureSize.width *= ratio;
  70888. textureSize.height *= ratio;
  70889. this._recreate(textureSize);
  70890. };
  70891. /**
  70892. * Resizes the texture
  70893. * @param width the new width
  70894. * @param height the new height
  70895. */
  70896. DynamicTexture.prototype.scaleTo = function (width, height) {
  70897. var textureSize = this.getSize();
  70898. textureSize.width = width;
  70899. textureSize.height = height;
  70900. this._recreate(textureSize);
  70901. };
  70902. /**
  70903. * Gets the context of the canvas used by the texture
  70904. * @returns the canvas context of the dynamic texture
  70905. */
  70906. DynamicTexture.prototype.getContext = function () {
  70907. return this._context;
  70908. };
  70909. /**
  70910. * Clears the texture
  70911. */
  70912. DynamicTexture.prototype.clear = function () {
  70913. var size = this.getSize();
  70914. this._context.fillRect(0, 0, size.width, size.height);
  70915. };
  70916. /**
  70917. * Updates the texture
  70918. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  70919. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  70920. */
  70921. DynamicTexture.prototype.update = function (invertY, premulAlpha) {
  70922. if (premulAlpha === void 0) { premulAlpha = false; }
  70923. this._engine.updateDynamicTexture(this._texture, this._canvas, invertY === undefined ? true : invertY, premulAlpha, this._format || undefined);
  70924. };
  70925. /**
  70926. * Draws text onto the texture
  70927. * @param text defines the text to be drawn
  70928. * @param x defines the placement of the text from the left
  70929. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  70930. * @param font defines the font to be used with font-style, font-size, font-name
  70931. * @param color defines the color used for the text
  70932. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  70933. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  70934. * @param update defines whether texture is immediately update (default is true)
  70935. */
  70936. DynamicTexture.prototype.drawText = function (text, x, y, font, color, clearColor, invertY, update) {
  70937. if (update === void 0) { update = true; }
  70938. var size = this.getSize();
  70939. if (clearColor) {
  70940. this._context.fillStyle = clearColor;
  70941. this._context.fillRect(0, 0, size.width, size.height);
  70942. }
  70943. this._context.font = font;
  70944. if (x === null || x === undefined) {
  70945. var textSize = this._context.measureText(text);
  70946. x = (size.width - textSize.width) / 2;
  70947. }
  70948. if (y === null || y === undefined) {
  70949. var fontSize = parseInt((font.replace(/\D/g, '')));
  70950. y = (size.height / 2) + (fontSize / 3.65);
  70951. }
  70952. this._context.fillStyle = color;
  70953. this._context.fillText(text, x, y);
  70954. if (update) {
  70955. this.update(invertY);
  70956. }
  70957. };
  70958. /**
  70959. * Clones the texture
  70960. * @returns the clone of the texture.
  70961. */
  70962. DynamicTexture.prototype.clone = function () {
  70963. var scene = this.getScene();
  70964. if (!scene) {
  70965. return this;
  70966. }
  70967. var textureSize = this.getSize();
  70968. var newTexture = new DynamicTexture(this.name, textureSize, scene, this._generateMipMaps);
  70969. // Base texture
  70970. newTexture.hasAlpha = this.hasAlpha;
  70971. newTexture.level = this.level;
  70972. // Dynamic Texture
  70973. newTexture.wrapU = this.wrapU;
  70974. newTexture.wrapV = this.wrapV;
  70975. return newTexture;
  70976. };
  70977. /**
  70978. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  70979. * @returns a serialized dynamic texture object
  70980. */
  70981. DynamicTexture.prototype.serialize = function () {
  70982. var scene = this.getScene();
  70983. if (scene && !scene.isReady()) {
  70984. BABYLON.Tools.Warn("The scene must be ready before serializing the dynamic texture");
  70985. }
  70986. var serializationObject = _super.prototype.serialize.call(this);
  70987. serializationObject.base64String = this._canvas.toDataURL();
  70988. serializationObject.invertY = this._invertY;
  70989. serializationObject.samplingMode = this.samplingMode;
  70990. return serializationObject;
  70991. };
  70992. /** @hidden */
  70993. DynamicTexture.prototype._rebuild = function () {
  70994. this.update();
  70995. };
  70996. return DynamicTexture;
  70997. }(BABYLON.Texture));
  70998. BABYLON.DynamicTexture = DynamicTexture;
  70999. })(BABYLON || (BABYLON = {}));
  71000. //# sourceMappingURL=babylon.dynamicTexture.js.map
  71001. var BABYLON;
  71002. (function (BABYLON) {
  71003. var VideoTexture = /** @class */ (function (_super) {
  71004. __extends(VideoTexture, _super);
  71005. /**
  71006. * Creates a video texture.
  71007. * Sample : https://doc.babylonjs.com/how_to/video_texture
  71008. * @param {string | null} name optional name, will detect from video source, if not defined
  71009. * @param {(string | string[] | HTMLVideoElement)} src can be used to provide an url, array of urls or an already setup HTML video element.
  71010. * @param {BABYLON.Scene} scene is obviously the current scene.
  71011. * @param {boolean} generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  71012. * @param {boolean} invertY is false by default but can be used to invert video on Y axis
  71013. * @param {number} samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  71014. * @param {VideoTextureSettings} [settings] allows finer control over video usage
  71015. */
  71016. function VideoTexture(name, src, scene, generateMipMaps, invertY, samplingMode, settings) {
  71017. if (generateMipMaps === void 0) { generateMipMaps = false; }
  71018. if (invertY === void 0) { invertY = false; }
  71019. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  71020. if (settings === void 0) { settings = {
  71021. autoPlay: true,
  71022. loop: true,
  71023. autoUpdateTexture: true,
  71024. }; }
  71025. var _this = _super.call(this, null, scene, !generateMipMaps, invertY) || this;
  71026. _this._onUserActionRequestedObservable = null;
  71027. _this._stillImageCaptured = false;
  71028. _this._poster = false;
  71029. _this._createInternalTexture = function () {
  71030. if (_this._texture != null) {
  71031. if (_this._poster) {
  71032. _this._texture.dispose();
  71033. _this._poster = false;
  71034. }
  71035. else {
  71036. return;
  71037. }
  71038. }
  71039. if (!_this._engine.needPOTTextures ||
  71040. (BABYLON.Tools.IsExponentOfTwo(_this.video.videoWidth) && BABYLON.Tools.IsExponentOfTwo(_this.video.videoHeight))) {
  71041. _this.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  71042. _this.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  71043. }
  71044. else {
  71045. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  71046. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  71047. _this._generateMipMaps = false;
  71048. }
  71049. _this._texture = _this._engine.createDynamicTexture(_this.video.videoWidth, _this.video.videoHeight, _this._generateMipMaps, _this._samplingMode);
  71050. if (!_this.video.autoplay) {
  71051. var oldHandler_1 = _this.video.onplaying;
  71052. var error_1 = false;
  71053. _this.video.onplaying = function () {
  71054. _this.video.onplaying = oldHandler_1;
  71055. _this._texture.isReady = true;
  71056. _this._updateInternalTexture();
  71057. if (!error_1) {
  71058. _this.video.pause();
  71059. }
  71060. if (_this._onLoadObservable && _this._onLoadObservable.hasObservers()) {
  71061. _this.onLoadObservable.notifyObservers(_this);
  71062. }
  71063. };
  71064. var playing = _this.video.play();
  71065. if (playing) {
  71066. playing.then(function () {
  71067. // Everything is good.
  71068. })
  71069. .catch(function () {
  71070. error_1 = true;
  71071. // On Chrome for instance, new policies might prevent playing without user interaction.
  71072. if (_this._onUserActionRequestedObservable && _this._onUserActionRequestedObservable.hasObservers()) {
  71073. _this._onUserActionRequestedObservable.notifyObservers(_this);
  71074. }
  71075. });
  71076. }
  71077. else {
  71078. _this.video.onplaying = oldHandler_1;
  71079. _this._texture.isReady = true;
  71080. _this._updateInternalTexture();
  71081. if (_this._onLoadObservable && _this._onLoadObservable.hasObservers()) {
  71082. _this.onLoadObservable.notifyObservers(_this);
  71083. }
  71084. }
  71085. }
  71086. else {
  71087. _this._texture.isReady = true;
  71088. _this._updateInternalTexture();
  71089. if (_this._onLoadObservable && _this._onLoadObservable.hasObservers()) {
  71090. _this.onLoadObservable.notifyObservers(_this);
  71091. }
  71092. }
  71093. };
  71094. _this.reset = function () {
  71095. if (_this._texture == null) {
  71096. return;
  71097. }
  71098. if (!_this._poster) {
  71099. _this._texture.dispose();
  71100. _this._texture = null;
  71101. }
  71102. };
  71103. _this._updateInternalTexture = function (e) {
  71104. if (_this._texture == null || !_this._texture.isReady) {
  71105. return;
  71106. }
  71107. if (_this.video.readyState < _this.video.HAVE_CURRENT_DATA) {
  71108. return;
  71109. }
  71110. _this._engine.updateVideoTexture(_this._texture, _this.video, _this._invertY);
  71111. };
  71112. _this._engine = _this.getScene().getEngine();
  71113. _this._generateMipMaps = generateMipMaps;
  71114. _this._samplingMode = samplingMode;
  71115. _this.autoUpdateTexture = settings.autoUpdateTexture;
  71116. _this.name = name || _this._getName(src);
  71117. _this.video = _this._getVideo(src);
  71118. if (settings.poster) {
  71119. _this.video.poster = settings.poster;
  71120. }
  71121. if (settings.autoPlay !== undefined) {
  71122. _this.video.autoplay = settings.autoPlay;
  71123. }
  71124. if (settings.loop !== undefined) {
  71125. _this.video.loop = settings.loop;
  71126. }
  71127. _this.video.setAttribute("playsinline", "");
  71128. _this.video.addEventListener("canplay", _this._createInternalTexture);
  71129. _this.video.addEventListener("paused", _this._updateInternalTexture);
  71130. _this.video.addEventListener("seeked", _this._updateInternalTexture);
  71131. _this.video.addEventListener("emptied", _this.reset);
  71132. if (_this.video.readyState >= _this.video.HAVE_CURRENT_DATA) {
  71133. _this._createInternalTexture();
  71134. }
  71135. if (settings.poster) {
  71136. _this._texture = _this._engine.createTexture(settings.poster, false, true, scene);
  71137. _this._poster = true;
  71138. }
  71139. return _this;
  71140. }
  71141. Object.defineProperty(VideoTexture.prototype, "onUserActionRequestedObservable", {
  71142. get: function () {
  71143. if (!this._onUserActionRequestedObservable) {
  71144. this._onUserActionRequestedObservable = new BABYLON.Observable();
  71145. }
  71146. return this._onUserActionRequestedObservable;
  71147. },
  71148. enumerable: true,
  71149. configurable: true
  71150. });
  71151. VideoTexture.prototype._getName = function (src) {
  71152. if (src instanceof HTMLVideoElement) {
  71153. return src.currentSrc;
  71154. }
  71155. if (typeof src === "object") {
  71156. return src.toString();
  71157. }
  71158. return src;
  71159. };
  71160. ;
  71161. VideoTexture.prototype._getVideo = function (src) {
  71162. if (src instanceof HTMLVideoElement) {
  71163. BABYLON.Tools.SetCorsBehavior(src.currentSrc, src);
  71164. return src;
  71165. }
  71166. var video = document.createElement("video");
  71167. if (typeof src === "string") {
  71168. BABYLON.Tools.SetCorsBehavior(src, video);
  71169. video.src = src;
  71170. }
  71171. else {
  71172. BABYLON.Tools.SetCorsBehavior(src[0], video);
  71173. src.forEach(function (url) {
  71174. var source = document.createElement("source");
  71175. source.src = url;
  71176. video.appendChild(source);
  71177. });
  71178. }
  71179. return video;
  71180. };
  71181. ;
  71182. /**
  71183. * @hidden Internal method to initiate `update`.
  71184. */
  71185. VideoTexture.prototype._rebuild = function () {
  71186. this.update();
  71187. };
  71188. /**
  71189. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  71190. */
  71191. VideoTexture.prototype.update = function () {
  71192. if (!this.autoUpdateTexture) {
  71193. // Expecting user to call `updateTexture` manually
  71194. return;
  71195. }
  71196. this.updateTexture(true);
  71197. };
  71198. /**
  71199. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  71200. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  71201. */
  71202. VideoTexture.prototype.updateTexture = function (isVisible) {
  71203. if (!isVisible) {
  71204. return;
  71205. }
  71206. if (this.video.paused && this._stillImageCaptured) {
  71207. return;
  71208. }
  71209. this._stillImageCaptured = true;
  71210. this._updateInternalTexture();
  71211. };
  71212. /**
  71213. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  71214. * @param url New url.
  71215. */
  71216. VideoTexture.prototype.updateURL = function (url) {
  71217. this.video.src = url;
  71218. };
  71219. VideoTexture.prototype.dispose = function () {
  71220. _super.prototype.dispose.call(this);
  71221. if (this._onUserActionRequestedObservable) {
  71222. this._onUserActionRequestedObservable.clear();
  71223. this._onUserActionRequestedObservable = null;
  71224. }
  71225. this.video.removeEventListener("canplay", this._createInternalTexture);
  71226. this.video.removeEventListener("paused", this._updateInternalTexture);
  71227. this.video.removeEventListener("seeked", this._updateInternalTexture);
  71228. this.video.removeEventListener("emptied", this.reset);
  71229. this.video.pause();
  71230. };
  71231. VideoTexture.CreateFromWebCam = function (scene, onReady, constraints) {
  71232. var video = document.createElement("video");
  71233. video.setAttribute('autoplay', '');
  71234. video.setAttribute('muted', '');
  71235. video.setAttribute('playsinline', '');
  71236. var constraintsDeviceId;
  71237. if (constraints && constraints.deviceId) {
  71238. constraintsDeviceId = {
  71239. exact: constraints.deviceId,
  71240. };
  71241. }
  71242. window.URL = window.URL || window.webkitURL || window.mozURL || window.msURL;
  71243. if (navigator.mediaDevices) {
  71244. navigator.mediaDevices.getUserMedia({ video: constraints })
  71245. .then(function (stream) {
  71246. if (video.mozSrcObject !== undefined) {
  71247. // hack for Firefox < 19
  71248. video.mozSrcObject = stream;
  71249. }
  71250. else {
  71251. video.srcObject = stream;
  71252. }
  71253. var onPlaying = function () {
  71254. if (onReady) {
  71255. onReady(new VideoTexture("video", video, scene, true, true));
  71256. }
  71257. video.removeEventListener("playing", onPlaying);
  71258. };
  71259. video.addEventListener("playing", onPlaying);
  71260. video.play();
  71261. })
  71262. .catch(function (err) {
  71263. BABYLON.Tools.Error(err.name);
  71264. });
  71265. }
  71266. else {
  71267. navigator.getUserMedia =
  71268. navigator.getUserMedia ||
  71269. navigator.webkitGetUserMedia ||
  71270. navigator.mozGetUserMedia ||
  71271. navigator.msGetUserMedia;
  71272. if (navigator.getUserMedia) {
  71273. navigator.getUserMedia({
  71274. video: {
  71275. deviceId: constraintsDeviceId,
  71276. width: {
  71277. min: (constraints && constraints.minWidth) || 256,
  71278. max: (constraints && constraints.maxWidth) || 640,
  71279. },
  71280. height: {
  71281. min: (constraints && constraints.minHeight) || 256,
  71282. max: (constraints && constraints.maxHeight) || 480,
  71283. },
  71284. },
  71285. }, function (stream) {
  71286. if (video.mozSrcObject !== undefined) {
  71287. // hack for Firefox < 19
  71288. video.mozSrcObject = stream;
  71289. }
  71290. else {
  71291. video.src = (window.URL && window.URL.createObjectURL(stream)) || stream;
  71292. }
  71293. video.play();
  71294. if (onReady) {
  71295. onReady(new VideoTexture("video", video, scene, true, true));
  71296. }
  71297. }, function (e) {
  71298. BABYLON.Tools.Error(e.name);
  71299. });
  71300. }
  71301. }
  71302. };
  71303. return VideoTexture;
  71304. }(BABYLON.Texture));
  71305. BABYLON.VideoTexture = VideoTexture;
  71306. })(BABYLON || (BABYLON = {}));
  71307. //# sourceMappingURL=babylon.videoTexture.js.map
  71308. var BABYLON;
  71309. (function (BABYLON) {
  71310. var RawTexture = /** @class */ (function (_super) {
  71311. __extends(RawTexture, _super);
  71312. function RawTexture(data, width, height, format, scene, generateMipMaps, invertY, samplingMode, type) {
  71313. if (generateMipMaps === void 0) { generateMipMaps = true; }
  71314. if (invertY === void 0) { invertY = false; }
  71315. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  71316. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  71317. var _this = _super.call(this, null, scene, !generateMipMaps, invertY) || this;
  71318. _this.format = format;
  71319. _this._engine = scene.getEngine();
  71320. _this._texture = scene.getEngine().createRawTexture(data, width, height, format, generateMipMaps, invertY, samplingMode, null, type);
  71321. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  71322. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  71323. return _this;
  71324. }
  71325. RawTexture.prototype.update = function (data) {
  71326. this._engine.updateRawTexture(this._texture, data, this._texture.format, this._texture.invertY, undefined, this._texture.type);
  71327. };
  71328. // Statics
  71329. RawTexture.CreateLuminanceTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  71330. if (generateMipMaps === void 0) { generateMipMaps = true; }
  71331. if (invertY === void 0) { invertY = false; }
  71332. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  71333. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_LUMINANCE, scene, generateMipMaps, invertY, samplingMode);
  71334. };
  71335. RawTexture.CreateLuminanceAlphaTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  71336. if (generateMipMaps === void 0) { generateMipMaps = true; }
  71337. if (invertY === void 0) { invertY = false; }
  71338. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  71339. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_LUMINANCE_ALPHA, scene, generateMipMaps, invertY, samplingMode);
  71340. };
  71341. RawTexture.CreateAlphaTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  71342. if (generateMipMaps === void 0) { generateMipMaps = true; }
  71343. if (invertY === void 0) { invertY = false; }
  71344. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  71345. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_ALPHA, scene, generateMipMaps, invertY, samplingMode);
  71346. };
  71347. RawTexture.CreateRGBTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode, type) {
  71348. if (generateMipMaps === void 0) { generateMipMaps = true; }
  71349. if (invertY === void 0) { invertY = false; }
  71350. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  71351. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  71352. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_RGB, scene, generateMipMaps, invertY, samplingMode, type);
  71353. };
  71354. RawTexture.CreateRGBATexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode, type) {
  71355. if (generateMipMaps === void 0) { generateMipMaps = true; }
  71356. if (invertY === void 0) { invertY = false; }
  71357. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  71358. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  71359. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_RGBA, scene, generateMipMaps, invertY, samplingMode, type);
  71360. };
  71361. RawTexture.CreateRTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode, type) {
  71362. if (generateMipMaps === void 0) { generateMipMaps = true; }
  71363. if (invertY === void 0) { invertY = false; }
  71364. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  71365. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_FLOAT; }
  71366. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_R, scene, generateMipMaps, invertY, samplingMode, type);
  71367. };
  71368. return RawTexture;
  71369. }(BABYLON.Texture));
  71370. BABYLON.RawTexture = RawTexture;
  71371. })(BABYLON || (BABYLON = {}));
  71372. //# sourceMappingURL=babylon.rawTexture.js.map
  71373. var BABYLON;
  71374. (function (BABYLON) {
  71375. /**
  71376. * Class used to store 3D textures containing user data
  71377. */
  71378. var RawTexture3D = /** @class */ (function (_super) {
  71379. __extends(RawTexture3D, _super);
  71380. /**
  71381. * Create a new RawTexture3D
  71382. * @param data defines the data of the texture
  71383. * @param width defines the width of the texture
  71384. * @param height defines the height of the texture
  71385. * @param depth defines the depth of the texture
  71386. * @param format defines the texture format to use
  71387. * @param scene defines the hosting scene
  71388. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  71389. * @param invertY defines if texture must be stored with Y axis inverted
  71390. * @param samplingMode defines the sampling mode to use (BABYLON.Texture.TRILINEAR_SAMPLINGMODE by default)
  71391. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  71392. */
  71393. function RawTexture3D(data, width, height, depth,
  71394. /** Gets or sets the texture format to use */
  71395. format, scene, generateMipMaps, invertY, samplingMode, textureType) {
  71396. if (generateMipMaps === void 0) { generateMipMaps = true; }
  71397. if (invertY === void 0) { invertY = false; }
  71398. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  71399. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  71400. var _this = _super.call(this, null, scene, !generateMipMaps, invertY) || this;
  71401. _this.format = format;
  71402. _this._engine = scene.getEngine();
  71403. _this._texture = scene.getEngine().createRawTexture3D(data, width, height, depth, format, generateMipMaps, invertY, samplingMode, undefined, textureType);
  71404. _this.is3D = true;
  71405. return _this;
  71406. }
  71407. /**
  71408. * Update the texture with new data
  71409. * @param data defines the data to store in the texture
  71410. */
  71411. RawTexture3D.prototype.update = function (data) {
  71412. if (!this._texture) {
  71413. return;
  71414. }
  71415. this._engine.updateRawTexture3D(this._texture, data, this._texture.format, this._texture.invertY, undefined, this._texture.type);
  71416. };
  71417. return RawTexture3D;
  71418. }(BABYLON.Texture));
  71419. BABYLON.RawTexture3D = RawTexture3D;
  71420. })(BABYLON || (BABYLON = {}));
  71421. //# sourceMappingURL=babylon.rawTexture3D.js.map
  71422. var BABYLON;
  71423. (function (BABYLON) {
  71424. /**
  71425. * PostProcessManager is used to manage one or more post processes or post process pipelines
  71426. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  71427. */
  71428. var PostProcessManager = /** @class */ (function () {
  71429. /**
  71430. * Creates a new instance PostProcess
  71431. * @param scene The scene that the post process is associated with.
  71432. */
  71433. function PostProcessManager(scene) {
  71434. this._vertexBuffers = {};
  71435. this._scene = scene;
  71436. }
  71437. PostProcessManager.prototype._prepareBuffers = function () {
  71438. if (this._vertexBuffers[BABYLON.VertexBuffer.PositionKind]) {
  71439. return;
  71440. }
  71441. // VBO
  71442. var vertices = [];
  71443. vertices.push(1, 1);
  71444. vertices.push(-1, 1);
  71445. vertices.push(-1, -1);
  71446. vertices.push(1, -1);
  71447. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(this._scene.getEngine(), vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  71448. this._buildIndexBuffer();
  71449. };
  71450. PostProcessManager.prototype._buildIndexBuffer = function () {
  71451. // Indices
  71452. var indices = [];
  71453. indices.push(0);
  71454. indices.push(1);
  71455. indices.push(2);
  71456. indices.push(0);
  71457. indices.push(2);
  71458. indices.push(3);
  71459. this._indexBuffer = this._scene.getEngine().createIndexBuffer(indices);
  71460. };
  71461. /**
  71462. * Rebuilds the vertex buffers of the manager.
  71463. * @hidden
  71464. */
  71465. PostProcessManager.prototype._rebuild = function () {
  71466. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  71467. if (!vb) {
  71468. return;
  71469. }
  71470. vb._rebuild();
  71471. this._buildIndexBuffer();
  71472. };
  71473. // Methods
  71474. /**
  71475. * Prepares a frame to be run through a post process.
  71476. * @param sourceTexture The input texture to the post procesess. (default: null)
  71477. * @param postProcesses An array of post processes to be run. (default: null)
  71478. * @returns True if the post processes were able to be run.
  71479. * @hidden
  71480. */
  71481. PostProcessManager.prototype._prepareFrame = function (sourceTexture, postProcesses) {
  71482. if (sourceTexture === void 0) { sourceTexture = null; }
  71483. if (postProcesses === void 0) { postProcesses = null; }
  71484. var camera = this._scene.activeCamera;
  71485. if (!camera) {
  71486. return false;
  71487. }
  71488. var postProcesses = postProcesses || camera._postProcesses.filter(function (pp) { return pp != null; });
  71489. if (!postProcesses || postProcesses.length === 0 || !this._scene.postProcessesEnabled) {
  71490. return false;
  71491. }
  71492. postProcesses[0].activate(camera, sourceTexture, postProcesses !== null && postProcesses !== undefined);
  71493. return true;
  71494. };
  71495. /**
  71496. * Manually render a set of post processes to a texture.
  71497. * @param postProcesses An array of post processes to be run.
  71498. * @param targetTexture The target texture to render to.
  71499. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  71500. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  71501. * @param lodLevel defines which lod of the texture to render to
  71502. */
  71503. PostProcessManager.prototype.directRender = function (postProcesses, targetTexture, forceFullscreenViewport, faceIndex, lodLevel) {
  71504. if (targetTexture === void 0) { targetTexture = null; }
  71505. if (forceFullscreenViewport === void 0) { forceFullscreenViewport = false; }
  71506. if (faceIndex === void 0) { faceIndex = 0; }
  71507. if (lodLevel === void 0) { lodLevel = 0; }
  71508. var engine = this._scene.getEngine();
  71509. for (var index = 0; index < postProcesses.length; index++) {
  71510. if (index < postProcesses.length - 1) {
  71511. postProcesses[index + 1].activate(this._scene.activeCamera, targetTexture);
  71512. }
  71513. else {
  71514. if (targetTexture) {
  71515. engine.bindFramebuffer(targetTexture, faceIndex, undefined, undefined, forceFullscreenViewport, undefined, lodLevel);
  71516. }
  71517. else {
  71518. engine.restoreDefaultFramebuffer();
  71519. }
  71520. }
  71521. var pp = postProcesses[index];
  71522. var effect = pp.apply();
  71523. if (effect) {
  71524. pp.onBeforeRenderObservable.notifyObservers(effect);
  71525. // VBOs
  71526. this._prepareBuffers();
  71527. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  71528. // Draw order
  71529. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  71530. pp.onAfterRenderObservable.notifyObservers(effect);
  71531. }
  71532. }
  71533. // Restore depth buffer
  71534. engine.setDepthBuffer(true);
  71535. engine.setDepthWrite(true);
  71536. };
  71537. /**
  71538. * Finalize the result of the output of the postprocesses.
  71539. * @param doNotPresent If true the result will not be displayed to the screen.
  71540. * @param targetTexture The target texture to render to.
  71541. * @param faceIndex The index of the face to bind the target texture to.
  71542. * @param postProcesses The array of post processes to render.
  71543. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  71544. * @hidden
  71545. */
  71546. PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture, faceIndex, postProcesses, forceFullscreenViewport) {
  71547. if (forceFullscreenViewport === void 0) { forceFullscreenViewport = false; }
  71548. var camera = this._scene.activeCamera;
  71549. if (!camera) {
  71550. return;
  71551. }
  71552. postProcesses = postProcesses || camera._postProcesses.filter(function (pp) { return pp != null; });
  71553. if (postProcesses.length === 0 || !this._scene.postProcessesEnabled) {
  71554. return;
  71555. }
  71556. var engine = this._scene.getEngine();
  71557. for (var index = 0, len = postProcesses.length; index < len; index++) {
  71558. var pp = postProcesses[index];
  71559. if (index < len - 1) {
  71560. pp._outputTexture = postProcesses[index + 1].activate(camera, targetTexture);
  71561. }
  71562. else {
  71563. if (targetTexture) {
  71564. engine.bindFramebuffer(targetTexture, faceIndex, undefined, undefined, forceFullscreenViewport);
  71565. pp._outputTexture = targetTexture;
  71566. }
  71567. else {
  71568. engine.restoreDefaultFramebuffer();
  71569. pp._outputTexture = null;
  71570. }
  71571. }
  71572. if (doNotPresent) {
  71573. break;
  71574. }
  71575. var effect = pp.apply();
  71576. if (effect) {
  71577. pp.onBeforeRenderObservable.notifyObservers(effect);
  71578. // VBOs
  71579. this._prepareBuffers();
  71580. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  71581. // Draw order
  71582. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  71583. pp.onAfterRenderObservable.notifyObservers(effect);
  71584. }
  71585. }
  71586. // Restore states
  71587. engine.setDepthBuffer(true);
  71588. engine.setDepthWrite(true);
  71589. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  71590. };
  71591. /**
  71592. * Disposes of the post process manager.
  71593. */
  71594. PostProcessManager.prototype.dispose = function () {
  71595. var buffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  71596. if (buffer) {
  71597. buffer.dispose();
  71598. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  71599. }
  71600. if (this._indexBuffer) {
  71601. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  71602. this._indexBuffer = null;
  71603. }
  71604. };
  71605. return PostProcessManager;
  71606. }());
  71607. BABYLON.PostProcessManager = PostProcessManager;
  71608. })(BABYLON || (BABYLON = {}));
  71609. //# sourceMappingURL=babylon.postProcessManager.js.map
  71610. var BABYLON;
  71611. (function (BABYLON) {
  71612. /**
  71613. * PostProcess can be used to apply a shader to a texture after it has been rendered
  71614. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  71615. */
  71616. var PostProcess = /** @class */ (function () {
  71617. /**
  71618. * Creates a new instance PostProcess
  71619. * @param name The name of the PostProcess.
  71620. * @param fragmentUrl The url of the fragment shader to be used.
  71621. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  71622. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  71623. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  71624. * @param camera The camera to apply the render pass to.
  71625. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  71626. * @param engine The engine which the post process will be applied. (default: current engine)
  71627. * @param reusable If the post process can be reused on the same frame. (default: false)
  71628. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  71629. * @param textureType Type of textures used when performing the post process. (default: 0)
  71630. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  71631. * @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
  71632. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  71633. */
  71634. function PostProcess(
  71635. /** Name of the PostProcess. */
  71636. name, fragmentUrl, parameters, samplers, options, camera, samplingMode, engine, reusable, defines, textureType, vertexUrl, indexParameters, blockCompilation) {
  71637. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.NEAREST_SAMPLINGMODE; }
  71638. if (defines === void 0) { defines = null; }
  71639. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  71640. if (vertexUrl === void 0) { vertexUrl = "postprocess"; }
  71641. if (blockCompilation === void 0) { blockCompilation = false; }
  71642. this.name = name;
  71643. /**
  71644. * Width of the texture to apply the post process on
  71645. */
  71646. this.width = -1;
  71647. /**
  71648. * Height of the texture to apply the post process on
  71649. */
  71650. this.height = -1;
  71651. /**
  71652. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  71653. * @hidden
  71654. */
  71655. this._outputTexture = null;
  71656. /**
  71657. * If the buffer needs to be cleared before applying the post process. (default: true)
  71658. * Should be set to false if shader will overwrite all previous pixels.
  71659. */
  71660. this.autoClear = true;
  71661. /**
  71662. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  71663. */
  71664. this.alphaMode = BABYLON.Engine.ALPHA_DISABLE;
  71665. /**
  71666. * Animations to be used for the post processing
  71667. */
  71668. this.animations = new Array();
  71669. /**
  71670. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  71671. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  71672. */
  71673. this.enablePixelPerfectMode = false;
  71674. /**
  71675. * Force the postprocess to be applied without taking in account viewport
  71676. */
  71677. this.forceFullscreenViewport = true;
  71678. /**
  71679. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  71680. *
  71681. * | Value | Type | Description |
  71682. * | ----- | ----------------------------------- | ----------- |
  71683. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  71684. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  71685. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  71686. *
  71687. */
  71688. this.scaleMode = BABYLON.Engine.SCALEMODE_FLOOR;
  71689. /**
  71690. * Force textures to be a power of two (default: false)
  71691. */
  71692. this.alwaysForcePOT = false;
  71693. this._samples = 1;
  71694. /**
  71695. * Modify the scale of the post process to be the same as the viewport (default: false)
  71696. */
  71697. this.adaptScaleToCurrentViewport = false;
  71698. this._reusable = false;
  71699. /**
  71700. * Smart array of input and output textures for the post process.
  71701. * @hidden
  71702. */
  71703. this._textures = new BABYLON.SmartArray(2);
  71704. /**
  71705. * The index in _textures that corresponds to the output texture.
  71706. * @hidden
  71707. */
  71708. this._currentRenderTextureInd = 0;
  71709. this._scaleRatio = new BABYLON.Vector2(1, 1);
  71710. this._texelSize = BABYLON.Vector2.Zero();
  71711. // Events
  71712. /**
  71713. * An event triggered when the postprocess is activated.
  71714. */
  71715. this.onActivateObservable = new BABYLON.Observable();
  71716. /**
  71717. * An event triggered when the postprocess changes its size.
  71718. */
  71719. this.onSizeChangedObservable = new BABYLON.Observable();
  71720. /**
  71721. * An event triggered when the postprocess applies its effect.
  71722. */
  71723. this.onApplyObservable = new BABYLON.Observable();
  71724. /**
  71725. * An event triggered before rendering the postprocess
  71726. */
  71727. this.onBeforeRenderObservable = new BABYLON.Observable();
  71728. /**
  71729. * An event triggered after rendering the postprocess
  71730. */
  71731. this.onAfterRenderObservable = new BABYLON.Observable();
  71732. if (camera != null) {
  71733. this._camera = camera;
  71734. this._scene = camera.getScene();
  71735. camera.attachPostProcess(this);
  71736. this._engine = this._scene.getEngine();
  71737. this._scene.postProcesses.push(this);
  71738. }
  71739. else if (engine) {
  71740. this._engine = engine;
  71741. this._engine.postProcesses.push(this);
  71742. }
  71743. this._options = options;
  71744. this.renderTargetSamplingMode = samplingMode ? samplingMode : BABYLON.Texture.NEAREST_SAMPLINGMODE;
  71745. this._reusable = reusable || false;
  71746. this._textureType = textureType;
  71747. this._samplers = samplers || [];
  71748. this._samplers.push("textureSampler");
  71749. this._fragmentUrl = fragmentUrl;
  71750. this._vertexUrl = vertexUrl;
  71751. this._parameters = parameters || [];
  71752. this._parameters.push("scale");
  71753. this._indexParameters = indexParameters;
  71754. if (!blockCompilation) {
  71755. this.updateEffect(defines);
  71756. }
  71757. }
  71758. Object.defineProperty(PostProcess.prototype, "samples", {
  71759. /**
  71760. * Number of sample textures (default: 1)
  71761. */
  71762. get: function () {
  71763. return this._samples;
  71764. },
  71765. set: function (n) {
  71766. var _this = this;
  71767. this._samples = n;
  71768. this._textures.forEach(function (texture) {
  71769. if (texture.samples !== _this._samples) {
  71770. _this._engine.updateRenderTargetTextureSampleCount(texture, _this._samples);
  71771. }
  71772. });
  71773. },
  71774. enumerable: true,
  71775. configurable: true
  71776. });
  71777. Object.defineProperty(PostProcess.prototype, "onActivate", {
  71778. /**
  71779. * A function that is added to the onActivateObservable
  71780. */
  71781. set: function (callback) {
  71782. if (this._onActivateObserver) {
  71783. this.onActivateObservable.remove(this._onActivateObserver);
  71784. }
  71785. if (callback) {
  71786. this._onActivateObserver = this.onActivateObservable.add(callback);
  71787. }
  71788. },
  71789. enumerable: true,
  71790. configurable: true
  71791. });
  71792. Object.defineProperty(PostProcess.prototype, "onSizeChanged", {
  71793. /**
  71794. * A function that is added to the onSizeChangedObservable
  71795. */
  71796. set: function (callback) {
  71797. if (this._onSizeChangedObserver) {
  71798. this.onSizeChangedObservable.remove(this._onSizeChangedObserver);
  71799. }
  71800. this._onSizeChangedObserver = this.onSizeChangedObservable.add(callback);
  71801. },
  71802. enumerable: true,
  71803. configurable: true
  71804. });
  71805. Object.defineProperty(PostProcess.prototype, "onApply", {
  71806. /**
  71807. * A function that is added to the onApplyObservable
  71808. */
  71809. set: function (callback) {
  71810. if (this._onApplyObserver) {
  71811. this.onApplyObservable.remove(this._onApplyObserver);
  71812. }
  71813. this._onApplyObserver = this.onApplyObservable.add(callback);
  71814. },
  71815. enumerable: true,
  71816. configurable: true
  71817. });
  71818. Object.defineProperty(PostProcess.prototype, "onBeforeRender", {
  71819. /**
  71820. * A function that is added to the onBeforeRenderObservable
  71821. */
  71822. set: function (callback) {
  71823. if (this._onBeforeRenderObserver) {
  71824. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  71825. }
  71826. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  71827. },
  71828. enumerable: true,
  71829. configurable: true
  71830. });
  71831. Object.defineProperty(PostProcess.prototype, "onAfterRender", {
  71832. /**
  71833. * A function that is added to the onAfterRenderObservable
  71834. */
  71835. set: function (callback) {
  71836. if (this._onAfterRenderObserver) {
  71837. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  71838. }
  71839. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  71840. },
  71841. enumerable: true,
  71842. configurable: true
  71843. });
  71844. Object.defineProperty(PostProcess.prototype, "inputTexture", {
  71845. /**
  71846. * 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
  71847. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  71848. */
  71849. get: function () {
  71850. return this._textures.data[this._currentRenderTextureInd];
  71851. },
  71852. set: function (value) {
  71853. this._forcedOutputTexture = value;
  71854. },
  71855. enumerable: true,
  71856. configurable: true
  71857. });
  71858. /**
  71859. * Gets the camera which post process is applied to.
  71860. * @returns The camera the post process is applied to.
  71861. */
  71862. PostProcess.prototype.getCamera = function () {
  71863. return this._camera;
  71864. };
  71865. Object.defineProperty(PostProcess.prototype, "texelSize", {
  71866. /**
  71867. * Gets the texel size of the postprocess.
  71868. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  71869. */
  71870. get: function () {
  71871. if (this._shareOutputWithPostProcess) {
  71872. return this._shareOutputWithPostProcess.texelSize;
  71873. }
  71874. if (this._forcedOutputTexture) {
  71875. this._texelSize.copyFromFloats(1.0 / this._forcedOutputTexture.width, 1.0 / this._forcedOutputTexture.height);
  71876. }
  71877. return this._texelSize;
  71878. },
  71879. enumerable: true,
  71880. configurable: true
  71881. });
  71882. /**
  71883. * Gets the engine which this post process belongs to.
  71884. * @returns The engine the post process was enabled with.
  71885. */
  71886. PostProcess.prototype.getEngine = function () {
  71887. return this._engine;
  71888. };
  71889. /**
  71890. * The effect that is created when initializing the post process.
  71891. * @returns The created effect corrisponding the the postprocess.
  71892. */
  71893. PostProcess.prototype.getEffect = function () {
  71894. return this._effect;
  71895. };
  71896. /**
  71897. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  71898. * @param postProcess The post process to share the output with.
  71899. * @returns This post process.
  71900. */
  71901. PostProcess.prototype.shareOutputWith = function (postProcess) {
  71902. this._disposeTextures();
  71903. this._shareOutputWithPostProcess = postProcess;
  71904. return this;
  71905. };
  71906. /**
  71907. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  71908. * This should be called if the post process that shares output with this post process is disabled/disposed.
  71909. */
  71910. PostProcess.prototype.useOwnOutput = function () {
  71911. if (this._textures.length == 0) {
  71912. this._textures = new BABYLON.SmartArray(2);
  71913. }
  71914. this._shareOutputWithPostProcess = null;
  71915. };
  71916. /**
  71917. * Updates the effect with the current post process compile time values and recompiles the shader.
  71918. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  71919. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  71920. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  71921. * @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
  71922. * @param onCompiled Called when the shader has been compiled.
  71923. * @param onError Called if there is an error when compiling a shader.
  71924. */
  71925. PostProcess.prototype.updateEffect = function (defines, uniforms, samplers, indexParameters, onCompiled, onError) {
  71926. if (defines === void 0) { defines = null; }
  71927. if (uniforms === void 0) { uniforms = null; }
  71928. if (samplers === void 0) { samplers = null; }
  71929. 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);
  71930. };
  71931. /**
  71932. * The post process is reusable if it can be used multiple times within one frame.
  71933. * @returns If the post process is reusable
  71934. */
  71935. PostProcess.prototype.isReusable = function () {
  71936. return this._reusable;
  71937. };
  71938. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  71939. PostProcess.prototype.markTextureDirty = function () {
  71940. this.width = -1;
  71941. };
  71942. /**
  71943. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  71944. * 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.
  71945. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  71946. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  71947. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  71948. * @returns The target texture that was bound to be written to.
  71949. */
  71950. PostProcess.prototype.activate = function (camera, sourceTexture, forceDepthStencil) {
  71951. var _this = this;
  71952. if (sourceTexture === void 0) { sourceTexture = null; }
  71953. camera = camera || this._camera;
  71954. var scene = camera.getScene();
  71955. var engine = scene.getEngine();
  71956. var maxSize = engine.getCaps().maxTextureSize;
  71957. var requiredWidth = ((sourceTexture ? sourceTexture.width : this._engine.getRenderWidth(true)) * this._options) | 0;
  71958. var requiredHeight = ((sourceTexture ? sourceTexture.height : this._engine.getRenderHeight(true)) * this._options) | 0;
  71959. // 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
  71960. var webVRCamera = camera.parent;
  71961. if (webVRCamera && (webVRCamera.leftCamera == camera || webVRCamera.rightCamera == camera)) {
  71962. requiredWidth /= 2;
  71963. }
  71964. var desiredWidth = (this._options.width || requiredWidth);
  71965. var desiredHeight = this._options.height || requiredHeight;
  71966. if (!this._shareOutputWithPostProcess && !this._forcedOutputTexture) {
  71967. if (this.adaptScaleToCurrentViewport) {
  71968. var currentViewport = engine.currentViewport;
  71969. if (currentViewport) {
  71970. desiredWidth *= currentViewport.width;
  71971. desiredHeight *= currentViewport.height;
  71972. }
  71973. }
  71974. if (this.renderTargetSamplingMode === BABYLON.Texture.TRILINEAR_SAMPLINGMODE || this.alwaysForcePOT) {
  71975. if (!this._options.width) {
  71976. desiredWidth = engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(desiredWidth, maxSize, this.scaleMode) : desiredWidth;
  71977. }
  71978. if (!this._options.height) {
  71979. desiredHeight = engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(desiredHeight, maxSize, this.scaleMode) : desiredHeight;
  71980. }
  71981. }
  71982. if (this.width !== desiredWidth || this.height !== desiredHeight) {
  71983. if (this._textures.length > 0) {
  71984. for (var i = 0; i < this._textures.length; i++) {
  71985. this._engine._releaseTexture(this._textures.data[i]);
  71986. }
  71987. this._textures.reset();
  71988. }
  71989. this.width = desiredWidth;
  71990. this.height = desiredHeight;
  71991. var textureSize = { width: this.width, height: this.height };
  71992. var textureOptions = {
  71993. generateMipMaps: false,
  71994. generateDepthBuffer: forceDepthStencil || camera._postProcesses.indexOf(this) === 0,
  71995. generateStencilBuffer: (forceDepthStencil || camera._postProcesses.indexOf(this) === 0) && this._engine.isStencilEnable,
  71996. samplingMode: this.renderTargetSamplingMode,
  71997. type: this._textureType
  71998. };
  71999. this._textures.push(this._engine.createRenderTargetTexture(textureSize, textureOptions));
  72000. if (this._reusable) {
  72001. this._textures.push(this._engine.createRenderTargetTexture(textureSize, textureOptions));
  72002. }
  72003. this._texelSize.copyFromFloats(1.0 / this.width, 1.0 / this.height);
  72004. this.onSizeChangedObservable.notifyObservers(this);
  72005. }
  72006. this._textures.forEach(function (texture) {
  72007. if (texture.samples !== _this.samples) {
  72008. _this._engine.updateRenderTargetTextureSampleCount(texture, _this.samples);
  72009. }
  72010. });
  72011. }
  72012. var target;
  72013. if (this._shareOutputWithPostProcess) {
  72014. target = this._shareOutputWithPostProcess.inputTexture;
  72015. }
  72016. else if (this._forcedOutputTexture) {
  72017. target = this._forcedOutputTexture;
  72018. this.width = this._forcedOutputTexture.width;
  72019. this.height = this._forcedOutputTexture.height;
  72020. }
  72021. else {
  72022. target = this.inputTexture;
  72023. }
  72024. // Bind the input of this post process to be used as the output of the previous post process.
  72025. if (this.enablePixelPerfectMode) {
  72026. this._scaleRatio.copyFromFloats(requiredWidth / desiredWidth, requiredHeight / desiredHeight);
  72027. this._engine.bindFramebuffer(target, 0, requiredWidth, requiredHeight, this.forceFullscreenViewport);
  72028. }
  72029. else {
  72030. this._scaleRatio.copyFromFloats(1, 1);
  72031. this._engine.bindFramebuffer(target, 0, undefined, undefined, this.forceFullscreenViewport);
  72032. }
  72033. this.onActivateObservable.notifyObservers(camera);
  72034. // Clear
  72035. if (this.autoClear && this.alphaMode === BABYLON.Engine.ALPHA_DISABLE) {
  72036. this._engine.clear(this.clearColor ? this.clearColor : scene.clearColor, scene._allowPostProcessClearColor, true, true);
  72037. }
  72038. if (this._reusable) {
  72039. this._currentRenderTextureInd = (this._currentRenderTextureInd + 1) % 2;
  72040. }
  72041. return target;
  72042. };
  72043. Object.defineProperty(PostProcess.prototype, "isSupported", {
  72044. /**
  72045. * If the post process is supported.
  72046. */
  72047. get: function () {
  72048. return this._effect.isSupported;
  72049. },
  72050. enumerable: true,
  72051. configurable: true
  72052. });
  72053. Object.defineProperty(PostProcess.prototype, "aspectRatio", {
  72054. /**
  72055. * The aspect ratio of the output texture.
  72056. */
  72057. get: function () {
  72058. if (this._shareOutputWithPostProcess) {
  72059. return this._shareOutputWithPostProcess.aspectRatio;
  72060. }
  72061. if (this._forcedOutputTexture) {
  72062. return this._forcedOutputTexture.width / this._forcedOutputTexture.height;
  72063. }
  72064. return this.width / this.height;
  72065. },
  72066. enumerable: true,
  72067. configurable: true
  72068. });
  72069. /**
  72070. * Get a value indicating if the post-process is ready to be used
  72071. * @returns true if the post-process is ready (shader is compiled)
  72072. */
  72073. PostProcess.prototype.isReady = function () {
  72074. return this._effect && this._effect.isReady();
  72075. };
  72076. /**
  72077. * Binds all textures and uniforms to the shader, this will be run on every pass.
  72078. * @returns the effect corrisponding to this post process. Null if not compiled or not ready.
  72079. */
  72080. PostProcess.prototype.apply = function () {
  72081. // Check
  72082. if (!this._effect || !this._effect.isReady())
  72083. return null;
  72084. // States
  72085. this._engine.enableEffect(this._effect);
  72086. this._engine.setState(false);
  72087. this._engine.setDepthBuffer(false);
  72088. this._engine.setDepthWrite(false);
  72089. // Alpha
  72090. this._engine.setAlphaMode(this.alphaMode);
  72091. if (this.alphaConstants) {
  72092. this.getEngine().setAlphaConstants(this.alphaConstants.r, this.alphaConstants.g, this.alphaConstants.b, this.alphaConstants.a);
  72093. }
  72094. // Bind the output texture of the preivous post process as the input to this post process.
  72095. var source;
  72096. if (this._shareOutputWithPostProcess) {
  72097. source = this._shareOutputWithPostProcess.inputTexture;
  72098. }
  72099. else if (this._forcedOutputTexture) {
  72100. source = this._forcedOutputTexture;
  72101. }
  72102. else {
  72103. source = this.inputTexture;
  72104. }
  72105. this._effect._bindTexture("textureSampler", source);
  72106. // Parameters
  72107. this._effect.setVector2("scale", this._scaleRatio);
  72108. this.onApplyObservable.notifyObservers(this._effect);
  72109. return this._effect;
  72110. };
  72111. PostProcess.prototype._disposeTextures = function () {
  72112. if (this._shareOutputWithPostProcess || this._forcedOutputTexture) {
  72113. return;
  72114. }
  72115. if (this._textures.length > 0) {
  72116. for (var i = 0; i < this._textures.length; i++) {
  72117. this._engine._releaseTexture(this._textures.data[i]);
  72118. }
  72119. }
  72120. this._textures.dispose();
  72121. };
  72122. /**
  72123. * Disposes the post process.
  72124. * @param camera The camera to dispose the post process on.
  72125. */
  72126. PostProcess.prototype.dispose = function (camera) {
  72127. camera = camera || this._camera;
  72128. this._disposeTextures();
  72129. if (this._scene) {
  72130. var index_1 = this._scene.postProcesses.indexOf(this);
  72131. if (index_1 !== -1) {
  72132. this._scene.postProcesses.splice(index_1, 1);
  72133. }
  72134. }
  72135. else {
  72136. var index_2 = this._engine.postProcesses.indexOf(this);
  72137. if (index_2 !== -1) {
  72138. this._engine.postProcesses.splice(index_2, 1);
  72139. }
  72140. }
  72141. if (!camera) {
  72142. return;
  72143. }
  72144. camera.detachPostProcess(this);
  72145. var index = camera._postProcesses.indexOf(this);
  72146. if (index === 0 && camera._postProcesses.length > 0) {
  72147. var firstPostProcess = this._camera._getFirstPostProcess();
  72148. if (firstPostProcess) {
  72149. firstPostProcess.markTextureDirty();
  72150. }
  72151. }
  72152. this.onActivateObservable.clear();
  72153. this.onAfterRenderObservable.clear();
  72154. this.onApplyObservable.clear();
  72155. this.onBeforeRenderObservable.clear();
  72156. this.onSizeChangedObservable.clear();
  72157. };
  72158. return PostProcess;
  72159. }());
  72160. BABYLON.PostProcess = PostProcess;
  72161. })(BABYLON || (BABYLON = {}));
  72162. //# sourceMappingURL=babylon.postProcess.js.map
  72163. var BABYLON;
  72164. (function (BABYLON) {
  72165. var PassPostProcess = /** @class */ (function (_super) {
  72166. __extends(PassPostProcess, _super);
  72167. function PassPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  72168. if (camera === void 0) { camera = null; }
  72169. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  72170. if (blockCompilation === void 0) { blockCompilation = false; }
  72171. return _super.call(this, name, "pass", null, null, options, camera, samplingMode, engine, reusable, undefined, textureType, undefined, null, blockCompilation) || this;
  72172. }
  72173. return PassPostProcess;
  72174. }(BABYLON.PostProcess));
  72175. BABYLON.PassPostProcess = PassPostProcess;
  72176. })(BABYLON || (BABYLON = {}));
  72177. //# sourceMappingURL=babylon.passPostProcess.js.map
  72178. var __assign = (this && this.__assign) || function () {
  72179. __assign = Object.assign || function(t) {
  72180. for (var s, i = 1, n = arguments.length; i < n; i++) {
  72181. s = arguments[i];
  72182. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  72183. t[p] = s[p];
  72184. }
  72185. return t;
  72186. };
  72187. return __assign.apply(this, arguments);
  72188. };
  72189. var BABYLON;
  72190. (function (BABYLON) {
  72191. /**
  72192. * Default implementation IShadowGenerator.
  72193. * This is the main object responsible of generating shadows in the framework.
  72194. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  72195. */
  72196. var ShadowGenerator = /** @class */ (function () {
  72197. /**
  72198. * Creates a ShadowGenerator object.
  72199. * A ShadowGenerator is the required tool to use the shadows.
  72200. * Each light casting shadows needs to use its own ShadowGenerator.
  72201. * Documentation : http://doc.babylonjs.com/tutorials/shadows
  72202. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  72203. * @param light The light object generating the shadows.
  72204. * @param useFullFloatFirst By default the generator will try to use half float textures but if you need precision (for self shadowing for instance), you can use this option to enforce full float texture.
  72205. */
  72206. function ShadowGenerator(mapSize, light, useFullFloatFirst) {
  72207. this._bias = 0.00005;
  72208. this._normalBias = 0;
  72209. this._blurBoxOffset = 1;
  72210. this._blurScale = 2;
  72211. this._blurKernel = 1;
  72212. this._useKernelBlur = false;
  72213. this._filter = ShadowGenerator.FILTER_NONE;
  72214. this._filteringQuality = ShadowGenerator.QUALITY_HIGH;
  72215. this._contactHardeningLightSizeUVRatio = 0.1;
  72216. this._darkness = 0;
  72217. this._transparencyShadow = false;
  72218. /**
  72219. * Controls the extent to which the shadows fade out at the edge of the frustum
  72220. * Used only by directionals and spots
  72221. */
  72222. this.frustumEdgeFalloff = 0;
  72223. /**
  72224. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  72225. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  72226. * It might on the other hand introduce peter panning.
  72227. */
  72228. this.forceBackFacesOnly = false;
  72229. this._lightDirection = BABYLON.Vector3.Zero();
  72230. this._viewMatrix = BABYLON.Matrix.Zero();
  72231. this._projectionMatrix = BABYLON.Matrix.Zero();
  72232. this._transformMatrix = BABYLON.Matrix.Zero();
  72233. this._cachedPosition = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  72234. this._cachedDirection = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  72235. this._currentFaceIndex = 0;
  72236. this._currentFaceIndexCache = 0;
  72237. this._defaultTextureMatrix = BABYLON.Matrix.Identity();
  72238. this._mapSize = mapSize;
  72239. this._light = light;
  72240. this._scene = light.getScene();
  72241. light._shadowGenerator = this;
  72242. var component = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_SHADOWGENERATOR);
  72243. if (!component) {
  72244. component = new BABYLON.ShadowGeneratorSceneComponent(this._scene);
  72245. this._scene._addComponent(component);
  72246. }
  72247. // Texture type fallback from float to int if not supported.
  72248. var caps = this._scene.getEngine().getCaps();
  72249. if (!useFullFloatFirst) {
  72250. if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {
  72251. this._textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  72252. }
  72253. else if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {
  72254. this._textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  72255. }
  72256. else {
  72257. this._textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  72258. }
  72259. }
  72260. else {
  72261. if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {
  72262. this._textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  72263. }
  72264. else if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {
  72265. this._textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  72266. }
  72267. else {
  72268. this._textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  72269. }
  72270. }
  72271. this._initializeGenerator();
  72272. this._applyFilterValues();
  72273. }
  72274. Object.defineProperty(ShadowGenerator.prototype, "bias", {
  72275. /**
  72276. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  72277. */
  72278. get: function () {
  72279. return this._bias;
  72280. },
  72281. /**
  72282. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  72283. */
  72284. set: function (bias) {
  72285. this._bias = bias;
  72286. },
  72287. enumerable: true,
  72288. configurable: true
  72289. });
  72290. Object.defineProperty(ShadowGenerator.prototype, "normalBias", {
  72291. /**
  72292. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  72293. */
  72294. get: function () {
  72295. return this._normalBias;
  72296. },
  72297. /**
  72298. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  72299. */
  72300. set: function (normalBias) {
  72301. this._normalBias = normalBias;
  72302. },
  72303. enumerable: true,
  72304. configurable: true
  72305. });
  72306. Object.defineProperty(ShadowGenerator.prototype, "blurBoxOffset", {
  72307. /**
  72308. * Gets the blur box offset: offset applied during the blur pass.
  72309. * Only usefull if useKernelBlur = false
  72310. */
  72311. get: function () {
  72312. return this._blurBoxOffset;
  72313. },
  72314. /**
  72315. * Sets the blur box offset: offset applied during the blur pass.
  72316. * Only usefull if useKernelBlur = false
  72317. */
  72318. set: function (value) {
  72319. if (this._blurBoxOffset === value) {
  72320. return;
  72321. }
  72322. this._blurBoxOffset = value;
  72323. this._disposeBlurPostProcesses();
  72324. },
  72325. enumerable: true,
  72326. configurable: true
  72327. });
  72328. Object.defineProperty(ShadowGenerator.prototype, "blurScale", {
  72329. /**
  72330. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  72331. * 2 means half of the size.
  72332. */
  72333. get: function () {
  72334. return this._blurScale;
  72335. },
  72336. /**
  72337. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  72338. * 2 means half of the size.
  72339. */
  72340. set: function (value) {
  72341. if (this._blurScale === value) {
  72342. return;
  72343. }
  72344. this._blurScale = value;
  72345. this._disposeBlurPostProcesses();
  72346. },
  72347. enumerable: true,
  72348. configurable: true
  72349. });
  72350. Object.defineProperty(ShadowGenerator.prototype, "blurKernel", {
  72351. /**
  72352. * Gets the blur kernel: kernel size of the blur pass.
  72353. * Only usefull if useKernelBlur = true
  72354. */
  72355. get: function () {
  72356. return this._blurKernel;
  72357. },
  72358. /**
  72359. * Sets the blur kernel: kernel size of the blur pass.
  72360. * Only usefull if useKernelBlur = true
  72361. */
  72362. set: function (value) {
  72363. if (this._blurKernel === value) {
  72364. return;
  72365. }
  72366. this._blurKernel = value;
  72367. this._disposeBlurPostProcesses();
  72368. },
  72369. enumerable: true,
  72370. configurable: true
  72371. });
  72372. Object.defineProperty(ShadowGenerator.prototype, "useKernelBlur", {
  72373. /**
  72374. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  72375. * Only usefull in filtered mode (useBlurExponentialShadowMap...)
  72376. */
  72377. get: function () {
  72378. return this._useKernelBlur;
  72379. },
  72380. /**
  72381. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  72382. * Only usefull in filtered mode (useBlurExponentialShadowMap...)
  72383. */
  72384. set: function (value) {
  72385. if (this._useKernelBlur === value) {
  72386. return;
  72387. }
  72388. this._useKernelBlur = value;
  72389. this._disposeBlurPostProcesses();
  72390. },
  72391. enumerable: true,
  72392. configurable: true
  72393. });
  72394. Object.defineProperty(ShadowGenerator.prototype, "depthScale", {
  72395. /**
  72396. * Gets the depth scale used in ESM mode.
  72397. */
  72398. get: function () {
  72399. return this._depthScale !== undefined ? this._depthScale : this._light.getDepthScale();
  72400. },
  72401. /**
  72402. * Sets the depth scale used in ESM mode.
  72403. * This can override the scale stored on the light.
  72404. */
  72405. set: function (value) {
  72406. this._depthScale = value;
  72407. },
  72408. enumerable: true,
  72409. configurable: true
  72410. });
  72411. Object.defineProperty(ShadowGenerator.prototype, "filter", {
  72412. /**
  72413. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  72414. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  72415. */
  72416. get: function () {
  72417. return this._filter;
  72418. },
  72419. /**
  72420. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  72421. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  72422. */
  72423. set: function (value) {
  72424. // Blurring the cubemap is going to be too expensive. Reverting to unblurred version
  72425. if (this._light.needCube()) {
  72426. if (value === ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP) {
  72427. this.useExponentialShadowMap = true;
  72428. return;
  72429. }
  72430. else if (value === ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP) {
  72431. this.useCloseExponentialShadowMap = true;
  72432. return;
  72433. }
  72434. // PCF on cubemap would also be expensive
  72435. else if (value === ShadowGenerator.FILTER_PCF || value === ShadowGenerator.FILTER_PCSS) {
  72436. this.usePoissonSampling = true;
  72437. return;
  72438. }
  72439. }
  72440. // Weblg1 fallback for PCF.
  72441. if (value === ShadowGenerator.FILTER_PCF || value === ShadowGenerator.FILTER_PCSS) {
  72442. if (this._scene.getEngine().webGLVersion === 1) {
  72443. this.usePoissonSampling = true;
  72444. return;
  72445. }
  72446. }
  72447. if (this._filter === value) {
  72448. return;
  72449. }
  72450. this._filter = value;
  72451. this._disposeBlurPostProcesses();
  72452. this._applyFilterValues();
  72453. this._light._markMeshesAsLightDirty();
  72454. },
  72455. enumerable: true,
  72456. configurable: true
  72457. });
  72458. Object.defineProperty(ShadowGenerator.prototype, "usePoissonSampling", {
  72459. /**
  72460. * Gets if the current filter is set to Poisson Sampling.
  72461. */
  72462. get: function () {
  72463. return this.filter === ShadowGenerator.FILTER_POISSONSAMPLING;
  72464. },
  72465. /**
  72466. * Sets the current filter to Poisson Sampling.
  72467. */
  72468. set: function (value) {
  72469. if (!value && this.filter !== ShadowGenerator.FILTER_POISSONSAMPLING) {
  72470. return;
  72471. }
  72472. this.filter = (value ? ShadowGenerator.FILTER_POISSONSAMPLING : ShadowGenerator.FILTER_NONE);
  72473. },
  72474. enumerable: true,
  72475. configurable: true
  72476. });
  72477. Object.defineProperty(ShadowGenerator.prototype, "useVarianceShadowMap", {
  72478. /**
  72479. * Gets if the current filter is set to VSM.
  72480. * DEPRECATED. Should use useExponentialShadowMap instead.
  72481. */
  72482. get: function () {
  72483. BABYLON.Tools.Warn("VSM are now replaced by ESM. Please use useExponentialShadowMap instead.");
  72484. return this.useExponentialShadowMap;
  72485. },
  72486. /**
  72487. * Sets the current filter is to VSM.
  72488. * DEPRECATED. Should use useExponentialShadowMap instead.
  72489. */
  72490. set: function (value) {
  72491. BABYLON.Tools.Warn("VSM are now replaced by ESM. Please use useExponentialShadowMap instead.");
  72492. this.useExponentialShadowMap = value;
  72493. },
  72494. enumerable: true,
  72495. configurable: true
  72496. });
  72497. Object.defineProperty(ShadowGenerator.prototype, "useBlurVarianceShadowMap", {
  72498. /**
  72499. * Gets if the current filter is set to blurred VSM.
  72500. * DEPRECATED. Should use useBlurExponentialShadowMap instead.
  72501. */
  72502. get: function () {
  72503. BABYLON.Tools.Warn("VSM are now replaced by ESM. Please use useBlurExponentialShadowMap instead.");
  72504. return this.useBlurExponentialShadowMap;
  72505. },
  72506. /**
  72507. * Sets the current filter is to blurred VSM.
  72508. * DEPRECATED. Should use useBlurExponentialShadowMap instead.
  72509. */
  72510. set: function (value) {
  72511. BABYLON.Tools.Warn("VSM are now replaced by ESM. Please use useBlurExponentialShadowMap instead.");
  72512. this.useBlurExponentialShadowMap = value;
  72513. },
  72514. enumerable: true,
  72515. configurable: true
  72516. });
  72517. Object.defineProperty(ShadowGenerator.prototype, "useExponentialShadowMap", {
  72518. /**
  72519. * Gets if the current filter is set to ESM.
  72520. */
  72521. get: function () {
  72522. return this.filter === ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP;
  72523. },
  72524. /**
  72525. * Sets the current filter is to ESM.
  72526. */
  72527. set: function (value) {
  72528. if (!value && this.filter !== ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP) {
  72529. return;
  72530. }
  72531. this.filter = (value ? ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  72532. },
  72533. enumerable: true,
  72534. configurable: true
  72535. });
  72536. Object.defineProperty(ShadowGenerator.prototype, "useBlurExponentialShadowMap", {
  72537. /**
  72538. * Gets if the current filter is set to filtered ESM.
  72539. */
  72540. get: function () {
  72541. return this.filter === ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP;
  72542. },
  72543. /**
  72544. * Gets if the current filter is set to filtered ESM.
  72545. */
  72546. set: function (value) {
  72547. if (!value && this.filter !== ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP) {
  72548. return;
  72549. }
  72550. this.filter = (value ? ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  72551. },
  72552. enumerable: true,
  72553. configurable: true
  72554. });
  72555. Object.defineProperty(ShadowGenerator.prototype, "useCloseExponentialShadowMap", {
  72556. /**
  72557. * Gets if the current filter is set to "close ESM" (using the inverse of the
  72558. * exponential to prevent steep falloff artifacts).
  72559. */
  72560. get: function () {
  72561. return this.filter === ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP;
  72562. },
  72563. /**
  72564. * Sets the current filter to "close ESM" (using the inverse of the
  72565. * exponential to prevent steep falloff artifacts).
  72566. */
  72567. set: function (value) {
  72568. if (!value && this.filter !== ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP) {
  72569. return;
  72570. }
  72571. this.filter = (value ? ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  72572. },
  72573. enumerable: true,
  72574. configurable: true
  72575. });
  72576. Object.defineProperty(ShadowGenerator.prototype, "useBlurCloseExponentialShadowMap", {
  72577. /**
  72578. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  72579. * exponential to prevent steep falloff artifacts).
  72580. */
  72581. get: function () {
  72582. return this.filter === ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP;
  72583. },
  72584. /**
  72585. * Sets the current filter to filtered "close ESM" (using the inverse of the
  72586. * exponential to prevent steep falloff artifacts).
  72587. */
  72588. set: function (value) {
  72589. if (!value && this.filter !== ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP) {
  72590. return;
  72591. }
  72592. this.filter = (value ? ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  72593. },
  72594. enumerable: true,
  72595. configurable: true
  72596. });
  72597. Object.defineProperty(ShadowGenerator.prototype, "usePercentageCloserFiltering", {
  72598. /**
  72599. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  72600. */
  72601. get: function () {
  72602. return this.filter === ShadowGenerator.FILTER_PCF;
  72603. },
  72604. /**
  72605. * Sets the current filter to "PCF" (percentage closer filtering).
  72606. */
  72607. set: function (value) {
  72608. if (!value && this.filter !== ShadowGenerator.FILTER_PCF) {
  72609. return;
  72610. }
  72611. this.filter = (value ? ShadowGenerator.FILTER_PCF : ShadowGenerator.FILTER_NONE);
  72612. },
  72613. enumerable: true,
  72614. configurable: true
  72615. });
  72616. Object.defineProperty(ShadowGenerator.prototype, "filteringQuality", {
  72617. /**
  72618. * Gets the PCF or PCSS Quality.
  72619. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  72620. */
  72621. get: function () {
  72622. return this._filteringQuality;
  72623. },
  72624. /**
  72625. * Sets the PCF or PCSS Quality.
  72626. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  72627. */
  72628. set: function (filteringQuality) {
  72629. this._filteringQuality = filteringQuality;
  72630. },
  72631. enumerable: true,
  72632. configurable: true
  72633. });
  72634. Object.defineProperty(ShadowGenerator.prototype, "useContactHardeningShadow", {
  72635. /**
  72636. * Gets if the current filter is set to "PCSS" (contact hardening).
  72637. */
  72638. get: function () {
  72639. return this.filter === ShadowGenerator.FILTER_PCSS;
  72640. },
  72641. /**
  72642. * Sets the current filter to "PCSS" (contact hardening).
  72643. */
  72644. set: function (value) {
  72645. if (!value && this.filter !== ShadowGenerator.FILTER_PCSS) {
  72646. return;
  72647. }
  72648. this.filter = (value ? ShadowGenerator.FILTER_PCSS : ShadowGenerator.FILTER_NONE);
  72649. },
  72650. enumerable: true,
  72651. configurable: true
  72652. });
  72653. Object.defineProperty(ShadowGenerator.prototype, "contactHardeningLightSizeUVRatio", {
  72654. /**
  72655. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  72656. * Using a ratio helps keeping shape stability independently of the map size.
  72657. *
  72658. * It does not account for the light projection as it was having too much
  72659. * instability during the light setup or during light position changes.
  72660. *
  72661. * Only valid if useContactHardeningShadow is true.
  72662. */
  72663. get: function () {
  72664. return this._contactHardeningLightSizeUVRatio;
  72665. },
  72666. /**
  72667. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  72668. * Using a ratio helps keeping shape stability independently of the map size.
  72669. *
  72670. * It does not account for the light projection as it was having too much
  72671. * instability during the light setup or during light position changes.
  72672. *
  72673. * Only valid if useContactHardeningShadow is true.
  72674. */
  72675. set: function (contactHardeningLightSizeUVRatio) {
  72676. this._contactHardeningLightSizeUVRatio = contactHardeningLightSizeUVRatio;
  72677. },
  72678. enumerable: true,
  72679. configurable: true
  72680. });
  72681. /**
  72682. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  72683. * 0 means strongest and 1 would means no shadow.
  72684. * @returns the darkness.
  72685. */
  72686. ShadowGenerator.prototype.getDarkness = function () {
  72687. return this._darkness;
  72688. };
  72689. /**
  72690. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  72691. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  72692. * @returns the shadow generator allowing fluent coding.
  72693. */
  72694. ShadowGenerator.prototype.setDarkness = function (darkness) {
  72695. if (darkness >= 1.0)
  72696. this._darkness = 1.0;
  72697. else if (darkness <= 0.0)
  72698. this._darkness = 0.0;
  72699. else
  72700. this._darkness = darkness;
  72701. return this;
  72702. };
  72703. /**
  72704. * Sets the ability to have transparent shadow (boolean).
  72705. * @param transparent True if transparent else False
  72706. * @returns the shadow generator allowing fluent coding
  72707. */
  72708. ShadowGenerator.prototype.setTransparencyShadow = function (transparent) {
  72709. this._transparencyShadow = transparent;
  72710. return this;
  72711. };
  72712. /**
  72713. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  72714. * @returns The render target texture if present otherwise, null
  72715. */
  72716. ShadowGenerator.prototype.getShadowMap = function () {
  72717. return this._shadowMap;
  72718. };
  72719. /**
  72720. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  72721. * @returns The render target texture if the shadow map is present otherwise, null
  72722. */
  72723. ShadowGenerator.prototype.getShadowMapForRendering = function () {
  72724. if (this._shadowMap2) {
  72725. return this._shadowMap2;
  72726. }
  72727. return this._shadowMap;
  72728. };
  72729. /**
  72730. * Helper function to add a mesh and its descendants to the list of shadow casters.
  72731. * @param mesh Mesh to add
  72732. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  72733. * @returns the Shadow Generator itself
  72734. */
  72735. ShadowGenerator.prototype.addShadowCaster = function (mesh, includeDescendants) {
  72736. if (includeDescendants === void 0) { includeDescendants = true; }
  72737. var _a;
  72738. if (!this._shadowMap) {
  72739. return this;
  72740. }
  72741. if (!this._shadowMap.renderList) {
  72742. this._shadowMap.renderList = [];
  72743. }
  72744. this._shadowMap.renderList.push(mesh);
  72745. if (includeDescendants) {
  72746. (_a = this._shadowMap.renderList).push.apply(_a, mesh.getChildMeshes());
  72747. }
  72748. return this;
  72749. };
  72750. /**
  72751. * Helper function to remove a mesh and its descendants from the list of shadow casters
  72752. * @param mesh Mesh to remove
  72753. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  72754. * @returns the Shadow Generator itself
  72755. */
  72756. ShadowGenerator.prototype.removeShadowCaster = function (mesh, includeDescendants) {
  72757. if (includeDescendants === void 0) { includeDescendants = true; }
  72758. if (!this._shadowMap || !this._shadowMap.renderList) {
  72759. return this;
  72760. }
  72761. var index = this._shadowMap.renderList.indexOf(mesh);
  72762. if (index !== -1) {
  72763. this._shadowMap.renderList.splice(index, 1);
  72764. }
  72765. if (includeDescendants) {
  72766. for (var _i = 0, _a = mesh.getChildren(); _i < _a.length; _i++) {
  72767. var child = _a[_i];
  72768. this.removeShadowCaster(child);
  72769. }
  72770. }
  72771. return this;
  72772. };
  72773. /**
  72774. * Returns the associated light object.
  72775. * @returns the light generating the shadow
  72776. */
  72777. ShadowGenerator.prototype.getLight = function () {
  72778. return this._light;
  72779. };
  72780. ShadowGenerator.prototype._initializeGenerator = function () {
  72781. this._light._markMeshesAsLightDirty();
  72782. this._initializeShadowMap();
  72783. };
  72784. ShadowGenerator.prototype._initializeShadowMap = function () {
  72785. var _this = this;
  72786. // Render target
  72787. var engine = this._scene.getEngine();
  72788. if (engine.webGLVersion > 1) {
  72789. this._shadowMap = new BABYLON.RenderTargetTexture(this._light.name + "_shadowMap", this._mapSize, this._scene, false, true, this._textureType, this._light.needCube(), undefined, false, false);
  72790. this._shadowMap.createDepthStencilTexture(BABYLON.Engine.LESS, true);
  72791. }
  72792. else {
  72793. this._shadowMap = new BABYLON.RenderTargetTexture(this._light.name + "_shadowMap", this._mapSize, this._scene, false, true, this._textureType, this._light.needCube());
  72794. }
  72795. this._shadowMap.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  72796. this._shadowMap.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  72797. this._shadowMap.anisotropicFilteringLevel = 1;
  72798. this._shadowMap.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  72799. this._shadowMap.renderParticles = false;
  72800. this._shadowMap.ignoreCameraViewport = true;
  72801. // Record Face Index before render.
  72802. this._shadowMap.onBeforeRenderObservable.add(function (faceIndex) {
  72803. _this._currentFaceIndex = faceIndex;
  72804. if (_this._filter === ShadowGenerator.FILTER_PCF) {
  72805. engine.setColorWrite(false);
  72806. }
  72807. });
  72808. // Custom render function.
  72809. this._shadowMap.customRenderFunction = this._renderForShadowMap.bind(this);
  72810. // Blur if required afer render.
  72811. this._shadowMap.onAfterUnbindObservable.add(function () {
  72812. if (_this._filter === ShadowGenerator.FILTER_PCF) {
  72813. engine.setColorWrite(true);
  72814. }
  72815. if (!_this.useBlurExponentialShadowMap && !_this.useBlurCloseExponentialShadowMap) {
  72816. return;
  72817. }
  72818. var shadowMap = _this.getShadowMapForRendering();
  72819. if (shadowMap) {
  72820. _this._scene.postProcessManager.directRender(_this._blurPostProcesses, shadowMap.getInternalTexture(), true);
  72821. }
  72822. });
  72823. // Clear according to the chosen filter.
  72824. var clearZero = new BABYLON.Color4(0, 0, 0, 0);
  72825. var clearOne = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  72826. this._shadowMap.onClearObservable.add(function (engine) {
  72827. if (_this._filter === ShadowGenerator.FILTER_PCF) {
  72828. engine.clear(clearOne, false, true, false);
  72829. }
  72830. else if (_this.useExponentialShadowMap || _this.useBlurExponentialShadowMap) {
  72831. engine.clear(clearZero, true, true, false);
  72832. }
  72833. else {
  72834. engine.clear(clearOne, true, true, false);
  72835. }
  72836. });
  72837. };
  72838. ShadowGenerator.prototype._initializeBlurRTTAndPostProcesses = function () {
  72839. var _this = this;
  72840. var engine = this._scene.getEngine();
  72841. var targetSize = this._mapSize / this.blurScale;
  72842. if (!this.useKernelBlur || this.blurScale !== 1.0) {
  72843. this._shadowMap2 = new BABYLON.RenderTargetTexture(this._light.name + "_shadowMap2", targetSize, this._scene, false, true, this._textureType);
  72844. this._shadowMap2.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  72845. this._shadowMap2.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  72846. this._shadowMap2.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  72847. }
  72848. if (this.useKernelBlur) {
  72849. 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);
  72850. this._kernelBlurXPostprocess.width = targetSize;
  72851. this._kernelBlurXPostprocess.height = targetSize;
  72852. this._kernelBlurXPostprocess.onApplyObservable.add(function (effect) {
  72853. effect.setTexture("textureSampler", _this._shadowMap);
  72854. });
  72855. 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);
  72856. this._kernelBlurXPostprocess.autoClear = false;
  72857. this._kernelBlurYPostprocess.autoClear = false;
  72858. if (this._textureType === BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  72859. this._kernelBlurXPostprocess.packedFloat = true;
  72860. this._kernelBlurYPostprocess.packedFloat = true;
  72861. }
  72862. this._blurPostProcesses = [this._kernelBlurXPostprocess, this._kernelBlurYPostprocess];
  72863. }
  72864. else {
  72865. 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);
  72866. this._boxBlurPostprocess.onApplyObservable.add(function (effect) {
  72867. effect.setFloat2("screenSize", targetSize, targetSize);
  72868. effect.setTexture("textureSampler", _this._shadowMap);
  72869. });
  72870. this._boxBlurPostprocess.autoClear = false;
  72871. this._blurPostProcesses = [this._boxBlurPostprocess];
  72872. }
  72873. };
  72874. ShadowGenerator.prototype._renderForShadowMap = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  72875. var index;
  72876. var engine = this._scene.getEngine();
  72877. if (depthOnlySubMeshes.length) {
  72878. engine.setColorWrite(false);
  72879. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  72880. this._renderSubMeshForShadowMap(depthOnlySubMeshes.data[index]);
  72881. }
  72882. engine.setColorWrite(true);
  72883. }
  72884. for (index = 0; index < opaqueSubMeshes.length; index++) {
  72885. this._renderSubMeshForShadowMap(opaqueSubMeshes.data[index]);
  72886. }
  72887. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  72888. this._renderSubMeshForShadowMap(alphaTestSubMeshes.data[index]);
  72889. }
  72890. if (this._transparencyShadow) {
  72891. for (index = 0; index < transparentSubMeshes.length; index++) {
  72892. this._renderSubMeshForShadowMap(transparentSubMeshes.data[index]);
  72893. }
  72894. }
  72895. };
  72896. ShadowGenerator.prototype._renderSubMeshForShadowMap = function (subMesh) {
  72897. var _this = this;
  72898. var mesh = subMesh.getRenderingMesh();
  72899. var scene = this._scene;
  72900. var engine = scene.getEngine();
  72901. var material = subMesh.getMaterial();
  72902. if (!material) {
  72903. return;
  72904. }
  72905. // Culling
  72906. engine.setState(material.backFaceCulling);
  72907. // Managing instances
  72908. var batch = mesh._getInstancesRenderList(subMesh._id);
  72909. if (batch.mustReturn) {
  72910. return;
  72911. }
  72912. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  72913. if (this.isReady(subMesh, hardwareInstancedRendering)) {
  72914. engine.enableEffect(this._effect);
  72915. mesh._bind(subMesh, this._effect, BABYLON.Material.TriangleFillMode);
  72916. this._effect.setFloat3("biasAndScale", this.bias, this.normalBias, this.depthScale);
  72917. this._effect.setMatrix("viewProjection", this.getTransformMatrix());
  72918. if (this.getLight().getTypeID() === BABYLON.Light.LIGHTTYPEID_DIRECTIONALLIGHT) {
  72919. this._effect.setVector3("lightData", this._cachedDirection);
  72920. }
  72921. else {
  72922. this._effect.setVector3("lightData", this._cachedPosition);
  72923. }
  72924. if (scene.activeCamera) {
  72925. this._effect.setFloat2("depthValues", this.getLight().getDepthMinZ(scene.activeCamera), this.getLight().getDepthMinZ(scene.activeCamera) + this.getLight().getDepthMaxZ(scene.activeCamera));
  72926. }
  72927. // Alpha test
  72928. if (material && material.needAlphaTesting()) {
  72929. var alphaTexture = material.getAlphaTestTexture();
  72930. if (alphaTexture) {
  72931. this._effect.setTexture("diffuseSampler", alphaTexture);
  72932. this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix() || this._defaultTextureMatrix);
  72933. }
  72934. }
  72935. // Bones
  72936. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  72937. this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices((mesh)));
  72938. }
  72939. // Morph targets
  72940. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, this._effect);
  72941. if (this.forceBackFacesOnly) {
  72942. engine.setState(true, 0, false, true);
  72943. }
  72944. // Draw
  72945. mesh._processRendering(subMesh, this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
  72946. if (this.forceBackFacesOnly) {
  72947. engine.setState(true, 0, false, false);
  72948. }
  72949. }
  72950. else {
  72951. // Need to reset refresh rate of the shadowMap
  72952. if (this._shadowMap) {
  72953. this._shadowMap.resetRefreshCounter();
  72954. }
  72955. }
  72956. };
  72957. ShadowGenerator.prototype._applyFilterValues = function () {
  72958. if (!this._shadowMap) {
  72959. return;
  72960. }
  72961. if (this.filter === ShadowGenerator.FILTER_NONE || this.filter === ShadowGenerator.FILTER_PCSS) {
  72962. this._shadowMap.updateSamplingMode(BABYLON.Texture.NEAREST_SAMPLINGMODE);
  72963. }
  72964. else {
  72965. this._shadowMap.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  72966. }
  72967. };
  72968. /**
  72969. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  72970. * @param onCompiled Callback triggered at the and of the effects compilation
  72971. * @param options Sets of optional options forcing the compilation with different modes
  72972. */
  72973. ShadowGenerator.prototype.forceCompilation = function (onCompiled, options) {
  72974. var _this = this;
  72975. var localOptions = __assign({ useInstances: false }, options);
  72976. var shadowMap = this.getShadowMap();
  72977. if (!shadowMap) {
  72978. if (onCompiled) {
  72979. onCompiled(this);
  72980. }
  72981. return;
  72982. }
  72983. var renderList = shadowMap.renderList;
  72984. if (!renderList) {
  72985. if (onCompiled) {
  72986. onCompiled(this);
  72987. }
  72988. return;
  72989. }
  72990. var subMeshes = new Array();
  72991. for (var _i = 0, renderList_1 = renderList; _i < renderList_1.length; _i++) {
  72992. var mesh = renderList_1[_i];
  72993. subMeshes.push.apply(subMeshes, mesh.subMeshes);
  72994. }
  72995. if (subMeshes.length === 0) {
  72996. if (onCompiled) {
  72997. onCompiled(this);
  72998. }
  72999. return;
  73000. }
  73001. var currentIndex = 0;
  73002. var checkReady = function () {
  73003. if (!_this._scene || !_this._scene.getEngine()) {
  73004. return;
  73005. }
  73006. while (_this.isReady(subMeshes[currentIndex], localOptions.useInstances)) {
  73007. currentIndex++;
  73008. if (currentIndex >= subMeshes.length) {
  73009. if (onCompiled) {
  73010. onCompiled(_this);
  73011. }
  73012. return;
  73013. }
  73014. }
  73015. setTimeout(checkReady, 16);
  73016. };
  73017. checkReady();
  73018. };
  73019. /**
  73020. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  73021. * @param options Sets of optional options forcing the compilation with different modes
  73022. * @returns A promise that resolves when the compilation completes
  73023. */
  73024. ShadowGenerator.prototype.forceCompilationAsync = function (options) {
  73025. var _this = this;
  73026. return new Promise(function (resolve) {
  73027. _this.forceCompilation(function () {
  73028. resolve();
  73029. }, options);
  73030. });
  73031. };
  73032. /**
  73033. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  73034. * @param subMesh The submesh we want to render in the shadow map
  73035. * @param useInstances Defines wether will draw in the map using instances
  73036. * @returns true if ready otherwise, false
  73037. */
  73038. ShadowGenerator.prototype.isReady = function (subMesh, useInstances) {
  73039. var defines = [];
  73040. if (this._textureType !== BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  73041. defines.push("#define FLOAT");
  73042. }
  73043. if (this.useExponentialShadowMap || this.useBlurExponentialShadowMap) {
  73044. defines.push("#define ESM");
  73045. }
  73046. else if (this.usePercentageCloserFiltering || this.useContactHardeningShadow) {
  73047. defines.push("#define DEPTHTEXTURE");
  73048. }
  73049. var attribs = [BABYLON.VertexBuffer.PositionKind];
  73050. var mesh = subMesh.getMesh();
  73051. var material = subMesh.getMaterial();
  73052. // Normal bias.
  73053. if (this.normalBias && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  73054. attribs.push(BABYLON.VertexBuffer.NormalKind);
  73055. defines.push("#define NORMAL");
  73056. if (mesh.nonUniformScaling) {
  73057. defines.push("#define NONUNIFORMSCALING");
  73058. }
  73059. if (this.getLight().getTypeID() === BABYLON.Light.LIGHTTYPEID_DIRECTIONALLIGHT) {
  73060. defines.push("#define DIRECTIONINLIGHTDATA");
  73061. }
  73062. }
  73063. // Alpha test
  73064. if (material && material.needAlphaTesting()) {
  73065. var alphaTexture = material.getAlphaTestTexture();
  73066. if (alphaTexture) {
  73067. defines.push("#define ALPHATEST");
  73068. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  73069. attribs.push(BABYLON.VertexBuffer.UVKind);
  73070. defines.push("#define UV1");
  73071. }
  73072. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  73073. if (alphaTexture.coordinatesIndex === 1) {
  73074. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  73075. defines.push("#define UV2");
  73076. }
  73077. }
  73078. }
  73079. }
  73080. // Bones
  73081. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  73082. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  73083. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  73084. if (mesh.numBoneInfluencers > 4) {
  73085. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  73086. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  73087. }
  73088. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  73089. defines.push("#define BonesPerMesh " + (mesh.skeleton.bones.length + 1));
  73090. }
  73091. else {
  73092. defines.push("#define NUM_BONE_INFLUENCERS 0");
  73093. }
  73094. // Morph targets
  73095. var manager = mesh.morphTargetManager;
  73096. var morphInfluencers = 0;
  73097. if (manager) {
  73098. if (manager.numInfluencers > 0) {
  73099. defines.push("#define MORPHTARGETS");
  73100. morphInfluencers = manager.numInfluencers;
  73101. defines.push("#define NUM_MORPH_INFLUENCERS " + morphInfluencers);
  73102. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, { "NUM_MORPH_INFLUENCERS": morphInfluencers });
  73103. }
  73104. }
  73105. // Instances
  73106. if (useInstances) {
  73107. defines.push("#define INSTANCES");
  73108. attribs.push("world0");
  73109. attribs.push("world1");
  73110. attribs.push("world2");
  73111. attribs.push("world3");
  73112. }
  73113. // Get correct effect
  73114. var join = defines.join("\n");
  73115. if (this._cachedDefines !== join) {
  73116. this._cachedDefines = join;
  73117. this._effect = this._scene.getEngine().createEffect("shadowMap", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "lightData", "depthValues", "biasAndScale", "morphTargetInfluences"], ["diffuseSampler"], join, undefined, undefined, undefined, { maxSimultaneousMorphTargets: morphInfluencers });
  73118. }
  73119. if (!this._effect.isReady()) {
  73120. return false;
  73121. }
  73122. if (this.useBlurExponentialShadowMap || this.useBlurCloseExponentialShadowMap) {
  73123. if (!this._blurPostProcesses || !this._blurPostProcesses.length) {
  73124. this._initializeBlurRTTAndPostProcesses();
  73125. }
  73126. }
  73127. if (this._kernelBlurXPostprocess && !this._kernelBlurXPostprocess.isReady()) {
  73128. return false;
  73129. }
  73130. if (this._kernelBlurYPostprocess && !this._kernelBlurYPostprocess.isReady()) {
  73131. return false;
  73132. }
  73133. if (this._boxBlurPostprocess && !this._boxBlurPostprocess.isReady()) {
  73134. return false;
  73135. }
  73136. return true;
  73137. };
  73138. /**
  73139. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  73140. * @param defines Defines of the material we want to update
  73141. * @param lightIndex Index of the light in the enabled light list of the material
  73142. */
  73143. ShadowGenerator.prototype.prepareDefines = function (defines, lightIndex) {
  73144. var scene = this._scene;
  73145. var light = this._light;
  73146. if (!scene.shadowsEnabled || !light.shadowEnabled) {
  73147. return;
  73148. }
  73149. defines["SHADOW" + lightIndex] = true;
  73150. if (this.useContactHardeningShadow) {
  73151. defines["SHADOWPCSS" + lightIndex] = true;
  73152. if (this._filteringQuality === ShadowGenerator.QUALITY_LOW) {
  73153. defines["SHADOWLOWQUALITY" + lightIndex] = true;
  73154. }
  73155. else if (this._filteringQuality === ShadowGenerator.QUALITY_MEDIUM) {
  73156. defines["SHADOWMEDIUMQUALITY" + lightIndex] = true;
  73157. }
  73158. // else default to high.
  73159. }
  73160. if (this.usePercentageCloserFiltering) {
  73161. defines["SHADOWPCF" + lightIndex] = true;
  73162. if (this._filteringQuality === ShadowGenerator.QUALITY_LOW) {
  73163. defines["SHADOWLOWQUALITY" + lightIndex] = true;
  73164. }
  73165. else if (this._filteringQuality === ShadowGenerator.QUALITY_MEDIUM) {
  73166. defines["SHADOWMEDIUMQUALITY" + lightIndex] = true;
  73167. }
  73168. // else default to high.
  73169. }
  73170. else if (this.usePoissonSampling) {
  73171. defines["SHADOWPOISSON" + lightIndex] = true;
  73172. }
  73173. else if (this.useExponentialShadowMap || this.useBlurExponentialShadowMap) {
  73174. defines["SHADOWESM" + lightIndex] = true;
  73175. }
  73176. else if (this.useCloseExponentialShadowMap || this.useBlurCloseExponentialShadowMap) {
  73177. defines["SHADOWCLOSEESM" + lightIndex] = true;
  73178. }
  73179. if (light.needCube()) {
  73180. defines["SHADOWCUBE" + lightIndex] = true;
  73181. }
  73182. };
  73183. /**
  73184. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  73185. * defined in the generator but impacting the effect).
  73186. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  73187. * @param effect The effect we are binfing the information for
  73188. */
  73189. ShadowGenerator.prototype.bindShadowLight = function (lightIndex, effect) {
  73190. var light = this._light;
  73191. var scene = this._scene;
  73192. if (!scene.shadowsEnabled || !light.shadowEnabled) {
  73193. return;
  73194. }
  73195. var camera = scene.activeCamera;
  73196. if (!camera) {
  73197. return;
  73198. }
  73199. var shadowMap = this.getShadowMap();
  73200. if (!shadowMap) {
  73201. return;
  73202. }
  73203. if (!light.needCube()) {
  73204. effect.setMatrix("lightMatrix" + lightIndex, this.getTransformMatrix());
  73205. }
  73206. // Only PCF uses depth stencil texture.
  73207. if (this._filter === ShadowGenerator.FILTER_PCF) {
  73208. effect.setDepthStencilTexture("shadowSampler" + lightIndex, this.getShadowMapForRendering());
  73209. light._uniformBuffer.updateFloat4("shadowsInfo", this.getDarkness(), shadowMap.getSize().width, 1 / shadowMap.getSize().width, this.frustumEdgeFalloff, lightIndex);
  73210. }
  73211. else if (this._filter === ShadowGenerator.FILTER_PCSS) {
  73212. effect.setDepthStencilTexture("shadowSampler" + lightIndex, this.getShadowMapForRendering());
  73213. effect.setTexture("depthSampler" + lightIndex, this.getShadowMapForRendering());
  73214. light._uniformBuffer.updateFloat4("shadowsInfo", this.getDarkness(), 1 / shadowMap.getSize().width, this._contactHardeningLightSizeUVRatio * shadowMap.getSize().width, this.frustumEdgeFalloff, lightIndex);
  73215. }
  73216. else {
  73217. effect.setTexture("shadowSampler" + lightIndex, this.getShadowMapForRendering());
  73218. light._uniformBuffer.updateFloat4("shadowsInfo", this.getDarkness(), this.blurScale / shadowMap.getSize().width, this.depthScale, this.frustumEdgeFalloff, lightIndex);
  73219. }
  73220. light._uniformBuffer.updateFloat2("depthValues", this.getLight().getDepthMinZ(camera), this.getLight().getDepthMinZ(camera) + this.getLight().getDepthMaxZ(camera), lightIndex);
  73221. };
  73222. /**
  73223. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  73224. * (eq to shadow prjection matrix * light transform matrix)
  73225. * @returns The transform matrix used to create the shadow map
  73226. */
  73227. ShadowGenerator.prototype.getTransformMatrix = function () {
  73228. var scene = this._scene;
  73229. if (this._currentRenderID === scene.getRenderId() && this._currentFaceIndexCache === this._currentFaceIndex) {
  73230. return this._transformMatrix;
  73231. }
  73232. this._currentRenderID = scene.getRenderId();
  73233. this._currentFaceIndexCache = this._currentFaceIndex;
  73234. var lightPosition = this._light.position;
  73235. if (this._light.computeTransformedInformation()) {
  73236. lightPosition = this._light.transformedPosition;
  73237. }
  73238. BABYLON.Vector3.NormalizeToRef(this._light.getShadowDirection(this._currentFaceIndex), this._lightDirection);
  73239. if (Math.abs(BABYLON.Vector3.Dot(this._lightDirection, BABYLON.Vector3.Up())) === 1.0) {
  73240. this._lightDirection.z = 0.0000000000001; // Required to avoid perfectly perpendicular light
  73241. }
  73242. if (this._light.needProjectionMatrixCompute() || !this._cachedPosition || !this._cachedDirection || !lightPosition.equals(this._cachedPosition) || !this._lightDirection.equals(this._cachedDirection)) {
  73243. this._cachedPosition.copyFrom(lightPosition);
  73244. this._cachedDirection.copyFrom(this._lightDirection);
  73245. BABYLON.Matrix.LookAtLHToRef(lightPosition, lightPosition.add(this._lightDirection), BABYLON.Vector3.Up(), this._viewMatrix);
  73246. var shadowMap = this.getShadowMap();
  73247. if (shadowMap) {
  73248. var renderList = shadowMap.renderList;
  73249. if (renderList) {
  73250. this._light.setShadowProjectionMatrix(this._projectionMatrix, this._viewMatrix, renderList);
  73251. }
  73252. }
  73253. this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  73254. }
  73255. return this._transformMatrix;
  73256. };
  73257. /**
  73258. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  73259. * Cube and 2D textures for instance.
  73260. */
  73261. ShadowGenerator.prototype.recreateShadowMap = function () {
  73262. var shadowMap = this._shadowMap;
  73263. if (!shadowMap) {
  73264. return;
  73265. }
  73266. // Track render list.
  73267. var renderList = shadowMap.renderList;
  73268. // Clean up existing data.
  73269. this._disposeRTTandPostProcesses();
  73270. // Reinitializes.
  73271. this._initializeGenerator();
  73272. // Reaffect the filter to ensure a correct fallback if necessary.
  73273. this.filter = this.filter;
  73274. // Reaffect the filter.
  73275. this._applyFilterValues();
  73276. // Reaffect Render List.
  73277. this._shadowMap.renderList = renderList;
  73278. };
  73279. ShadowGenerator.prototype._disposeBlurPostProcesses = function () {
  73280. if (this._shadowMap2) {
  73281. this._shadowMap2.dispose();
  73282. this._shadowMap2 = null;
  73283. }
  73284. if (this._boxBlurPostprocess) {
  73285. this._boxBlurPostprocess.dispose();
  73286. this._boxBlurPostprocess = null;
  73287. }
  73288. if (this._kernelBlurXPostprocess) {
  73289. this._kernelBlurXPostprocess.dispose();
  73290. this._kernelBlurXPostprocess = null;
  73291. }
  73292. if (this._kernelBlurYPostprocess) {
  73293. this._kernelBlurYPostprocess.dispose();
  73294. this._kernelBlurYPostprocess = null;
  73295. }
  73296. this._blurPostProcesses = [];
  73297. };
  73298. ShadowGenerator.prototype._disposeRTTandPostProcesses = function () {
  73299. if (this._shadowMap) {
  73300. this._shadowMap.dispose();
  73301. this._shadowMap = null;
  73302. }
  73303. this._disposeBlurPostProcesses();
  73304. };
  73305. /**
  73306. * Disposes the ShadowGenerator.
  73307. * Returns nothing.
  73308. */
  73309. ShadowGenerator.prototype.dispose = function () {
  73310. this._disposeRTTandPostProcesses();
  73311. if (this._light) {
  73312. this._light._shadowGenerator = null;
  73313. this._light._markMeshesAsLightDirty();
  73314. }
  73315. };
  73316. /**
  73317. * Serializes the shadow generator setup to a json object.
  73318. * @returns The serialized JSON object
  73319. */
  73320. ShadowGenerator.prototype.serialize = function () {
  73321. var serializationObject = {};
  73322. var shadowMap = this.getShadowMap();
  73323. if (!shadowMap) {
  73324. return serializationObject;
  73325. }
  73326. serializationObject.lightId = this._light.id;
  73327. serializationObject.mapSize = shadowMap.getRenderSize();
  73328. serializationObject.useExponentialShadowMap = this.useExponentialShadowMap;
  73329. serializationObject.useBlurExponentialShadowMap = this.useBlurExponentialShadowMap;
  73330. serializationObject.useCloseExponentialShadowMap = this.useBlurExponentialShadowMap;
  73331. serializationObject.useBlurCloseExponentialShadowMap = this.useBlurExponentialShadowMap;
  73332. serializationObject.usePoissonSampling = this.usePoissonSampling;
  73333. serializationObject.forceBackFacesOnly = this.forceBackFacesOnly;
  73334. serializationObject.depthScale = this.depthScale;
  73335. serializationObject.darkness = this.getDarkness();
  73336. serializationObject.blurBoxOffset = this.blurBoxOffset;
  73337. serializationObject.blurKernel = this.blurKernel;
  73338. serializationObject.blurScale = this.blurScale;
  73339. serializationObject.useKernelBlur = this.useKernelBlur;
  73340. serializationObject.transparencyShadow = this._transparencyShadow;
  73341. serializationObject.frustumEdgeFalloff = this.frustumEdgeFalloff;
  73342. serializationObject.bias = this.bias;
  73343. serializationObject.normalBias = this.normalBias;
  73344. serializationObject.usePercentageCloserFiltering = this.usePercentageCloserFiltering;
  73345. serializationObject.useContactHardeningShadow = this.useContactHardeningShadow;
  73346. serializationObject.filteringQuality = this.filteringQuality;
  73347. serializationObject.contactHardeningLightSizeUVRatio = this.contactHardeningLightSizeUVRatio;
  73348. serializationObject.renderList = [];
  73349. if (shadowMap.renderList) {
  73350. for (var meshIndex = 0; meshIndex < shadowMap.renderList.length; meshIndex++) {
  73351. var mesh = shadowMap.renderList[meshIndex];
  73352. serializationObject.renderList.push(mesh.id);
  73353. }
  73354. }
  73355. return serializationObject;
  73356. };
  73357. /**
  73358. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  73359. * @param parsedShadowGenerator The JSON object to parse
  73360. * @param scene The scene to create the shadow map for
  73361. * @returns The parsed shadow generator
  73362. */
  73363. ShadowGenerator.Parse = function (parsedShadowGenerator, scene) {
  73364. var light = scene.getLightByID(parsedShadowGenerator.lightId);
  73365. var shadowGenerator = new ShadowGenerator(parsedShadowGenerator.mapSize, light);
  73366. var shadowMap = shadowGenerator.getShadowMap();
  73367. for (var meshIndex = 0; meshIndex < parsedShadowGenerator.renderList.length; meshIndex++) {
  73368. var meshes = scene.getMeshesByID(parsedShadowGenerator.renderList[meshIndex]);
  73369. meshes.forEach(function (mesh) {
  73370. if (!shadowMap) {
  73371. return;
  73372. }
  73373. if (!shadowMap.renderList) {
  73374. shadowMap.renderList = [];
  73375. }
  73376. shadowMap.renderList.push(mesh);
  73377. });
  73378. }
  73379. if (parsedShadowGenerator.usePoissonSampling) {
  73380. shadowGenerator.usePoissonSampling = true;
  73381. }
  73382. else if (parsedShadowGenerator.useExponentialShadowMap) {
  73383. shadowGenerator.useExponentialShadowMap = true;
  73384. }
  73385. else if (parsedShadowGenerator.useBlurExponentialShadowMap) {
  73386. shadowGenerator.useBlurExponentialShadowMap = true;
  73387. }
  73388. else if (parsedShadowGenerator.useCloseExponentialShadowMap) {
  73389. shadowGenerator.useCloseExponentialShadowMap = true;
  73390. }
  73391. else if (parsedShadowGenerator.useBlurCloseExponentialShadowMap) {
  73392. shadowGenerator.useBlurCloseExponentialShadowMap = true;
  73393. }
  73394. else if (parsedShadowGenerator.usePercentageCloserFiltering) {
  73395. shadowGenerator.usePercentageCloserFiltering = true;
  73396. }
  73397. else if (parsedShadowGenerator.useContactHardeningShadow) {
  73398. shadowGenerator.useContactHardeningShadow = true;
  73399. }
  73400. if (parsedShadowGenerator.filteringQuality) {
  73401. shadowGenerator.filteringQuality = parsedShadowGenerator.filteringQuality;
  73402. }
  73403. if (parsedShadowGenerator.contactHardeningLightSizeUVRatio) {
  73404. shadowGenerator.contactHardeningLightSizeUVRatio = parsedShadowGenerator.contactHardeningLightSizeUVRatio;
  73405. }
  73406. // Backward compat
  73407. else if (parsedShadowGenerator.useVarianceShadowMap) {
  73408. shadowGenerator.useExponentialShadowMap = true;
  73409. }
  73410. else if (parsedShadowGenerator.useBlurVarianceShadowMap) {
  73411. shadowGenerator.useBlurExponentialShadowMap = true;
  73412. }
  73413. if (parsedShadowGenerator.depthScale) {
  73414. shadowGenerator.depthScale = parsedShadowGenerator.depthScale;
  73415. }
  73416. if (parsedShadowGenerator.blurScale) {
  73417. shadowGenerator.blurScale = parsedShadowGenerator.blurScale;
  73418. }
  73419. if (parsedShadowGenerator.blurBoxOffset) {
  73420. shadowGenerator.blurBoxOffset = parsedShadowGenerator.blurBoxOffset;
  73421. }
  73422. if (parsedShadowGenerator.useKernelBlur) {
  73423. shadowGenerator.useKernelBlur = parsedShadowGenerator.useKernelBlur;
  73424. }
  73425. if (parsedShadowGenerator.blurKernel) {
  73426. shadowGenerator.blurKernel = parsedShadowGenerator.blurKernel;
  73427. }
  73428. if (parsedShadowGenerator.bias !== undefined) {
  73429. shadowGenerator.bias = parsedShadowGenerator.bias;
  73430. }
  73431. if (parsedShadowGenerator.normalBias !== undefined) {
  73432. shadowGenerator.normalBias = parsedShadowGenerator.normalBias;
  73433. }
  73434. if (parsedShadowGenerator.frustumEdgeFalloff !== undefined) {
  73435. shadowGenerator.frustumEdgeFalloff = parsedShadowGenerator.frustumEdgeFalloff;
  73436. }
  73437. if (parsedShadowGenerator.darkness) {
  73438. shadowGenerator.setDarkness(parsedShadowGenerator.darkness);
  73439. }
  73440. if (parsedShadowGenerator.transparencyShadow) {
  73441. shadowGenerator.setTransparencyShadow(true);
  73442. }
  73443. shadowGenerator.forceBackFacesOnly = parsedShadowGenerator.forceBackFacesOnly;
  73444. return shadowGenerator;
  73445. };
  73446. /**
  73447. * Shadow generator mode None: no filtering applied.
  73448. */
  73449. ShadowGenerator.FILTER_NONE = 0;
  73450. /**
  73451. * Shadow generator mode ESM: Exponential Shadow Mapping.
  73452. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  73453. */
  73454. ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP = 1;
  73455. /**
  73456. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  73457. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  73458. */
  73459. ShadowGenerator.FILTER_POISSONSAMPLING = 2;
  73460. /**
  73461. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  73462. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  73463. */
  73464. ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP = 3;
  73465. /**
  73466. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  73467. * edge artifacts on steep falloff.
  73468. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  73469. */
  73470. ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP = 4;
  73471. /**
  73472. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  73473. * edge artifacts on steep falloff.
  73474. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  73475. */
  73476. ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP = 5;
  73477. /**
  73478. * Shadow generator mode PCF: Percentage Closer Filtering
  73479. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  73480. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  73481. */
  73482. ShadowGenerator.FILTER_PCF = 6;
  73483. /**
  73484. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  73485. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  73486. * Contact Hardening
  73487. */
  73488. ShadowGenerator.FILTER_PCSS = 7;
  73489. /**
  73490. * Reserved for PCF and PCSS
  73491. * Highest Quality.
  73492. *
  73493. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  73494. *
  73495. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  73496. */
  73497. ShadowGenerator.QUALITY_HIGH = 0;
  73498. /**
  73499. * Reserved for PCF and PCSS
  73500. * Good tradeoff for quality/perf cross devices
  73501. *
  73502. * Execute PCF on a 3*3 kernel.
  73503. *
  73504. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  73505. */
  73506. ShadowGenerator.QUALITY_MEDIUM = 1;
  73507. /**
  73508. * Reserved for PCF and PCSS
  73509. * The lowest quality but the fastest.
  73510. *
  73511. * Execute PCF on a 1*1 kernel.
  73512. *
  73513. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  73514. */
  73515. ShadowGenerator.QUALITY_LOW = 2;
  73516. return ShadowGenerator;
  73517. }());
  73518. BABYLON.ShadowGenerator = ShadowGenerator;
  73519. })(BABYLON || (BABYLON = {}));
  73520. //# sourceMappingURL=babylon.shadowGenerator.js.map
  73521. var BABYLON;
  73522. (function (BABYLON) {
  73523. // Adds the parser to the scene parsers.
  73524. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_SHADOWGENERATOR, function (parsedData, scene, container, rootUrl) {
  73525. // Shadows
  73526. if (parsedData.shadowGenerators !== undefined && parsedData.shadowGenerators !== null) {
  73527. for (var index = 0, cache = parsedData.shadowGenerators.length; index < cache; index++) {
  73528. var parsedShadowGenerator = parsedData.shadowGenerators[index];
  73529. BABYLON.ShadowGenerator.Parse(parsedShadowGenerator, scene);
  73530. // SG would be available on their associated lights
  73531. }
  73532. }
  73533. });
  73534. /**
  73535. * Defines the shadow generator component responsible to manage any shadow generators
  73536. * in a given scene.
  73537. */
  73538. var ShadowGeneratorSceneComponent = /** @class */ (function () {
  73539. /**
  73540. * Creates a new instance of the component for the given scene
  73541. * @param scene Defines the scene to register the component in
  73542. */
  73543. function ShadowGeneratorSceneComponent(scene) {
  73544. /**
  73545. * The component name helpfull to identify the component in the list of scene components.
  73546. */
  73547. this.name = BABYLON.SceneComponentConstants.NAME_SHADOWGENERATOR;
  73548. this.scene = scene;
  73549. }
  73550. /**
  73551. * Registers the component in a given scene
  73552. */
  73553. ShadowGeneratorSceneComponent.prototype.register = function () {
  73554. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_SHADOWGENERATOR, this, this._gatherRenderTargets);
  73555. };
  73556. /**
  73557. * Rebuilds the elements related to this component in case of
  73558. * context lost for instance.
  73559. */
  73560. ShadowGeneratorSceneComponent.prototype.rebuild = function () {
  73561. // Nothing To Do Here.
  73562. };
  73563. /**
  73564. * Serializes the component data to the specified json object
  73565. * @param serializationObject The object to serialize to
  73566. */
  73567. ShadowGeneratorSceneComponent.prototype.serialize = function (serializationObject) {
  73568. // Shadows
  73569. serializationObject.shadowGenerators = [];
  73570. var lights = this.scene.lights;
  73571. for (var _i = 0, lights_1 = lights; _i < lights_1.length; _i++) {
  73572. var light = lights_1[_i];
  73573. var shadowGenerator = light.getShadowGenerator();
  73574. if (shadowGenerator) {
  73575. serializationObject.shadowGenerators.push(shadowGenerator.serialize());
  73576. }
  73577. }
  73578. };
  73579. /**
  73580. * Adds all the element from the container to the scene
  73581. * @param container the container holding the elements
  73582. */
  73583. ShadowGeneratorSceneComponent.prototype.addFromContainer = function (container) {
  73584. // Nothing To Do Here. (directly attached to a light)
  73585. };
  73586. /**
  73587. * Removes all the elements in the container from the scene
  73588. * @param container contains the elements to remove
  73589. */
  73590. ShadowGeneratorSceneComponent.prototype.removeFromContainer = function (container) {
  73591. // Nothing To Do Here. (directly attached to a light)
  73592. };
  73593. /**
  73594. * Rebuilds the elements related to this component in case of
  73595. * context lost for instance.
  73596. */
  73597. ShadowGeneratorSceneComponent.prototype.dispose = function () {
  73598. // Nothing To Do Here.
  73599. };
  73600. ShadowGeneratorSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  73601. // Shadows
  73602. var scene = this.scene;
  73603. if (this.scene.shadowsEnabled) {
  73604. for (var lightIndex = 0; lightIndex < scene.lights.length; lightIndex++) {
  73605. var light = scene.lights[lightIndex];
  73606. var shadowGenerator = light.getShadowGenerator();
  73607. if (light.isEnabled() && light.shadowEnabled && shadowGenerator) {
  73608. var shadowMap = (shadowGenerator.getShadowMap());
  73609. if (scene.textures.indexOf(shadowMap) !== -1) {
  73610. renderTargets.push(shadowMap);
  73611. }
  73612. }
  73613. }
  73614. }
  73615. };
  73616. return ShadowGeneratorSceneComponent;
  73617. }());
  73618. BABYLON.ShadowGeneratorSceneComponent = ShadowGeneratorSceneComponent;
  73619. })(BABYLON || (BABYLON = {}));
  73620. //# sourceMappingURL=babylon.shadowGeneratorSceneComponent.js.map
  73621. var BABYLON;
  73622. (function (BABYLON) {
  73623. var DefaultLoadingScreen = /** @class */ (function () {
  73624. function DefaultLoadingScreen(_renderingCanvas, _loadingText, _loadingDivBackgroundColor) {
  73625. if (_loadingText === void 0) { _loadingText = ""; }
  73626. if (_loadingDivBackgroundColor === void 0) { _loadingDivBackgroundColor = "black"; }
  73627. var _this = this;
  73628. this._renderingCanvas = _renderingCanvas;
  73629. this._loadingText = _loadingText;
  73630. this._loadingDivBackgroundColor = _loadingDivBackgroundColor;
  73631. // Resize
  73632. this._resizeLoadingUI = function () {
  73633. var canvasRect = _this._renderingCanvas.getBoundingClientRect();
  73634. var canvasPositioning = window.getComputedStyle(_this._renderingCanvas).position;
  73635. if (!_this._loadingDiv) {
  73636. return;
  73637. }
  73638. _this._loadingDiv.style.position = (canvasPositioning === "fixed") ? "fixed" : "absolute";
  73639. _this._loadingDiv.style.left = canvasRect.left + "px";
  73640. _this._loadingDiv.style.top = canvasRect.top + "px";
  73641. _this._loadingDiv.style.width = canvasRect.width + "px";
  73642. _this._loadingDiv.style.height = canvasRect.height + "px";
  73643. };
  73644. }
  73645. DefaultLoadingScreen.prototype.displayLoadingUI = function () {
  73646. if (this._loadingDiv) {
  73647. // Do not add a loading screen if there is already one
  73648. return;
  73649. }
  73650. this._loadingDiv = document.createElement("div");
  73651. this._loadingDiv.id = "babylonjsLoadingDiv";
  73652. this._loadingDiv.style.opacity = "0";
  73653. this._loadingDiv.style.transition = "opacity 1.5s ease";
  73654. this._loadingDiv.style.pointerEvents = "none";
  73655. // Loading text
  73656. this._loadingTextDiv = document.createElement("div");
  73657. this._loadingTextDiv.style.position = "absolute";
  73658. this._loadingTextDiv.style.left = "0";
  73659. this._loadingTextDiv.style.top = "50%";
  73660. this._loadingTextDiv.style.marginTop = "80px";
  73661. this._loadingTextDiv.style.width = "100%";
  73662. this._loadingTextDiv.style.height = "20px";
  73663. this._loadingTextDiv.style.fontFamily = "Arial";
  73664. this._loadingTextDiv.style.fontSize = "14px";
  73665. this._loadingTextDiv.style.color = "white";
  73666. this._loadingTextDiv.style.textAlign = "center";
  73667. this._loadingTextDiv.innerHTML = "Loading";
  73668. this._loadingDiv.appendChild(this._loadingTextDiv);
  73669. //set the predefined text
  73670. this._loadingTextDiv.innerHTML = this._loadingText;
  73671. // Generating keyframes
  73672. var style = document.createElement('style');
  73673. style.type = 'text/css';
  73674. 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 }";
  73675. style.innerHTML = keyFrames;
  73676. document.getElementsByTagName('head')[0].appendChild(style);
  73677. // Loading img
  73678. var imgBack = new Image();
  73679. imgBack.src = "data:image/png;base64,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";
  73680. imgBack.style.position = "absolute";
  73681. imgBack.style.left = "50%";
  73682. imgBack.style.top = "50%";
  73683. imgBack.style.marginLeft = "-60px";
  73684. imgBack.style.marginTop = "-60px";
  73685. imgBack.style.animation = "spin1 2s infinite ease-in-out";
  73686. imgBack.style.webkitAnimation = "spin1 2s infinite ease-in-out";
  73687. imgBack.style.transformOrigin = "50% 50%";
  73688. imgBack.style.webkitTransformOrigin = "50% 50%";
  73689. this._loadingDiv.appendChild(imgBack);
  73690. this._resizeLoadingUI();
  73691. window.addEventListener("resize", this._resizeLoadingUI);
  73692. this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;
  73693. document.body.appendChild(this._loadingDiv);
  73694. this._loadingDiv.style.opacity = "1";
  73695. };
  73696. DefaultLoadingScreen.prototype.hideLoadingUI = function () {
  73697. var _this = this;
  73698. if (!this._loadingDiv) {
  73699. return;
  73700. }
  73701. var onTransitionEnd = function () {
  73702. if (!_this._loadingDiv) {
  73703. return;
  73704. }
  73705. document.body.removeChild(_this._loadingDiv);
  73706. window.removeEventListener("resize", _this._resizeLoadingUI);
  73707. _this._loadingDiv = null;
  73708. };
  73709. this._loadingDiv.style.opacity = "0";
  73710. this._loadingDiv.addEventListener("transitionend", onTransitionEnd);
  73711. };
  73712. Object.defineProperty(DefaultLoadingScreen.prototype, "loadingUIText", {
  73713. set: function (text) {
  73714. this._loadingText = text;
  73715. if (this._loadingTextDiv) {
  73716. this._loadingTextDiv.innerHTML = this._loadingText;
  73717. }
  73718. },
  73719. enumerable: true,
  73720. configurable: true
  73721. });
  73722. Object.defineProperty(DefaultLoadingScreen.prototype, "loadingUIBackgroundColor", {
  73723. get: function () {
  73724. return this._loadingDivBackgroundColor;
  73725. },
  73726. set: function (color) {
  73727. this._loadingDivBackgroundColor = color;
  73728. if (!this._loadingDiv) {
  73729. return;
  73730. }
  73731. this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;
  73732. },
  73733. enumerable: true,
  73734. configurable: true
  73735. });
  73736. return DefaultLoadingScreen;
  73737. }());
  73738. BABYLON.DefaultLoadingScreen = DefaultLoadingScreen;
  73739. })(BABYLON || (BABYLON = {}));
  73740. //# sourceMappingURL=babylon.loadingScreen.js.map
  73741. var BABYLON;
  73742. (function (BABYLON) {
  73743. var SceneLoaderProgressEvent = /** @class */ (function () {
  73744. function SceneLoaderProgressEvent(lengthComputable, loaded, total) {
  73745. this.lengthComputable = lengthComputable;
  73746. this.loaded = loaded;
  73747. this.total = total;
  73748. }
  73749. SceneLoaderProgressEvent.FromProgressEvent = function (event) {
  73750. return new SceneLoaderProgressEvent(event.lengthComputable, event.loaded, event.total);
  73751. };
  73752. return SceneLoaderProgressEvent;
  73753. }());
  73754. BABYLON.SceneLoaderProgressEvent = SceneLoaderProgressEvent;
  73755. var SceneLoader = /** @class */ (function () {
  73756. function SceneLoader() {
  73757. }
  73758. Object.defineProperty(SceneLoader, "NO_LOGGING", {
  73759. get: function () {
  73760. return 0;
  73761. },
  73762. enumerable: true,
  73763. configurable: true
  73764. });
  73765. Object.defineProperty(SceneLoader, "MINIMAL_LOGGING", {
  73766. get: function () {
  73767. return 1;
  73768. },
  73769. enumerable: true,
  73770. configurable: true
  73771. });
  73772. Object.defineProperty(SceneLoader, "SUMMARY_LOGGING", {
  73773. get: function () {
  73774. return 2;
  73775. },
  73776. enumerable: true,
  73777. configurable: true
  73778. });
  73779. Object.defineProperty(SceneLoader, "DETAILED_LOGGING", {
  73780. get: function () {
  73781. return 3;
  73782. },
  73783. enumerable: true,
  73784. configurable: true
  73785. });
  73786. Object.defineProperty(SceneLoader, "ForceFullSceneLoadingForIncremental", {
  73787. get: function () {
  73788. return SceneLoader._ForceFullSceneLoadingForIncremental;
  73789. },
  73790. set: function (value) {
  73791. SceneLoader._ForceFullSceneLoadingForIncremental = value;
  73792. },
  73793. enumerable: true,
  73794. configurable: true
  73795. });
  73796. Object.defineProperty(SceneLoader, "ShowLoadingScreen", {
  73797. get: function () {
  73798. return SceneLoader._ShowLoadingScreen;
  73799. },
  73800. set: function (value) {
  73801. SceneLoader._ShowLoadingScreen = value;
  73802. },
  73803. enumerable: true,
  73804. configurable: true
  73805. });
  73806. Object.defineProperty(SceneLoader, "loggingLevel", {
  73807. get: function () {
  73808. return SceneLoader._loggingLevel;
  73809. },
  73810. set: function (value) {
  73811. SceneLoader._loggingLevel = value;
  73812. },
  73813. enumerable: true,
  73814. configurable: true
  73815. });
  73816. Object.defineProperty(SceneLoader, "CleanBoneMatrixWeights", {
  73817. get: function () {
  73818. return SceneLoader._CleanBoneMatrixWeights;
  73819. },
  73820. set: function (value) {
  73821. SceneLoader._CleanBoneMatrixWeights = value;
  73822. },
  73823. enumerable: true,
  73824. configurable: true
  73825. });
  73826. SceneLoader._getDefaultPlugin = function () {
  73827. return SceneLoader._registeredPlugins[".babylon"];
  73828. };
  73829. SceneLoader._getPluginForExtension = function (extension) {
  73830. var registeredPlugin = SceneLoader._registeredPlugins[extension];
  73831. if (registeredPlugin) {
  73832. return registeredPlugin;
  73833. }
  73834. 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");
  73835. return SceneLoader._getDefaultPlugin();
  73836. };
  73837. SceneLoader._getPluginForDirectLoad = function (data) {
  73838. for (var extension in SceneLoader._registeredPlugins) {
  73839. var plugin = SceneLoader._registeredPlugins[extension].plugin;
  73840. if (plugin.canDirectLoad && plugin.canDirectLoad(data)) {
  73841. return SceneLoader._registeredPlugins[extension];
  73842. }
  73843. }
  73844. return SceneLoader._getDefaultPlugin();
  73845. };
  73846. SceneLoader._getPluginForFilename = function (sceneFilename) {
  73847. var queryStringPosition = sceneFilename.indexOf("?");
  73848. if (queryStringPosition !== -1) {
  73849. sceneFilename = sceneFilename.substring(0, queryStringPosition);
  73850. }
  73851. var dotPosition = sceneFilename.lastIndexOf(".");
  73852. var extension = sceneFilename.substring(dotPosition, sceneFilename.length).toLowerCase();
  73853. return SceneLoader._getPluginForExtension(extension);
  73854. };
  73855. // use babylon file loader directly if sceneFilename is prefixed with "data:"
  73856. SceneLoader._getDirectLoad = function (sceneFilename) {
  73857. if (sceneFilename.substr(0, 5) === "data:") {
  73858. return sceneFilename.substr(5);
  73859. }
  73860. return null;
  73861. };
  73862. SceneLoader._loadData = function (fileInfo, scene, onSuccess, onProgress, onError, onDispose, pluginExtension) {
  73863. var directLoad = SceneLoader._getDirectLoad(fileInfo.name);
  73864. var registeredPlugin = pluginExtension ? SceneLoader._getPluginForExtension(pluginExtension) : (directLoad ? SceneLoader._getPluginForDirectLoad(fileInfo.name) : SceneLoader._getPluginForFilename(fileInfo.name));
  73865. var plugin;
  73866. if (registeredPlugin.plugin.createPlugin) {
  73867. plugin = registeredPlugin.plugin.createPlugin();
  73868. }
  73869. else {
  73870. plugin = registeredPlugin.plugin;
  73871. }
  73872. var useArrayBuffer = registeredPlugin.isBinary;
  73873. var database;
  73874. SceneLoader.OnPluginActivatedObservable.notifyObservers(plugin);
  73875. var dataCallback = function (data, responseURL) {
  73876. if (scene.isDisposed) {
  73877. onError("Scene has been disposed");
  73878. return;
  73879. }
  73880. scene.database = database;
  73881. onSuccess(plugin, data, responseURL);
  73882. };
  73883. var request = null;
  73884. var pluginDisposed = false;
  73885. var onDisposeObservable = plugin.onDisposeObservable;
  73886. if (onDisposeObservable) {
  73887. onDisposeObservable.add(function () {
  73888. pluginDisposed = true;
  73889. if (request) {
  73890. request.abort();
  73891. request = null;
  73892. }
  73893. onDispose();
  73894. });
  73895. }
  73896. var manifestChecked = function () {
  73897. if (pluginDisposed) {
  73898. return;
  73899. }
  73900. request = BABYLON.Tools.LoadFile(fileInfo.url, dataCallback, onProgress ? function (event) {
  73901. onProgress(SceneLoaderProgressEvent.FromProgressEvent(event));
  73902. } : undefined, database, useArrayBuffer, function (request, exception) {
  73903. onError("Failed to load scene." + (exception ? " " + exception.message : ""), exception);
  73904. });
  73905. };
  73906. if (directLoad) {
  73907. dataCallback(directLoad);
  73908. return plugin;
  73909. }
  73910. if (fileInfo.rootUrl.indexOf("file:") === -1) {
  73911. var engine = scene.getEngine();
  73912. var canUseOfflineSupport = engine.enableOfflineSupport;
  73913. if (canUseOfflineSupport) {
  73914. // Also check for exceptions
  73915. var exceptionFound = false;
  73916. for (var _i = 0, _a = scene.disableOfflineSupportExceptionRules; _i < _a.length; _i++) {
  73917. var regex = _a[_i];
  73918. if (regex.test(fileInfo.url)) {
  73919. exceptionFound = true;
  73920. break;
  73921. }
  73922. }
  73923. canUseOfflineSupport = !exceptionFound;
  73924. }
  73925. if (canUseOfflineSupport) {
  73926. // Checking if a manifest file has been set for this scene and if offline mode has been requested
  73927. database = new BABYLON.Database(fileInfo.url, manifestChecked, engine.disableManifestCheck);
  73928. }
  73929. else {
  73930. manifestChecked();
  73931. }
  73932. }
  73933. // Loading file from disk via input file or drag'n'drop
  73934. else {
  73935. var file = BABYLON.FilesInput.FilesToLoad[fileInfo.name.toLowerCase()];
  73936. if (file) {
  73937. request = BABYLON.Tools.ReadFile(file, dataCallback, onProgress, useArrayBuffer);
  73938. }
  73939. else {
  73940. onError("Unable to find file named " + fileInfo.name);
  73941. }
  73942. }
  73943. return plugin;
  73944. };
  73945. SceneLoader._getFileInfo = function (rootUrl, sceneFilename) {
  73946. var url;
  73947. var name;
  73948. if (!sceneFilename) {
  73949. url = rootUrl;
  73950. name = BABYLON.Tools.GetFilename(rootUrl);
  73951. rootUrl = BABYLON.Tools.GetFolderPath(rootUrl);
  73952. }
  73953. else {
  73954. if (sceneFilename.substr(0, 1) === "/") {
  73955. BABYLON.Tools.Error("Wrong sceneFilename parameter");
  73956. return null;
  73957. }
  73958. url = rootUrl + sceneFilename;
  73959. name = sceneFilename;
  73960. }
  73961. ;
  73962. return {
  73963. url: url,
  73964. rootUrl: rootUrl,
  73965. name: name
  73966. };
  73967. };
  73968. // Public functions
  73969. SceneLoader.GetPluginForExtension = function (extension) {
  73970. return SceneLoader._getPluginForExtension(extension).plugin;
  73971. };
  73972. SceneLoader.IsPluginForExtensionAvailable = function (extension) {
  73973. return !!SceneLoader._registeredPlugins[extension];
  73974. };
  73975. SceneLoader.RegisterPlugin = function (plugin) {
  73976. if (typeof plugin.extensions === "string") {
  73977. var extension = plugin.extensions;
  73978. SceneLoader._registeredPlugins[extension.toLowerCase()] = {
  73979. plugin: plugin,
  73980. isBinary: false
  73981. };
  73982. }
  73983. else {
  73984. var extensions = plugin.extensions;
  73985. Object.keys(extensions).forEach(function (extension) {
  73986. SceneLoader._registeredPlugins[extension.toLowerCase()] = {
  73987. plugin: plugin,
  73988. isBinary: extensions[extension].isBinary
  73989. };
  73990. });
  73991. }
  73992. };
  73993. /**
  73994. * Import meshes into a scene
  73995. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  73996. * @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)
  73997. * @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)
  73998. * @param scene the instance of BABYLON.Scene to append to
  73999. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  74000. * @param onProgress a callback with a progress event for each file being loaded
  74001. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  74002. * @param pluginExtension the extension used to determine the plugin
  74003. * @returns The loaded plugin
  74004. */
  74005. SceneLoader.ImportMesh = function (meshNames, rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension) {
  74006. if (sceneFilename === void 0) { sceneFilename = ""; }
  74007. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  74008. if (onSuccess === void 0) { onSuccess = null; }
  74009. if (onProgress === void 0) { onProgress = null; }
  74010. if (onError === void 0) { onError = null; }
  74011. if (pluginExtension === void 0) { pluginExtension = null; }
  74012. if (!scene) {
  74013. BABYLON.Tools.Error("No scene available to import mesh to");
  74014. return null;
  74015. }
  74016. var fileInfo = SceneLoader._getFileInfo(rootUrl, sceneFilename);
  74017. if (!fileInfo) {
  74018. return null;
  74019. }
  74020. var loadingToken = {};
  74021. scene._addPendingData(loadingToken);
  74022. var disposeHandler = function () {
  74023. scene._removePendingData(loadingToken);
  74024. };
  74025. var errorHandler = function (message, exception) {
  74026. var errorMessage = "Unable to import meshes from " + fileInfo.url + ": " + message;
  74027. if (onError) {
  74028. onError(scene, errorMessage, exception);
  74029. }
  74030. else {
  74031. BABYLON.Tools.Error(errorMessage);
  74032. // should the exception be thrown?
  74033. }
  74034. disposeHandler();
  74035. };
  74036. var progressHandler = onProgress ? function (event) {
  74037. try {
  74038. onProgress(event);
  74039. }
  74040. catch (e) {
  74041. errorHandler("Error in onProgress callback", e);
  74042. }
  74043. } : undefined;
  74044. var successHandler = function (meshes, particleSystems, skeletons, animationGroups) {
  74045. scene.importedMeshesFiles.push(fileInfo.url);
  74046. if (onSuccess) {
  74047. try {
  74048. onSuccess(meshes, particleSystems, skeletons, animationGroups);
  74049. }
  74050. catch (e) {
  74051. errorHandler("Error in onSuccess callback", e);
  74052. }
  74053. }
  74054. scene._removePendingData(loadingToken);
  74055. };
  74056. return SceneLoader._loadData(fileInfo, scene, function (plugin, data, responseURL) {
  74057. if (plugin.rewriteRootURL) {
  74058. fileInfo.rootUrl = plugin.rewriteRootURL(fileInfo.rootUrl, responseURL);
  74059. }
  74060. if (plugin.importMesh) {
  74061. var syncedPlugin = plugin;
  74062. var meshes = new Array();
  74063. var particleSystems = new Array();
  74064. var skeletons = new Array();
  74065. if (!syncedPlugin.importMesh(meshNames, scene, data, fileInfo.rootUrl, meshes, particleSystems, skeletons, errorHandler)) {
  74066. return;
  74067. }
  74068. scene.loadingPluginName = plugin.name;
  74069. successHandler(meshes, particleSystems, skeletons, []);
  74070. }
  74071. else {
  74072. var asyncedPlugin = plugin;
  74073. asyncedPlugin.importMeshAsync(meshNames, scene, data, fileInfo.rootUrl, progressHandler, fileInfo.name).then(function (result) {
  74074. scene.loadingPluginName = plugin.name;
  74075. successHandler(result.meshes, result.particleSystems, result.skeletons, result.animationGroups);
  74076. }).catch(function (error) {
  74077. errorHandler(error.message, error);
  74078. });
  74079. }
  74080. }, progressHandler, errorHandler, disposeHandler, pluginExtension);
  74081. };
  74082. /**
  74083. * Import meshes into a scene
  74084. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  74085. * @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)
  74086. * @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)
  74087. * @param scene the instance of BABYLON.Scene to append to
  74088. * @param onProgress a callback with a progress event for each file being loaded
  74089. * @param pluginExtension the extension used to determine the plugin
  74090. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  74091. */
  74092. SceneLoader.ImportMeshAsync = function (meshNames, rootUrl, sceneFilename, scene, onProgress, pluginExtension) {
  74093. if (sceneFilename === void 0) { sceneFilename = ""; }
  74094. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  74095. if (onProgress === void 0) { onProgress = null; }
  74096. if (pluginExtension === void 0) { pluginExtension = null; }
  74097. return new Promise(function (resolve, reject) {
  74098. SceneLoader.ImportMesh(meshNames, rootUrl, sceneFilename, scene, function (meshes, particleSystems, skeletons, animationGroups) {
  74099. resolve({
  74100. meshes: meshes,
  74101. particleSystems: particleSystems,
  74102. skeletons: skeletons,
  74103. animationGroups: animationGroups
  74104. });
  74105. }, onProgress, function (scene, message, exception) {
  74106. reject(exception || new Error(message));
  74107. }, pluginExtension);
  74108. });
  74109. };
  74110. /**
  74111. * Load a scene
  74112. * @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)
  74113. * @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)
  74114. * @param engine is the instance of BABYLON.Engine to use to create the scene
  74115. * @param onSuccess a callback with the scene when import succeeds
  74116. * @param onProgress a callback with a progress event for each file being loaded
  74117. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  74118. * @param pluginExtension the extension used to determine the plugin
  74119. * @returns The loaded plugin
  74120. */
  74121. SceneLoader.Load = function (rootUrl, sceneFilename, engine, onSuccess, onProgress, onError, pluginExtension) {
  74122. if (onSuccess === void 0) { onSuccess = null; }
  74123. if (onProgress === void 0) { onProgress = null; }
  74124. if (onError === void 0) { onError = null; }
  74125. if (pluginExtension === void 0) { pluginExtension = null; }
  74126. return SceneLoader.Append(rootUrl, sceneFilename, new BABYLON.Scene(engine), onSuccess, onProgress, onError, pluginExtension);
  74127. };
  74128. /**
  74129. * Load a scene
  74130. * @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)
  74131. * @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)
  74132. * @param engine is the instance of BABYLON.Engine to use to create the scene
  74133. * @param onProgress a callback with a progress event for each file being loaded
  74134. * @param pluginExtension the extension used to determine the plugin
  74135. * @returns The loaded scene
  74136. */
  74137. SceneLoader.LoadAsync = function (rootUrl, sceneFilename, engine, onProgress, pluginExtension) {
  74138. if (onProgress === void 0) { onProgress = null; }
  74139. if (pluginExtension === void 0) { pluginExtension = null; }
  74140. return new Promise(function (resolve, reject) {
  74141. SceneLoader.Load(rootUrl, sceneFilename, engine, function (scene) {
  74142. resolve(scene);
  74143. }, onProgress, function (scene, message, exception) {
  74144. reject(exception || new Error(message));
  74145. }, pluginExtension);
  74146. });
  74147. };
  74148. /**
  74149. * Append a scene
  74150. * @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)
  74151. * @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)
  74152. * @param scene is the instance of BABYLON.Scene to append to
  74153. * @param onSuccess a callback with the scene when import succeeds
  74154. * @param onProgress a callback with a progress event for each file being loaded
  74155. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  74156. * @param pluginExtension the extension used to determine the plugin
  74157. * @returns The loaded plugin
  74158. */
  74159. SceneLoader.Append = function (rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension) {
  74160. if (sceneFilename === void 0) { sceneFilename = ""; }
  74161. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  74162. if (onSuccess === void 0) { onSuccess = null; }
  74163. if (onProgress === void 0) { onProgress = null; }
  74164. if (onError === void 0) { onError = null; }
  74165. if (pluginExtension === void 0) { pluginExtension = null; }
  74166. if (!scene) {
  74167. BABYLON.Tools.Error("No scene available to append to");
  74168. return null;
  74169. }
  74170. var fileInfo = SceneLoader._getFileInfo(rootUrl, sceneFilename);
  74171. if (!fileInfo) {
  74172. return null;
  74173. }
  74174. if (SceneLoader.ShowLoadingScreen) {
  74175. scene.getEngine().displayLoadingUI();
  74176. }
  74177. var loadingToken = {};
  74178. scene._addPendingData(loadingToken);
  74179. var disposeHandler = function () {
  74180. scene._removePendingData(loadingToken);
  74181. scene.getEngine().hideLoadingUI();
  74182. };
  74183. var errorHandler = function (message, exception) {
  74184. var errorMessage = "Unable to load from " + fileInfo.url + (message ? ": " + message : "");
  74185. if (onError) {
  74186. onError(scene, errorMessage, exception);
  74187. }
  74188. else {
  74189. BABYLON.Tools.Error(errorMessage);
  74190. // should the exception be thrown?
  74191. }
  74192. disposeHandler();
  74193. };
  74194. var progressHandler = onProgress ? function (event) {
  74195. try {
  74196. onProgress(event);
  74197. }
  74198. catch (e) {
  74199. errorHandler("Error in onProgress callback", e);
  74200. }
  74201. } : undefined;
  74202. var successHandler = function () {
  74203. if (onSuccess) {
  74204. try {
  74205. onSuccess(scene);
  74206. }
  74207. catch (e) {
  74208. errorHandler("Error in onSuccess callback", e);
  74209. }
  74210. }
  74211. scene._removePendingData(loadingToken);
  74212. };
  74213. return SceneLoader._loadData(fileInfo, scene, function (plugin, data, responseURL) {
  74214. if (plugin.load) {
  74215. var syncedPlugin = plugin;
  74216. if (!syncedPlugin.load(scene, data, fileInfo.rootUrl, errorHandler)) {
  74217. return;
  74218. }
  74219. scene.loadingPluginName = plugin.name;
  74220. successHandler();
  74221. }
  74222. else {
  74223. var asyncedPlugin = plugin;
  74224. asyncedPlugin.loadAsync(scene, data, fileInfo.rootUrl, progressHandler, fileInfo.name).then(function () {
  74225. scene.loadingPluginName = plugin.name;
  74226. successHandler();
  74227. }).catch(function (error) {
  74228. errorHandler(error.message, error);
  74229. });
  74230. }
  74231. if (SceneLoader.ShowLoadingScreen) {
  74232. scene.executeWhenReady(function () {
  74233. scene.getEngine().hideLoadingUI();
  74234. });
  74235. }
  74236. }, progressHandler, errorHandler, disposeHandler, pluginExtension);
  74237. };
  74238. /**
  74239. * Append a scene
  74240. * @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)
  74241. * @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)
  74242. * @param scene is the instance of BABYLON.Scene to append to
  74243. * @param onProgress a callback with a progress event for each file being loaded
  74244. * @param pluginExtension the extension used to determine the plugin
  74245. * @returns The given scene
  74246. */
  74247. SceneLoader.AppendAsync = function (rootUrl, sceneFilename, scene, onProgress, pluginExtension) {
  74248. if (sceneFilename === void 0) { sceneFilename = ""; }
  74249. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  74250. if (onProgress === void 0) { onProgress = null; }
  74251. if (pluginExtension === void 0) { pluginExtension = null; }
  74252. return new Promise(function (resolve, reject) {
  74253. SceneLoader.Append(rootUrl, sceneFilename, scene, function (scene) {
  74254. resolve(scene);
  74255. }, onProgress, function (scene, message, exception) {
  74256. reject(exception || new Error(message));
  74257. }, pluginExtension);
  74258. });
  74259. };
  74260. /**
  74261. * Load a scene into an asset container
  74262. * @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)
  74263. * @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)
  74264. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  74265. * @param onSuccess a callback with the scene when import succeeds
  74266. * @param onProgress a callback with a progress event for each file being loaded
  74267. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  74268. * @param pluginExtension the extension used to determine the plugin
  74269. * @returns The loaded plugin
  74270. */
  74271. SceneLoader.LoadAssetContainer = function (rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension) {
  74272. if (sceneFilename === void 0) { sceneFilename = ""; }
  74273. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  74274. if (onSuccess === void 0) { onSuccess = null; }
  74275. if (onProgress === void 0) { onProgress = null; }
  74276. if (onError === void 0) { onError = null; }
  74277. if (pluginExtension === void 0) { pluginExtension = null; }
  74278. if (!scene) {
  74279. BABYLON.Tools.Error("No scene available to load asset container to");
  74280. return null;
  74281. }
  74282. var fileInfo = SceneLoader._getFileInfo(rootUrl, sceneFilename);
  74283. if (!fileInfo) {
  74284. return null;
  74285. }
  74286. var loadingToken = {};
  74287. scene._addPendingData(loadingToken);
  74288. var disposeHandler = function () {
  74289. scene._removePendingData(loadingToken);
  74290. };
  74291. var errorHandler = function (message, exception) {
  74292. var errorMessage = "Unable to load assets from " + fileInfo.url + (message ? ": " + message : "");
  74293. if (onError) {
  74294. onError(scene, errorMessage, exception);
  74295. }
  74296. else {
  74297. BABYLON.Tools.Error(errorMessage);
  74298. // should the exception be thrown?
  74299. }
  74300. disposeHandler();
  74301. };
  74302. var progressHandler = onProgress ? function (event) {
  74303. try {
  74304. onProgress(event);
  74305. }
  74306. catch (e) {
  74307. errorHandler("Error in onProgress callback", e);
  74308. }
  74309. } : undefined;
  74310. var successHandler = function (assets) {
  74311. if (onSuccess) {
  74312. try {
  74313. onSuccess(assets);
  74314. }
  74315. catch (e) {
  74316. errorHandler("Error in onSuccess callback", e);
  74317. }
  74318. }
  74319. scene._removePendingData(loadingToken);
  74320. };
  74321. return SceneLoader._loadData(fileInfo, scene, function (plugin, data, responseURL) {
  74322. if (plugin.loadAssetContainer) {
  74323. var syncedPlugin = plugin;
  74324. var assetContainer = syncedPlugin.loadAssetContainer(scene, data, fileInfo.rootUrl, errorHandler);
  74325. if (!assetContainer) {
  74326. return;
  74327. }
  74328. scene.loadingPluginName = plugin.name;
  74329. successHandler(assetContainer);
  74330. }
  74331. else if (plugin.loadAssetContainerAsync) {
  74332. var asyncedPlugin = plugin;
  74333. asyncedPlugin.loadAssetContainerAsync(scene, data, fileInfo.rootUrl, progressHandler, fileInfo.name).then(function (assetContainer) {
  74334. scene.loadingPluginName = plugin.name;
  74335. successHandler(assetContainer);
  74336. }).catch(function (error) {
  74337. errorHandler(error.message, error);
  74338. });
  74339. }
  74340. else {
  74341. errorHandler("LoadAssetContainer is not supported by this plugin. Plugin did not provide a loadAssetContainer or loadAssetContainerAsync method.");
  74342. }
  74343. if (SceneLoader.ShowLoadingScreen) {
  74344. scene.executeWhenReady(function () {
  74345. scene.getEngine().hideLoadingUI();
  74346. });
  74347. }
  74348. }, progressHandler, errorHandler, disposeHandler, pluginExtension);
  74349. };
  74350. /**
  74351. * Load a scene into an asset container
  74352. * @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)
  74353. * @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)
  74354. * @param scene is the instance of BABYLON.Scene to append to
  74355. * @param onProgress a callback with a progress event for each file being loaded
  74356. * @param pluginExtension the extension used to determine the plugin
  74357. * @returns The loaded asset container
  74358. */
  74359. SceneLoader.LoadAssetContainerAsync = function (rootUrl, sceneFilename, scene, onProgress, pluginExtension) {
  74360. if (sceneFilename === void 0) { sceneFilename = ""; }
  74361. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  74362. if (onProgress === void 0) { onProgress = null; }
  74363. if (pluginExtension === void 0) { pluginExtension = null; }
  74364. return new Promise(function (resolve, reject) {
  74365. SceneLoader.LoadAssetContainer(rootUrl, sceneFilename, scene, function (assetContainer) {
  74366. resolve(assetContainer);
  74367. }, onProgress, function (scene, message, exception) {
  74368. reject(exception || new Error(message));
  74369. }, pluginExtension);
  74370. });
  74371. };
  74372. // Flags
  74373. SceneLoader._ForceFullSceneLoadingForIncremental = false;
  74374. SceneLoader._ShowLoadingScreen = true;
  74375. SceneLoader._CleanBoneMatrixWeights = false;
  74376. SceneLoader._loggingLevel = SceneLoader.NO_LOGGING;
  74377. // Members
  74378. SceneLoader.OnPluginActivatedObservable = new BABYLON.Observable();
  74379. SceneLoader._registeredPlugins = {};
  74380. return SceneLoader;
  74381. }());
  74382. BABYLON.SceneLoader = SceneLoader;
  74383. ;
  74384. })(BABYLON || (BABYLON = {}));
  74385. //# sourceMappingURL=babylon.sceneLoader.js.map
  74386. var BABYLON;
  74387. (function (BABYLON) {
  74388. var parseMaterialById = function (id, parsedData, scene, rootUrl) {
  74389. for (var index = 0, cache = parsedData.materials.length; index < cache; index++) {
  74390. var parsedMaterial = parsedData.materials[index];
  74391. if (parsedMaterial.id === id) {
  74392. return BABYLON.Material.Parse(parsedMaterial, scene, rootUrl);
  74393. }
  74394. }
  74395. return null;
  74396. };
  74397. var isDescendantOf = function (mesh, names, hierarchyIds) {
  74398. for (var i in names) {
  74399. if (mesh.name === names[i]) {
  74400. hierarchyIds.push(mesh.id);
  74401. return true;
  74402. }
  74403. }
  74404. if (mesh.parentId && hierarchyIds.indexOf(mesh.parentId) !== -1) {
  74405. hierarchyIds.push(mesh.id);
  74406. return true;
  74407. }
  74408. return false;
  74409. };
  74410. var logOperation = function (operation, producer) {
  74411. return operation + " of " + (producer ? producer.file + " from " + producer.name + " version: " + producer.version + ", exporter version: " + producer.exporter_version : "unknown");
  74412. };
  74413. var loadAssetContainer = function (scene, data, rootUrl, onError, addToScene) {
  74414. if (addToScene === void 0) { addToScene = false; }
  74415. var container = new BABYLON.AssetContainer(scene);
  74416. // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
  74417. // when SceneLoader.debugLogging = true (default), or exception encountered.
  74418. // Everything stored in var log instead of writing separate lines to support only writing in exception,
  74419. // and avoid problems with multiple concurrent .babylon loads.
  74420. var log = "importScene has failed JSON parse";
  74421. try {
  74422. var parsedData = JSON.parse(data);
  74423. log = "";
  74424. var fullDetails = BABYLON.SceneLoader.loggingLevel === BABYLON.SceneLoader.DETAILED_LOGGING;
  74425. var index;
  74426. var cache;
  74427. // Lights
  74428. if (parsedData.lights !== undefined && parsedData.lights !== null) {
  74429. for (index = 0, cache = parsedData.lights.length; index < cache; index++) {
  74430. var parsedLight = parsedData.lights[index];
  74431. var light = BABYLON.Light.Parse(parsedLight, scene);
  74432. if (light) {
  74433. container.lights.push(light);
  74434. log += (index === 0 ? "\n\tLights:" : "");
  74435. log += "\n\t\t" + light.toString(fullDetails);
  74436. }
  74437. }
  74438. }
  74439. // Animations
  74440. if (parsedData.animations !== undefined && parsedData.animations !== null) {
  74441. for (index = 0, cache = parsedData.animations.length; index < cache; index++) {
  74442. var parsedAnimation = parsedData.animations[index];
  74443. var animation = BABYLON.Animation.Parse(parsedAnimation);
  74444. scene.animations.push(animation);
  74445. container.animations.push(animation);
  74446. log += (index === 0 ? "\n\tAnimations:" : "");
  74447. log += "\n\t\t" + animation.toString(fullDetails);
  74448. }
  74449. }
  74450. // Materials
  74451. if (parsedData.materials !== undefined && parsedData.materials !== null) {
  74452. for (index = 0, cache = parsedData.materials.length; index < cache; index++) {
  74453. var parsedMaterial = parsedData.materials[index];
  74454. var mat = BABYLON.Material.Parse(parsedMaterial, scene, rootUrl);
  74455. container.materials.push(mat);
  74456. log += (index === 0 ? "\n\tMaterials:" : "");
  74457. log += "\n\t\t" + mat.toString(fullDetails);
  74458. }
  74459. }
  74460. if (parsedData.multiMaterials !== undefined && parsedData.multiMaterials !== null) {
  74461. for (index = 0, cache = parsedData.multiMaterials.length; index < cache; index++) {
  74462. var parsedMultiMaterial = parsedData.multiMaterials[index];
  74463. var mmat = BABYLON.Material.ParseMultiMaterial(parsedMultiMaterial, scene);
  74464. container.multiMaterials.push(mmat);
  74465. log += (index === 0 ? "\n\tMultiMaterials:" : "");
  74466. log += "\n\t\t" + mmat.toString(fullDetails);
  74467. }
  74468. }
  74469. // Morph targets
  74470. if (parsedData.morphTargetManagers !== undefined && parsedData.morphTargetManagers !== null) {
  74471. for (var _i = 0, _a = parsedData.morphTargetManagers; _i < _a.length; _i++) {
  74472. var managerData = _a[_i];
  74473. container.morphTargetManagers.push(BABYLON.MorphTargetManager.Parse(managerData, scene));
  74474. }
  74475. }
  74476. // Skeletons
  74477. if (parsedData.skeletons !== undefined && parsedData.skeletons !== null) {
  74478. for (index = 0, cache = parsedData.skeletons.length; index < cache; index++) {
  74479. var parsedSkeleton = parsedData.skeletons[index];
  74480. var skeleton = BABYLON.Skeleton.Parse(parsedSkeleton, scene);
  74481. container.skeletons.push(skeleton);
  74482. log += (index === 0 ? "\n\tSkeletons:" : "");
  74483. log += "\n\t\t" + skeleton.toString(fullDetails);
  74484. }
  74485. }
  74486. // Geometries
  74487. var geometries = parsedData.geometries;
  74488. if (geometries !== undefined && geometries !== null) {
  74489. var addedGeometry = new Array();
  74490. // Boxes
  74491. var boxes = geometries.boxes;
  74492. if (boxes !== undefined && boxes !== null) {
  74493. for (index = 0, cache = boxes.length; index < cache; index++) {
  74494. var parsedBox = boxes[index];
  74495. addedGeometry.push(BABYLON.BoxGeometry.Parse(parsedBox, scene));
  74496. }
  74497. }
  74498. // Spheres
  74499. var spheres = geometries.spheres;
  74500. if (spheres !== undefined && spheres !== null) {
  74501. for (index = 0, cache = spheres.length; index < cache; index++) {
  74502. var parsedSphere = spheres[index];
  74503. addedGeometry.push(BABYLON.SphereGeometry.Parse(parsedSphere, scene));
  74504. }
  74505. }
  74506. // Cylinders
  74507. var cylinders = geometries.cylinders;
  74508. if (cylinders !== undefined && cylinders !== null) {
  74509. for (index = 0, cache = cylinders.length; index < cache; index++) {
  74510. var parsedCylinder = cylinders[index];
  74511. addedGeometry.push(BABYLON.CylinderGeometry.Parse(parsedCylinder, scene));
  74512. }
  74513. }
  74514. // Toruses
  74515. var toruses = geometries.toruses;
  74516. if (toruses !== undefined && toruses !== null) {
  74517. for (index = 0, cache = toruses.length; index < cache; index++) {
  74518. var parsedTorus = toruses[index];
  74519. addedGeometry.push(BABYLON.TorusGeometry.Parse(parsedTorus, scene));
  74520. }
  74521. }
  74522. // Grounds
  74523. var grounds = geometries.grounds;
  74524. if (grounds !== undefined && grounds !== null) {
  74525. for (index = 0, cache = grounds.length; index < cache; index++) {
  74526. var parsedGround = grounds[index];
  74527. addedGeometry.push(BABYLON.GroundGeometry.Parse(parsedGround, scene));
  74528. }
  74529. }
  74530. // Planes
  74531. var planes = geometries.planes;
  74532. if (planes !== undefined && planes !== null) {
  74533. for (index = 0, cache = planes.length; index < cache; index++) {
  74534. var parsedPlane = planes[index];
  74535. addedGeometry.push(BABYLON.PlaneGeometry.Parse(parsedPlane, scene));
  74536. }
  74537. }
  74538. // TorusKnots
  74539. var torusKnots = geometries.torusKnots;
  74540. if (torusKnots !== undefined && torusKnots !== null) {
  74541. for (index = 0, cache = torusKnots.length; index < cache; index++) {
  74542. var parsedTorusKnot = torusKnots[index];
  74543. addedGeometry.push(BABYLON.TorusKnotGeometry.Parse(parsedTorusKnot, scene));
  74544. }
  74545. }
  74546. // VertexData
  74547. var vertexData = geometries.vertexData;
  74548. if (vertexData !== undefined && vertexData !== null) {
  74549. for (index = 0, cache = vertexData.length; index < cache; index++) {
  74550. var parsedVertexData = vertexData[index];
  74551. addedGeometry.push(BABYLON.Geometry.Parse(parsedVertexData, scene, rootUrl));
  74552. }
  74553. }
  74554. addedGeometry.forEach(function (g) {
  74555. if (g) {
  74556. container.geometries.push(g);
  74557. }
  74558. });
  74559. }
  74560. // Transform nodes
  74561. if (parsedData.transformNodes !== undefined && parsedData.transformNodes !== null) {
  74562. for (index = 0, cache = parsedData.transformNodes.length; index < cache; index++) {
  74563. var parsedTransformNode = parsedData.transformNodes[index];
  74564. var node = BABYLON.TransformNode.Parse(parsedTransformNode, scene, rootUrl);
  74565. container.transformNodes.push(node);
  74566. }
  74567. }
  74568. // Meshes
  74569. if (parsedData.meshes !== undefined && parsedData.meshes !== null) {
  74570. for (index = 0, cache = parsedData.meshes.length; index < cache; index++) {
  74571. var parsedMesh = parsedData.meshes[index];
  74572. var mesh = BABYLON.Mesh.Parse(parsedMesh, scene, rootUrl);
  74573. container.meshes.push(mesh);
  74574. log += (index === 0 ? "\n\tMeshes:" : "");
  74575. log += "\n\t\t" + mesh.toString(fullDetails);
  74576. }
  74577. }
  74578. // Cameras
  74579. if (parsedData.cameras !== undefined && parsedData.cameras !== null) {
  74580. for (index = 0, cache = parsedData.cameras.length; index < cache; index++) {
  74581. var parsedCamera = parsedData.cameras[index];
  74582. var camera = BABYLON.Camera.Parse(parsedCamera, scene);
  74583. container.cameras.push(camera);
  74584. log += (index === 0 ? "\n\tCameras:" : "");
  74585. log += "\n\t\t" + camera.toString(fullDetails);
  74586. }
  74587. }
  74588. // Animation Groups
  74589. if (parsedData.animationGroups !== undefined && parsedData.animationGroups !== null) {
  74590. for (index = 0, cache = parsedData.animationGroups.length; index < cache; index++) {
  74591. var parsedAnimationGroup = parsedData.animationGroups[index];
  74592. var animationGroup = BABYLON.AnimationGroup.Parse(parsedAnimationGroup, scene);
  74593. container.animationGroups.push(animationGroup);
  74594. log += (index === 0 ? "\n\tAnimationGroups:" : "");
  74595. log += "\n\t\t" + animationGroup.toString(fullDetails);
  74596. }
  74597. }
  74598. // Browsing all the graph to connect the dots
  74599. for (index = 0, cache = scene.cameras.length; index < cache; index++) {
  74600. var camera = scene.cameras[index];
  74601. if (camera._waitingParentId) {
  74602. camera.parent = scene.getLastEntryByID(camera._waitingParentId);
  74603. camera._waitingParentId = null;
  74604. }
  74605. }
  74606. for (index = 0, cache = scene.lights.length; index < cache; index++) {
  74607. var light_1 = scene.lights[index];
  74608. if (light_1 && light_1._waitingParentId) {
  74609. light_1.parent = scene.getLastEntryByID(light_1._waitingParentId);
  74610. light_1._waitingParentId = null;
  74611. }
  74612. }
  74613. // Connect parents & children and parse actions
  74614. for (index = 0, cache = scene.transformNodes.length; index < cache; index++) {
  74615. var transformNode = scene.transformNodes[index];
  74616. if (transformNode._waitingParentId) {
  74617. transformNode.parent = scene.getLastEntryByID(transformNode._waitingParentId);
  74618. transformNode._waitingParentId = null;
  74619. }
  74620. }
  74621. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  74622. var mesh = scene.meshes[index];
  74623. if (mesh._waitingParentId) {
  74624. mesh.parent = scene.getLastEntryByID(mesh._waitingParentId);
  74625. mesh._waitingParentId = null;
  74626. }
  74627. }
  74628. // freeze world matrix application
  74629. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  74630. var currentMesh = scene.meshes[index];
  74631. if (currentMesh._waitingFreezeWorldMatrix) {
  74632. currentMesh.freezeWorldMatrix();
  74633. currentMesh._waitingFreezeWorldMatrix = null;
  74634. }
  74635. else {
  74636. currentMesh.computeWorldMatrix(true);
  74637. }
  74638. }
  74639. // Lights exclusions / inclusions
  74640. for (index = 0, cache = scene.lights.length; index < cache; index++) {
  74641. var light_2 = scene.lights[index];
  74642. // Excluded check
  74643. if (light_2._excludedMeshesIds.length > 0) {
  74644. for (var excludedIndex = 0; excludedIndex < light_2._excludedMeshesIds.length; excludedIndex++) {
  74645. var excludedMesh = scene.getMeshByID(light_2._excludedMeshesIds[excludedIndex]);
  74646. if (excludedMesh) {
  74647. light_2.excludedMeshes.push(excludedMesh);
  74648. }
  74649. }
  74650. light_2._excludedMeshesIds = [];
  74651. }
  74652. // Included check
  74653. if (light_2._includedOnlyMeshesIds.length > 0) {
  74654. for (var includedOnlyIndex = 0; includedOnlyIndex < light_2._includedOnlyMeshesIds.length; includedOnlyIndex++) {
  74655. var includedOnlyMesh = scene.getMeshByID(light_2._includedOnlyMeshesIds[includedOnlyIndex]);
  74656. if (includedOnlyMesh) {
  74657. light_2.includedOnlyMeshes.push(includedOnlyMesh);
  74658. }
  74659. }
  74660. light_2._includedOnlyMeshesIds = [];
  74661. }
  74662. }
  74663. BABYLON.AbstractScene.Parse(parsedData, scene, container, rootUrl);
  74664. // Actions (scene) Done last as it can access other objects.
  74665. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  74666. var mesh = scene.meshes[index];
  74667. if (mesh._waitingActions) {
  74668. BABYLON.ActionManager.Parse(mesh._waitingActions, mesh, scene);
  74669. mesh._waitingActions = null;
  74670. }
  74671. }
  74672. if (parsedData.actions !== undefined && parsedData.actions !== null) {
  74673. BABYLON.ActionManager.Parse(parsedData.actions, null, scene);
  74674. }
  74675. if (!addToScene) {
  74676. container.removeAllFromScene();
  74677. }
  74678. }
  74679. catch (err) {
  74680. var msg = logOperation("loadAssets", parsedData ? parsedData.producer : "Unknown") + log;
  74681. if (onError) {
  74682. onError(msg, err);
  74683. }
  74684. else {
  74685. BABYLON.Tools.Log(msg);
  74686. throw err;
  74687. }
  74688. }
  74689. finally {
  74690. if (log !== null && BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.NO_LOGGING) {
  74691. BABYLON.Tools.Log(logOperation("loadAssets", parsedData ? parsedData.producer : "Unknown") + (BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.MINIMAL_LOGGING ? log : ""));
  74692. }
  74693. }
  74694. return container;
  74695. };
  74696. BABYLON.SceneLoader.RegisterPlugin({
  74697. name: "babylon.js",
  74698. extensions: ".babylon",
  74699. canDirectLoad: function (data) {
  74700. if (data.indexOf("babylon") !== -1) { // We consider that the producer string is filled
  74701. return true;
  74702. }
  74703. return false;
  74704. },
  74705. importMesh: function (meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons, onError) {
  74706. // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
  74707. // when SceneLoader.debugLogging = true (default), or exception encountered.
  74708. // Everything stored in var log instead of writing separate lines to support only writing in exception,
  74709. // and avoid problems with multiple concurrent .babylon loads.
  74710. var log = "importMesh has failed JSON parse";
  74711. try {
  74712. var parsedData = JSON.parse(data);
  74713. log = "";
  74714. var fullDetails = BABYLON.SceneLoader.loggingLevel === BABYLON.SceneLoader.DETAILED_LOGGING;
  74715. if (!meshesNames) {
  74716. meshesNames = null;
  74717. }
  74718. else if (!Array.isArray(meshesNames)) {
  74719. meshesNames = [meshesNames];
  74720. }
  74721. var hierarchyIds = new Array();
  74722. if (parsedData.meshes !== undefined && parsedData.meshes !== null) {
  74723. var loadedSkeletonsIds = [];
  74724. var loadedMaterialsIds = [];
  74725. var index;
  74726. var cache;
  74727. for (index = 0, cache = parsedData.meshes.length; index < cache; index++) {
  74728. var parsedMesh = parsedData.meshes[index];
  74729. if (meshesNames === null || isDescendantOf(parsedMesh, meshesNames, hierarchyIds)) {
  74730. if (meshesNames !== null) {
  74731. // Remove found mesh name from list.
  74732. delete meshesNames[meshesNames.indexOf(parsedMesh.name)];
  74733. }
  74734. //Geometry?
  74735. if (parsedMesh.geometryId !== undefined && parsedMesh.geometryId !== null) {
  74736. //does the file contain geometries?
  74737. if (parsedData.geometries !== undefined && parsedData.geometries !== null) {
  74738. //find the correct geometry and add it to the scene
  74739. var found = false;
  74740. ["boxes", "spheres", "cylinders", "toruses", "grounds", "planes", "torusKnots", "vertexData"].forEach(function (geometryType) {
  74741. if (found === true || !parsedData.geometries[geometryType] || !(Array.isArray(parsedData.geometries[geometryType]))) {
  74742. return;
  74743. }
  74744. else {
  74745. parsedData.geometries[geometryType].forEach(function (parsedGeometryData) {
  74746. if (parsedGeometryData.id === parsedMesh.geometryId) {
  74747. switch (geometryType) {
  74748. case "boxes":
  74749. BABYLON.BoxGeometry.Parse(parsedGeometryData, scene);
  74750. break;
  74751. case "spheres":
  74752. BABYLON.SphereGeometry.Parse(parsedGeometryData, scene);
  74753. break;
  74754. case "cylinders":
  74755. BABYLON.CylinderGeometry.Parse(parsedGeometryData, scene);
  74756. break;
  74757. case "toruses":
  74758. BABYLON.TorusGeometry.Parse(parsedGeometryData, scene);
  74759. break;
  74760. case "grounds":
  74761. BABYLON.GroundGeometry.Parse(parsedGeometryData, scene);
  74762. break;
  74763. case "planes":
  74764. BABYLON.PlaneGeometry.Parse(parsedGeometryData, scene);
  74765. break;
  74766. case "torusKnots":
  74767. BABYLON.TorusKnotGeometry.Parse(parsedGeometryData, scene);
  74768. break;
  74769. case "vertexData":
  74770. BABYLON.Geometry.Parse(parsedGeometryData, scene, rootUrl);
  74771. break;
  74772. }
  74773. found = true;
  74774. }
  74775. });
  74776. }
  74777. });
  74778. if (found === false) {
  74779. BABYLON.Tools.Warn("Geometry not found for mesh " + parsedMesh.id);
  74780. }
  74781. }
  74782. }
  74783. // Material ?
  74784. if (parsedMesh.materialId) {
  74785. var materialFound = (loadedMaterialsIds.indexOf(parsedMesh.materialId) !== -1);
  74786. if (materialFound === false && parsedData.multiMaterials !== undefined && parsedData.multiMaterials !== null) {
  74787. for (var multimatIndex = 0, multimatCache = parsedData.multiMaterials.length; multimatIndex < multimatCache; multimatIndex++) {
  74788. var parsedMultiMaterial = parsedData.multiMaterials[multimatIndex];
  74789. if (parsedMultiMaterial.id === parsedMesh.materialId) {
  74790. for (var matIndex = 0, matCache = parsedMultiMaterial.materials.length; matIndex < matCache; matIndex++) {
  74791. var subMatId = parsedMultiMaterial.materials[matIndex];
  74792. loadedMaterialsIds.push(subMatId);
  74793. var mat = parseMaterialById(subMatId, parsedData, scene, rootUrl);
  74794. if (mat) {
  74795. log += "\n\tMaterial " + mat.toString(fullDetails);
  74796. }
  74797. }
  74798. loadedMaterialsIds.push(parsedMultiMaterial.id);
  74799. var mmat = BABYLON.Material.ParseMultiMaterial(parsedMultiMaterial, scene);
  74800. if (mmat) {
  74801. materialFound = true;
  74802. log += "\n\tMulti-Material " + mmat.toString(fullDetails);
  74803. }
  74804. break;
  74805. }
  74806. }
  74807. }
  74808. if (materialFound === false) {
  74809. loadedMaterialsIds.push(parsedMesh.materialId);
  74810. var mat = parseMaterialById(parsedMesh.materialId, parsedData, scene, rootUrl);
  74811. if (!mat) {
  74812. BABYLON.Tools.Warn("Material not found for mesh " + parsedMesh.id);
  74813. }
  74814. else {
  74815. log += "\n\tMaterial " + mat.toString(fullDetails);
  74816. }
  74817. }
  74818. }
  74819. // Skeleton ?
  74820. if (parsedMesh.skeletonId > -1 && parsedData.skeletons !== undefined && parsedData.skeletons !== null) {
  74821. var skeletonAlreadyLoaded = (loadedSkeletonsIds.indexOf(parsedMesh.skeletonId) > -1);
  74822. if (skeletonAlreadyLoaded === false) {
  74823. for (var skeletonIndex = 0, skeletonCache = parsedData.skeletons.length; skeletonIndex < skeletonCache; skeletonIndex++) {
  74824. var parsedSkeleton = parsedData.skeletons[skeletonIndex];
  74825. if (parsedSkeleton.id === parsedMesh.skeletonId) {
  74826. var skeleton = BABYLON.Skeleton.Parse(parsedSkeleton, scene);
  74827. skeletons.push(skeleton);
  74828. loadedSkeletonsIds.push(parsedSkeleton.id);
  74829. log += "\n\tSkeleton " + skeleton.toString(fullDetails);
  74830. }
  74831. }
  74832. }
  74833. }
  74834. // Morph targets ?
  74835. if (parsedData.morphTargetManagers !== undefined && parsedData.morphTargetManagers !== null) {
  74836. for (var _i = 0, _a = parsedData.morphTargetManagers; _i < _a.length; _i++) {
  74837. var managerData = _a[_i];
  74838. BABYLON.MorphTargetManager.Parse(managerData, scene);
  74839. }
  74840. }
  74841. var mesh = BABYLON.Mesh.Parse(parsedMesh, scene, rootUrl);
  74842. meshes.push(mesh);
  74843. log += "\n\tMesh " + mesh.toString(fullDetails);
  74844. }
  74845. }
  74846. // Connecting parents
  74847. var currentMesh;
  74848. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  74849. currentMesh = scene.meshes[index];
  74850. if (currentMesh._waitingParentId) {
  74851. currentMesh.parent = scene.getLastEntryByID(currentMesh._waitingParentId);
  74852. currentMesh._waitingParentId = null;
  74853. }
  74854. }
  74855. // freeze and compute world matrix application
  74856. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  74857. currentMesh = scene.meshes[index];
  74858. if (currentMesh._waitingFreezeWorldMatrix) {
  74859. currentMesh.freezeWorldMatrix();
  74860. currentMesh._waitingFreezeWorldMatrix = null;
  74861. }
  74862. else {
  74863. currentMesh.computeWorldMatrix(true);
  74864. }
  74865. }
  74866. }
  74867. // Particles
  74868. if (parsedData.particleSystems !== undefined && parsedData.particleSystems !== null) {
  74869. var parser = BABYLON.AbstractScene.GetIndividualParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM);
  74870. if (parser) {
  74871. for (index = 0, cache = parsedData.particleSystems.length; index < cache; index++) {
  74872. var parsedParticleSystem = parsedData.particleSystems[index];
  74873. if (hierarchyIds.indexOf(parsedParticleSystem.emitterId) !== -1) {
  74874. particleSystems.push(parser(parsedParticleSystem, scene, rootUrl));
  74875. }
  74876. }
  74877. }
  74878. }
  74879. return true;
  74880. }
  74881. catch (err) {
  74882. var msg = logOperation("importMesh", parsedData ? parsedData.producer : "Unknown") + log;
  74883. if (onError) {
  74884. onError(msg, err);
  74885. }
  74886. else {
  74887. BABYLON.Tools.Log(msg);
  74888. throw err;
  74889. }
  74890. }
  74891. finally {
  74892. if (log !== null && BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.NO_LOGGING) {
  74893. BABYLON.Tools.Log(logOperation("importMesh", parsedData ? parsedData.producer : "Unknown") + (BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.MINIMAL_LOGGING ? log : ""));
  74894. }
  74895. }
  74896. return false;
  74897. },
  74898. load: function (scene, data, rootUrl, onError) {
  74899. // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
  74900. // when SceneLoader.debugLogging = true (default), or exception encountered.
  74901. // Everything stored in var log instead of writing separate lines to support only writing in exception,
  74902. // and avoid problems with multiple concurrent .babylon loads.
  74903. var log = "importScene has failed JSON parse";
  74904. try {
  74905. var parsedData = JSON.parse(data);
  74906. log = "";
  74907. // Scene
  74908. if (parsedData.useDelayedTextureLoading !== undefined && parsedData.useDelayedTextureLoading !== null) {
  74909. scene.useDelayedTextureLoading = parsedData.useDelayedTextureLoading && !BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental;
  74910. }
  74911. if (parsedData.autoClear !== undefined && parsedData.autoClear !== null) {
  74912. scene.autoClear = parsedData.autoClear;
  74913. }
  74914. if (parsedData.clearColor !== undefined && parsedData.clearColor !== null) {
  74915. scene.clearColor = BABYLON.Color4.FromArray(parsedData.clearColor);
  74916. }
  74917. if (parsedData.ambientColor !== undefined && parsedData.ambientColor !== null) {
  74918. scene.ambientColor = BABYLON.Color3.FromArray(parsedData.ambientColor);
  74919. }
  74920. if (parsedData.gravity !== undefined && parsedData.gravity !== null) {
  74921. scene.gravity = BABYLON.Vector3.FromArray(parsedData.gravity);
  74922. }
  74923. // Fog
  74924. if (parsedData.fogMode && parsedData.fogMode !== 0) {
  74925. scene.fogMode = parsedData.fogMode;
  74926. scene.fogColor = BABYLON.Color3.FromArray(parsedData.fogColor);
  74927. scene.fogStart = parsedData.fogStart;
  74928. scene.fogEnd = parsedData.fogEnd;
  74929. scene.fogDensity = parsedData.fogDensity;
  74930. log += "\tFog mode for scene: ";
  74931. switch (scene.fogMode) {
  74932. // getters not compiling, so using hardcoded
  74933. case 1:
  74934. log += "exp\n";
  74935. break;
  74936. case 2:
  74937. log += "exp2\n";
  74938. break;
  74939. case 3:
  74940. log += "linear\n";
  74941. break;
  74942. }
  74943. }
  74944. //Physics
  74945. if (parsedData.physicsEnabled) {
  74946. var physicsPlugin;
  74947. if (parsedData.physicsEngine === "cannon") {
  74948. physicsPlugin = new BABYLON.CannonJSPlugin();
  74949. }
  74950. else if (parsedData.physicsEngine === "oimo") {
  74951. physicsPlugin = new BABYLON.OimoJSPlugin();
  74952. }
  74953. log = "\tPhysics engine " + (parsedData.physicsEngine ? parsedData.physicsEngine : "oimo") + " enabled\n";
  74954. //else - default engine, which is currently oimo
  74955. var physicsGravity = parsedData.physicsGravity ? BABYLON.Vector3.FromArray(parsedData.physicsGravity) : null;
  74956. scene.enablePhysics(physicsGravity, physicsPlugin);
  74957. }
  74958. // Metadata
  74959. if (parsedData.metadata !== undefined && parsedData.metadata !== null) {
  74960. scene.metadata = parsedData.metadata;
  74961. }
  74962. //collisions, if defined. otherwise, default is true
  74963. if (parsedData.collisionsEnabled !== undefined && parsedData.collisionsEnabled !== null) {
  74964. scene.collisionsEnabled = parsedData.collisionsEnabled;
  74965. }
  74966. scene.workerCollisions = !!parsedData.workerCollisions;
  74967. var container = loadAssetContainer(scene, data, rootUrl, onError, true);
  74968. if (!container) {
  74969. return false;
  74970. }
  74971. if (parsedData.autoAnimate) {
  74972. scene.beginAnimation(scene, parsedData.autoAnimateFrom, parsedData.autoAnimateTo, parsedData.autoAnimateLoop, parsedData.autoAnimateSpeed || 1.0);
  74973. }
  74974. if (parsedData.activeCameraID !== undefined && parsedData.activeCameraID !== null) {
  74975. scene.setActiveCameraByID(parsedData.activeCameraID);
  74976. }
  74977. // Environment texture
  74978. if (parsedData.environmentTexture !== undefined && parsedData.environmentTexture !== null) {
  74979. if (parsedData.environmentTextureType && parsedData.environmentTextureType === "BABYLON.HDRCubeTexture") {
  74980. var hdrSize = (parsedData.environmentTextureSize) ? parsedData.environmentTextureSize : 128;
  74981. var hdrTexture = new BABYLON.HDRCubeTexture(rootUrl + parsedData.environmentTexture, scene, hdrSize);
  74982. if (parsedData.environmentTextureRotationY) {
  74983. hdrTexture.rotationY = parsedData.environmentTextureRotationY;
  74984. }
  74985. scene.environmentTexture = hdrTexture;
  74986. }
  74987. else {
  74988. var cubeTexture = BABYLON.CubeTexture.CreateFromPrefilteredData(rootUrl + parsedData.environmentTexture, scene);
  74989. if (parsedData.environmentTextureRotationY) {
  74990. cubeTexture.rotationY = parsedData.environmentTextureRotationY;
  74991. }
  74992. scene.environmentTexture = cubeTexture;
  74993. }
  74994. if (parsedData.createDefaultSkybox === true) {
  74995. var skyboxScale = (scene.activeCamera !== undefined && scene.activeCamera !== null) ? (scene.activeCamera.maxZ - scene.activeCamera.minZ) / 2 : 1000;
  74996. var skyboxBlurLevel = parsedData.skyboxBlurLevel || 0;
  74997. scene.createDefaultSkybox(undefined, true, skyboxScale, skyboxBlurLevel);
  74998. }
  74999. }
  75000. // Finish
  75001. return true;
  75002. }
  75003. catch (err) {
  75004. var msg = logOperation("importScene", parsedData ? parsedData.producer : "Unknown") + log;
  75005. if (onError) {
  75006. onError(msg, err);
  75007. }
  75008. else {
  75009. BABYLON.Tools.Log(msg);
  75010. throw err;
  75011. }
  75012. }
  75013. finally {
  75014. if (log !== null && BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.NO_LOGGING) {
  75015. BABYLON.Tools.Log(logOperation("importScene", parsedData ? parsedData.producer : "Unknown") + (BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.MINIMAL_LOGGING ? log : ""));
  75016. }
  75017. }
  75018. return false;
  75019. },
  75020. loadAssetContainer: function (scene, data, rootUrl, onError) {
  75021. var container = loadAssetContainer(scene, data, rootUrl, onError);
  75022. return container;
  75023. }
  75024. });
  75025. })(BABYLON || (BABYLON = {}));
  75026. //# sourceMappingURL=babylon.babylonFileLoader.js.map
  75027. var BABYLON;
  75028. (function (BABYLON) {
  75029. var FilesInput = /** @class */ (function () {
  75030. function FilesInput(engine, scene, sceneLoadedCallback, progressCallback, additionalRenderLoopLogicCallback, textureLoadingCallback, startingProcessingFilesCallback, onReloadCallback, errorCallback) {
  75031. this.onProcessFileCallback = function () { return true; };
  75032. this._engine = engine;
  75033. this._currentScene = scene;
  75034. this._sceneLoadedCallback = sceneLoadedCallback;
  75035. this._progressCallback = progressCallback;
  75036. this._additionalRenderLoopLogicCallback = additionalRenderLoopLogicCallback;
  75037. this._textureLoadingCallback = textureLoadingCallback;
  75038. this._startingProcessingFilesCallback = startingProcessingFilesCallback;
  75039. this._onReloadCallback = onReloadCallback;
  75040. this._errorCallback = errorCallback;
  75041. }
  75042. FilesInput.prototype.monitorElementForDragNDrop = function (elementToMonitor) {
  75043. var _this = this;
  75044. if (elementToMonitor) {
  75045. this._elementToMonitor = elementToMonitor;
  75046. this._dragEnterHandler = function (e) { _this.drag(e); };
  75047. this._dragOverHandler = function (e) { _this.drag(e); };
  75048. this._dropHandler = function (e) { _this.drop(e); };
  75049. this._elementToMonitor.addEventListener("dragenter", this._dragEnterHandler, false);
  75050. this._elementToMonitor.addEventListener("dragover", this._dragOverHandler, false);
  75051. this._elementToMonitor.addEventListener("drop", this._dropHandler, false);
  75052. }
  75053. };
  75054. FilesInput.prototype.dispose = function () {
  75055. if (!this._elementToMonitor) {
  75056. return;
  75057. }
  75058. this._elementToMonitor.removeEventListener("dragenter", this._dragEnterHandler);
  75059. this._elementToMonitor.removeEventListener("dragover", this._dragOverHandler);
  75060. this._elementToMonitor.removeEventListener("drop", this._dropHandler);
  75061. };
  75062. FilesInput.prototype.renderFunction = function () {
  75063. if (this._additionalRenderLoopLogicCallback) {
  75064. this._additionalRenderLoopLogicCallback();
  75065. }
  75066. if (this._currentScene) {
  75067. if (this._textureLoadingCallback) {
  75068. var remaining = this._currentScene.getWaitingItemsCount();
  75069. if (remaining > 0) {
  75070. this._textureLoadingCallback(remaining);
  75071. }
  75072. }
  75073. this._currentScene.render();
  75074. }
  75075. };
  75076. FilesInput.prototype.drag = function (e) {
  75077. e.stopPropagation();
  75078. e.preventDefault();
  75079. };
  75080. FilesInput.prototype.drop = function (eventDrop) {
  75081. eventDrop.stopPropagation();
  75082. eventDrop.preventDefault();
  75083. this.loadFiles(eventDrop);
  75084. };
  75085. FilesInput.prototype._traverseFolder = function (folder, files, remaining, callback) {
  75086. var _this = this;
  75087. var reader = folder.createReader();
  75088. var relativePath = folder.fullPath.replace(/^\//, "").replace(/(.+?)\/?$/, "$1/");
  75089. reader.readEntries(function (entries) {
  75090. remaining.count += entries.length;
  75091. for (var _i = 0, entries_1 = entries; _i < entries_1.length; _i++) {
  75092. var entry = entries_1[_i];
  75093. if (entry.isFile) {
  75094. entry.file(function (file) {
  75095. file.correctName = relativePath + file.name;
  75096. files.push(file);
  75097. if (--remaining.count === 0) {
  75098. callback();
  75099. }
  75100. });
  75101. }
  75102. else if (entry.isDirectory) {
  75103. _this._traverseFolder(entry, files, remaining, callback);
  75104. }
  75105. }
  75106. if (--remaining.count) {
  75107. callback();
  75108. }
  75109. });
  75110. };
  75111. FilesInput.prototype._processFiles = function (files) {
  75112. for (var i = 0; i < files.length; i++) {
  75113. var name = files[i].correctName.toLowerCase();
  75114. var extension = name.split('.').pop();
  75115. if (!this.onProcessFileCallback(files[i], name, extension)) {
  75116. continue;
  75117. }
  75118. if ((extension === "babylon" || extension === "stl" || extension === "obj" || extension === "gltf" || extension === "glb")
  75119. && name.indexOf(".binary.babylon") === -1 && name.indexOf(".incremental.babylon") === -1) {
  75120. this._sceneFileToLoad = files[i];
  75121. }
  75122. FilesInput.FilesToLoad[name] = files[i];
  75123. }
  75124. };
  75125. FilesInput.prototype.loadFiles = function (event) {
  75126. var _this = this;
  75127. // Handling data transfer via drag'n'drop
  75128. if (event && event.dataTransfer && event.dataTransfer.files) {
  75129. this._filesToLoad = event.dataTransfer.files;
  75130. }
  75131. // Handling files from input files
  75132. if (event && event.target && event.target.files) {
  75133. this._filesToLoad = event.target.files;
  75134. }
  75135. if (!this._filesToLoad || this._filesToLoad.length === 0) {
  75136. return;
  75137. }
  75138. if (this._startingProcessingFilesCallback) {
  75139. this._startingProcessingFilesCallback(this._filesToLoad);
  75140. }
  75141. if (this._filesToLoad && this._filesToLoad.length > 0) {
  75142. var files_1 = new Array();
  75143. var folders = [];
  75144. var items = event.dataTransfer ? event.dataTransfer.items : null;
  75145. for (var i = 0; i < this._filesToLoad.length; i++) {
  75146. var fileToLoad = this._filesToLoad[i];
  75147. var name_1 = fileToLoad.name.toLowerCase();
  75148. var entry = void 0;
  75149. fileToLoad.correctName = name_1;
  75150. if (items) {
  75151. var item = items[i];
  75152. if (item.getAsEntry) {
  75153. entry = item.getAsEntry();
  75154. }
  75155. else if (item.webkitGetAsEntry) {
  75156. entry = item.webkitGetAsEntry();
  75157. }
  75158. }
  75159. if (!entry) {
  75160. files_1.push(fileToLoad);
  75161. }
  75162. else {
  75163. if (entry.isDirectory) {
  75164. folders.push(entry);
  75165. }
  75166. else {
  75167. files_1.push(fileToLoad);
  75168. }
  75169. }
  75170. }
  75171. if (folders.length === 0) {
  75172. this._processFiles(files_1);
  75173. this._processReload();
  75174. }
  75175. else {
  75176. var remaining = { count: folders.length };
  75177. for (var _i = 0, folders_1 = folders; _i < folders_1.length; _i++) {
  75178. var folder = folders_1[_i];
  75179. this._traverseFolder(folder, files_1, remaining, function () {
  75180. _this._processFiles(files_1);
  75181. if (remaining.count === 0) {
  75182. _this._processReload();
  75183. }
  75184. });
  75185. }
  75186. }
  75187. }
  75188. };
  75189. FilesInput.prototype._processReload = function () {
  75190. if (this._onReloadCallback) {
  75191. this._onReloadCallback(this._sceneFileToLoad);
  75192. }
  75193. else {
  75194. this.reload();
  75195. }
  75196. };
  75197. FilesInput.prototype.reload = function () {
  75198. var _this = this;
  75199. // If a scene file has been provided
  75200. if (this._sceneFileToLoad) {
  75201. if (this._currentScene) {
  75202. if (BABYLON.Tools.errorsCount > 0) {
  75203. BABYLON.Tools.ClearLogCache();
  75204. }
  75205. this._engine.stopRenderLoop();
  75206. }
  75207. BABYLON.SceneLoader.LoadAsync("file:", this._sceneFileToLoad.name, this._engine, function (progress) {
  75208. if (_this._progressCallback) {
  75209. _this._progressCallback(progress);
  75210. }
  75211. }).then(function (scene) {
  75212. if (_this._currentScene) {
  75213. _this._currentScene.dispose();
  75214. }
  75215. _this._currentScene = scene;
  75216. if (_this._sceneLoadedCallback) {
  75217. _this._sceneLoadedCallback(_this._sceneFileToLoad, _this._currentScene);
  75218. }
  75219. // Wait for textures and shaders to be ready
  75220. _this._currentScene.executeWhenReady(function () {
  75221. _this._engine.runRenderLoop(function () {
  75222. _this.renderFunction();
  75223. });
  75224. });
  75225. }).catch(function (error) {
  75226. if (_this._errorCallback) {
  75227. _this._errorCallback(_this._sceneFileToLoad, _this._currentScene, error.message);
  75228. }
  75229. });
  75230. }
  75231. else {
  75232. BABYLON.Tools.Error("Please provide a valid .babylon file.");
  75233. }
  75234. };
  75235. FilesInput.FilesToLoad = {};
  75236. return FilesInput;
  75237. }());
  75238. BABYLON.FilesInput = FilesInput;
  75239. })(BABYLON || (BABYLON = {}));
  75240. //# sourceMappingURL=babylon.filesInput.js.map
  75241. var BABYLON;
  75242. (function (BABYLON) {
  75243. var Tags = /** @class */ (function () {
  75244. function Tags() {
  75245. }
  75246. Tags.EnableFor = function (obj) {
  75247. obj._tags = obj._tags || {};
  75248. obj.hasTags = function () {
  75249. return Tags.HasTags(obj);
  75250. };
  75251. obj.addTags = function (tagsString) {
  75252. return Tags.AddTagsTo(obj, tagsString);
  75253. };
  75254. obj.removeTags = function (tagsString) {
  75255. return Tags.RemoveTagsFrom(obj, tagsString);
  75256. };
  75257. obj.matchesTagsQuery = function (tagsQuery) {
  75258. return Tags.MatchesQuery(obj, tagsQuery);
  75259. };
  75260. };
  75261. Tags.DisableFor = function (obj) {
  75262. delete obj._tags;
  75263. delete obj.hasTags;
  75264. delete obj.addTags;
  75265. delete obj.removeTags;
  75266. delete obj.matchesTagsQuery;
  75267. };
  75268. Tags.HasTags = function (obj) {
  75269. if (!obj._tags) {
  75270. return false;
  75271. }
  75272. return !BABYLON.Tools.IsEmpty(obj._tags);
  75273. };
  75274. Tags.GetTags = function (obj, asString) {
  75275. if (asString === void 0) { asString = true; }
  75276. if (!obj._tags) {
  75277. return null;
  75278. }
  75279. if (asString) {
  75280. var tagsArray = [];
  75281. for (var tag in obj._tags) {
  75282. if (obj._tags.hasOwnProperty(tag) && obj._tags[tag] === true) {
  75283. tagsArray.push(tag);
  75284. }
  75285. }
  75286. return tagsArray.join(" ");
  75287. }
  75288. else {
  75289. return obj._tags;
  75290. }
  75291. };
  75292. // the tags 'true' and 'false' are reserved and cannot be used as tags
  75293. // a tag cannot start with '||', '&&', and '!'
  75294. // it cannot contain whitespaces
  75295. Tags.AddTagsTo = function (obj, tagsString) {
  75296. if (!tagsString) {
  75297. return;
  75298. }
  75299. if (typeof tagsString !== "string") {
  75300. return;
  75301. }
  75302. var tags = tagsString.split(" ");
  75303. tags.forEach(function (tag, index, array) {
  75304. Tags._AddTagTo(obj, tag);
  75305. });
  75306. };
  75307. Tags._AddTagTo = function (obj, tag) {
  75308. tag = tag.trim();
  75309. if (tag === "" || tag === "true" || tag === "false") {
  75310. return;
  75311. }
  75312. if (tag.match(/[\s]/) || tag.match(/^([!]|([|]|[&]){2})/)) {
  75313. return;
  75314. }
  75315. Tags.EnableFor(obj);
  75316. obj._tags[tag] = true;
  75317. };
  75318. Tags.RemoveTagsFrom = function (obj, tagsString) {
  75319. if (!Tags.HasTags(obj)) {
  75320. return;
  75321. }
  75322. var tags = tagsString.split(" ");
  75323. for (var t in tags) {
  75324. Tags._RemoveTagFrom(obj, tags[t]);
  75325. }
  75326. };
  75327. Tags._RemoveTagFrom = function (obj, tag) {
  75328. delete obj._tags[tag];
  75329. };
  75330. Tags.MatchesQuery = function (obj, tagsQuery) {
  75331. if (tagsQuery === undefined) {
  75332. return true;
  75333. }
  75334. if (tagsQuery === "") {
  75335. return Tags.HasTags(obj);
  75336. }
  75337. return BABYLON.AndOrNotEvaluator.Eval(tagsQuery, function (r) { return Tags.HasTags(obj) && obj._tags[r]; });
  75338. };
  75339. return Tags;
  75340. }());
  75341. BABYLON.Tags = Tags;
  75342. })(BABYLON || (BABYLON = {}));
  75343. //# sourceMappingURL=babylon.tags.js.map
  75344. var BABYLON;
  75345. (function (BABYLON) {
  75346. /**
  75347. * Class used to evalaute queries containing `and` and `or` operators
  75348. */
  75349. var AndOrNotEvaluator = /** @class */ (function () {
  75350. function AndOrNotEvaluator() {
  75351. }
  75352. /**
  75353. * Evaluate a query
  75354. * @param query defines the query to evaluate
  75355. * @param evaluateCallback defines the callback used to filter result
  75356. * @returns true if the query matches
  75357. */
  75358. AndOrNotEvaluator.Eval = function (query, evaluateCallback) {
  75359. if (!query.match(/\([^\(\)]*\)/g)) {
  75360. query = AndOrNotEvaluator._HandleParenthesisContent(query, evaluateCallback);
  75361. }
  75362. else {
  75363. query = query.replace(/\([^\(\)]*\)/g, function (r) {
  75364. // remove parenthesis
  75365. r = r.slice(1, r.length - 1);
  75366. return AndOrNotEvaluator._HandleParenthesisContent(r, evaluateCallback);
  75367. });
  75368. }
  75369. if (query === "true") {
  75370. return true;
  75371. }
  75372. if (query === "false") {
  75373. return false;
  75374. }
  75375. return AndOrNotEvaluator.Eval(query, evaluateCallback);
  75376. };
  75377. AndOrNotEvaluator._HandleParenthesisContent = function (parenthesisContent, evaluateCallback) {
  75378. evaluateCallback = evaluateCallback || (function (r) {
  75379. return r === "true" ? true : false;
  75380. });
  75381. var result;
  75382. var or = parenthesisContent.split("||");
  75383. for (var i in or) {
  75384. if (or.hasOwnProperty(i)) {
  75385. var ori = AndOrNotEvaluator._SimplifyNegation(or[i].trim());
  75386. var and = ori.split("&&");
  75387. if (and.length > 1) {
  75388. for (var j = 0; j < and.length; ++j) {
  75389. var andj = AndOrNotEvaluator._SimplifyNegation(and[j].trim());
  75390. if (andj !== "true" && andj !== "false") {
  75391. if (andj[0] === "!") {
  75392. result = !evaluateCallback(andj.substring(1));
  75393. }
  75394. else {
  75395. result = evaluateCallback(andj);
  75396. }
  75397. }
  75398. else {
  75399. result = andj === "true" ? true : false;
  75400. }
  75401. if (!result) { // no need to continue since 'false && ... && ...' will always return false
  75402. ori = "false";
  75403. break;
  75404. }
  75405. }
  75406. }
  75407. if (result || ori === "true") { // no need to continue since 'true || ... || ...' will always return true
  75408. result = true;
  75409. break;
  75410. }
  75411. // result equals false (or undefined)
  75412. if (ori !== "true" && ori !== "false") {
  75413. if (ori[0] === "!") {
  75414. result = !evaluateCallback(ori.substring(1));
  75415. }
  75416. else {
  75417. result = evaluateCallback(ori);
  75418. }
  75419. }
  75420. else {
  75421. result = ori === "true" ? true : false;
  75422. }
  75423. }
  75424. }
  75425. // the whole parenthesis scope is replaced by 'true' or 'false'
  75426. return result ? "true" : "false";
  75427. };
  75428. AndOrNotEvaluator._SimplifyNegation = function (booleanString) {
  75429. booleanString = booleanString.replace(/^[\s!]+/, function (r) {
  75430. // remove whitespaces
  75431. r = r.replace(/[\s]/g, function () { return ""; });
  75432. return r.length % 2 ? "!" : "";
  75433. });
  75434. booleanString = booleanString.trim();
  75435. if (booleanString === "!true") {
  75436. booleanString = "false";
  75437. }
  75438. else if (booleanString === "!false") {
  75439. booleanString = "true";
  75440. }
  75441. return booleanString;
  75442. };
  75443. return AndOrNotEvaluator;
  75444. }());
  75445. BABYLON.AndOrNotEvaluator = AndOrNotEvaluator;
  75446. })(BABYLON || (BABYLON = {}));
  75447. //# sourceMappingURL=babylon.andOrNotEvaluator.js.map
  75448. var BABYLON;
  75449. (function (BABYLON) {
  75450. /**
  75451. * Class used to enable access to IndexedDB
  75452. * @see @https://developer.mozilla.org/en-US/docs/Web/API/IndexedDB_API
  75453. */
  75454. var Database = /** @class */ (function () {
  75455. /**
  75456. * Creates a new Database
  75457. * @param urlToScene defines the url to load the scene
  75458. * @param callbackManifestChecked defines the callback to use when manifest is checked
  75459. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  75460. */
  75461. function Database(urlToScene, callbackManifestChecked, disableManifestCheck) {
  75462. if (disableManifestCheck === void 0) { disableManifestCheck = false; }
  75463. var _this = this;
  75464. // Handling various flavors of prefixed version of IndexedDB
  75465. this.idbFactory = (window.indexedDB || window.mozIndexedDB || window.webkitIndexedDB || window.msIndexedDB);
  75466. this.callbackManifestChecked = callbackManifestChecked;
  75467. this.currentSceneUrl = Database._ReturnFullUrlLocation(urlToScene);
  75468. this.db = null;
  75469. this._enableSceneOffline = false;
  75470. this._enableTexturesOffline = false;
  75471. this.manifestVersionFound = 0;
  75472. this.mustUpdateRessources = false;
  75473. this.hasReachedQuota = false;
  75474. if (!Database.IDBStorageEnabled) {
  75475. this.callbackManifestChecked(true);
  75476. }
  75477. else {
  75478. if (disableManifestCheck) {
  75479. this._enableSceneOffline = true;
  75480. this._enableTexturesOffline = true;
  75481. this.manifestVersionFound = 1;
  75482. BABYLON.Tools.SetImmediate(function () {
  75483. _this.callbackManifestChecked(true);
  75484. });
  75485. }
  75486. else {
  75487. this._checkManifestFile();
  75488. }
  75489. }
  75490. }
  75491. Object.defineProperty(Database.prototype, "enableSceneOffline", {
  75492. /**
  75493. * Gets a boolean indicating if scene must be saved in the database
  75494. */
  75495. get: function () {
  75496. return this._enableSceneOffline;
  75497. },
  75498. enumerable: true,
  75499. configurable: true
  75500. });
  75501. Object.defineProperty(Database.prototype, "enableTexturesOffline", {
  75502. /**
  75503. * Gets a boolean indicating if textures must be saved in the database
  75504. */
  75505. get: function () {
  75506. return this._enableTexturesOffline;
  75507. },
  75508. enumerable: true,
  75509. configurable: true
  75510. });
  75511. Database.prototype._checkManifestFile = function () {
  75512. var _this = this;
  75513. var noManifestFile = function () {
  75514. _this._enableSceneOffline = false;
  75515. _this._enableTexturesOffline = false;
  75516. _this.callbackManifestChecked(false);
  75517. };
  75518. var timeStampUsed = false;
  75519. var manifestURL = this.currentSceneUrl + ".manifest";
  75520. var xhr = new XMLHttpRequest();
  75521. if (navigator.onLine) {
  75522. // Adding a timestamp to by-pass browsers' cache
  75523. timeStampUsed = true;
  75524. manifestURL = manifestURL + (manifestURL.match(/\?/) == null ? "?" : "&") + Date.now();
  75525. }
  75526. xhr.open("GET", manifestURL, true);
  75527. xhr.addEventListener("load", function () {
  75528. if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, 1)) {
  75529. try {
  75530. var manifestFile = JSON.parse(xhr.response);
  75531. _this._enableSceneOffline = manifestFile.enableSceneOffline;
  75532. _this._enableTexturesOffline = manifestFile.enableTexturesOffline;
  75533. if (manifestFile.version && !isNaN(parseInt(manifestFile.version))) {
  75534. _this.manifestVersionFound = manifestFile.version;
  75535. }
  75536. if (_this.callbackManifestChecked) {
  75537. _this.callbackManifestChecked(true);
  75538. }
  75539. }
  75540. catch (ex) {
  75541. noManifestFile();
  75542. }
  75543. }
  75544. else {
  75545. noManifestFile();
  75546. }
  75547. }, false);
  75548. xhr.addEventListener("error", function (event) {
  75549. if (timeStampUsed) {
  75550. timeStampUsed = false;
  75551. // Let's retry without the timeStamp
  75552. // It could fail when coupled with HTML5 Offline API
  75553. var retryManifestURL = _this.currentSceneUrl + ".manifest";
  75554. xhr.open("GET", retryManifestURL, true);
  75555. xhr.send();
  75556. }
  75557. else {
  75558. noManifestFile();
  75559. }
  75560. }, false);
  75561. try {
  75562. xhr.send();
  75563. }
  75564. catch (ex) {
  75565. BABYLON.Tools.Error("Error on XHR send request.");
  75566. this.callbackManifestChecked(false);
  75567. }
  75568. };
  75569. /**
  75570. * Open the database and make it available
  75571. * @param successCallback defines the callback to call on success
  75572. * @param errorCallback defines the callback to call on error
  75573. */
  75574. Database.prototype.openAsync = function (successCallback, errorCallback) {
  75575. var _this = this;
  75576. var handleError = function () {
  75577. _this.isSupported = false;
  75578. if (errorCallback)
  75579. errorCallback();
  75580. };
  75581. if (!this.idbFactory || !(this._enableSceneOffline || this._enableTexturesOffline)) {
  75582. // Your browser doesn't support IndexedDB
  75583. this.isSupported = false;
  75584. if (errorCallback)
  75585. errorCallback();
  75586. }
  75587. else {
  75588. // If the DB hasn't been opened or created yet
  75589. if (!this.db) {
  75590. this.hasReachedQuota = false;
  75591. this.isSupported = true;
  75592. var request = this.idbFactory.open("babylonjs", 1);
  75593. // Could occur if user is blocking the quota for the DB and/or doesn't grant access to IndexedDB
  75594. request.onerror = function (event) {
  75595. handleError();
  75596. };
  75597. // executes when a version change transaction cannot complete due to other active transactions
  75598. request.onblocked = function (event) {
  75599. BABYLON.Tools.Error("IDB request blocked. Please reload the page.");
  75600. handleError();
  75601. };
  75602. // DB has been opened successfully
  75603. request.onsuccess = function (event) {
  75604. _this.db = request.result;
  75605. successCallback();
  75606. };
  75607. // Initialization of the DB. Creating Scenes & Textures stores
  75608. request.onupgradeneeded = function (event) {
  75609. _this.db = (event.target).result;
  75610. if (_this.db) {
  75611. try {
  75612. _this.db.createObjectStore("scenes", { keyPath: "sceneUrl" });
  75613. _this.db.createObjectStore("versions", { keyPath: "sceneUrl" });
  75614. _this.db.createObjectStore("textures", { keyPath: "textureUrl" });
  75615. }
  75616. catch (ex) {
  75617. BABYLON.Tools.Error("Error while creating object stores. Exception: " + ex.message);
  75618. handleError();
  75619. }
  75620. }
  75621. };
  75622. }
  75623. // DB has already been created and opened
  75624. else {
  75625. if (successCallback)
  75626. successCallback();
  75627. }
  75628. }
  75629. };
  75630. /**
  75631. * Loads an image from the database
  75632. * @param url defines the url to load from
  75633. * @param image defines the target DOM image
  75634. */
  75635. Database.prototype.loadImageFromDB = function (url, image) {
  75636. var _this = this;
  75637. var completeURL = Database._ReturnFullUrlLocation(url);
  75638. var saveAndLoadImage = function () {
  75639. if (!_this.hasReachedQuota && _this.db !== null) {
  75640. // the texture is not yet in the DB, let's try to save it
  75641. _this._saveImageIntoDBAsync(completeURL, image);
  75642. }
  75643. // If the texture is not in the DB and we've reached the DB quota limit
  75644. // let's load it directly from the web
  75645. else {
  75646. image.src = url;
  75647. }
  75648. };
  75649. if (!this.mustUpdateRessources) {
  75650. this._loadImageFromDBAsync(completeURL, image, saveAndLoadImage);
  75651. }
  75652. // First time we're download the images or update requested in the manifest file by a version change
  75653. else {
  75654. saveAndLoadImage();
  75655. }
  75656. };
  75657. Database.prototype._loadImageFromDBAsync = function (url, image, notInDBCallback) {
  75658. if (this.isSupported && this.db !== null) {
  75659. var texture;
  75660. var transaction = this.db.transaction(["textures"]);
  75661. transaction.onabort = function (event) {
  75662. image.src = url;
  75663. };
  75664. transaction.oncomplete = function (event) {
  75665. var blobTextureURL;
  75666. if (texture) {
  75667. var URL = window.URL || window.webkitURL;
  75668. blobTextureURL = URL.createObjectURL(texture.data);
  75669. image.onerror = function () {
  75670. BABYLON.Tools.Error("Error loading image from blob URL: " + blobTextureURL + " switching back to web url: " + url);
  75671. image.src = url;
  75672. };
  75673. image.src = blobTextureURL;
  75674. }
  75675. else {
  75676. notInDBCallback();
  75677. }
  75678. };
  75679. var getRequest = transaction.objectStore("textures").get(url);
  75680. getRequest.onsuccess = function (event) {
  75681. texture = (event.target).result;
  75682. };
  75683. getRequest.onerror = function (event) {
  75684. BABYLON.Tools.Error("Error loading texture " + url + " from DB.");
  75685. image.src = url;
  75686. };
  75687. }
  75688. else {
  75689. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  75690. image.src = url;
  75691. }
  75692. };
  75693. Database.prototype._saveImageIntoDBAsync = function (url, image) {
  75694. var _this = this;
  75695. if (this.isSupported) {
  75696. // In case of error (type not supported or quota exceeded), we're at least sending back XHR data to allow texture loading later on
  75697. var generateBlobUrl = function () {
  75698. var blobTextureURL;
  75699. if (blob) {
  75700. var URL = window.URL || window.webkitURL;
  75701. try {
  75702. blobTextureURL = URL.createObjectURL(blob);
  75703. }
  75704. // Chrome is raising a type error if we're setting the oneTimeOnly parameter
  75705. catch (ex) {
  75706. blobTextureURL = URL.createObjectURL(blob);
  75707. }
  75708. }
  75709. if (blobTextureURL) {
  75710. image.src = blobTextureURL;
  75711. }
  75712. };
  75713. if (Database.IsUASupportingBlobStorage) { // Create XHR
  75714. var xhr = new XMLHttpRequest(), blob;
  75715. xhr.open("GET", url, true);
  75716. xhr.responseType = "blob";
  75717. xhr.addEventListener("load", function () {
  75718. if (xhr.status === 200 && _this.db) {
  75719. // Blob as response (XHR2)
  75720. blob = xhr.response;
  75721. var transaction = _this.db.transaction(["textures"], "readwrite");
  75722. // the transaction could abort because of a QuotaExceededError error
  75723. transaction.onabort = function (event) {
  75724. try {
  75725. //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
  75726. var srcElement = (event.srcElement || event.target);
  75727. var error = srcElement.error;
  75728. if (error && error.name === "QuotaExceededError") {
  75729. _this.hasReachedQuota = true;
  75730. }
  75731. }
  75732. catch (ex) { }
  75733. generateBlobUrl();
  75734. };
  75735. transaction.oncomplete = function (event) {
  75736. generateBlobUrl();
  75737. };
  75738. var newTexture = { textureUrl: url, data: blob };
  75739. try {
  75740. // Put the blob into the dabase
  75741. var addRequest = transaction.objectStore("textures").put(newTexture);
  75742. addRequest.onsuccess = function (event) {
  75743. };
  75744. addRequest.onerror = function (event) {
  75745. generateBlobUrl();
  75746. };
  75747. }
  75748. catch (ex) {
  75749. // "DataCloneError" generated by Chrome when you try to inject blob into IndexedDB
  75750. if (ex.code === 25) {
  75751. Database.IsUASupportingBlobStorage = false;
  75752. }
  75753. image.src = url;
  75754. }
  75755. }
  75756. else {
  75757. image.src = url;
  75758. }
  75759. }, false);
  75760. xhr.addEventListener("error", function (event) {
  75761. BABYLON.Tools.Error("Error in XHR request in BABYLON.Database.");
  75762. image.src = url;
  75763. }, false);
  75764. xhr.send();
  75765. }
  75766. else {
  75767. image.src = url;
  75768. }
  75769. }
  75770. else {
  75771. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  75772. image.src = url;
  75773. }
  75774. };
  75775. Database.prototype._checkVersionFromDB = function (url, versionLoaded) {
  75776. var _this = this;
  75777. var updateVersion = function () {
  75778. // the version is not yet in the DB or we need to update it
  75779. _this._saveVersionIntoDBAsync(url, versionLoaded);
  75780. };
  75781. this._loadVersionFromDBAsync(url, versionLoaded, updateVersion);
  75782. };
  75783. Database.prototype._loadVersionFromDBAsync = function (url, callback, updateInDBCallback) {
  75784. var _this = this;
  75785. if (this.isSupported && this.db) {
  75786. var version;
  75787. try {
  75788. var transaction = this.db.transaction(["versions"]);
  75789. transaction.oncomplete = function (event) {
  75790. if (version) {
  75791. // If the version in the JSON file is different from the version in DB
  75792. if (_this.manifestVersionFound !== version.data) {
  75793. _this.mustUpdateRessources = true;
  75794. updateInDBCallback();
  75795. }
  75796. else {
  75797. callback(version.data);
  75798. }
  75799. }
  75800. // version was not found in DB
  75801. else {
  75802. _this.mustUpdateRessources = true;
  75803. updateInDBCallback();
  75804. }
  75805. };
  75806. transaction.onabort = function (event) {
  75807. callback(-1);
  75808. };
  75809. var getRequest = transaction.objectStore("versions").get(url);
  75810. getRequest.onsuccess = function (event) {
  75811. version = (event.target).result;
  75812. };
  75813. getRequest.onerror = function (event) {
  75814. BABYLON.Tools.Error("Error loading version for scene " + url + " from DB.");
  75815. callback(-1);
  75816. };
  75817. }
  75818. catch (ex) {
  75819. BABYLON.Tools.Error("Error while accessing 'versions' object store (READ OP). Exception: " + ex.message);
  75820. callback(-1);
  75821. }
  75822. }
  75823. else {
  75824. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  75825. callback(-1);
  75826. }
  75827. };
  75828. Database.prototype._saveVersionIntoDBAsync = function (url, callback) {
  75829. var _this = this;
  75830. if (this.isSupported && !this.hasReachedQuota && this.db) {
  75831. try {
  75832. // Open a transaction to the database
  75833. var transaction = this.db.transaction(["versions"], "readwrite");
  75834. // the transaction could abort because of a QuotaExceededError error
  75835. transaction.onabort = function (event) {
  75836. try { //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
  75837. var error = event.srcElement['error'];
  75838. if (error && error.name === "QuotaExceededError") {
  75839. _this.hasReachedQuota = true;
  75840. }
  75841. }
  75842. catch (ex) { }
  75843. callback(-1);
  75844. };
  75845. transaction.oncomplete = function (event) {
  75846. callback(_this.manifestVersionFound);
  75847. };
  75848. var newVersion = { sceneUrl: url, data: this.manifestVersionFound };
  75849. // Put the scene into the database
  75850. var addRequest = transaction.objectStore("versions").put(newVersion);
  75851. addRequest.onsuccess = function (event) {
  75852. };
  75853. addRequest.onerror = function (event) {
  75854. BABYLON.Tools.Error("Error in DB add version request in BABYLON.Database.");
  75855. };
  75856. }
  75857. catch (ex) {
  75858. BABYLON.Tools.Error("Error while accessing 'versions' object store (WRITE OP). Exception: " + ex.message);
  75859. callback(-1);
  75860. }
  75861. }
  75862. else {
  75863. callback(-1);
  75864. }
  75865. };
  75866. /**
  75867. * Loads a file from database
  75868. * @param url defines the URL to load from
  75869. * @param sceneLoaded defines a callback to call on success
  75870. * @param progressCallBack defines a callback to call when progress changed
  75871. * @param errorCallback defines a callback to call on error
  75872. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  75873. */
  75874. Database.prototype.loadFileFromDB = function (url, sceneLoaded, progressCallBack, errorCallback, useArrayBuffer) {
  75875. var _this = this;
  75876. var completeUrl = Database._ReturnFullUrlLocation(url);
  75877. var saveAndLoadFile = function () {
  75878. // the scene is not yet in the DB, let's try to save it
  75879. _this._saveFileIntoDBAsync(completeUrl, sceneLoaded, progressCallBack, useArrayBuffer, errorCallback);
  75880. };
  75881. this._checkVersionFromDB(completeUrl, function (version) {
  75882. if (version !== -1) {
  75883. if (!_this.mustUpdateRessources) {
  75884. _this._loadFileFromDBAsync(completeUrl, sceneLoaded, saveAndLoadFile, useArrayBuffer);
  75885. }
  75886. else {
  75887. _this._saveFileIntoDBAsync(completeUrl, sceneLoaded, progressCallBack, useArrayBuffer, errorCallback);
  75888. }
  75889. }
  75890. else {
  75891. if (errorCallback) {
  75892. errorCallback();
  75893. }
  75894. }
  75895. });
  75896. };
  75897. Database.prototype._loadFileFromDBAsync = function (url, callback, notInDBCallback, useArrayBuffer) {
  75898. if (this.isSupported && this.db) {
  75899. var targetStore;
  75900. if (url.indexOf(".babylon") !== -1) {
  75901. targetStore = "scenes";
  75902. }
  75903. else {
  75904. targetStore = "textures";
  75905. }
  75906. var file;
  75907. var transaction = this.db.transaction([targetStore]);
  75908. transaction.oncomplete = function (event) {
  75909. if (file) {
  75910. callback(file.data);
  75911. }
  75912. // file was not found in DB
  75913. else {
  75914. notInDBCallback();
  75915. }
  75916. };
  75917. transaction.onabort = function (event) {
  75918. notInDBCallback();
  75919. };
  75920. var getRequest = transaction.objectStore(targetStore).get(url);
  75921. getRequest.onsuccess = function (event) {
  75922. file = (event.target).result;
  75923. };
  75924. getRequest.onerror = function (event) {
  75925. BABYLON.Tools.Error("Error loading file " + url + " from DB.");
  75926. notInDBCallback();
  75927. };
  75928. }
  75929. else {
  75930. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  75931. callback();
  75932. }
  75933. };
  75934. Database.prototype._saveFileIntoDBAsync = function (url, callback, progressCallback, useArrayBuffer, errorCallback) {
  75935. var _this = this;
  75936. if (this.isSupported) {
  75937. var targetStore;
  75938. if (url.indexOf(".babylon") !== -1) {
  75939. targetStore = "scenes";
  75940. }
  75941. else {
  75942. targetStore = "textures";
  75943. }
  75944. // Create XHR
  75945. var xhr = new XMLHttpRequest();
  75946. var fileData;
  75947. xhr.open("GET", url + "?" + Date.now(), true);
  75948. if (useArrayBuffer) {
  75949. xhr.responseType = "arraybuffer";
  75950. }
  75951. if (progressCallback) {
  75952. xhr.onprogress = progressCallback;
  75953. }
  75954. xhr.addEventListener("load", function () {
  75955. if (xhr.status === 200 || (xhr.status < 400 && BABYLON.Tools.ValidateXHRData(xhr, !useArrayBuffer ? 1 : 6))) {
  75956. // Blob as response (XHR2)
  75957. //fileData = xhr.responseText;
  75958. fileData = !useArrayBuffer ? xhr.responseText : xhr.response;
  75959. if (!_this.hasReachedQuota && _this.db) {
  75960. // Open a transaction to the database
  75961. var transaction = _this.db.transaction([targetStore], "readwrite");
  75962. // the transaction could abort because of a QuotaExceededError error
  75963. transaction.onabort = function (event) {
  75964. try {
  75965. //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
  75966. var error = event.srcElement['error'];
  75967. if (error && error.name === "QuotaExceededError") {
  75968. _this.hasReachedQuota = true;
  75969. }
  75970. }
  75971. catch (ex) { }
  75972. callback(fileData);
  75973. };
  75974. transaction.oncomplete = function (event) {
  75975. callback(fileData);
  75976. };
  75977. var newFile;
  75978. if (targetStore === "scenes") {
  75979. newFile = { sceneUrl: url, data: fileData, version: _this.manifestVersionFound };
  75980. }
  75981. else {
  75982. newFile = { textureUrl: url, data: fileData };
  75983. }
  75984. try {
  75985. // Put the scene into the database
  75986. var addRequest = transaction.objectStore(targetStore).put(newFile);
  75987. addRequest.onsuccess = function (event) {
  75988. };
  75989. addRequest.onerror = function (event) {
  75990. BABYLON.Tools.Error("Error in DB add file request in BABYLON.Database.");
  75991. };
  75992. }
  75993. catch (ex) {
  75994. callback(fileData);
  75995. }
  75996. }
  75997. else {
  75998. callback(fileData);
  75999. }
  76000. }
  76001. else {
  76002. if (xhr.status >= 400 && errorCallback) {
  76003. errorCallback(xhr);
  76004. }
  76005. else {
  76006. callback();
  76007. }
  76008. }
  76009. }, false);
  76010. xhr.addEventListener("error", function (event) {
  76011. BABYLON.Tools.Error("error on XHR request.");
  76012. callback();
  76013. }, false);
  76014. xhr.send();
  76015. }
  76016. else {
  76017. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  76018. callback();
  76019. }
  76020. };
  76021. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  76022. Database.IsUASupportingBlobStorage = true;
  76023. /** Gets a boolean indicating if Database storate is enabled */
  76024. Database.IDBStorageEnabled = true;
  76025. Database._ParseURL = function (url) {
  76026. var a = document.createElement('a');
  76027. a.href = url;
  76028. var urlWithoutHash = url.substring(0, url.lastIndexOf("#"));
  76029. var fileName = url.substring(urlWithoutHash.lastIndexOf("/") + 1, url.length);
  76030. var absLocation = url.substring(0, url.indexOf(fileName, 0));
  76031. return absLocation;
  76032. };
  76033. Database._ReturnFullUrlLocation = function (url) {
  76034. if (url.indexOf("http:/") === -1 && url.indexOf("https:/") === -1) {
  76035. return (Database._ParseURL(window.location.href) + url);
  76036. }
  76037. else {
  76038. return url;
  76039. }
  76040. };
  76041. return Database;
  76042. }());
  76043. BABYLON.Database = Database;
  76044. })(BABYLON || (BABYLON = {}));
  76045. //# sourceMappingURL=babylon.database.js.map
  76046. var BABYLON;
  76047. (function (BABYLON) {
  76048. var FresnelParameters = /** @class */ (function () {
  76049. function FresnelParameters() {
  76050. this._isEnabled = true;
  76051. this.leftColor = BABYLON.Color3.White();
  76052. this.rightColor = BABYLON.Color3.Black();
  76053. this.bias = 0;
  76054. this.power = 1;
  76055. }
  76056. Object.defineProperty(FresnelParameters.prototype, "isEnabled", {
  76057. get: function () {
  76058. return this._isEnabled;
  76059. },
  76060. set: function (value) {
  76061. if (this._isEnabled === value) {
  76062. return;
  76063. }
  76064. this._isEnabled = value;
  76065. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.FresnelDirtyFlag | BABYLON.Material.MiscDirtyFlag);
  76066. },
  76067. enumerable: true,
  76068. configurable: true
  76069. });
  76070. FresnelParameters.prototype.clone = function () {
  76071. var newFresnelParameters = new FresnelParameters();
  76072. BABYLON.Tools.DeepCopy(this, newFresnelParameters);
  76073. return newFresnelParameters;
  76074. };
  76075. FresnelParameters.prototype.serialize = function () {
  76076. var serializationObject = {};
  76077. serializationObject.isEnabled = this.isEnabled;
  76078. serializationObject.leftColor = this.leftColor.asArray();
  76079. serializationObject.rightColor = this.rightColor.asArray();
  76080. serializationObject.bias = this.bias;
  76081. serializationObject.power = this.power;
  76082. return serializationObject;
  76083. };
  76084. FresnelParameters.Parse = function (parsedFresnelParameters) {
  76085. var fresnelParameters = new FresnelParameters();
  76086. fresnelParameters.isEnabled = parsedFresnelParameters.isEnabled;
  76087. fresnelParameters.leftColor = BABYLON.Color3.FromArray(parsedFresnelParameters.leftColor);
  76088. fresnelParameters.rightColor = BABYLON.Color3.FromArray(parsedFresnelParameters.rightColor);
  76089. fresnelParameters.bias = parsedFresnelParameters.bias;
  76090. fresnelParameters.power = parsedFresnelParameters.power || 1.0;
  76091. return fresnelParameters;
  76092. };
  76093. return FresnelParameters;
  76094. }());
  76095. BABYLON.FresnelParameters = FresnelParameters;
  76096. })(BABYLON || (BABYLON = {}));
  76097. //# sourceMappingURL=babylon.fresnelParameters.js.map
  76098. var BABYLON;
  76099. (function (BABYLON) {
  76100. var MultiMaterial = /** @class */ (function (_super) {
  76101. __extends(MultiMaterial, _super);
  76102. function MultiMaterial(name, scene) {
  76103. var _this = _super.call(this, name, scene, true) || this;
  76104. scene.multiMaterials.push(_this);
  76105. _this.subMaterials = new Array();
  76106. _this.storeEffectOnSubMeshes = true; // multimaterial is considered like a push material
  76107. return _this;
  76108. }
  76109. Object.defineProperty(MultiMaterial.prototype, "subMaterials", {
  76110. get: function () {
  76111. return this._subMaterials;
  76112. },
  76113. set: function (value) {
  76114. this._subMaterials = value;
  76115. this._hookArray(value);
  76116. },
  76117. enumerable: true,
  76118. configurable: true
  76119. });
  76120. MultiMaterial.prototype._hookArray = function (array) {
  76121. var _this = this;
  76122. var oldPush = array.push;
  76123. array.push = function () {
  76124. var items = [];
  76125. for (var _i = 0; _i < arguments.length; _i++) {
  76126. items[_i] = arguments[_i];
  76127. }
  76128. var result = oldPush.apply(array, items);
  76129. _this._markAllSubMeshesAsTexturesDirty();
  76130. return result;
  76131. };
  76132. var oldSplice = array.splice;
  76133. array.splice = function (index, deleteCount) {
  76134. var deleted = oldSplice.apply(array, [index, deleteCount]);
  76135. _this._markAllSubMeshesAsTexturesDirty();
  76136. return deleted;
  76137. };
  76138. };
  76139. // Properties
  76140. MultiMaterial.prototype.getSubMaterial = function (index) {
  76141. if (index < 0 || index >= this.subMaterials.length) {
  76142. return this.getScene().defaultMaterial;
  76143. }
  76144. return this.subMaterials[index];
  76145. };
  76146. MultiMaterial.prototype.getActiveTextures = function () {
  76147. var _a;
  76148. return (_a = _super.prototype.getActiveTextures.call(this)).concat.apply(_a, this.subMaterials.map(function (subMaterial) {
  76149. if (subMaterial) {
  76150. return subMaterial.getActiveTextures();
  76151. }
  76152. else {
  76153. return [];
  76154. }
  76155. }));
  76156. };
  76157. // Methods
  76158. MultiMaterial.prototype.getClassName = function () {
  76159. return "MultiMaterial";
  76160. };
  76161. MultiMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  76162. for (var index = 0; index < this.subMaterials.length; index++) {
  76163. var subMaterial = this.subMaterials[index];
  76164. if (subMaterial) {
  76165. if (subMaterial.storeEffectOnSubMeshes) {
  76166. if (!subMaterial.isReadyForSubMesh(mesh, subMesh, useInstances)) {
  76167. return false;
  76168. }
  76169. continue;
  76170. }
  76171. if (!subMaterial.isReady(mesh)) {
  76172. return false;
  76173. }
  76174. }
  76175. }
  76176. return true;
  76177. };
  76178. MultiMaterial.prototype.clone = function (name, cloneChildren) {
  76179. var newMultiMaterial = new MultiMaterial(name, this.getScene());
  76180. for (var index = 0; index < this.subMaterials.length; index++) {
  76181. var subMaterial = null;
  76182. var current = this.subMaterials[index];
  76183. if (cloneChildren && current) {
  76184. subMaterial = current.clone(name + "-" + current.name);
  76185. }
  76186. else {
  76187. subMaterial = this.subMaterials[index];
  76188. }
  76189. newMultiMaterial.subMaterials.push(subMaterial);
  76190. }
  76191. return newMultiMaterial;
  76192. };
  76193. MultiMaterial.prototype.serialize = function () {
  76194. var serializationObject = {};
  76195. serializationObject.name = this.name;
  76196. serializationObject.id = this.id;
  76197. if (BABYLON.Tags) {
  76198. serializationObject.tags = BABYLON.Tags.GetTags(this);
  76199. }
  76200. serializationObject.materials = [];
  76201. for (var matIndex = 0; matIndex < this.subMaterials.length; matIndex++) {
  76202. var subMat = this.subMaterials[matIndex];
  76203. if (subMat) {
  76204. serializationObject.materials.push(subMat.id);
  76205. }
  76206. else {
  76207. serializationObject.materials.push(null);
  76208. }
  76209. }
  76210. return serializationObject;
  76211. };
  76212. MultiMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  76213. var scene = this.getScene();
  76214. if (!scene) {
  76215. return;
  76216. }
  76217. var index = scene.multiMaterials.indexOf(this);
  76218. if (index >= 0) {
  76219. scene.multiMaterials.splice(index, 1);
  76220. }
  76221. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);
  76222. };
  76223. return MultiMaterial;
  76224. }(BABYLON.Material));
  76225. BABYLON.MultiMaterial = MultiMaterial;
  76226. })(BABYLON || (BABYLON = {}));
  76227. //# sourceMappingURL=babylon.multiMaterial.js.map
  76228. var BABYLON;
  76229. (function (BABYLON) {
  76230. /**
  76231. * Manage the touch inputs to control the movement of a free camera.
  76232. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  76233. */
  76234. var FreeCameraTouchInput = /** @class */ (function () {
  76235. function FreeCameraTouchInput() {
  76236. /**
  76237. * Defines the touch sensibility for rotation.
  76238. * The higher the faster.
  76239. */
  76240. this.touchAngularSensibility = 200000.0;
  76241. /**
  76242. * Defines the touch sensibility for move.
  76243. * The higher the faster.
  76244. */
  76245. this.touchMoveSensibility = 250.0;
  76246. this._offsetX = null;
  76247. this._offsetY = null;
  76248. this._pointerPressed = new Array();
  76249. }
  76250. /**
  76251. * Attach the input controls to a specific dom element to get the input from.
  76252. * @param element Defines the element the controls should be listened from
  76253. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  76254. */
  76255. FreeCameraTouchInput.prototype.attachControl = function (element, noPreventDefault) {
  76256. var _this = this;
  76257. var previousPosition = null;
  76258. if (this._pointerInput === undefined) {
  76259. this._onLostFocus = function (evt) {
  76260. _this._offsetX = null;
  76261. _this._offsetY = null;
  76262. };
  76263. this._pointerInput = function (p, s) {
  76264. var evt = p.event;
  76265. if (evt.pointerType === "mouse") {
  76266. return;
  76267. }
  76268. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  76269. if (!noPreventDefault) {
  76270. evt.preventDefault();
  76271. }
  76272. _this._pointerPressed.push(evt.pointerId);
  76273. if (_this._pointerPressed.length !== 1) {
  76274. return;
  76275. }
  76276. previousPosition = {
  76277. x: evt.clientX,
  76278. y: evt.clientY
  76279. };
  76280. }
  76281. else if (p.type === BABYLON.PointerEventTypes.POINTERUP) {
  76282. if (!noPreventDefault) {
  76283. evt.preventDefault();
  76284. }
  76285. var index = _this._pointerPressed.indexOf(evt.pointerId);
  76286. if (index === -1) {
  76287. return;
  76288. }
  76289. _this._pointerPressed.splice(index, 1);
  76290. if (index != 0) {
  76291. return;
  76292. }
  76293. previousPosition = null;
  76294. _this._offsetX = null;
  76295. _this._offsetY = null;
  76296. }
  76297. else if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  76298. if (!noPreventDefault) {
  76299. evt.preventDefault();
  76300. }
  76301. if (!previousPosition) {
  76302. return;
  76303. }
  76304. var index = _this._pointerPressed.indexOf(evt.pointerId);
  76305. if (index != 0) {
  76306. return;
  76307. }
  76308. _this._offsetX = evt.clientX - previousPosition.x;
  76309. _this._offsetY = -(evt.clientY - previousPosition.y);
  76310. }
  76311. };
  76312. }
  76313. this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE);
  76314. if (this._onLostFocus) {
  76315. element.addEventListener("blur", this._onLostFocus);
  76316. }
  76317. };
  76318. /**
  76319. * Detach the current controls from the specified dom element.
  76320. * @param element Defines the element to stop listening the inputs from
  76321. */
  76322. FreeCameraTouchInput.prototype.detachControl = function (element) {
  76323. if (this._pointerInput && element) {
  76324. if (this._observer) {
  76325. this.camera.getScene().onPointerObservable.remove(this._observer);
  76326. this._observer = null;
  76327. }
  76328. if (this._onLostFocus) {
  76329. element.removeEventListener("blur", this._onLostFocus);
  76330. this._onLostFocus = null;
  76331. }
  76332. this._pointerPressed = [];
  76333. this._offsetX = null;
  76334. this._offsetY = null;
  76335. }
  76336. };
  76337. /**
  76338. * Update the current camera state depending on the inputs that have been used this frame.
  76339. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  76340. */
  76341. FreeCameraTouchInput.prototype.checkInputs = function () {
  76342. if (this._offsetX && this._offsetY) {
  76343. var camera = this.camera;
  76344. camera.cameraRotation.y += this._offsetX / this.touchAngularSensibility;
  76345. if (this._pointerPressed.length > 1) {
  76346. camera.cameraRotation.x += -this._offsetY / this.touchAngularSensibility;
  76347. }
  76348. else {
  76349. var speed = camera._computeLocalCameraSpeed();
  76350. var direction = new BABYLON.Vector3(0, 0, speed * this._offsetY / this.touchMoveSensibility);
  76351. BABYLON.Matrix.RotationYawPitchRollToRef(camera.rotation.y, camera.rotation.x, 0, camera._cameraRotationMatrix);
  76352. camera.cameraDirection.addInPlace(BABYLON.Vector3.TransformCoordinates(direction, camera._cameraRotationMatrix));
  76353. }
  76354. }
  76355. };
  76356. /**
  76357. * Gets the class name of the current intput.
  76358. * @returns the class name
  76359. */
  76360. FreeCameraTouchInput.prototype.getClassName = function () {
  76361. return "FreeCameraTouchInput";
  76362. };
  76363. /**
  76364. * Get the friendly name associated with the input class.
  76365. * @returns the input friendly name
  76366. */
  76367. FreeCameraTouchInput.prototype.getSimpleName = function () {
  76368. return "touch";
  76369. };
  76370. __decorate([
  76371. BABYLON.serialize()
  76372. ], FreeCameraTouchInput.prototype, "touchAngularSensibility", void 0);
  76373. __decorate([
  76374. BABYLON.serialize()
  76375. ], FreeCameraTouchInput.prototype, "touchMoveSensibility", void 0);
  76376. return FreeCameraTouchInput;
  76377. }());
  76378. BABYLON.FreeCameraTouchInput = FreeCameraTouchInput;
  76379. BABYLON.CameraInputTypes["FreeCameraTouchInput"] = FreeCameraTouchInput;
  76380. })(BABYLON || (BABYLON = {}));
  76381. //# sourceMappingURL=babylon.freeCameraTouchInput.js.map
  76382. var BABYLON;
  76383. (function (BABYLON) {
  76384. BABYLON.Node.AddNodeConstructor("TouchCamera", function (name, scene) {
  76385. return function () { return new TouchCamera(name, BABYLON.Vector3.Zero(), scene); };
  76386. });
  76387. /**
  76388. * This represents a FPS type of camera controlled by touch.
  76389. * This is like a universal camera minus the Gamepad controls.
  76390. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  76391. */
  76392. var TouchCamera = /** @class */ (function (_super) {
  76393. __extends(TouchCamera, _super);
  76394. /**
  76395. * Instantiates a new touch camera.
  76396. * This represents a FPS type of camera controlled by touch.
  76397. * This is like a universal camera minus the Gamepad controls.
  76398. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  76399. * @param name Define the name of the camera in the scene
  76400. * @param position Define the start position of the camera in the scene
  76401. * @param scene Define the scene the camera belongs to
  76402. */
  76403. function TouchCamera(name, position, scene) {
  76404. var _this = _super.call(this, name, position, scene) || this;
  76405. _this.inputs.addTouch();
  76406. _this._setupInputs();
  76407. return _this;
  76408. }
  76409. Object.defineProperty(TouchCamera.prototype, "touchAngularSensibility", {
  76410. /**
  76411. * Defines the touch sensibility for rotation.
  76412. * The higher the faster.
  76413. */
  76414. get: function () {
  76415. var touch = this.inputs.attached["touch"];
  76416. if (touch)
  76417. return touch.touchAngularSensibility;
  76418. return 0;
  76419. },
  76420. set: function (value) {
  76421. var touch = this.inputs.attached["touch"];
  76422. if (touch)
  76423. touch.touchAngularSensibility = value;
  76424. },
  76425. enumerable: true,
  76426. configurable: true
  76427. });
  76428. Object.defineProperty(TouchCamera.prototype, "touchMoveSensibility", {
  76429. /**
  76430. * Defines the touch sensibility for move.
  76431. * The higher the faster.
  76432. */
  76433. get: function () {
  76434. var touch = this.inputs.attached["touch"];
  76435. if (touch)
  76436. return touch.touchMoveSensibility;
  76437. return 0;
  76438. },
  76439. set: function (value) {
  76440. var touch = this.inputs.attached["touch"];
  76441. if (touch)
  76442. touch.touchMoveSensibility = value;
  76443. },
  76444. enumerable: true,
  76445. configurable: true
  76446. });
  76447. /**
  76448. * Gets the current object class name.
  76449. * @return the class name
  76450. */
  76451. TouchCamera.prototype.getClassName = function () {
  76452. return "TouchCamera";
  76453. };
  76454. /** @hidden */
  76455. TouchCamera.prototype._setupInputs = function () {
  76456. var mouse = this.inputs.attached["mouse"];
  76457. if (mouse) {
  76458. mouse.touchEnabled = false;
  76459. }
  76460. };
  76461. return TouchCamera;
  76462. }(BABYLON.FreeCamera));
  76463. BABYLON.TouchCamera = TouchCamera;
  76464. })(BABYLON || (BABYLON = {}));
  76465. //# sourceMappingURL=babylon.touchCamera.js.map
  76466. var BABYLON;
  76467. (function (BABYLON) {
  76468. var ProceduralTexture = /** @class */ (function (_super) {
  76469. __extends(ProceduralTexture, _super);
  76470. function ProceduralTexture(name, size, fragment, scene, fallbackTexture, generateMipMaps, isCube) {
  76471. if (fallbackTexture === void 0) { fallbackTexture = null; }
  76472. if (generateMipMaps === void 0) { generateMipMaps = true; }
  76473. if (isCube === void 0) { isCube = false; }
  76474. var _this = _super.call(this, null, scene, !generateMipMaps) || this;
  76475. _this.isCube = isCube;
  76476. _this.isEnabled = true;
  76477. _this._currentRefreshId = -1;
  76478. _this._refreshRate = 1;
  76479. /**
  76480. * Event raised when the texture is generated
  76481. */
  76482. _this.onGeneratedObservable = new BABYLON.Observable();
  76483. _this._vertexBuffers = {};
  76484. _this._uniforms = new Array();
  76485. _this._samplers = new Array();
  76486. /** @hidden */
  76487. _this._textures = {};
  76488. _this._floats = {};
  76489. _this._ints = {};
  76490. _this._floatsArrays = {};
  76491. _this._colors3 = {};
  76492. _this._colors4 = {};
  76493. _this._vectors2 = {};
  76494. _this._vectors3 = {};
  76495. _this._matrices = {};
  76496. _this._fallbackTextureUsed = false;
  76497. _this._cachedDefines = "";
  76498. _this._contentUpdateId = -1;
  76499. scene = _this.getScene();
  76500. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_PROCEDURALTEXTURE);
  76501. if (!component) {
  76502. component = new BABYLON.ProceduralTextureSceneComponent(scene);
  76503. scene._addComponent(component);
  76504. }
  76505. scene.proceduralTextures.push(_this);
  76506. _this._engine = scene.getEngine();
  76507. _this.name = name;
  76508. _this.isRenderTarget = true;
  76509. _this._size = size;
  76510. _this._generateMipMaps = generateMipMaps;
  76511. _this.setFragment(fragment);
  76512. _this._fallbackTexture = fallbackTexture;
  76513. if (isCube) {
  76514. _this._texture = _this._engine.createRenderTargetCubeTexture(size, { generateMipMaps: generateMipMaps });
  76515. _this.setFloat("face", 0);
  76516. }
  76517. else {
  76518. _this._texture = _this._engine.createRenderTargetTexture(size, generateMipMaps);
  76519. }
  76520. // VBO
  76521. var vertices = [];
  76522. vertices.push(1, 1);
  76523. vertices.push(-1, 1);
  76524. vertices.push(-1, -1);
  76525. vertices.push(1, -1);
  76526. _this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(_this._engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  76527. _this._createIndexBuffer();
  76528. return _this;
  76529. }
  76530. /**
  76531. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  76532. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  76533. */
  76534. ProceduralTexture.prototype.getContent = function () {
  76535. if (this._contentData && this._currentRefreshId == this._contentUpdateId) {
  76536. return this._contentData;
  76537. }
  76538. this._contentData = this.readPixels(0, 0, this._contentData);
  76539. this._contentUpdateId = this._currentRefreshId;
  76540. return this._contentData;
  76541. };
  76542. ProceduralTexture.prototype._createIndexBuffer = function () {
  76543. var engine = this._engine;
  76544. // Indices
  76545. var indices = [];
  76546. indices.push(0);
  76547. indices.push(1);
  76548. indices.push(2);
  76549. indices.push(0);
  76550. indices.push(2);
  76551. indices.push(3);
  76552. this._indexBuffer = engine.createIndexBuffer(indices);
  76553. };
  76554. /** @hidden */
  76555. ProceduralTexture.prototype._rebuild = function () {
  76556. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  76557. if (vb) {
  76558. vb._rebuild();
  76559. }
  76560. this._createIndexBuffer();
  76561. if (this.refreshRate === BABYLON.RenderTargetTexture.REFRESHRATE_RENDER_ONCE) {
  76562. this.refreshRate = BABYLON.RenderTargetTexture.REFRESHRATE_RENDER_ONCE;
  76563. }
  76564. };
  76565. ProceduralTexture.prototype.reset = function () {
  76566. if (this._effect === undefined) {
  76567. return;
  76568. }
  76569. var engine = this._engine;
  76570. engine._releaseEffect(this._effect);
  76571. };
  76572. ProceduralTexture.prototype._getDefines = function () {
  76573. return "";
  76574. };
  76575. ProceduralTexture.prototype.isReady = function () {
  76576. var _this = this;
  76577. var engine = this._engine;
  76578. var shaders;
  76579. if (!this._fragment) {
  76580. return false;
  76581. }
  76582. if (this._fallbackTextureUsed) {
  76583. return true;
  76584. }
  76585. var defines = this._getDefines();
  76586. if (this._effect && defines === this._cachedDefines && this._effect.isReady()) {
  76587. return true;
  76588. }
  76589. if (this._fragment.fragmentElement !== undefined) {
  76590. shaders = { vertex: "procedural", fragmentElement: this._fragment.fragmentElement };
  76591. }
  76592. else {
  76593. shaders = { vertex: "procedural", fragment: this._fragment };
  76594. }
  76595. this._cachedDefines = defines;
  76596. this._effect = engine.createEffect(shaders, [BABYLON.VertexBuffer.PositionKind], this._uniforms, this._samplers, defines, undefined, undefined, function () {
  76597. _this.releaseInternalTexture();
  76598. if (_this._fallbackTexture) {
  76599. _this._texture = _this._fallbackTexture._texture;
  76600. if (_this._texture) {
  76601. _this._texture.incrementReferences();
  76602. }
  76603. }
  76604. _this._fallbackTextureUsed = true;
  76605. });
  76606. return this._effect.isReady();
  76607. };
  76608. ProceduralTexture.prototype.resetRefreshCounter = function () {
  76609. this._currentRefreshId = -1;
  76610. };
  76611. ProceduralTexture.prototype.setFragment = function (fragment) {
  76612. this._fragment = fragment;
  76613. };
  76614. Object.defineProperty(ProceduralTexture.prototype, "refreshRate", {
  76615. get: function () {
  76616. return this._refreshRate;
  76617. },
  76618. // Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  76619. set: function (value) {
  76620. this._refreshRate = value;
  76621. this.resetRefreshCounter();
  76622. },
  76623. enumerable: true,
  76624. configurable: true
  76625. });
  76626. /** @hidden */
  76627. ProceduralTexture.prototype._shouldRender = function () {
  76628. if (!this.isEnabled || !this.isReady() || !this._texture) {
  76629. if (this._texture) {
  76630. this._texture.isReady = false;
  76631. }
  76632. return false;
  76633. }
  76634. if (this._fallbackTextureUsed) {
  76635. return false;
  76636. }
  76637. if (this._currentRefreshId === -1) { // At least render once
  76638. this._currentRefreshId = 1;
  76639. return true;
  76640. }
  76641. if (this.refreshRate === this._currentRefreshId) {
  76642. this._currentRefreshId = 1;
  76643. return true;
  76644. }
  76645. this._currentRefreshId++;
  76646. return false;
  76647. };
  76648. ProceduralTexture.prototype.getRenderSize = function () {
  76649. return this._size;
  76650. };
  76651. ProceduralTexture.prototype.resize = function (size, generateMipMaps) {
  76652. if (this._fallbackTextureUsed) {
  76653. return;
  76654. }
  76655. this.releaseInternalTexture();
  76656. this._texture = this._engine.createRenderTargetTexture(size, generateMipMaps);
  76657. // Update properties
  76658. this._size = size;
  76659. this._generateMipMaps = generateMipMaps;
  76660. };
  76661. ProceduralTexture.prototype._checkUniform = function (uniformName) {
  76662. if (this._uniforms.indexOf(uniformName) === -1) {
  76663. this._uniforms.push(uniformName);
  76664. }
  76665. };
  76666. ProceduralTexture.prototype.setTexture = function (name, texture) {
  76667. if (this._samplers.indexOf(name) === -1) {
  76668. this._samplers.push(name);
  76669. }
  76670. this._textures[name] = texture;
  76671. return this;
  76672. };
  76673. ProceduralTexture.prototype.setFloat = function (name, value) {
  76674. this._checkUniform(name);
  76675. this._floats[name] = value;
  76676. return this;
  76677. };
  76678. /**
  76679. * Set the value of an uniform to an integer value
  76680. * @param name defines the name of the uniform
  76681. * @param value defines the value to set
  76682. * @returns the current procedural texture
  76683. */
  76684. ProceduralTexture.prototype.setInt = function (name, value) {
  76685. this._checkUniform(name);
  76686. this._ints[name] = value;
  76687. return this;
  76688. };
  76689. ProceduralTexture.prototype.setFloats = function (name, value) {
  76690. this._checkUniform(name);
  76691. this._floatsArrays[name] = value;
  76692. return this;
  76693. };
  76694. ProceduralTexture.prototype.setColor3 = function (name, value) {
  76695. this._checkUniform(name);
  76696. this._colors3[name] = value;
  76697. return this;
  76698. };
  76699. ProceduralTexture.prototype.setColor4 = function (name, value) {
  76700. this._checkUniform(name);
  76701. this._colors4[name] = value;
  76702. return this;
  76703. };
  76704. ProceduralTexture.prototype.setVector2 = function (name, value) {
  76705. this._checkUniform(name);
  76706. this._vectors2[name] = value;
  76707. return this;
  76708. };
  76709. ProceduralTexture.prototype.setVector3 = function (name, value) {
  76710. this._checkUniform(name);
  76711. this._vectors3[name] = value;
  76712. return this;
  76713. };
  76714. ProceduralTexture.prototype.setMatrix = function (name, value) {
  76715. this._checkUniform(name);
  76716. this._matrices[name] = value;
  76717. return this;
  76718. };
  76719. ProceduralTexture.prototype.render = function (useCameraPostProcess) {
  76720. var scene = this.getScene();
  76721. if (!scene) {
  76722. return;
  76723. }
  76724. var engine = this._engine;
  76725. // Render
  76726. engine.enableEffect(this._effect);
  76727. engine.setState(false);
  76728. // Texture
  76729. for (var name in this._textures) {
  76730. this._effect.setTexture(name, this._textures[name]);
  76731. }
  76732. // Float
  76733. for (name in this._ints) {
  76734. this._effect.setInt(name, this._ints[name]);
  76735. }
  76736. // Float
  76737. for (name in this._floats) {
  76738. this._effect.setFloat(name, this._floats[name]);
  76739. }
  76740. // Floats
  76741. for (name in this._floatsArrays) {
  76742. this._effect.setArray(name, this._floatsArrays[name]);
  76743. }
  76744. // Color3
  76745. for (name in this._colors3) {
  76746. this._effect.setColor3(name, this._colors3[name]);
  76747. }
  76748. // Color4
  76749. for (name in this._colors4) {
  76750. var color = this._colors4[name];
  76751. this._effect.setFloat4(name, color.r, color.g, color.b, color.a);
  76752. }
  76753. // Vector2
  76754. for (name in this._vectors2) {
  76755. this._effect.setVector2(name, this._vectors2[name]);
  76756. }
  76757. // Vector3
  76758. for (name in this._vectors3) {
  76759. this._effect.setVector3(name, this._vectors3[name]);
  76760. }
  76761. // Matrix
  76762. for (name in this._matrices) {
  76763. this._effect.setMatrix(name, this._matrices[name]);
  76764. }
  76765. if (!this._texture) {
  76766. return;
  76767. }
  76768. if (this.isCube) {
  76769. for (var face = 0; face < 6; face++) {
  76770. engine.bindFramebuffer(this._texture, face, undefined, undefined, true);
  76771. // VBOs
  76772. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);
  76773. this._effect.setFloat("face", face);
  76774. // Clear
  76775. engine.clear(scene.clearColor, true, true, true);
  76776. // Draw order
  76777. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  76778. // Mipmaps
  76779. if (face === 5) {
  76780. engine.generateMipMapsForCubemap(this._texture);
  76781. }
  76782. }
  76783. }
  76784. else {
  76785. engine.bindFramebuffer(this._texture, 0, undefined, undefined, true);
  76786. // VBOs
  76787. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);
  76788. // Clear
  76789. engine.clear(scene.clearColor, true, true, true);
  76790. // Draw order
  76791. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  76792. }
  76793. // Unbind
  76794. engine.unBindFramebuffer(this._texture, this.isCube);
  76795. if (this.onGenerated) {
  76796. this.onGenerated();
  76797. }
  76798. this.onGeneratedObservable.notifyObservers(this);
  76799. };
  76800. ProceduralTexture.prototype.clone = function () {
  76801. var textureSize = this.getSize();
  76802. var newTexture = new ProceduralTexture(this.name, textureSize.width, this._fragment, this.getScene(), this._fallbackTexture, this._generateMipMaps);
  76803. // Base texture
  76804. newTexture.hasAlpha = this.hasAlpha;
  76805. newTexture.level = this.level;
  76806. // RenderTarget Texture
  76807. newTexture.coordinatesMode = this.coordinatesMode;
  76808. return newTexture;
  76809. };
  76810. ProceduralTexture.prototype.dispose = function () {
  76811. var scene = this.getScene();
  76812. if (!scene) {
  76813. return;
  76814. }
  76815. var index = scene.proceduralTextures.indexOf(this);
  76816. if (index >= 0) {
  76817. scene.proceduralTextures.splice(index, 1);
  76818. }
  76819. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  76820. if (vertexBuffer) {
  76821. vertexBuffer.dispose();
  76822. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  76823. }
  76824. if (this._indexBuffer && this._engine._releaseBuffer(this._indexBuffer)) {
  76825. this._indexBuffer = null;
  76826. }
  76827. _super.prototype.dispose.call(this);
  76828. };
  76829. __decorate([
  76830. BABYLON.serialize()
  76831. ], ProceduralTexture.prototype, "_size", void 0);
  76832. __decorate([
  76833. BABYLON.serialize()
  76834. ], ProceduralTexture.prototype, "_generateMipMaps", void 0);
  76835. __decorate([
  76836. BABYLON.serialize()
  76837. ], ProceduralTexture.prototype, "isEnabled", void 0);
  76838. __decorate([
  76839. BABYLON.serialize()
  76840. ], ProceduralTexture.prototype, "refreshRate", null);
  76841. return ProceduralTexture;
  76842. }(BABYLON.Texture));
  76843. BABYLON.ProceduralTexture = ProceduralTexture;
  76844. })(BABYLON || (BABYLON = {}));
  76845. //# sourceMappingURL=babylon.proceduralTexture.js.map
  76846. var BABYLON;
  76847. (function (BABYLON) {
  76848. /**
  76849. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  76850. * in a given scene.
  76851. */
  76852. var ProceduralTextureSceneComponent = /** @class */ (function () {
  76853. /**
  76854. * Creates a new instance of the component for the given scene
  76855. * @param scene Defines the scene to register the component in
  76856. */
  76857. function ProceduralTextureSceneComponent(scene) {
  76858. /**
  76859. * The component name helpfull to identify the component in the list of scene components.
  76860. */
  76861. this.name = BABYLON.SceneComponentConstants.NAME_PROCEDURALTEXTURE;
  76862. this.scene = scene;
  76863. this.scene.proceduralTextures = new Array();
  76864. scene.layers = new Array();
  76865. }
  76866. /**
  76867. * Registers the component in a given scene
  76868. */
  76869. ProceduralTextureSceneComponent.prototype.register = function () {
  76870. this.scene._beforeClearStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECLEAR_PROCEDURALTEXTURE, this, this._beforeClear);
  76871. };
  76872. /**
  76873. * Rebuilds the elements related to this component in case of
  76874. * context lost for instance.
  76875. */
  76876. ProceduralTextureSceneComponent.prototype.rebuild = function () {
  76877. // Nothing to do here.
  76878. };
  76879. /**
  76880. * Disposes the component and the associated ressources.
  76881. */
  76882. ProceduralTextureSceneComponent.prototype.dispose = function () {
  76883. // Nothing to do here.
  76884. };
  76885. ProceduralTextureSceneComponent.prototype._beforeClear = function () {
  76886. if (this.scene.proceduralTexturesEnabled) {
  76887. BABYLON.Tools.StartPerformanceCounter("Procedural textures", this.scene.proceduralTextures.length > 0);
  76888. for (var proceduralIndex = 0; proceduralIndex < this.scene.proceduralTextures.length; proceduralIndex++) {
  76889. var proceduralTexture = this.scene.proceduralTextures[proceduralIndex];
  76890. if (proceduralTexture._shouldRender()) {
  76891. proceduralTexture.render();
  76892. }
  76893. }
  76894. BABYLON.Tools.EndPerformanceCounter("Procedural textures", this.scene.proceduralTextures.length > 0);
  76895. }
  76896. };
  76897. return ProceduralTextureSceneComponent;
  76898. }());
  76899. BABYLON.ProceduralTextureSceneComponent = ProceduralTextureSceneComponent;
  76900. })(BABYLON || (BABYLON = {}));
  76901. //# sourceMappingURL=babylon.proceduralTextureSceneComponent.js.map
  76902. var BABYLON;
  76903. (function (BABYLON) {
  76904. var CustomProceduralTexture = /** @class */ (function (_super) {
  76905. __extends(CustomProceduralTexture, _super);
  76906. function CustomProceduralTexture(name, texturePath, size, scene, fallbackTexture, generateMipMaps) {
  76907. var _this = _super.call(this, name, size, null, scene, fallbackTexture, generateMipMaps) || this;
  76908. _this._animate = true;
  76909. _this._time = 0;
  76910. _this._texturePath = texturePath;
  76911. //Try to load json
  76912. _this.loadJson(texturePath);
  76913. _this.refreshRate = 1;
  76914. return _this;
  76915. }
  76916. CustomProceduralTexture.prototype.loadJson = function (jsonUrl) {
  76917. var _this = this;
  76918. var noConfigFile = function () {
  76919. BABYLON.Tools.Log("No config file found in " + jsonUrl + " trying to use ShadersStore or DOM element");
  76920. try {
  76921. _this.setFragment(_this._texturePath);
  76922. }
  76923. catch (ex) {
  76924. BABYLON.Tools.Error("No json or ShaderStore or DOM element found for CustomProceduralTexture");
  76925. }
  76926. };
  76927. var configFileUrl = jsonUrl + "/config.json";
  76928. var xhr = new XMLHttpRequest();
  76929. xhr.open("GET", configFileUrl, true);
  76930. xhr.addEventListener("load", function () {
  76931. if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, 1)) {
  76932. try {
  76933. _this._config = JSON.parse(xhr.response);
  76934. _this.updateShaderUniforms();
  76935. _this.updateTextures();
  76936. _this.setFragment(_this._texturePath + "/custom");
  76937. _this._animate = _this._config.animate;
  76938. _this.refreshRate = _this._config.refreshrate;
  76939. }
  76940. catch (ex) {
  76941. noConfigFile();
  76942. }
  76943. }
  76944. else {
  76945. noConfigFile();
  76946. }
  76947. }, false);
  76948. xhr.addEventListener("error", function () {
  76949. noConfigFile();
  76950. }, false);
  76951. try {
  76952. xhr.send();
  76953. }
  76954. catch (ex) {
  76955. BABYLON.Tools.Error("CustomProceduralTexture: Error on XHR send request.");
  76956. }
  76957. };
  76958. CustomProceduralTexture.prototype.isReady = function () {
  76959. if (!_super.prototype.isReady.call(this)) {
  76960. return false;
  76961. }
  76962. for (var name in this._textures) {
  76963. var texture = this._textures[name];
  76964. if (!texture.isReady()) {
  76965. return false;
  76966. }
  76967. }
  76968. return true;
  76969. };
  76970. CustomProceduralTexture.prototype.render = function (useCameraPostProcess) {
  76971. var scene = this.getScene();
  76972. if (this._animate && scene) {
  76973. this._time += scene.getAnimationRatio() * 0.03;
  76974. this.updateShaderUniforms();
  76975. }
  76976. _super.prototype.render.call(this, useCameraPostProcess);
  76977. };
  76978. CustomProceduralTexture.prototype.updateTextures = function () {
  76979. for (var i = 0; i < this._config.sampler2Ds.length; i++) {
  76980. this.setTexture(this._config.sampler2Ds[i].sample2Dname, new BABYLON.Texture(this._texturePath + "/" + this._config.sampler2Ds[i].textureRelativeUrl, this.getScene()));
  76981. }
  76982. };
  76983. CustomProceduralTexture.prototype.updateShaderUniforms = function () {
  76984. if (this._config) {
  76985. for (var j = 0; j < this._config.uniforms.length; j++) {
  76986. var uniform = this._config.uniforms[j];
  76987. switch (uniform.type) {
  76988. case "float":
  76989. this.setFloat(uniform.name, uniform.value);
  76990. break;
  76991. case "color3":
  76992. this.setColor3(uniform.name, new BABYLON.Color3(uniform.r, uniform.g, uniform.b));
  76993. break;
  76994. case "color4":
  76995. this.setColor4(uniform.name, new BABYLON.Color4(uniform.r, uniform.g, uniform.b, uniform.a));
  76996. break;
  76997. case "vector2":
  76998. this.setVector2(uniform.name, new BABYLON.Vector2(uniform.x, uniform.y));
  76999. break;
  77000. case "vector3":
  77001. this.setVector3(uniform.name, new BABYLON.Vector3(uniform.x, uniform.y, uniform.z));
  77002. break;
  77003. }
  77004. }
  77005. }
  77006. this.setFloat("time", this._time);
  77007. };
  77008. Object.defineProperty(CustomProceduralTexture.prototype, "animate", {
  77009. get: function () {
  77010. return this._animate;
  77011. },
  77012. set: function (value) {
  77013. this._animate = value;
  77014. },
  77015. enumerable: true,
  77016. configurable: true
  77017. });
  77018. return CustomProceduralTexture;
  77019. }(BABYLON.ProceduralTexture));
  77020. BABYLON.CustomProceduralTexture = CustomProceduralTexture;
  77021. })(BABYLON || (BABYLON = {}));
  77022. //# sourceMappingURL=babylon.customProceduralTexture.js.map
  77023. var BABYLON;
  77024. (function (BABYLON) {
  77025. /**
  77026. * Manage the gamepad inputs to control a free camera.
  77027. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  77028. */
  77029. var FreeCameraGamepadInput = /** @class */ (function () {
  77030. function FreeCameraGamepadInput() {
  77031. /**
  77032. * Defines the gamepad rotation sensiblity.
  77033. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  77034. */
  77035. this.gamepadAngularSensibility = 200;
  77036. /**
  77037. * Defines the gamepad move sensiblity.
  77038. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  77039. */
  77040. this.gamepadMoveSensibility = 40;
  77041. this._cameraTransform = BABYLON.Matrix.Identity();
  77042. this._deltaTransform = BABYLON.Vector3.Zero();
  77043. this._vector3 = BABYLON.Vector3.Zero();
  77044. this._vector2 = BABYLON.Vector2.Zero();
  77045. }
  77046. /**
  77047. * Attach the input controls to a specific dom element to get the input from.
  77048. * @param element Defines the element the controls should be listened from
  77049. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  77050. */
  77051. FreeCameraGamepadInput.prototype.attachControl = function (element, noPreventDefault) {
  77052. var _this = this;
  77053. var manager = this.camera.getScene().gamepadManager;
  77054. this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add(function (gamepad) {
  77055. if (gamepad.type !== BABYLON.Gamepad.POSE_ENABLED) {
  77056. // prioritize XBOX gamepads.
  77057. if (!_this.gamepad || gamepad.type === BABYLON.Gamepad.XBOX) {
  77058. _this.gamepad = gamepad;
  77059. }
  77060. }
  77061. });
  77062. this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add(function (gamepad) {
  77063. if (_this.gamepad === gamepad) {
  77064. _this.gamepad = null;
  77065. }
  77066. });
  77067. this.gamepad = manager.getGamepadByType(BABYLON.Gamepad.XBOX);
  77068. };
  77069. /**
  77070. * Detach the current controls from the specified dom element.
  77071. * @param element Defines the element to stop listening the inputs from
  77072. */
  77073. FreeCameraGamepadInput.prototype.detachControl = function (element) {
  77074. this.camera.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);
  77075. this.camera.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);
  77076. this.gamepad = null;
  77077. };
  77078. /**
  77079. * Update the current camera state depending on the inputs that have been used this frame.
  77080. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  77081. */
  77082. FreeCameraGamepadInput.prototype.checkInputs = function () {
  77083. if (this.gamepad && this.gamepad.leftStick) {
  77084. var camera = this.camera;
  77085. var LSValues = this.gamepad.leftStick;
  77086. var normalizedLX = LSValues.x / this.gamepadMoveSensibility;
  77087. var normalizedLY = LSValues.y / this.gamepadMoveSensibility;
  77088. LSValues.x = Math.abs(normalizedLX) > 0.005 ? 0 + normalizedLX : 0;
  77089. LSValues.y = Math.abs(normalizedLY) > 0.005 ? 0 + normalizedLY : 0;
  77090. var RSValues = this.gamepad.rightStick;
  77091. if (RSValues) {
  77092. var normalizedRX = RSValues.x / this.gamepadAngularSensibility;
  77093. var normalizedRY = RSValues.y / this.gamepadAngularSensibility;
  77094. RSValues.x = Math.abs(normalizedRX) > 0.001 ? 0 + normalizedRX : 0;
  77095. RSValues.y = Math.abs(normalizedRY) > 0.001 ? 0 + normalizedRY : 0;
  77096. }
  77097. else {
  77098. RSValues = { x: 0, y: 0 };
  77099. }
  77100. if (!camera.rotationQuaternion) {
  77101. BABYLON.Matrix.RotationYawPitchRollToRef(camera.rotation.y, camera.rotation.x, 0, this._cameraTransform);
  77102. }
  77103. else {
  77104. camera.rotationQuaternion.toRotationMatrix(this._cameraTransform);
  77105. }
  77106. var speed = camera._computeLocalCameraSpeed() * 50.0;
  77107. this._vector3.copyFromFloats(LSValues.x * speed, 0, -LSValues.y * speed);
  77108. BABYLON.Vector3.TransformCoordinatesToRef(this._vector3, this._cameraTransform, this._deltaTransform);
  77109. camera.cameraDirection.addInPlace(this._deltaTransform);
  77110. this._vector2.copyFromFloats(RSValues.y, RSValues.x);
  77111. camera.cameraRotation.addInPlace(this._vector2);
  77112. }
  77113. };
  77114. /**
  77115. * Gets the class name of the current intput.
  77116. * @returns the class name
  77117. */
  77118. FreeCameraGamepadInput.prototype.getClassName = function () {
  77119. return "FreeCameraGamepadInput";
  77120. };
  77121. /**
  77122. * Get the friendly name associated with the input class.
  77123. * @returns the input friendly name
  77124. */
  77125. FreeCameraGamepadInput.prototype.getSimpleName = function () {
  77126. return "gamepad";
  77127. };
  77128. __decorate([
  77129. BABYLON.serialize()
  77130. ], FreeCameraGamepadInput.prototype, "gamepadAngularSensibility", void 0);
  77131. __decorate([
  77132. BABYLON.serialize()
  77133. ], FreeCameraGamepadInput.prototype, "gamepadMoveSensibility", void 0);
  77134. return FreeCameraGamepadInput;
  77135. }());
  77136. BABYLON.FreeCameraGamepadInput = FreeCameraGamepadInput;
  77137. BABYLON.CameraInputTypes["FreeCameraGamepadInput"] = FreeCameraGamepadInput;
  77138. })(BABYLON || (BABYLON = {}));
  77139. //# sourceMappingURL=babylon.freeCameraGamepadInput.js.map
  77140. var BABYLON;
  77141. (function (BABYLON) {
  77142. /**
  77143. * Manage the gamepad inputs to control an arc rotate camera.
  77144. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  77145. */
  77146. var ArcRotateCameraGamepadInput = /** @class */ (function () {
  77147. function ArcRotateCameraGamepadInput() {
  77148. /**
  77149. * Defines the gamepad rotation sensiblity.
  77150. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  77151. */
  77152. this.gamepadRotationSensibility = 80;
  77153. /**
  77154. * Defines the gamepad move sensiblity.
  77155. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  77156. */
  77157. this.gamepadMoveSensibility = 40;
  77158. }
  77159. /**
  77160. * Attach the input controls to a specific dom element to get the input from.
  77161. * @param element Defines the element the controls should be listened from
  77162. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  77163. */
  77164. ArcRotateCameraGamepadInput.prototype.attachControl = function (element, noPreventDefault) {
  77165. var _this = this;
  77166. var manager = this.camera.getScene().gamepadManager;
  77167. this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add(function (gamepad) {
  77168. if (gamepad.type !== BABYLON.Gamepad.POSE_ENABLED) {
  77169. // prioritize XBOX gamepads.
  77170. if (!_this.gamepad || gamepad.type === BABYLON.Gamepad.XBOX) {
  77171. _this.gamepad = gamepad;
  77172. }
  77173. }
  77174. });
  77175. this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add(function (gamepad) {
  77176. if (_this.gamepad === gamepad) {
  77177. _this.gamepad = null;
  77178. }
  77179. });
  77180. this.gamepad = manager.getGamepadByType(BABYLON.Gamepad.XBOX);
  77181. };
  77182. /**
  77183. * Detach the current controls from the specified dom element.
  77184. * @param element Defines the element to stop listening the inputs from
  77185. */
  77186. ArcRotateCameraGamepadInput.prototype.detachControl = function (element) {
  77187. this.camera.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);
  77188. this.camera.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);
  77189. this.gamepad = null;
  77190. };
  77191. /**
  77192. * Update the current camera state depending on the inputs that have been used this frame.
  77193. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  77194. */
  77195. ArcRotateCameraGamepadInput.prototype.checkInputs = function () {
  77196. if (this.gamepad) {
  77197. var camera = this.camera;
  77198. var RSValues = this.gamepad.rightStick;
  77199. if (RSValues) {
  77200. if (RSValues.x != 0) {
  77201. var normalizedRX = RSValues.x / this.gamepadRotationSensibility;
  77202. if (normalizedRX != 0 && Math.abs(normalizedRX) > 0.005) {
  77203. camera.inertialAlphaOffset += normalizedRX;
  77204. }
  77205. }
  77206. if (RSValues.y != 0) {
  77207. var normalizedRY = RSValues.y / this.gamepadRotationSensibility;
  77208. if (normalizedRY != 0 && Math.abs(normalizedRY) > 0.005) {
  77209. camera.inertialBetaOffset += normalizedRY;
  77210. }
  77211. }
  77212. }
  77213. var LSValues = this.gamepad.leftStick;
  77214. if (LSValues && LSValues.y != 0) {
  77215. var normalizedLY = LSValues.y / this.gamepadMoveSensibility;
  77216. if (normalizedLY != 0 && Math.abs(normalizedLY) > 0.005) {
  77217. this.camera.inertialRadiusOffset -= normalizedLY;
  77218. }
  77219. }
  77220. }
  77221. };
  77222. /**
  77223. * Gets the class name of the current intput.
  77224. * @returns the class name
  77225. */
  77226. ArcRotateCameraGamepadInput.prototype.getClassName = function () {
  77227. return "ArcRotateCameraGamepadInput";
  77228. };
  77229. /**
  77230. * Get the friendly name associated with the input class.
  77231. * @returns the input friendly name
  77232. */
  77233. ArcRotateCameraGamepadInput.prototype.getSimpleName = function () {
  77234. return "gamepad";
  77235. };
  77236. __decorate([
  77237. BABYLON.serialize()
  77238. ], ArcRotateCameraGamepadInput.prototype, "gamepadRotationSensibility", void 0);
  77239. __decorate([
  77240. BABYLON.serialize()
  77241. ], ArcRotateCameraGamepadInput.prototype, "gamepadMoveSensibility", void 0);
  77242. return ArcRotateCameraGamepadInput;
  77243. }());
  77244. BABYLON.ArcRotateCameraGamepadInput = ArcRotateCameraGamepadInput;
  77245. BABYLON.CameraInputTypes["ArcRotateCameraGamepadInput"] = ArcRotateCameraGamepadInput;
  77246. })(BABYLON || (BABYLON = {}));
  77247. //# sourceMappingURL=babylon.arcRotateCameraGamepadInput.js.map
  77248. var BABYLON;
  77249. (function (BABYLON) {
  77250. /**
  77251. * Manager for handling gamepads
  77252. */
  77253. var GamepadManager = /** @class */ (function () {
  77254. /**
  77255. * Initializes the gamepad manager
  77256. * @param _scene BabylonJS scene
  77257. */
  77258. function GamepadManager(_scene) {
  77259. var _this = this;
  77260. this._scene = _scene;
  77261. this._babylonGamepads = [];
  77262. this._oneGamepadConnected = false;
  77263. /** @hidden */
  77264. this._isMonitoring = false;
  77265. /**
  77266. * observable to be triggered when the gamepad controller has been disconnected
  77267. */
  77268. this.onGamepadDisconnectedObservable = new BABYLON.Observable();
  77269. if (!BABYLON.Tools.IsWindowObjectExist()) {
  77270. this._gamepadEventSupported = false;
  77271. }
  77272. else {
  77273. this._gamepadEventSupported = 'GamepadEvent' in window;
  77274. this._gamepadSupport = (navigator.getGamepads ||
  77275. navigator.webkitGetGamepads || navigator.msGetGamepads || navigator.webkitGamepads);
  77276. }
  77277. this.onGamepadConnectedObservable = new BABYLON.Observable(function (observer) {
  77278. // This will be used to raise the onGamepadConnected for all gamepads ALREADY connected
  77279. for (var i in _this._babylonGamepads) {
  77280. var gamepad = _this._babylonGamepads[i];
  77281. if (gamepad && gamepad._isConnected) {
  77282. _this.onGamepadConnectedObservable.notifyObserver(observer, gamepad);
  77283. }
  77284. }
  77285. });
  77286. this._onGamepadConnectedEvent = function (evt) {
  77287. var gamepad = evt.gamepad;
  77288. if (gamepad.index in _this._babylonGamepads) {
  77289. if (_this._babylonGamepads[gamepad.index].isConnected) {
  77290. return;
  77291. }
  77292. }
  77293. var newGamepad;
  77294. if (_this._babylonGamepads[gamepad.index]) {
  77295. newGamepad = _this._babylonGamepads[gamepad.index];
  77296. newGamepad.browserGamepad = gamepad;
  77297. newGamepad._isConnected = true;
  77298. }
  77299. else {
  77300. newGamepad = _this._addNewGamepad(gamepad);
  77301. }
  77302. _this.onGamepadConnectedObservable.notifyObservers(newGamepad);
  77303. _this._startMonitoringGamepads();
  77304. };
  77305. this._onGamepadDisconnectedEvent = function (evt) {
  77306. var gamepad = evt.gamepad;
  77307. // Remove the gamepad from the list of gamepads to monitor.
  77308. for (var i in _this._babylonGamepads) {
  77309. if (_this._babylonGamepads[i].index === gamepad.index) {
  77310. var disconnectedGamepad = _this._babylonGamepads[i];
  77311. disconnectedGamepad._isConnected = false;
  77312. _this.onGamepadDisconnectedObservable.notifyObservers(disconnectedGamepad);
  77313. break;
  77314. }
  77315. }
  77316. };
  77317. if (this._gamepadSupport) {
  77318. //first add already-connected gamepads
  77319. this._updateGamepadObjects();
  77320. if (this._babylonGamepads.length) {
  77321. this._startMonitoringGamepads();
  77322. }
  77323. // Checking if the gamepad connected event is supported (like in Firefox)
  77324. if (this._gamepadEventSupported) {
  77325. window.addEventListener('gamepadconnected', this._onGamepadConnectedEvent, false);
  77326. window.addEventListener('gamepaddisconnected', this._onGamepadDisconnectedEvent, false);
  77327. }
  77328. else {
  77329. this._startMonitoringGamepads();
  77330. }
  77331. }
  77332. }
  77333. Object.defineProperty(GamepadManager.prototype, "gamepads", {
  77334. /**
  77335. * The gamepads in the game pad manager
  77336. */
  77337. get: function () {
  77338. return this._babylonGamepads;
  77339. },
  77340. enumerable: true,
  77341. configurable: true
  77342. });
  77343. /**
  77344. * Get the gamepad controllers based on type
  77345. * @param type The type of gamepad controller
  77346. * @returns Nullable gamepad
  77347. */
  77348. GamepadManager.prototype.getGamepadByType = function (type) {
  77349. if (type === void 0) { type = BABYLON.Gamepad.XBOX; }
  77350. for (var _i = 0, _a = this._babylonGamepads; _i < _a.length; _i++) {
  77351. var gamepad = _a[_i];
  77352. if (gamepad && gamepad.type === type) {
  77353. return gamepad;
  77354. }
  77355. }
  77356. return null;
  77357. };
  77358. /**
  77359. * Disposes the gamepad manager
  77360. */
  77361. GamepadManager.prototype.dispose = function () {
  77362. if (this._gamepadEventSupported) {
  77363. if (this._onGamepadConnectedEvent) {
  77364. window.removeEventListener('gamepadconnected', this._onGamepadConnectedEvent);
  77365. }
  77366. if (this._onGamepadDisconnectedEvent) {
  77367. window.removeEventListener('gamepaddisconnected', this._onGamepadDisconnectedEvent);
  77368. }
  77369. this._onGamepadConnectedEvent = null;
  77370. this._onGamepadDisconnectedEvent = null;
  77371. }
  77372. this._babylonGamepads.forEach(function (gamepad) {
  77373. gamepad.dispose();
  77374. });
  77375. this.onGamepadConnectedObservable.clear();
  77376. this.onGamepadDisconnectedObservable.clear();
  77377. this._oneGamepadConnected = false;
  77378. this._stopMonitoringGamepads();
  77379. this._babylonGamepads = [];
  77380. };
  77381. GamepadManager.prototype._addNewGamepad = function (gamepad) {
  77382. if (!this._oneGamepadConnected) {
  77383. this._oneGamepadConnected = true;
  77384. }
  77385. var newGamepad;
  77386. var xboxOne = (gamepad.id.search("Xbox One") !== -1);
  77387. if (xboxOne || gamepad.id.search("Xbox 360") !== -1 || gamepad.id.search("xinput") !== -1) {
  77388. newGamepad = new BABYLON.Xbox360Pad(gamepad.id, gamepad.index, gamepad, xboxOne);
  77389. }
  77390. // if pose is supported, use the (WebVR) pose enabled controller
  77391. else if (gamepad.pose) {
  77392. newGamepad = BABYLON.PoseEnabledControllerHelper.InitiateController(gamepad);
  77393. }
  77394. else {
  77395. newGamepad = new BABYLON.GenericPad(gamepad.id, gamepad.index, gamepad);
  77396. }
  77397. this._babylonGamepads[newGamepad.index] = newGamepad;
  77398. return newGamepad;
  77399. };
  77400. GamepadManager.prototype._startMonitoringGamepads = function () {
  77401. if (!this._isMonitoring) {
  77402. this._isMonitoring = true;
  77403. //back-comp
  77404. if (!this._scene) {
  77405. this._checkGamepadsStatus();
  77406. }
  77407. }
  77408. };
  77409. GamepadManager.prototype._stopMonitoringGamepads = function () {
  77410. this._isMonitoring = false;
  77411. };
  77412. /** @hidden */
  77413. GamepadManager.prototype._checkGamepadsStatus = function () {
  77414. var _this = this;
  77415. // Hack to be compatible Chrome
  77416. this._updateGamepadObjects();
  77417. for (var i in this._babylonGamepads) {
  77418. var gamepad = this._babylonGamepads[i];
  77419. if (!gamepad || !gamepad.isConnected) {
  77420. continue;
  77421. }
  77422. gamepad.update();
  77423. }
  77424. if (this._isMonitoring && !this._scene) {
  77425. BABYLON.Tools.QueueNewFrame(function () { _this._checkGamepadsStatus(); });
  77426. }
  77427. };
  77428. // This function is called only on Chrome, which does not properly support
  77429. // connection/disconnection events and forces you to recopy again the gamepad object
  77430. GamepadManager.prototype._updateGamepadObjects = function () {
  77431. var gamepads = navigator.getGamepads ? navigator.getGamepads() : (navigator.webkitGetGamepads ? navigator.webkitGetGamepads() : []);
  77432. for (var i = 0; i < gamepads.length; i++) {
  77433. var gamepad = gamepads[i];
  77434. if (gamepad) {
  77435. if (!this._babylonGamepads[gamepad.index]) {
  77436. var newGamepad = this._addNewGamepad(gamepad);
  77437. this.onGamepadConnectedObservable.notifyObservers(newGamepad);
  77438. }
  77439. else {
  77440. // Forced to copy again this object for Chrome for unknown reason
  77441. this._babylonGamepads[i].browserGamepad = gamepad;
  77442. if (!this._babylonGamepads[i].isConnected) {
  77443. this._babylonGamepads[i]._isConnected = true;
  77444. this.onGamepadConnectedObservable.notifyObservers(this._babylonGamepads[i]);
  77445. }
  77446. }
  77447. }
  77448. }
  77449. };
  77450. return GamepadManager;
  77451. }());
  77452. BABYLON.GamepadManager = GamepadManager;
  77453. })(BABYLON || (BABYLON = {}));
  77454. //# sourceMappingURL=babylon.gamepadManager.js.map
  77455. var BABYLON;
  77456. (function (BABYLON) {
  77457. /**
  77458. * Represents a gamepad control stick position
  77459. */
  77460. var StickValues = /** @class */ (function () {
  77461. /**
  77462. * Initializes the gamepad x and y control stick values
  77463. * @param x The x component of the gamepad control stick value
  77464. * @param y The y component of the gamepad control stick value
  77465. */
  77466. function StickValues(
  77467. /**
  77468. * The x component of the control stick
  77469. */
  77470. x,
  77471. /**
  77472. * The y component of the control stick
  77473. */
  77474. y) {
  77475. this.x = x;
  77476. this.y = y;
  77477. }
  77478. return StickValues;
  77479. }());
  77480. BABYLON.StickValues = StickValues;
  77481. /**
  77482. * Represents a gamepad
  77483. */
  77484. var Gamepad = /** @class */ (function () {
  77485. /**
  77486. * Initializes the gamepad
  77487. * @param id The id of the gamepad
  77488. * @param index The index of the gamepad
  77489. * @param browserGamepad The browser gamepad
  77490. * @param leftStickX The x component of the left joystick
  77491. * @param leftStickY The y component of the left joystick
  77492. * @param rightStickX The x component of the right joystick
  77493. * @param rightStickY The y component of the right joystick
  77494. */
  77495. function Gamepad(
  77496. /**
  77497. * The id of the gamepad
  77498. */
  77499. id,
  77500. /**
  77501. * The index of the gamepad
  77502. */
  77503. index,
  77504. /**
  77505. * The browser gamepad
  77506. */
  77507. browserGamepad, leftStickX, leftStickY, rightStickX, rightStickY) {
  77508. if (leftStickX === void 0) { leftStickX = 0; }
  77509. if (leftStickY === void 0) { leftStickY = 1; }
  77510. if (rightStickX === void 0) { rightStickX = 2; }
  77511. if (rightStickY === void 0) { rightStickY = 3; }
  77512. this.id = id;
  77513. this.index = index;
  77514. this.browserGamepad = browserGamepad;
  77515. this._leftStick = { x: 0, y: 0 };
  77516. this._rightStick = { x: 0, y: 0 };
  77517. /** @hidden */
  77518. this._isConnected = true;
  77519. /**
  77520. * Specifies whether the left control stick should be Y-inverted
  77521. */
  77522. this._invertLeftStickY = false;
  77523. this.type = Gamepad.GAMEPAD;
  77524. this._leftStickAxisX = leftStickX;
  77525. this._leftStickAxisY = leftStickY;
  77526. this._rightStickAxisX = rightStickX;
  77527. this._rightStickAxisY = rightStickY;
  77528. if (this.browserGamepad.axes.length >= 2) {
  77529. this._leftStick = { x: this.browserGamepad.axes[this._leftStickAxisX], y: this.browserGamepad.axes[this._leftStickAxisY] };
  77530. }
  77531. if (this.browserGamepad.axes.length >= 4) {
  77532. this._rightStick = { x: this.browserGamepad.axes[this._rightStickAxisX], y: this.browserGamepad.axes[this._rightStickAxisY] };
  77533. }
  77534. }
  77535. Object.defineProperty(Gamepad.prototype, "isConnected", {
  77536. /**
  77537. * Specifies if the gamepad has been connected
  77538. */
  77539. get: function () {
  77540. return this._isConnected;
  77541. },
  77542. enumerable: true,
  77543. configurable: true
  77544. });
  77545. /**
  77546. * Callback triggered when the left joystick has changed
  77547. * @param callback
  77548. */
  77549. Gamepad.prototype.onleftstickchanged = function (callback) {
  77550. this._onleftstickchanged = callback;
  77551. };
  77552. /**
  77553. * Callback triggered when the right joystick has changed
  77554. * @param callback
  77555. */
  77556. Gamepad.prototype.onrightstickchanged = function (callback) {
  77557. this._onrightstickchanged = callback;
  77558. };
  77559. Object.defineProperty(Gamepad.prototype, "leftStick", {
  77560. /**
  77561. * Gets the left joystick
  77562. */
  77563. get: function () {
  77564. return this._leftStick;
  77565. },
  77566. /**
  77567. * Sets the left joystick values
  77568. */
  77569. set: function (newValues) {
  77570. if (this._onleftstickchanged && (this._leftStick.x !== newValues.x || this._leftStick.y !== newValues.y)) {
  77571. this._onleftstickchanged(newValues);
  77572. }
  77573. this._leftStick = newValues;
  77574. },
  77575. enumerable: true,
  77576. configurable: true
  77577. });
  77578. Object.defineProperty(Gamepad.prototype, "rightStick", {
  77579. /**
  77580. * Gets the right joystick
  77581. */
  77582. get: function () {
  77583. return this._rightStick;
  77584. },
  77585. /**
  77586. * Sets the right joystick value
  77587. */
  77588. set: function (newValues) {
  77589. if (this._onrightstickchanged && (this._rightStick.x !== newValues.x || this._rightStick.y !== newValues.y)) {
  77590. this._onrightstickchanged(newValues);
  77591. }
  77592. this._rightStick = newValues;
  77593. },
  77594. enumerable: true,
  77595. configurable: true
  77596. });
  77597. /**
  77598. * Updates the gamepad joystick positions
  77599. */
  77600. Gamepad.prototype.update = function () {
  77601. if (this._leftStick) {
  77602. this.leftStick = { x: this.browserGamepad.axes[this._leftStickAxisX], y: this.browserGamepad.axes[this._leftStickAxisY] };
  77603. if (this._invertLeftStickY) {
  77604. this.leftStick.y *= -1;
  77605. }
  77606. }
  77607. if (this._rightStick) {
  77608. this.rightStick = { x: this.browserGamepad.axes[this._rightStickAxisX], y: this.browserGamepad.axes[this._rightStickAxisY] };
  77609. }
  77610. };
  77611. /**
  77612. * Disposes the gamepad
  77613. */
  77614. Gamepad.prototype.dispose = function () {
  77615. };
  77616. /**
  77617. * Represents a gamepad controller
  77618. */
  77619. Gamepad.GAMEPAD = 0;
  77620. /**
  77621. * Represents a generic controller
  77622. */
  77623. Gamepad.GENERIC = 1;
  77624. /**
  77625. * Represents an XBox controller
  77626. */
  77627. Gamepad.XBOX = 2;
  77628. /**
  77629. * Represents a pose-enabled controller
  77630. */
  77631. Gamepad.POSE_ENABLED = 3;
  77632. return Gamepad;
  77633. }());
  77634. BABYLON.Gamepad = Gamepad;
  77635. /**
  77636. * Represents a generic gamepad
  77637. */
  77638. var GenericPad = /** @class */ (function (_super) {
  77639. __extends(GenericPad, _super);
  77640. /**
  77641. * Initializes the generic gamepad
  77642. * @param id The id of the generic gamepad
  77643. * @param index The index of the generic gamepad
  77644. * @param browserGamepad The browser gamepad
  77645. */
  77646. function GenericPad(id, index, browserGamepad) {
  77647. var _this = _super.call(this, id, index, browserGamepad) || this;
  77648. /**
  77649. * Observable triggered when a button has been pressed
  77650. */
  77651. _this.onButtonDownObservable = new BABYLON.Observable();
  77652. /**
  77653. * Observable triggered when a button has been released
  77654. */
  77655. _this.onButtonUpObservable = new BABYLON.Observable();
  77656. _this.type = Gamepad.GENERIC;
  77657. _this._buttons = new Array(browserGamepad.buttons.length);
  77658. return _this;
  77659. }
  77660. /**
  77661. * Callback triggered when a button has been pressed
  77662. * @param callback Called when a button has been pressed
  77663. */
  77664. GenericPad.prototype.onbuttondown = function (callback) {
  77665. this._onbuttondown = callback;
  77666. };
  77667. /**
  77668. * Callback triggered when a button has been released
  77669. * @param callback Called when a button has been released
  77670. */
  77671. GenericPad.prototype.onbuttonup = function (callback) {
  77672. this._onbuttonup = callback;
  77673. };
  77674. GenericPad.prototype._setButtonValue = function (newValue, currentValue, buttonIndex) {
  77675. if (newValue !== currentValue) {
  77676. if (newValue === 1) {
  77677. if (this._onbuttondown) {
  77678. this._onbuttondown(buttonIndex);
  77679. }
  77680. this.onButtonDownObservable.notifyObservers(buttonIndex);
  77681. }
  77682. if (newValue === 0) {
  77683. if (this._onbuttonup) {
  77684. this._onbuttonup(buttonIndex);
  77685. }
  77686. this.onButtonUpObservable.notifyObservers(buttonIndex);
  77687. }
  77688. }
  77689. return newValue;
  77690. };
  77691. /**
  77692. * Updates the generic gamepad
  77693. */
  77694. GenericPad.prototype.update = function () {
  77695. _super.prototype.update.call(this);
  77696. for (var index = 0; index < this._buttons.length; index++) {
  77697. this._buttons[index] = this._setButtonValue(this.browserGamepad.buttons[index].value, this._buttons[index], index);
  77698. }
  77699. };
  77700. /**
  77701. * Disposes the generic gamepad
  77702. */
  77703. GenericPad.prototype.dispose = function () {
  77704. _super.prototype.dispose.call(this);
  77705. this.onButtonDownObservable.clear();
  77706. this.onButtonUpObservable.clear();
  77707. };
  77708. return GenericPad;
  77709. }(Gamepad));
  77710. BABYLON.GenericPad = GenericPad;
  77711. })(BABYLON || (BABYLON = {}));
  77712. //# sourceMappingURL=babylon.gamepad.js.map
  77713. var BABYLON;
  77714. (function (BABYLON) {
  77715. /**
  77716. * Defines supported buttons for XBox360 compatible gamepads
  77717. */
  77718. var Xbox360Button;
  77719. (function (Xbox360Button) {
  77720. /** A */
  77721. Xbox360Button[Xbox360Button["A"] = 0] = "A";
  77722. /** B */
  77723. Xbox360Button[Xbox360Button["B"] = 1] = "B";
  77724. /** X */
  77725. Xbox360Button[Xbox360Button["X"] = 2] = "X";
  77726. /** Y */
  77727. Xbox360Button[Xbox360Button["Y"] = 3] = "Y";
  77728. /** Start */
  77729. Xbox360Button[Xbox360Button["Start"] = 4] = "Start";
  77730. /** Back */
  77731. Xbox360Button[Xbox360Button["Back"] = 5] = "Back";
  77732. /** Left button */
  77733. Xbox360Button[Xbox360Button["LB"] = 6] = "LB";
  77734. /** Right button */
  77735. Xbox360Button[Xbox360Button["RB"] = 7] = "RB";
  77736. /** Left stick */
  77737. Xbox360Button[Xbox360Button["LeftStick"] = 8] = "LeftStick";
  77738. /** Right stick */
  77739. Xbox360Button[Xbox360Button["RightStick"] = 9] = "RightStick";
  77740. })(Xbox360Button = BABYLON.Xbox360Button || (BABYLON.Xbox360Button = {}));
  77741. /** Defines values for XBox360 DPad */
  77742. var Xbox360Dpad;
  77743. (function (Xbox360Dpad) {
  77744. /** Up */
  77745. Xbox360Dpad[Xbox360Dpad["Up"] = 0] = "Up";
  77746. /** Down */
  77747. Xbox360Dpad[Xbox360Dpad["Down"] = 1] = "Down";
  77748. /** Left */
  77749. Xbox360Dpad[Xbox360Dpad["Left"] = 2] = "Left";
  77750. /** Right */
  77751. Xbox360Dpad[Xbox360Dpad["Right"] = 3] = "Right";
  77752. })(Xbox360Dpad = BABYLON.Xbox360Dpad || (BABYLON.Xbox360Dpad = {}));
  77753. /**
  77754. * Defines a XBox360 gamepad
  77755. */
  77756. var Xbox360Pad = /** @class */ (function (_super) {
  77757. __extends(Xbox360Pad, _super);
  77758. /**
  77759. * Creates a new XBox360 gamepad object
  77760. * @param id defines the id of this gamepad
  77761. * @param index defines its index
  77762. * @param gamepad defines the internal HTML gamepad object
  77763. * @param xboxOne defines if it is a XBox One gamepad
  77764. */
  77765. function Xbox360Pad(id, index, gamepad, xboxOne) {
  77766. if (xboxOne === void 0) { xboxOne = false; }
  77767. var _this = _super.call(this, id, index, gamepad, 0, 1, 2, 3) || this;
  77768. _this._leftTrigger = 0;
  77769. _this._rightTrigger = 0;
  77770. /** Observable raised when a button is pressed */
  77771. _this.onButtonDownObservable = new BABYLON.Observable();
  77772. /** Observable raised when a button is released */
  77773. _this.onButtonUpObservable = new BABYLON.Observable();
  77774. /** Observable raised when a pad is pressed */
  77775. _this.onPadDownObservable = new BABYLON.Observable();
  77776. /** Observable raised when a pad is released */
  77777. _this.onPadUpObservable = new BABYLON.Observable();
  77778. _this._buttonA = 0;
  77779. _this._buttonB = 0;
  77780. _this._buttonX = 0;
  77781. _this._buttonY = 0;
  77782. _this._buttonBack = 0;
  77783. _this._buttonStart = 0;
  77784. _this._buttonLB = 0;
  77785. _this._buttonRB = 0;
  77786. _this._buttonLeftStick = 0;
  77787. _this._buttonRightStick = 0;
  77788. _this._dPadUp = 0;
  77789. _this._dPadDown = 0;
  77790. _this._dPadLeft = 0;
  77791. _this._dPadRight = 0;
  77792. _this._isXboxOnePad = false;
  77793. _this.type = BABYLON.Gamepad.XBOX;
  77794. _this._isXboxOnePad = xboxOne;
  77795. return _this;
  77796. }
  77797. /**
  77798. * Defines the callback to call when left trigger is pressed
  77799. * @param callback defines the callback to use
  77800. */
  77801. Xbox360Pad.prototype.onlefttriggerchanged = function (callback) {
  77802. this._onlefttriggerchanged = callback;
  77803. };
  77804. /**
  77805. * Defines the callback to call when right trigger is pressed
  77806. * @param callback defines the callback to use
  77807. */
  77808. Xbox360Pad.prototype.onrighttriggerchanged = function (callback) {
  77809. this._onrighttriggerchanged = callback;
  77810. };
  77811. Object.defineProperty(Xbox360Pad.prototype, "leftTrigger", {
  77812. /**
  77813. * Gets the left trigger value
  77814. */
  77815. get: function () {
  77816. return this._leftTrigger;
  77817. },
  77818. /**
  77819. * Sets the left trigger value
  77820. */
  77821. set: function (newValue) {
  77822. if (this._onlefttriggerchanged && this._leftTrigger !== newValue) {
  77823. this._onlefttriggerchanged(newValue);
  77824. }
  77825. this._leftTrigger = newValue;
  77826. },
  77827. enumerable: true,
  77828. configurable: true
  77829. });
  77830. Object.defineProperty(Xbox360Pad.prototype, "rightTrigger", {
  77831. /**
  77832. * Gets the right trigger value
  77833. */
  77834. get: function () {
  77835. return this._rightTrigger;
  77836. },
  77837. /**
  77838. * Sets the right trigger value
  77839. */
  77840. set: function (newValue) {
  77841. if (this._onrighttriggerchanged && this._rightTrigger !== newValue) {
  77842. this._onrighttriggerchanged(newValue);
  77843. }
  77844. this._rightTrigger = newValue;
  77845. },
  77846. enumerable: true,
  77847. configurable: true
  77848. });
  77849. /**
  77850. * Defines the callback to call when a button is pressed
  77851. * @param callback defines the callback to use
  77852. */
  77853. Xbox360Pad.prototype.onbuttondown = function (callback) {
  77854. this._onbuttondown = callback;
  77855. };
  77856. /**
  77857. * Defines the callback to call when a button is released
  77858. * @param callback defines the callback to use
  77859. */
  77860. Xbox360Pad.prototype.onbuttonup = function (callback) {
  77861. this._onbuttonup = callback;
  77862. };
  77863. /**
  77864. * Defines the callback to call when a pad is pressed
  77865. * @param callback defines the callback to use
  77866. */
  77867. Xbox360Pad.prototype.ondpaddown = function (callback) {
  77868. this._ondpaddown = callback;
  77869. };
  77870. /**
  77871. * Defines the callback to call when a pad is released
  77872. * @param callback defines the callback to use
  77873. */
  77874. Xbox360Pad.prototype.ondpadup = function (callback) {
  77875. this._ondpadup = callback;
  77876. };
  77877. Xbox360Pad.prototype._setButtonValue = function (newValue, currentValue, buttonType) {
  77878. if (newValue !== currentValue) {
  77879. if (newValue === 1) {
  77880. if (this._onbuttondown) {
  77881. this._onbuttondown(buttonType);
  77882. }
  77883. this.onButtonDownObservable.notifyObservers(buttonType);
  77884. }
  77885. if (newValue === 0) {
  77886. if (this._onbuttonup) {
  77887. this._onbuttonup(buttonType);
  77888. }
  77889. this.onButtonUpObservable.notifyObservers(buttonType);
  77890. }
  77891. }
  77892. return newValue;
  77893. };
  77894. Xbox360Pad.prototype._setDPadValue = function (newValue, currentValue, buttonType) {
  77895. if (newValue !== currentValue) {
  77896. if (newValue === 1) {
  77897. if (this._ondpaddown) {
  77898. this._ondpaddown(buttonType);
  77899. }
  77900. this.onPadDownObservable.notifyObservers(buttonType);
  77901. }
  77902. if (newValue === 0) {
  77903. if (this._ondpadup) {
  77904. this._ondpadup(buttonType);
  77905. }
  77906. this.onPadUpObservable.notifyObservers(buttonType);
  77907. }
  77908. }
  77909. return newValue;
  77910. };
  77911. Object.defineProperty(Xbox360Pad.prototype, "buttonA", {
  77912. /**
  77913. * Gets the value of the `A` button
  77914. */
  77915. get: function () {
  77916. return this._buttonA;
  77917. },
  77918. /**
  77919. * Sets the value of the `A` button
  77920. */
  77921. set: function (value) {
  77922. this._buttonA = this._setButtonValue(value, this._buttonA, Xbox360Button.A);
  77923. },
  77924. enumerable: true,
  77925. configurable: true
  77926. });
  77927. Object.defineProperty(Xbox360Pad.prototype, "buttonB", {
  77928. /**
  77929. * Gets the value of the `B` button
  77930. */
  77931. get: function () {
  77932. return this._buttonB;
  77933. },
  77934. /**
  77935. * Sets the value of the `B` button
  77936. */
  77937. set: function (value) {
  77938. this._buttonB = this._setButtonValue(value, this._buttonB, Xbox360Button.B);
  77939. },
  77940. enumerable: true,
  77941. configurable: true
  77942. });
  77943. Object.defineProperty(Xbox360Pad.prototype, "buttonX", {
  77944. /**
  77945. * Gets the value of the `X` button
  77946. */
  77947. get: function () {
  77948. return this._buttonX;
  77949. },
  77950. /**
  77951. * Sets the value of the `X` button
  77952. */
  77953. set: function (value) {
  77954. this._buttonX = this._setButtonValue(value, this._buttonX, Xbox360Button.X);
  77955. },
  77956. enumerable: true,
  77957. configurable: true
  77958. });
  77959. Object.defineProperty(Xbox360Pad.prototype, "buttonY", {
  77960. /**
  77961. * Gets the value of the `Y` button
  77962. */
  77963. get: function () {
  77964. return this._buttonY;
  77965. },
  77966. /**
  77967. * Sets the value of the `Y` button
  77968. */
  77969. set: function (value) {
  77970. this._buttonY = this._setButtonValue(value, this._buttonY, Xbox360Button.Y);
  77971. },
  77972. enumerable: true,
  77973. configurable: true
  77974. });
  77975. Object.defineProperty(Xbox360Pad.prototype, "buttonStart", {
  77976. /**
  77977. * Gets the value of the `Start` button
  77978. */
  77979. get: function () {
  77980. return this._buttonStart;
  77981. },
  77982. /**
  77983. * Sets the value of the `Start` button
  77984. */
  77985. set: function (value) {
  77986. this._buttonStart = this._setButtonValue(value, this._buttonStart, Xbox360Button.Start);
  77987. },
  77988. enumerable: true,
  77989. configurable: true
  77990. });
  77991. Object.defineProperty(Xbox360Pad.prototype, "buttonBack", {
  77992. /**
  77993. * Gets the value of the `Back` button
  77994. */
  77995. get: function () {
  77996. return this._buttonBack;
  77997. },
  77998. /**
  77999. * Sets the value of the `Back` button
  78000. */
  78001. set: function (value) {
  78002. this._buttonBack = this._setButtonValue(value, this._buttonBack, Xbox360Button.Back);
  78003. },
  78004. enumerable: true,
  78005. configurable: true
  78006. });
  78007. Object.defineProperty(Xbox360Pad.prototype, "buttonLB", {
  78008. /**
  78009. * Gets the value of the `Left` button
  78010. */
  78011. get: function () {
  78012. return this._buttonLB;
  78013. },
  78014. /**
  78015. * Sets the value of the `Left` button
  78016. */
  78017. set: function (value) {
  78018. this._buttonLB = this._setButtonValue(value, this._buttonLB, Xbox360Button.LB);
  78019. },
  78020. enumerable: true,
  78021. configurable: true
  78022. });
  78023. Object.defineProperty(Xbox360Pad.prototype, "buttonRB", {
  78024. /**
  78025. * Gets the value of the `Right` button
  78026. */
  78027. get: function () {
  78028. return this._buttonRB;
  78029. },
  78030. /**
  78031. * Sets the value of the `Right` button
  78032. */
  78033. set: function (value) {
  78034. this._buttonRB = this._setButtonValue(value, this._buttonRB, Xbox360Button.RB);
  78035. },
  78036. enumerable: true,
  78037. configurable: true
  78038. });
  78039. Object.defineProperty(Xbox360Pad.prototype, "buttonLeftStick", {
  78040. /**
  78041. * Gets the value of the Left joystick
  78042. */
  78043. get: function () {
  78044. return this._buttonLeftStick;
  78045. },
  78046. /**
  78047. * Sets the value of the Left joystick
  78048. */
  78049. set: function (value) {
  78050. this._buttonLeftStick = this._setButtonValue(value, this._buttonLeftStick, Xbox360Button.LeftStick);
  78051. },
  78052. enumerable: true,
  78053. configurable: true
  78054. });
  78055. Object.defineProperty(Xbox360Pad.prototype, "buttonRightStick", {
  78056. /**
  78057. * Gets the value of the Right joystick
  78058. */
  78059. get: function () {
  78060. return this._buttonRightStick;
  78061. },
  78062. /**
  78063. * Sets the value of the Right joystick
  78064. */
  78065. set: function (value) {
  78066. this._buttonRightStick = this._setButtonValue(value, this._buttonRightStick, Xbox360Button.RightStick);
  78067. },
  78068. enumerable: true,
  78069. configurable: true
  78070. });
  78071. Object.defineProperty(Xbox360Pad.prototype, "dPadUp", {
  78072. /**
  78073. * Gets the value of D-pad up
  78074. */
  78075. get: function () {
  78076. return this._dPadUp;
  78077. },
  78078. /**
  78079. * Sets the value of D-pad up
  78080. */
  78081. set: function (value) {
  78082. this._dPadUp = this._setDPadValue(value, this._dPadUp, Xbox360Dpad.Up);
  78083. },
  78084. enumerable: true,
  78085. configurable: true
  78086. });
  78087. Object.defineProperty(Xbox360Pad.prototype, "dPadDown", {
  78088. /**
  78089. * Gets the value of D-pad down
  78090. */
  78091. get: function () {
  78092. return this._dPadDown;
  78093. },
  78094. /**
  78095. * Sets the value of D-pad down
  78096. */
  78097. set: function (value) {
  78098. this._dPadDown = this._setDPadValue(value, this._dPadDown, Xbox360Dpad.Down);
  78099. },
  78100. enumerable: true,
  78101. configurable: true
  78102. });
  78103. Object.defineProperty(Xbox360Pad.prototype, "dPadLeft", {
  78104. /**
  78105. * Gets the value of D-pad left
  78106. */
  78107. get: function () {
  78108. return this._dPadLeft;
  78109. },
  78110. /**
  78111. * Sets the value of D-pad left
  78112. */
  78113. set: function (value) {
  78114. this._dPadLeft = this._setDPadValue(value, this._dPadLeft, Xbox360Dpad.Left);
  78115. },
  78116. enumerable: true,
  78117. configurable: true
  78118. });
  78119. Object.defineProperty(Xbox360Pad.prototype, "dPadRight", {
  78120. /**
  78121. * Gets the value of D-pad right
  78122. */
  78123. get: function () {
  78124. return this._dPadRight;
  78125. },
  78126. /**
  78127. * Sets the value of D-pad right
  78128. */
  78129. set: function (value) {
  78130. this._dPadRight = this._setDPadValue(value, this._dPadRight, Xbox360Dpad.Right);
  78131. },
  78132. enumerable: true,
  78133. configurable: true
  78134. });
  78135. /**
  78136. * Force the gamepad to synchronize with device values
  78137. */
  78138. Xbox360Pad.prototype.update = function () {
  78139. _super.prototype.update.call(this);
  78140. if (this._isXboxOnePad) {
  78141. this.buttonA = this.browserGamepad.buttons[0].value;
  78142. this.buttonB = this.browserGamepad.buttons[1].value;
  78143. this.buttonX = this.browserGamepad.buttons[2].value;
  78144. this.buttonY = this.browserGamepad.buttons[3].value;
  78145. this.buttonLB = this.browserGamepad.buttons[4].value;
  78146. this.buttonRB = this.browserGamepad.buttons[5].value;
  78147. this.leftTrigger = this.browserGamepad.axes[2];
  78148. this.rightTrigger = this.browserGamepad.axes[5];
  78149. this.buttonBack = this.browserGamepad.buttons[9].value;
  78150. this.buttonStart = this.browserGamepad.buttons[8].value;
  78151. this.buttonLeftStick = this.browserGamepad.buttons[6].value;
  78152. this.buttonRightStick = this.browserGamepad.buttons[7].value;
  78153. this.dPadUp = this.browserGamepad.buttons[11].value;
  78154. this.dPadDown = this.browserGamepad.buttons[12].value;
  78155. this.dPadLeft = this.browserGamepad.buttons[13].value;
  78156. this.dPadRight = this.browserGamepad.buttons[14].value;
  78157. }
  78158. else {
  78159. this.buttonA = this.browserGamepad.buttons[0].value;
  78160. this.buttonB = this.browserGamepad.buttons[1].value;
  78161. this.buttonX = this.browserGamepad.buttons[2].value;
  78162. this.buttonY = this.browserGamepad.buttons[3].value;
  78163. this.buttonLB = this.browserGamepad.buttons[4].value;
  78164. this.buttonRB = this.browserGamepad.buttons[5].value;
  78165. this.leftTrigger = this.browserGamepad.buttons[6].value;
  78166. this.rightTrigger = this.browserGamepad.buttons[7].value;
  78167. this.buttonBack = this.browserGamepad.buttons[8].value;
  78168. this.buttonStart = this.browserGamepad.buttons[9].value;
  78169. this.buttonLeftStick = this.browserGamepad.buttons[10].value;
  78170. this.buttonRightStick = this.browserGamepad.buttons[11].value;
  78171. this.dPadUp = this.browserGamepad.buttons[12].value;
  78172. this.dPadDown = this.browserGamepad.buttons[13].value;
  78173. this.dPadLeft = this.browserGamepad.buttons[14].value;
  78174. this.dPadRight = this.browserGamepad.buttons[15].value;
  78175. }
  78176. };
  78177. /**
  78178. * Disposes the gamepad
  78179. */
  78180. Xbox360Pad.prototype.dispose = function () {
  78181. _super.prototype.dispose.call(this);
  78182. this.onButtonDownObservable.clear();
  78183. this.onButtonUpObservable.clear();
  78184. this.onPadDownObservable.clear();
  78185. this.onPadUpObservable.clear();
  78186. };
  78187. return Xbox360Pad;
  78188. }(BABYLON.Gamepad));
  78189. BABYLON.Xbox360Pad = Xbox360Pad;
  78190. })(BABYLON || (BABYLON = {}));
  78191. //# sourceMappingURL=babylon.xboxGamepad.js.map
  78192. var BABYLON;
  78193. (function (BABYLON) {
  78194. /**
  78195. * Defines the types of pose enabled controllers that are supported
  78196. */
  78197. var PoseEnabledControllerType;
  78198. (function (PoseEnabledControllerType) {
  78199. /**
  78200. * HTC Vive
  78201. */
  78202. PoseEnabledControllerType[PoseEnabledControllerType["VIVE"] = 0] = "VIVE";
  78203. /**
  78204. * Oculus Rift
  78205. */
  78206. PoseEnabledControllerType[PoseEnabledControllerType["OCULUS"] = 1] = "OCULUS";
  78207. /**
  78208. * Windows mixed reality
  78209. */
  78210. PoseEnabledControllerType[PoseEnabledControllerType["WINDOWS"] = 2] = "WINDOWS";
  78211. /**
  78212. * Samsung gear VR
  78213. */
  78214. PoseEnabledControllerType[PoseEnabledControllerType["GEAR_VR"] = 3] = "GEAR_VR";
  78215. /**
  78216. * Google Daydream
  78217. */
  78218. PoseEnabledControllerType[PoseEnabledControllerType["DAYDREAM"] = 4] = "DAYDREAM";
  78219. /**
  78220. * Generic
  78221. */
  78222. PoseEnabledControllerType[PoseEnabledControllerType["GENERIC"] = 5] = "GENERIC";
  78223. })(PoseEnabledControllerType = BABYLON.PoseEnabledControllerType || (BABYLON.PoseEnabledControllerType = {}));
  78224. /**
  78225. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  78226. */
  78227. var PoseEnabledControllerHelper = /** @class */ (function () {
  78228. function PoseEnabledControllerHelper() {
  78229. }
  78230. /**
  78231. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  78232. * @param vrGamepad the gamepad to initialized
  78233. * @returns a vr controller of the type the gamepad identified as
  78234. */
  78235. PoseEnabledControllerHelper.InitiateController = function (vrGamepad) {
  78236. // Oculus Touch
  78237. if (vrGamepad.id.indexOf('Oculus Touch') !== -1) {
  78238. return new BABYLON.OculusTouchController(vrGamepad);
  78239. }
  78240. // Windows Mixed Reality controllers
  78241. else if (vrGamepad.id.indexOf(BABYLON.WindowsMotionController.GAMEPAD_ID_PREFIX) === 0) {
  78242. return new BABYLON.WindowsMotionController(vrGamepad);
  78243. }
  78244. // HTC Vive
  78245. else if (vrGamepad.id.toLowerCase().indexOf('openvr') !== -1) {
  78246. return new BABYLON.ViveController(vrGamepad);
  78247. }
  78248. // Samsung/Oculus Gear VR or Oculus Go
  78249. else if (vrGamepad.id.indexOf(BABYLON.GearVRController.GAMEPAD_ID_PREFIX) === 0 || vrGamepad.id.indexOf('Oculus Go') !== -1) {
  78250. return new BABYLON.GearVRController(vrGamepad);
  78251. }
  78252. // Google Daydream
  78253. else if (vrGamepad.id.indexOf(BABYLON.DaydreamController.GAMEPAD_ID_PREFIX) === 0) {
  78254. return new BABYLON.DaydreamController(vrGamepad);
  78255. }
  78256. // Generic
  78257. else {
  78258. return new BABYLON.GenericController(vrGamepad);
  78259. }
  78260. };
  78261. return PoseEnabledControllerHelper;
  78262. }());
  78263. BABYLON.PoseEnabledControllerHelper = PoseEnabledControllerHelper;
  78264. /**
  78265. * Defines the PoseEnabledController object that contains state of a vr capable controller
  78266. */
  78267. var PoseEnabledController = /** @class */ (function (_super) {
  78268. __extends(PoseEnabledController, _super);
  78269. /**
  78270. * Creates a new PoseEnabledController from a gamepad
  78271. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  78272. */
  78273. function PoseEnabledController(browserGamepad) {
  78274. var _this = _super.call(this, browserGamepad.id, browserGamepad.index, browserGamepad) || this;
  78275. // Represents device position and rotation in room space. Should only be used to help calculate babylon space values
  78276. _this._deviceRoomPosition = BABYLON.Vector3.Zero();
  78277. _this._deviceRoomRotationQuaternion = new BABYLON.Quaternion();
  78278. /**
  78279. * The device position in babylon space
  78280. */
  78281. _this.devicePosition = BABYLON.Vector3.Zero();
  78282. /**
  78283. * The device rotation in babylon space
  78284. */
  78285. _this.deviceRotationQuaternion = new BABYLON.Quaternion();
  78286. /**
  78287. * The scale factor of the device in babylon space
  78288. */
  78289. _this.deviceScaleFactor = 1;
  78290. // Used to convert 6dof controllers to 3dof
  78291. _this._trackPosition = true;
  78292. _this._maxRotationDistFromHeadset = Math.PI / 5;
  78293. _this._draggedRoomRotation = 0;
  78294. _this._leftHandSystemQuaternion = new BABYLON.Quaternion();
  78295. /**
  78296. * Internal, matrix used to convert room space to babylon space
  78297. * @hidden
  78298. */
  78299. _this._deviceToWorld = BABYLON.Matrix.Identity();
  78300. /**
  78301. * Node to be used when casting a ray from the controller
  78302. * @hidden
  78303. */
  78304. _this._pointingPoseNode = null;
  78305. _this._workingMatrix = BABYLON.Matrix.Identity();
  78306. /**
  78307. * @hidden
  78308. */
  78309. _this._meshAttachedObservable = new BABYLON.Observable();
  78310. _this.type = BABYLON.Gamepad.POSE_ENABLED;
  78311. _this.controllerType = PoseEnabledControllerType.GENERIC;
  78312. _this.position = BABYLON.Vector3.Zero();
  78313. _this.rotationQuaternion = new BABYLON.Quaternion();
  78314. _this._calculatedPosition = BABYLON.Vector3.Zero();
  78315. _this._calculatedRotation = new BABYLON.Quaternion();
  78316. BABYLON.Quaternion.RotationYawPitchRollToRef(Math.PI, 0, 0, _this._leftHandSystemQuaternion);
  78317. return _this;
  78318. }
  78319. /**
  78320. * @hidden
  78321. */
  78322. PoseEnabledController.prototype._disableTrackPosition = function (fixedPosition) {
  78323. if (this._trackPosition) {
  78324. this._calculatedPosition.copyFrom(fixedPosition);
  78325. this._trackPosition = false;
  78326. }
  78327. };
  78328. /**
  78329. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  78330. */
  78331. PoseEnabledController.prototype.update = function () {
  78332. _super.prototype.update.call(this);
  78333. this._updatePoseAndMesh();
  78334. };
  78335. /**
  78336. * Updates only the pose device and mesh without doing any button event checking
  78337. */
  78338. PoseEnabledController.prototype._updatePoseAndMesh = function () {
  78339. var pose = this.browserGamepad.pose;
  78340. this.updateFromDevice(pose);
  78341. if (!this._trackPosition && BABYLON.Engine.LastCreatedScene && BABYLON.Engine.LastCreatedScene.activeCamera && BABYLON.Engine.LastCreatedScene.activeCamera.devicePosition) {
  78342. var camera = BABYLON.Engine.LastCreatedScene.activeCamera;
  78343. camera._computeDevicePosition();
  78344. this._deviceToWorld.setTranslation(camera.devicePosition);
  78345. if (camera.deviceRotationQuaternion) {
  78346. var camera = camera;
  78347. camera._deviceRoomRotationQuaternion.toEulerAnglesToRef(BABYLON.Tmp.Vector3[0]);
  78348. // Find the radian distance away that the headset is from the controllers rotation
  78349. var distanceAway = Math.atan2(Math.sin(BABYLON.Tmp.Vector3[0].y - this._draggedRoomRotation), Math.cos(BABYLON.Tmp.Vector3[0].y - this._draggedRoomRotation));
  78350. if (Math.abs(distanceAway) > this._maxRotationDistFromHeadset) {
  78351. // Only rotate enouph to be within the _maxRotationDistFromHeadset
  78352. var rotationAmount = distanceAway - (distanceAway < 0 ? -this._maxRotationDistFromHeadset : this._maxRotationDistFromHeadset);
  78353. this._draggedRoomRotation += rotationAmount;
  78354. // Rotate controller around headset
  78355. var sin = Math.sin(-rotationAmount);
  78356. var cos = Math.cos(-rotationAmount);
  78357. this._calculatedPosition.x = this._calculatedPosition.x * cos - this._calculatedPosition.z * sin;
  78358. this._calculatedPosition.z = this._calculatedPosition.x * sin + this._calculatedPosition.z * cos;
  78359. }
  78360. }
  78361. }
  78362. BABYLON.Vector3.TransformCoordinatesToRef(this._calculatedPosition, this._deviceToWorld, this.devicePosition);
  78363. this._deviceToWorld.getRotationMatrixToRef(this._workingMatrix);
  78364. BABYLON.Quaternion.FromRotationMatrixToRef(this._workingMatrix, this.deviceRotationQuaternion);
  78365. this.deviceRotationQuaternion.multiplyInPlace(this._calculatedRotation);
  78366. if (this._mesh) {
  78367. this._mesh.position.copyFrom(this.devicePosition);
  78368. if (this._mesh.rotationQuaternion) {
  78369. this._mesh.rotationQuaternion.copyFrom(this.deviceRotationQuaternion);
  78370. }
  78371. }
  78372. };
  78373. /**
  78374. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  78375. * @param poseData raw pose fromthe device
  78376. */
  78377. PoseEnabledController.prototype.updateFromDevice = function (poseData) {
  78378. if (poseData) {
  78379. this.rawPose = poseData;
  78380. if (poseData.position) {
  78381. this._deviceRoomPosition.copyFromFloats(poseData.position[0], poseData.position[1], -poseData.position[2]);
  78382. if (this._mesh && this._mesh.getScene().useRightHandedSystem) {
  78383. this._deviceRoomPosition.z *= -1;
  78384. }
  78385. if (this._trackPosition) {
  78386. this._deviceRoomPosition.scaleToRef(this.deviceScaleFactor, this._calculatedPosition);
  78387. }
  78388. this._calculatedPosition.addInPlace(this.position);
  78389. }
  78390. var pose = this.rawPose;
  78391. if (poseData.orientation && pose.orientation) {
  78392. this._deviceRoomRotationQuaternion.copyFromFloats(pose.orientation[0], pose.orientation[1], -pose.orientation[2], -pose.orientation[3]);
  78393. if (this._mesh) {
  78394. if (this._mesh.getScene().useRightHandedSystem) {
  78395. this._deviceRoomRotationQuaternion.z *= -1;
  78396. this._deviceRoomRotationQuaternion.w *= -1;
  78397. }
  78398. else {
  78399. this._deviceRoomRotationQuaternion.multiplyToRef(this._leftHandSystemQuaternion, this._deviceRoomRotationQuaternion);
  78400. }
  78401. }
  78402. // if the camera is set, rotate to the camera's rotation
  78403. this._deviceRoomRotationQuaternion.multiplyToRef(this.rotationQuaternion, this._calculatedRotation);
  78404. }
  78405. }
  78406. };
  78407. /**
  78408. * Attaches a mesh to the controller
  78409. * @param mesh the mesh to be attached
  78410. */
  78411. PoseEnabledController.prototype.attachToMesh = function (mesh) {
  78412. if (this._mesh) {
  78413. this._mesh.parent = null;
  78414. }
  78415. this._mesh = mesh;
  78416. if (this._poseControlledCamera) {
  78417. this._mesh.parent = this._poseControlledCamera;
  78418. }
  78419. if (!this._mesh.rotationQuaternion) {
  78420. this._mesh.rotationQuaternion = new BABYLON.Quaternion();
  78421. }
  78422. // 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
  78423. this._updatePoseAndMesh();
  78424. if (this._pointingPoseNode) {
  78425. var parents = [];
  78426. var obj = this._pointingPoseNode;
  78427. while (obj.parent) {
  78428. parents.push(obj.parent);
  78429. obj = obj.parent;
  78430. }
  78431. parents.reverse().forEach(function (p) { p.computeWorldMatrix(true); });
  78432. }
  78433. this._meshAttachedObservable.notifyObservers(mesh);
  78434. };
  78435. /**
  78436. * Attaches the controllers mesh to a camera
  78437. * @param camera the camera the mesh should be attached to
  78438. */
  78439. PoseEnabledController.prototype.attachToPoseControlledCamera = function (camera) {
  78440. this._poseControlledCamera = camera;
  78441. if (this._mesh) {
  78442. this._mesh.parent = this._poseControlledCamera;
  78443. }
  78444. };
  78445. /**
  78446. * Disposes of the controller
  78447. */
  78448. PoseEnabledController.prototype.dispose = function () {
  78449. if (this._mesh) {
  78450. this._mesh.dispose();
  78451. }
  78452. this._mesh = null;
  78453. _super.prototype.dispose.call(this);
  78454. };
  78455. Object.defineProperty(PoseEnabledController.prototype, "mesh", {
  78456. /**
  78457. * The mesh that is attached to the controller
  78458. */
  78459. get: function () {
  78460. return this._mesh;
  78461. },
  78462. enumerable: true,
  78463. configurable: true
  78464. });
  78465. /**
  78466. * Gets the ray of the controller in the direction the controller is pointing
  78467. * @param length the length the resulting ray should be
  78468. * @returns a ray in the direction the controller is pointing
  78469. */
  78470. PoseEnabledController.prototype.getForwardRay = function (length) {
  78471. if (length === void 0) { length = 100; }
  78472. if (!this.mesh) {
  78473. return new BABYLON.Ray(BABYLON.Vector3.Zero(), new BABYLON.Vector3(0, 0, 1), length);
  78474. }
  78475. var m = this._pointingPoseNode ? this._pointingPoseNode.getWorldMatrix() : this.mesh.getWorldMatrix();
  78476. var origin = m.getTranslation();
  78477. var forward = new BABYLON.Vector3(0, 0, -1);
  78478. var forwardWorld = BABYLON.Vector3.TransformNormal(forward, m);
  78479. var direction = BABYLON.Vector3.Normalize(forwardWorld);
  78480. return new BABYLON.Ray(origin, direction, length);
  78481. };
  78482. /**
  78483. * Name of the child mesh that can be used to cast a ray from the controller
  78484. */
  78485. PoseEnabledController.POINTING_POSE = "POINTING_POSE";
  78486. return PoseEnabledController;
  78487. }(BABYLON.Gamepad));
  78488. BABYLON.PoseEnabledController = PoseEnabledController;
  78489. })(BABYLON || (BABYLON = {}));
  78490. //# sourceMappingURL=babylon.poseEnabledController.js.map
  78491. var BABYLON;
  78492. (function (BABYLON) {
  78493. /**
  78494. * Defines the WebVRController object that represents controllers tracked in 3D space
  78495. */
  78496. var WebVRController = /** @class */ (function (_super) {
  78497. __extends(WebVRController, _super);
  78498. /**
  78499. * Creates a new WebVRController from a gamepad
  78500. * @param vrGamepad the gamepad that the WebVRController should be created from
  78501. */
  78502. function WebVRController(vrGamepad) {
  78503. var _this = _super.call(this, vrGamepad) || this;
  78504. // Observables
  78505. /**
  78506. * Fired when the trigger state has changed
  78507. */
  78508. _this.onTriggerStateChangedObservable = new BABYLON.Observable();
  78509. /**
  78510. * Fired when the main button state has changed
  78511. */
  78512. _this.onMainButtonStateChangedObservable = new BABYLON.Observable();
  78513. /**
  78514. * Fired when the secondary button state has changed
  78515. */
  78516. _this.onSecondaryButtonStateChangedObservable = new BABYLON.Observable();
  78517. /**
  78518. * Fired when the pad state has changed
  78519. */
  78520. _this.onPadStateChangedObservable = new BABYLON.Observable();
  78521. /**
  78522. * Fired when controllers stick values have changed
  78523. */
  78524. _this.onPadValuesChangedObservable = new BABYLON.Observable();
  78525. /**
  78526. * X and Y axis corrisponding to the controllers joystick
  78527. */
  78528. _this.pad = { x: 0, y: 0 };
  78529. // avoid GC, store state in a tmp object
  78530. _this._changes = {
  78531. pressChanged: false,
  78532. touchChanged: false,
  78533. valueChanged: false,
  78534. changed: false
  78535. };
  78536. _this._buttons = new Array(vrGamepad.buttons.length);
  78537. _this.hand = vrGamepad.hand;
  78538. return _this;
  78539. }
  78540. /**
  78541. * Fired when a controller button's state has changed
  78542. * @param callback the callback containing the button that was modified
  78543. */
  78544. WebVRController.prototype.onButtonStateChange = function (callback) {
  78545. this._onButtonStateChange = callback;
  78546. };
  78547. Object.defineProperty(WebVRController.prototype, "defaultModel", {
  78548. /**
  78549. * The default controller model for the controller
  78550. */
  78551. get: function () {
  78552. return this._defaultModel;
  78553. },
  78554. enumerable: true,
  78555. configurable: true
  78556. });
  78557. /**
  78558. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  78559. */
  78560. WebVRController.prototype.update = function () {
  78561. _super.prototype.update.call(this);
  78562. for (var index = 0; index < this._buttons.length; index++) {
  78563. this._setButtonValue(this.browserGamepad.buttons[index], this._buttons[index], index);
  78564. }
  78565. ;
  78566. if (this.leftStick.x !== this.pad.x || this.leftStick.y !== this.pad.y) {
  78567. this.pad.x = this.leftStick.x;
  78568. this.pad.y = this.leftStick.y;
  78569. this.onPadValuesChangedObservable.notifyObservers(this.pad);
  78570. }
  78571. };
  78572. WebVRController.prototype._setButtonValue = function (newState, currentState, buttonIndex) {
  78573. if (!newState) {
  78574. newState = {
  78575. pressed: false,
  78576. touched: false,
  78577. value: 0
  78578. };
  78579. }
  78580. if (!currentState) {
  78581. this._buttons[buttonIndex] = {
  78582. pressed: newState.pressed,
  78583. touched: newState.touched,
  78584. value: newState.value
  78585. };
  78586. return;
  78587. }
  78588. this._checkChanges(newState, currentState);
  78589. if (this._changes.changed) {
  78590. this._onButtonStateChange && this._onButtonStateChange(this.index, buttonIndex, newState);
  78591. this._handleButtonChange(buttonIndex, newState, this._changes);
  78592. }
  78593. this._buttons[buttonIndex].pressed = newState.pressed;
  78594. this._buttons[buttonIndex].touched = newState.touched;
  78595. // oculus triggers are never 0, thou not touched.
  78596. this._buttons[buttonIndex].value = newState.value < 0.00000001 ? 0 : newState.value;
  78597. };
  78598. WebVRController.prototype._checkChanges = function (newState, currentState) {
  78599. this._changes.pressChanged = newState.pressed !== currentState.pressed;
  78600. this._changes.touchChanged = newState.touched !== currentState.touched;
  78601. this._changes.valueChanged = newState.value !== currentState.value;
  78602. this._changes.changed = this._changes.pressChanged || this._changes.touchChanged || this._changes.valueChanged;
  78603. return this._changes;
  78604. };
  78605. /**
  78606. * Disposes of th webVRCOntroller
  78607. */
  78608. WebVRController.prototype.dispose = function () {
  78609. _super.prototype.dispose.call(this);
  78610. this.onTriggerStateChangedObservable.clear();
  78611. this.onMainButtonStateChangedObservable.clear();
  78612. this.onSecondaryButtonStateChangedObservable.clear();
  78613. this.onPadStateChangedObservable.clear();
  78614. this.onPadValuesChangedObservable.clear();
  78615. };
  78616. return WebVRController;
  78617. }(BABYLON.PoseEnabledController));
  78618. BABYLON.WebVRController = WebVRController;
  78619. })(BABYLON || (BABYLON = {}));
  78620. //# sourceMappingURL=babylon.webVRController.js.map
  78621. var BABYLON;
  78622. (function (BABYLON) {
  78623. /**
  78624. * Oculus Touch Controller
  78625. */
  78626. var OculusTouchController = /** @class */ (function (_super) {
  78627. __extends(OculusTouchController, _super);
  78628. /**
  78629. * Creates a new OculusTouchController from a gamepad
  78630. * @param vrGamepad the gamepad that the controller should be created from
  78631. */
  78632. function OculusTouchController(vrGamepad) {
  78633. var _this = _super.call(this, vrGamepad) || this;
  78634. /**
  78635. * Fired when the secondary trigger on this controller is modified
  78636. */
  78637. _this.onSecondaryTriggerStateChangedObservable = new BABYLON.Observable();
  78638. /**
  78639. * Fired when the thumb rest on this controller is modified
  78640. */
  78641. _this.onThumbRestChangedObservable = new BABYLON.Observable();
  78642. _this.controllerType = BABYLON.PoseEnabledControllerType.OCULUS;
  78643. return _this;
  78644. }
  78645. /**
  78646. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  78647. * @param scene scene in which to add meshes
  78648. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  78649. */
  78650. OculusTouchController.prototype.initControllerMesh = function (scene, meshLoaded) {
  78651. var _this = this;
  78652. var meshName;
  78653. // Hand
  78654. if (this.hand === 'left') {
  78655. meshName = OculusTouchController.MODEL_LEFT_FILENAME;
  78656. }
  78657. else { // Right is the default if no hand is specified
  78658. meshName = OculusTouchController.MODEL_RIGHT_FILENAME;
  78659. }
  78660. BABYLON.SceneLoader.ImportMesh("", OculusTouchController.MODEL_BASE_URL, meshName, scene, function (newMeshes) {
  78661. /*
  78662. Parent Mesh name: oculus_touch_left
  78663. - body
  78664. - trigger
  78665. - thumbstick
  78666. - grip
  78667. - button_y
  78668. - button_x
  78669. - button_enter
  78670. */
  78671. _this._defaultModel = newMeshes[1];
  78672. _this.attachToMesh(_this._defaultModel);
  78673. if (meshLoaded) {
  78674. meshLoaded(_this._defaultModel);
  78675. }
  78676. });
  78677. };
  78678. Object.defineProperty(OculusTouchController.prototype, "onAButtonStateChangedObservable", {
  78679. /**
  78680. * Fired when the A button on this controller is modified
  78681. */
  78682. get: function () {
  78683. if (this.hand === 'right') {
  78684. return this.onMainButtonStateChangedObservable;
  78685. }
  78686. else {
  78687. throw new Error('No A button on left hand');
  78688. }
  78689. },
  78690. enumerable: true,
  78691. configurable: true
  78692. });
  78693. Object.defineProperty(OculusTouchController.prototype, "onBButtonStateChangedObservable", {
  78694. /**
  78695. * Fired when the B button on this controller is modified
  78696. */
  78697. get: function () {
  78698. if (this.hand === 'right') {
  78699. return this.onSecondaryButtonStateChangedObservable;
  78700. }
  78701. else {
  78702. throw new Error('No B button on left hand');
  78703. }
  78704. },
  78705. enumerable: true,
  78706. configurable: true
  78707. });
  78708. Object.defineProperty(OculusTouchController.prototype, "onXButtonStateChangedObservable", {
  78709. /**
  78710. * Fired when the X button on this controller is modified
  78711. */
  78712. get: function () {
  78713. if (this.hand === 'left') {
  78714. return this.onMainButtonStateChangedObservable;
  78715. }
  78716. else {
  78717. throw new Error('No X button on right hand');
  78718. }
  78719. },
  78720. enumerable: true,
  78721. configurable: true
  78722. });
  78723. Object.defineProperty(OculusTouchController.prototype, "onYButtonStateChangedObservable", {
  78724. /**
  78725. * Fired when the Y button on this controller is modified
  78726. */
  78727. get: function () {
  78728. if (this.hand === 'left') {
  78729. return this.onSecondaryButtonStateChangedObservable;
  78730. }
  78731. else {
  78732. throw new Error('No Y button on right hand');
  78733. }
  78734. },
  78735. enumerable: true,
  78736. configurable: true
  78737. });
  78738. /**
  78739. * Called once for each button that changed state since the last frame
  78740. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  78741. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  78742. * 2) secondary trigger (same)
  78743. * 3) A (right) X (left), touch, pressed = value
  78744. * 4) B / Y
  78745. * 5) thumb rest
  78746. * @param buttonIdx Which button index changed
  78747. * @param state New state of the button
  78748. * @param changes Which properties on the state changed since last frame
  78749. */
  78750. OculusTouchController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  78751. var notifyObject = state; //{ state: state, changes: changes };
  78752. var triggerDirection = this.hand === 'right' ? -1 : 1;
  78753. switch (buttonIdx) {
  78754. case 0:
  78755. this.onPadStateChangedObservable.notifyObservers(notifyObject);
  78756. return;
  78757. case 1: // index trigger
  78758. if (this._defaultModel) {
  78759. (this._defaultModel.getChildren()[3]).rotation.x = -notifyObject.value * 0.20;
  78760. (this._defaultModel.getChildren()[3]).position.y = -notifyObject.value * 0.005;
  78761. (this._defaultModel.getChildren()[3]).position.z = -notifyObject.value * 0.005;
  78762. }
  78763. this.onTriggerStateChangedObservable.notifyObservers(notifyObject);
  78764. return;
  78765. case 2: // secondary trigger
  78766. if (this._defaultModel) {
  78767. (this._defaultModel.getChildren()[4]).position.x = triggerDirection * notifyObject.value * 0.0035;
  78768. }
  78769. this.onSecondaryTriggerStateChangedObservable.notifyObservers(notifyObject);
  78770. return;
  78771. case 3:
  78772. if (this._defaultModel) {
  78773. if (notifyObject.pressed) {
  78774. (this._defaultModel.getChildren()[1]).position.y = -0.001;
  78775. }
  78776. else {
  78777. (this._defaultModel.getChildren()[1]).position.y = 0;
  78778. }
  78779. }
  78780. this.onMainButtonStateChangedObservable.notifyObservers(notifyObject);
  78781. return;
  78782. case 4:
  78783. if (this._defaultModel) {
  78784. if (notifyObject.pressed) {
  78785. (this._defaultModel.getChildren()[2]).position.y = -0.001;
  78786. }
  78787. else {
  78788. (this._defaultModel.getChildren()[2]).position.y = 0;
  78789. }
  78790. }
  78791. this.onSecondaryButtonStateChangedObservable.notifyObservers(notifyObject);
  78792. return;
  78793. case 5:
  78794. this.onThumbRestChangedObservable.notifyObservers(notifyObject);
  78795. return;
  78796. }
  78797. };
  78798. /**
  78799. * Base Url for the controller model.
  78800. */
  78801. OculusTouchController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/oculus/';
  78802. /**
  78803. * File name for the left controller model.
  78804. */
  78805. OculusTouchController.MODEL_LEFT_FILENAME = 'left.babylon';
  78806. /**
  78807. * File name for the right controller model.
  78808. */
  78809. OculusTouchController.MODEL_RIGHT_FILENAME = 'right.babylon';
  78810. return OculusTouchController;
  78811. }(BABYLON.WebVRController));
  78812. BABYLON.OculusTouchController = OculusTouchController;
  78813. })(BABYLON || (BABYLON = {}));
  78814. //# sourceMappingURL=babylon.oculusTouchController.js.map
  78815. var BABYLON;
  78816. (function (BABYLON) {
  78817. /**
  78818. * Vive Controller
  78819. */
  78820. var ViveController = /** @class */ (function (_super) {
  78821. __extends(ViveController, _super);
  78822. /**
  78823. * Creates a new ViveController from a gamepad
  78824. * @param vrGamepad the gamepad that the controller should be created from
  78825. */
  78826. function ViveController(vrGamepad) {
  78827. var _this = _super.call(this, vrGamepad) || this;
  78828. _this.controllerType = BABYLON.PoseEnabledControllerType.VIVE;
  78829. _this._invertLeftStickY = true;
  78830. return _this;
  78831. }
  78832. /**
  78833. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  78834. * @param scene scene in which to add meshes
  78835. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  78836. */
  78837. ViveController.prototype.initControllerMesh = function (scene, meshLoaded) {
  78838. var _this = this;
  78839. BABYLON.SceneLoader.ImportMesh("", ViveController.MODEL_BASE_URL, ViveController.MODEL_FILENAME, scene, function (newMeshes) {
  78840. /*
  78841. Parent Mesh name: ViveWand
  78842. - body
  78843. - r_gripper
  78844. - l_gripper
  78845. - menu_button
  78846. - system_button
  78847. - trackpad
  78848. - trigger
  78849. - LED
  78850. */
  78851. _this._defaultModel = newMeshes[1];
  78852. _this.attachToMesh(_this._defaultModel);
  78853. if (meshLoaded) {
  78854. meshLoaded(_this._defaultModel);
  78855. }
  78856. });
  78857. };
  78858. Object.defineProperty(ViveController.prototype, "onLeftButtonStateChangedObservable", {
  78859. /**
  78860. * Fired when the left button on this controller is modified
  78861. */
  78862. get: function () {
  78863. return this.onMainButtonStateChangedObservable;
  78864. },
  78865. enumerable: true,
  78866. configurable: true
  78867. });
  78868. Object.defineProperty(ViveController.prototype, "onRightButtonStateChangedObservable", {
  78869. /**
  78870. * Fired when the right button on this controller is modified
  78871. */
  78872. get: function () {
  78873. return this.onMainButtonStateChangedObservable;
  78874. },
  78875. enumerable: true,
  78876. configurable: true
  78877. });
  78878. Object.defineProperty(ViveController.prototype, "onMenuButtonStateChangedObservable", {
  78879. /**
  78880. * Fired when the menu button on this controller is modified
  78881. */
  78882. get: function () {
  78883. return this.onSecondaryButtonStateChangedObservable;
  78884. },
  78885. enumerable: true,
  78886. configurable: true
  78887. });
  78888. /**
  78889. * Called once for each button that changed state since the last frame
  78890. * Vive mapping:
  78891. * 0: touchpad
  78892. * 1: trigger
  78893. * 2: left AND right buttons
  78894. * 3: menu button
  78895. * @param buttonIdx Which button index changed
  78896. * @param state New state of the button
  78897. * @param changes Which properties on the state changed since last frame
  78898. */
  78899. ViveController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  78900. var notifyObject = state; //{ state: state, changes: changes };
  78901. switch (buttonIdx) {
  78902. case 0:
  78903. this.onPadStateChangedObservable.notifyObservers(notifyObject);
  78904. return;
  78905. case 1: // index trigger
  78906. if (this._defaultModel) {
  78907. (this._defaultModel.getChildren()[6]).rotation.x = -notifyObject.value * 0.15;
  78908. }
  78909. this.onTriggerStateChangedObservable.notifyObservers(notifyObject);
  78910. return;
  78911. case 2: // left AND right button
  78912. this.onMainButtonStateChangedObservable.notifyObservers(notifyObject);
  78913. return;
  78914. case 3:
  78915. if (this._defaultModel) {
  78916. if (notifyObject.pressed) {
  78917. (this._defaultModel.getChildren()[2]).position.y = -0.001;
  78918. }
  78919. else {
  78920. (this._defaultModel.getChildren()[2]).position.y = 0;
  78921. }
  78922. }
  78923. this.onSecondaryButtonStateChangedObservable.notifyObservers(notifyObject);
  78924. return;
  78925. }
  78926. };
  78927. /**
  78928. * Base Url for the controller model.
  78929. */
  78930. ViveController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/vive/';
  78931. /**
  78932. * File name for the controller model.
  78933. */
  78934. ViveController.MODEL_FILENAME = 'wand.babylon';
  78935. return ViveController;
  78936. }(BABYLON.WebVRController));
  78937. BABYLON.ViveController = ViveController;
  78938. })(BABYLON || (BABYLON = {}));
  78939. //# sourceMappingURL=babylon.viveController.js.map
  78940. var BABYLON;
  78941. (function (BABYLON) {
  78942. /**
  78943. * Generic Controller
  78944. */
  78945. var GenericController = /** @class */ (function (_super) {
  78946. __extends(GenericController, _super);
  78947. /**
  78948. * Creates a new GenericController from a gamepad
  78949. * @param vrGamepad the gamepad that the controller should be created from
  78950. */
  78951. function GenericController(vrGamepad) {
  78952. return _super.call(this, vrGamepad) || this;
  78953. }
  78954. /**
  78955. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  78956. * @param scene scene in which to add meshes
  78957. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  78958. */
  78959. GenericController.prototype.initControllerMesh = function (scene, meshLoaded) {
  78960. var _this = this;
  78961. BABYLON.SceneLoader.ImportMesh("", GenericController.MODEL_BASE_URL, GenericController.MODEL_FILENAME, scene, function (newMeshes) {
  78962. _this._defaultModel = newMeshes[1];
  78963. _this.attachToMesh(_this._defaultModel);
  78964. if (meshLoaded) {
  78965. meshLoaded(_this._defaultModel);
  78966. }
  78967. });
  78968. };
  78969. /**
  78970. * Called once for each button that changed state since the last frame
  78971. * @param buttonIdx Which button index changed
  78972. * @param state New state of the button
  78973. * @param changes Which properties on the state changed since last frame
  78974. */
  78975. GenericController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  78976. console.log("Button id: " + buttonIdx + "state: ");
  78977. console.dir(state);
  78978. };
  78979. /**
  78980. * Base Url for the controller model.
  78981. */
  78982. GenericController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/generic/';
  78983. /**
  78984. * File name for the controller model.
  78985. */
  78986. GenericController.MODEL_FILENAME = 'generic.babylon';
  78987. return GenericController;
  78988. }(BABYLON.WebVRController));
  78989. BABYLON.GenericController = GenericController;
  78990. })(BABYLON || (BABYLON = {}));
  78991. //# sourceMappingURL=babylon.genericController.js.map
  78992. var BABYLON;
  78993. (function (BABYLON) {
  78994. /**
  78995. * Defines the LoadedMeshInfo object that describes information about the loaded webVR controller mesh
  78996. */
  78997. var LoadedMeshInfo = /** @class */ (function () {
  78998. function LoadedMeshInfo() {
  78999. /**
  79000. * Map of the button meshes contained in the controller
  79001. */
  79002. this.buttonMeshes = {};
  79003. /**
  79004. * Map of the axis meshes contained in the controller
  79005. */
  79006. this.axisMeshes = {};
  79007. }
  79008. return LoadedMeshInfo;
  79009. }());
  79010. /**
  79011. * Defines the WindowsMotionController object that the state of the windows motion controller
  79012. */
  79013. var WindowsMotionController = /** @class */ (function (_super) {
  79014. __extends(WindowsMotionController, _super);
  79015. /**
  79016. * Creates a new WindowsMotionController from a gamepad
  79017. * @param vrGamepad the gamepad that the controller should be created from
  79018. */
  79019. function WindowsMotionController(vrGamepad) {
  79020. var _this = _super.call(this, vrGamepad) || this;
  79021. _this._mapping = {
  79022. // Semantic button names
  79023. buttons: ['thumbstick', 'trigger', 'grip', 'menu', 'trackpad'],
  79024. // A mapping of the button name to glTF model node name
  79025. // that should be transformed by button value.
  79026. buttonMeshNames: {
  79027. 'trigger': 'SELECT',
  79028. 'menu': 'MENU',
  79029. 'grip': 'GRASP',
  79030. 'thumbstick': 'THUMBSTICK_PRESS',
  79031. 'trackpad': 'TOUCHPAD_PRESS'
  79032. },
  79033. // This mapping is used to translate from the Motion Controller to Babylon semantics
  79034. buttonObservableNames: {
  79035. 'trigger': 'onTriggerStateChangedObservable',
  79036. 'menu': 'onSecondaryButtonStateChangedObservable',
  79037. 'grip': 'onMainButtonStateChangedObservable',
  79038. 'thumbstick': 'onPadStateChangedObservable',
  79039. 'trackpad': 'onTrackpadChangedObservable'
  79040. },
  79041. // A mapping of the axis name to glTF model node name
  79042. // that should be transformed by axis value.
  79043. // This array mirrors the browserGamepad.axes array, such that
  79044. // the mesh corresponding to axis 0 is in this array index 0.
  79045. axisMeshNames: [
  79046. 'THUMBSTICK_X',
  79047. 'THUMBSTICK_Y',
  79048. 'TOUCHPAD_TOUCH_X',
  79049. 'TOUCHPAD_TOUCH_Y'
  79050. ],
  79051. pointingPoseMeshName: BABYLON.PoseEnabledController.POINTING_POSE
  79052. };
  79053. /**
  79054. * Fired when the trackpad on this controller is clicked
  79055. */
  79056. _this.onTrackpadChangedObservable = new BABYLON.Observable();
  79057. /**
  79058. * Fired when the trackpad on this controller is modified
  79059. */
  79060. _this.onTrackpadValuesChangedObservable = new BABYLON.Observable();
  79061. /**
  79062. * The current x and y values of this controller's trackpad
  79063. */
  79064. _this.trackpad = { x: 0, y: 0 };
  79065. _this.controllerType = BABYLON.PoseEnabledControllerType.WINDOWS;
  79066. _this._loadedMeshInfo = null;
  79067. return _this;
  79068. }
  79069. Object.defineProperty(WindowsMotionController.prototype, "onTriggerButtonStateChangedObservable", {
  79070. /**
  79071. * Fired when the trigger on this controller is modified
  79072. */
  79073. get: function () {
  79074. return this.onTriggerStateChangedObservable;
  79075. },
  79076. enumerable: true,
  79077. configurable: true
  79078. });
  79079. Object.defineProperty(WindowsMotionController.prototype, "onMenuButtonStateChangedObservable", {
  79080. /**
  79081. * Fired when the menu button on this controller is modified
  79082. */
  79083. get: function () {
  79084. return this.onSecondaryButtonStateChangedObservable;
  79085. },
  79086. enumerable: true,
  79087. configurable: true
  79088. });
  79089. Object.defineProperty(WindowsMotionController.prototype, "onGripButtonStateChangedObservable", {
  79090. /**
  79091. * Fired when the grip button on this controller is modified
  79092. */
  79093. get: function () {
  79094. return this.onMainButtonStateChangedObservable;
  79095. },
  79096. enumerable: true,
  79097. configurable: true
  79098. });
  79099. Object.defineProperty(WindowsMotionController.prototype, "onThumbstickButtonStateChangedObservable", {
  79100. /**
  79101. * Fired when the thumbstick button on this controller is modified
  79102. */
  79103. get: function () {
  79104. return this.onPadStateChangedObservable;
  79105. },
  79106. enumerable: true,
  79107. configurable: true
  79108. });
  79109. Object.defineProperty(WindowsMotionController.prototype, "onTouchpadButtonStateChangedObservable", {
  79110. /**
  79111. * Fired when the touchpad button on this controller is modified
  79112. */
  79113. get: function () {
  79114. return this.onTrackpadChangedObservable;
  79115. },
  79116. enumerable: true,
  79117. configurable: true
  79118. });
  79119. Object.defineProperty(WindowsMotionController.prototype, "onTouchpadValuesChangedObservable", {
  79120. /**
  79121. * Fired when the touchpad values on this controller are modified
  79122. */
  79123. get: function () {
  79124. return this.onTrackpadValuesChangedObservable;
  79125. },
  79126. enumerable: true,
  79127. configurable: true
  79128. });
  79129. WindowsMotionController.prototype._updateTrackpad = function () {
  79130. if (this.browserGamepad.axes && (this.browserGamepad.axes[2] != this.trackpad.x || this.browserGamepad.axes[3] != this.trackpad.y)) {
  79131. this.trackpad.x = this.browserGamepad["axes"][2];
  79132. this.trackpad.y = this.browserGamepad["axes"][3];
  79133. this.onTrackpadValuesChangedObservable.notifyObservers(this.trackpad);
  79134. }
  79135. };
  79136. /**
  79137. * Called once per frame by the engine.
  79138. */
  79139. WindowsMotionController.prototype.update = function () {
  79140. _super.prototype.update.call(this);
  79141. if (this.browserGamepad.axes) {
  79142. this._updateTrackpad();
  79143. // Only need to animate axes if there is a loaded mesh
  79144. if (this._loadedMeshInfo) {
  79145. for (var axis = 0; axis < this._mapping.axisMeshNames.length; axis++) {
  79146. this._lerpAxisTransform(axis, this.browserGamepad.axes[axis]);
  79147. }
  79148. }
  79149. }
  79150. };
  79151. /**
  79152. * Called once for each button that changed state since the last frame
  79153. * @param buttonIdx Which button index changed
  79154. * @param state New state of the button
  79155. * @param changes Which properties on the state changed since last frame
  79156. */
  79157. WindowsMotionController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  79158. var buttonName = this._mapping.buttons[buttonIdx];
  79159. if (!buttonName) {
  79160. return;
  79161. }
  79162. // Update the trackpad to ensure trackpad.x/y are accurate during button events between frames
  79163. this._updateTrackpad();
  79164. // Only emit events for buttons that we know how to map from index to name
  79165. var observable = this[(this._mapping.buttonObservableNames)[buttonName]];
  79166. if (observable) {
  79167. observable.notifyObservers(state);
  79168. }
  79169. this._lerpButtonTransform(buttonName, state.value);
  79170. };
  79171. /**
  79172. * Moves the buttons on the controller mesh based on their current state
  79173. * @param buttonName the name of the button to move
  79174. * @param buttonValue the value of the button which determines the buttons new position
  79175. */
  79176. WindowsMotionController.prototype._lerpButtonTransform = function (buttonName, buttonValue) {
  79177. // If there is no loaded mesh, there is nothing to transform.
  79178. if (!this._loadedMeshInfo) {
  79179. return;
  79180. }
  79181. var meshInfo = this._loadedMeshInfo.buttonMeshes[buttonName];
  79182. if (!meshInfo.unpressed.rotationQuaternion || !meshInfo.pressed.rotationQuaternion || !meshInfo.value.rotationQuaternion) {
  79183. return;
  79184. }
  79185. BABYLON.Quaternion.SlerpToRef(meshInfo.unpressed.rotationQuaternion, meshInfo.pressed.rotationQuaternion, buttonValue, meshInfo.value.rotationQuaternion);
  79186. BABYLON.Vector3.LerpToRef(meshInfo.unpressed.position, meshInfo.pressed.position, buttonValue, meshInfo.value.position);
  79187. };
  79188. /**
  79189. * Moves the axis on the controller mesh based on its current state
  79190. * @param axis the index of the axis
  79191. * @param axisValue the value of the axis which determines the meshes new position
  79192. * @hidden
  79193. */
  79194. WindowsMotionController.prototype._lerpAxisTransform = function (axis, axisValue) {
  79195. if (!this._loadedMeshInfo) {
  79196. return;
  79197. }
  79198. var meshInfo = this._loadedMeshInfo.axisMeshes[axis];
  79199. if (!meshInfo) {
  79200. return;
  79201. }
  79202. if (!meshInfo.min.rotationQuaternion || !meshInfo.max.rotationQuaternion || !meshInfo.value.rotationQuaternion) {
  79203. return;
  79204. }
  79205. // Convert from gamepad value range (-1 to +1) to lerp range (0 to 1)
  79206. var lerpValue = axisValue * 0.5 + 0.5;
  79207. BABYLON.Quaternion.SlerpToRef(meshInfo.min.rotationQuaternion, meshInfo.max.rotationQuaternion, lerpValue, meshInfo.value.rotationQuaternion);
  79208. BABYLON.Vector3.LerpToRef(meshInfo.min.position, meshInfo.max.position, lerpValue, meshInfo.value.position);
  79209. };
  79210. /**
  79211. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  79212. * @param scene scene in which to add meshes
  79213. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  79214. */
  79215. WindowsMotionController.prototype.initControllerMesh = function (scene, meshLoaded, forceDefault) {
  79216. var _this = this;
  79217. if (forceDefault === void 0) { forceDefault = false; }
  79218. var path;
  79219. var filename;
  79220. // Checking if GLB loader is present
  79221. if (BABYLON.SceneLoader.IsPluginForExtensionAvailable(".glb")) {
  79222. // Determine the device specific folder based on the ID suffix
  79223. var device = 'default';
  79224. if (this.id && !forceDefault) {
  79225. var match = this.id.match(WindowsMotionController.GAMEPAD_ID_PATTERN);
  79226. device = ((match && match[0]) || device);
  79227. }
  79228. // Hand
  79229. if (this.hand === 'left') {
  79230. filename = WindowsMotionController.MODEL_LEFT_FILENAME;
  79231. }
  79232. else { // Right is the default if no hand is specified
  79233. filename = WindowsMotionController.MODEL_RIGHT_FILENAME;
  79234. }
  79235. path = WindowsMotionController.MODEL_BASE_URL + device + '/';
  79236. }
  79237. else {
  79238. BABYLON.Tools.Warn("You need to reference GLTF loader to load Windows Motion Controllers model. Falling back to generic models");
  79239. path = BABYLON.GenericController.MODEL_BASE_URL;
  79240. filename = BABYLON.GenericController.MODEL_FILENAME;
  79241. }
  79242. BABYLON.SceneLoader.ImportMesh("", path, filename, scene, function (meshes) {
  79243. // glTF files successfully loaded from the remote server, now process them to ensure they are in the right format.
  79244. _this._loadedMeshInfo = _this.processModel(scene, meshes);
  79245. if (!_this._loadedMeshInfo) {
  79246. return;
  79247. }
  79248. _this._defaultModel = _this._loadedMeshInfo.rootNode;
  79249. _this.attachToMesh(_this._defaultModel);
  79250. if (meshLoaded) {
  79251. meshLoaded(_this._defaultModel);
  79252. }
  79253. }, null, function (scene, message) {
  79254. BABYLON.Tools.Log(message);
  79255. BABYLON.Tools.Warn('Failed to retrieve controller model from the remote server: ' + path + filename);
  79256. if (!forceDefault) {
  79257. _this.initControllerMesh(scene, meshLoaded, true);
  79258. }
  79259. });
  79260. };
  79261. /**
  79262. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  79263. * can be transformed by button presses and axes values, based on this._mapping.
  79264. *
  79265. * @param scene scene in which the meshes exist
  79266. * @param meshes list of meshes that make up the controller model to process
  79267. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  79268. */
  79269. WindowsMotionController.prototype.processModel = function (scene, meshes) {
  79270. var loadedMeshInfo = null;
  79271. // Create a new mesh to contain the glTF hierarchy
  79272. var parentMesh = new BABYLON.Mesh(this.id + " " + this.hand, scene);
  79273. // Find the root node in the loaded glTF scene, and attach it as a child of 'parentMesh'
  79274. var childMesh = null;
  79275. for (var i = 0; i < meshes.length; i++) {
  79276. var mesh = meshes[i];
  79277. if (!mesh.parent) {
  79278. // Exclude controller meshes from picking results
  79279. mesh.isPickable = false;
  79280. // Handle root node, attach to the new parentMesh
  79281. childMesh = mesh;
  79282. break;
  79283. }
  79284. }
  79285. if (childMesh) {
  79286. childMesh.setParent(parentMesh);
  79287. // Create our mesh info. Note that this method will always return non-null.
  79288. loadedMeshInfo = this.createMeshInfo(parentMesh);
  79289. }
  79290. else {
  79291. BABYLON.Tools.Warn('Could not find root node in model file.');
  79292. }
  79293. return loadedMeshInfo;
  79294. };
  79295. WindowsMotionController.prototype.createMeshInfo = function (rootNode) {
  79296. var loadedMeshInfo = new LoadedMeshInfo();
  79297. var i;
  79298. loadedMeshInfo.rootNode = rootNode;
  79299. // Reset the caches
  79300. loadedMeshInfo.buttonMeshes = {};
  79301. loadedMeshInfo.axisMeshes = {};
  79302. // Button Meshes
  79303. for (i = 0; i < this._mapping.buttons.length; i++) {
  79304. var buttonMeshName = this._mapping.buttonMeshNames[this._mapping.buttons[i]];
  79305. if (!buttonMeshName) {
  79306. BABYLON.Tools.Log('Skipping unknown button at index: ' + i + ' with mapped name: ' + this._mapping.buttons[i]);
  79307. continue;
  79308. }
  79309. var buttonMesh = getChildByName(rootNode, buttonMeshName);
  79310. if (!buttonMesh) {
  79311. BABYLON.Tools.Warn('Missing button mesh with name: ' + buttonMeshName);
  79312. continue;
  79313. }
  79314. var buttonMeshInfo = {
  79315. index: i,
  79316. value: getImmediateChildByName(buttonMesh, 'VALUE'),
  79317. pressed: getImmediateChildByName(buttonMesh, 'PRESSED'),
  79318. unpressed: getImmediateChildByName(buttonMesh, 'UNPRESSED')
  79319. };
  79320. if (buttonMeshInfo.value && buttonMeshInfo.pressed && buttonMeshInfo.unpressed) {
  79321. loadedMeshInfo.buttonMeshes[this._mapping.buttons[i]] = buttonMeshInfo;
  79322. }
  79323. else {
  79324. // If we didn't find the mesh, it simply means this button won't have transforms applied as mapped button value changes.
  79325. BABYLON.Tools.Warn('Missing button submesh under mesh with name: ' + buttonMeshName +
  79326. '(VALUE: ' + !!buttonMeshInfo.value +
  79327. ', PRESSED: ' + !!buttonMeshInfo.pressed +
  79328. ', UNPRESSED:' + !!buttonMeshInfo.unpressed +
  79329. ')');
  79330. }
  79331. }
  79332. // Axis Meshes
  79333. for (i = 0; i < this._mapping.axisMeshNames.length; i++) {
  79334. var axisMeshName = this._mapping.axisMeshNames[i];
  79335. if (!axisMeshName) {
  79336. BABYLON.Tools.Log('Skipping unknown axis at index: ' + i);
  79337. continue;
  79338. }
  79339. var axisMesh = getChildByName(rootNode, axisMeshName);
  79340. if (!axisMesh) {
  79341. BABYLON.Tools.Warn('Missing axis mesh with name: ' + axisMeshName);
  79342. continue;
  79343. }
  79344. var axisMeshInfo = {
  79345. index: i,
  79346. value: getImmediateChildByName(axisMesh, 'VALUE'),
  79347. min: getImmediateChildByName(axisMesh, 'MIN'),
  79348. max: getImmediateChildByName(axisMesh, 'MAX')
  79349. };
  79350. if (axisMeshInfo.value && axisMeshInfo.min && axisMeshInfo.max) {
  79351. loadedMeshInfo.axisMeshes[i] = axisMeshInfo;
  79352. }
  79353. else {
  79354. // If we didn't find the mesh, it simply means thit axis won't have transforms applied as mapped axis values change.
  79355. BABYLON.Tools.Warn('Missing axis submesh under mesh with name: ' + axisMeshName +
  79356. '(VALUE: ' + !!axisMeshInfo.value +
  79357. ', MIN: ' + !!axisMeshInfo.min +
  79358. ', MAX:' + !!axisMeshInfo.max +
  79359. ')');
  79360. }
  79361. }
  79362. // Pointing Ray
  79363. loadedMeshInfo.pointingPoseNode = getChildByName(rootNode, this._mapping.pointingPoseMeshName);
  79364. if (!loadedMeshInfo.pointingPoseNode) {
  79365. BABYLON.Tools.Warn('Missing pointing pose mesh with name: ' + this._mapping.pointingPoseMeshName);
  79366. }
  79367. else {
  79368. this._pointingPoseNode = loadedMeshInfo.pointingPoseNode;
  79369. }
  79370. return loadedMeshInfo;
  79371. // Look through all children recursively. This will return null if no mesh exists with the given name.
  79372. function getChildByName(node, name) {
  79373. return node.getChildMeshes(false, function (n) { return n.name === name; })[0];
  79374. }
  79375. // Look through only immediate children. This will return null if no mesh exists with the given name.
  79376. function getImmediateChildByName(node, name) {
  79377. return node.getChildMeshes(true, function (n) { return n.name == name; })[0];
  79378. }
  79379. };
  79380. /**
  79381. * Gets the ray of the controller in the direction the controller is pointing
  79382. * @param length the length the resulting ray should be
  79383. * @returns a ray in the direction the controller is pointing
  79384. */
  79385. WindowsMotionController.prototype.getForwardRay = function (length) {
  79386. if (length === void 0) { length = 100; }
  79387. if (!(this._loadedMeshInfo && this._loadedMeshInfo.pointingPoseNode)) {
  79388. return _super.prototype.getForwardRay.call(this, length);
  79389. }
  79390. var m = this._loadedMeshInfo.pointingPoseNode.getWorldMatrix();
  79391. var origin = m.getTranslation();
  79392. var forward = new BABYLON.Vector3(0, 0, -1);
  79393. var forwardWorld = BABYLON.Vector3.TransformNormal(forward, m);
  79394. var direction = BABYLON.Vector3.Normalize(forwardWorld);
  79395. return new BABYLON.Ray(origin, direction, length);
  79396. };
  79397. /**
  79398. * Disposes of the controller
  79399. */
  79400. WindowsMotionController.prototype.dispose = function () {
  79401. _super.prototype.dispose.call(this);
  79402. this.onTrackpadChangedObservable.clear();
  79403. };
  79404. /**
  79405. * The base url used to load the left and right controller models
  79406. */
  79407. WindowsMotionController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/microsoft/';
  79408. /**
  79409. * The name of the left controller model file
  79410. */
  79411. WindowsMotionController.MODEL_LEFT_FILENAME = 'left.glb';
  79412. /**
  79413. * The name of the right controller model file
  79414. */
  79415. WindowsMotionController.MODEL_RIGHT_FILENAME = 'right.glb';
  79416. /**
  79417. * The controller name prefix for this controller type
  79418. */
  79419. WindowsMotionController.GAMEPAD_ID_PREFIX = 'Spatial Controller (Spatial Interaction Source) ';
  79420. /**
  79421. * The controller id pattern for this controller type
  79422. */
  79423. WindowsMotionController.GAMEPAD_ID_PATTERN = /([0-9a-zA-Z]+-[0-9a-zA-Z]+)$/;
  79424. return WindowsMotionController;
  79425. }(BABYLON.WebVRController));
  79426. BABYLON.WindowsMotionController = WindowsMotionController;
  79427. })(BABYLON || (BABYLON = {}));
  79428. //# sourceMappingURL=babylon.windowsMotionController.js.map
  79429. var BABYLON;
  79430. (function (BABYLON) {
  79431. /**
  79432. * Gear VR Controller
  79433. */
  79434. var GearVRController = /** @class */ (function (_super) {
  79435. __extends(GearVRController, _super);
  79436. /**
  79437. * Creates a new GearVRController from a gamepad
  79438. * @param vrGamepad the gamepad that the controller should be created from
  79439. */
  79440. function GearVRController(vrGamepad) {
  79441. var _this = _super.call(this, vrGamepad) || this;
  79442. _this._buttonIndexToObservableNameMap = [
  79443. 'onTrackpadChangedObservable',
  79444. 'onTriggerStateChangedObservable' // Trigger
  79445. ];
  79446. _this.controllerType = BABYLON.PoseEnabledControllerType.GEAR_VR;
  79447. // Initial starting position defaults to where hand would be (incase of only 3dof controller)
  79448. _this._calculatedPosition = new BABYLON.Vector3(_this.hand == "left" ? -0.15 : 0.15, -0.5, 0.25);
  79449. _this._disableTrackPosition(_this._calculatedPosition);
  79450. return _this;
  79451. }
  79452. /**
  79453. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  79454. * @param scene scene in which to add meshes
  79455. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  79456. */
  79457. GearVRController.prototype.initControllerMesh = function (scene, meshLoaded) {
  79458. var _this = this;
  79459. BABYLON.SceneLoader.ImportMesh("", GearVRController.MODEL_BASE_URL, GearVRController.MODEL_FILENAME, scene, function (newMeshes) {
  79460. // Offset the controller so it will rotate around the users wrist
  79461. var mesh = new BABYLON.Mesh("", scene);
  79462. newMeshes[1].parent = mesh;
  79463. newMeshes[1].position.z = -0.15;
  79464. _this._defaultModel = mesh;
  79465. _this.attachToMesh(_this._defaultModel);
  79466. if (meshLoaded) {
  79467. meshLoaded(_this._defaultModel);
  79468. }
  79469. });
  79470. };
  79471. /**
  79472. * Called once for each button that changed state since the last frame
  79473. * @param buttonIdx Which button index changed
  79474. * @param state New state of the button
  79475. * @param changes Which properties on the state changed since last frame
  79476. */
  79477. GearVRController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  79478. if (buttonIdx < this._buttonIndexToObservableNameMap.length) {
  79479. var observableName = this._buttonIndexToObservableNameMap[buttonIdx];
  79480. // Only emit events for buttons that we know how to map from index to observable
  79481. var observable = this[observableName];
  79482. if (observable) {
  79483. observable.notifyObservers(state);
  79484. }
  79485. }
  79486. };
  79487. /**
  79488. * Base Url for the controller model.
  79489. */
  79490. GearVRController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/generic/';
  79491. /**
  79492. * File name for the controller model.
  79493. */
  79494. GearVRController.MODEL_FILENAME = 'generic.babylon';
  79495. /**
  79496. * Gamepad Id prefix used to identify this controller.
  79497. */
  79498. GearVRController.GAMEPAD_ID_PREFIX = 'Gear VR'; // id is 'Gear VR Controller'
  79499. return GearVRController;
  79500. }(BABYLON.WebVRController));
  79501. BABYLON.GearVRController = GearVRController;
  79502. })(BABYLON || (BABYLON = {}));
  79503. //# sourceMappingURL=babylon.gearVRController.js.map
  79504. var BABYLON;
  79505. (function (BABYLON) {
  79506. /**
  79507. * Google Daydream controller
  79508. */
  79509. var DaydreamController = /** @class */ (function (_super) {
  79510. __extends(DaydreamController, _super);
  79511. /**
  79512. * Creates a new DaydreamController from a gamepad
  79513. * @param vrGamepad the gamepad that the controller should be created from
  79514. */
  79515. function DaydreamController(vrGamepad) {
  79516. var _this = _super.call(this, vrGamepad) || this;
  79517. _this.controllerType = BABYLON.PoseEnabledControllerType.DAYDREAM;
  79518. return _this;
  79519. }
  79520. /**
  79521. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  79522. * @param scene scene in which to add meshes
  79523. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  79524. */
  79525. DaydreamController.prototype.initControllerMesh = function (scene, meshLoaded) {
  79526. var _this = this;
  79527. BABYLON.SceneLoader.ImportMesh("", DaydreamController.MODEL_BASE_URL, DaydreamController.MODEL_FILENAME, scene, function (newMeshes) {
  79528. _this._defaultModel = newMeshes[1];
  79529. _this.attachToMesh(_this._defaultModel);
  79530. if (meshLoaded) {
  79531. meshLoaded(_this._defaultModel);
  79532. }
  79533. });
  79534. };
  79535. /**
  79536. * Called once for each button that changed state since the last frame
  79537. * @param buttonIdx Which button index changed
  79538. * @param state New state of the button
  79539. * @param changes Which properties on the state changed since last frame
  79540. */
  79541. DaydreamController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  79542. // Daydream controller only has 1 GamepadButton (on the trackpad).
  79543. if (buttonIdx === 0) {
  79544. var observable = this.onTriggerStateChangedObservable;
  79545. if (observable) {
  79546. observable.notifyObservers(state);
  79547. }
  79548. }
  79549. else {
  79550. // If the app or home buttons are ever made available
  79551. BABYLON.Tools.Warn("Unrecognized Daydream button index: " + buttonIdx);
  79552. }
  79553. };
  79554. /**
  79555. * Base Url for the controller model.
  79556. */
  79557. DaydreamController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/generic/';
  79558. /**
  79559. * File name for the controller model.
  79560. */
  79561. DaydreamController.MODEL_FILENAME = 'generic.babylon';
  79562. /**
  79563. * Gamepad Id prefix used to identify Daydream Controller.
  79564. */
  79565. DaydreamController.GAMEPAD_ID_PREFIX = 'Daydream'; // id is 'Daydream Controller'
  79566. return DaydreamController;
  79567. }(BABYLON.WebVRController));
  79568. BABYLON.DaydreamController = DaydreamController;
  79569. })(BABYLON || (BABYLON = {}));
  79570. //# sourceMappingURL=babylon.daydreamController.js.map
  79571. var BABYLON;
  79572. (function (BABYLON) {
  79573. Object.defineProperty(BABYLON.Scene.prototype, "gamepadManager", {
  79574. get: function () {
  79575. if (!this._gamepadManager) {
  79576. this._gamepadManager = new BABYLON.GamepadManager(this);
  79577. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_GAMEPAD);
  79578. if (!component) {
  79579. component = new GamepadSystemSceneComponent(this);
  79580. this._addComponent(component);
  79581. }
  79582. }
  79583. return this._gamepadManager;
  79584. },
  79585. enumerable: true,
  79586. configurable: true
  79587. });
  79588. /**
  79589. * Adds a gamepad to the free camera inputs manager
  79590. */
  79591. BABYLON.FreeCameraInputsManager.prototype.addGamepad = function () {
  79592. this.add(new BABYLON.FreeCameraGamepadInput());
  79593. return this;
  79594. };
  79595. /**
  79596. * Adds a gamepad to the arc rotate camera inputs manager
  79597. */
  79598. BABYLON.ArcRotateCameraInputsManager.prototype.addGamepad = function () {
  79599. this.add(new BABYLON.ArcRotateCameraGamepadInput());
  79600. return this;
  79601. };
  79602. /**
  79603. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  79604. */
  79605. var GamepadSystemSceneComponent = /** @class */ (function () {
  79606. /**
  79607. * Creates a new instance of the component for the given scene
  79608. * @param scene Defines the scene to register the component in
  79609. */
  79610. function GamepadSystemSceneComponent(scene) {
  79611. /**
  79612. * The component name helpfull to identify the component in the list of scene components.
  79613. */
  79614. this.name = BABYLON.SceneComponentConstants.NAME_GAMEPAD;
  79615. this.scene = scene;
  79616. }
  79617. /**
  79618. * Registers the component in a given scene
  79619. */
  79620. GamepadSystemSceneComponent.prototype.register = function () {
  79621. this.scene._beforeCameraUpdateStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERAUPDATE_GAMEPAD, this, this._beforeCameraUpdate);
  79622. };
  79623. /**
  79624. * Rebuilds the elements related to this component in case of
  79625. * context lost for instance.
  79626. */
  79627. GamepadSystemSceneComponent.prototype.rebuild = function () {
  79628. // Nothing to do for gamepads
  79629. };
  79630. /**
  79631. * Disposes the component and the associated ressources
  79632. */
  79633. GamepadSystemSceneComponent.prototype.dispose = function () {
  79634. var gamepadManager = this.scene._gamepadManager;
  79635. if (gamepadManager) {
  79636. gamepadManager.dispose();
  79637. this.scene._gamepadManager = null;
  79638. }
  79639. };
  79640. GamepadSystemSceneComponent.prototype._beforeCameraUpdate = function () {
  79641. var gamepadManager = this.scene._gamepadManager;
  79642. if (gamepadManager && gamepadManager._isMonitoring) {
  79643. gamepadManager._checkGamepadsStatus();
  79644. }
  79645. };
  79646. return GamepadSystemSceneComponent;
  79647. }());
  79648. BABYLON.GamepadSystemSceneComponent = GamepadSystemSceneComponent;
  79649. })(BABYLON || (BABYLON = {}));
  79650. //# sourceMappingURL=babylon.gamepadSceneComponent.js.map
  79651. var BABYLON;
  79652. (function (BABYLON) {
  79653. BABYLON.Node.AddNodeConstructor("FollowCamera", function (name, scene) {
  79654. return function () { return new FollowCamera(name, BABYLON.Vector3.Zero(), scene); };
  79655. });
  79656. BABYLON.Node.AddNodeConstructor("ArcFollowCamera", function (name, scene) {
  79657. return function () { return new ArcFollowCamera(name, 0, 0, 1.0, null, scene); };
  79658. });
  79659. /**
  79660. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  79661. * an arc rotate version arcFollowCamera are available.
  79662. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  79663. */
  79664. var FollowCamera = /** @class */ (function (_super) {
  79665. __extends(FollowCamera, _super);
  79666. /**
  79667. * Instantiates the follow camera.
  79668. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  79669. * @param name Define the name of the camera in the scene
  79670. * @param position Define the position of the camera
  79671. * @param scene Define the scene the camera belong to
  79672. * @param lockedTarget Define the target of the camera
  79673. */
  79674. function FollowCamera(name, position, scene, lockedTarget) {
  79675. if (lockedTarget === void 0) { lockedTarget = null; }
  79676. var _this = _super.call(this, name, position, scene) || this;
  79677. /**
  79678. * Distance the follow camera should follow an object at
  79679. */
  79680. _this.radius = 12;
  79681. /**
  79682. * Define a rotation offset between the camera and the object it follows
  79683. */
  79684. _this.rotationOffset = 0;
  79685. /**
  79686. * Define a height offset between the camera and the object it follows.
  79687. * It can help following an object from the top (like a car chaing a plane)
  79688. */
  79689. _this.heightOffset = 4;
  79690. /**
  79691. * Define how fast the camera can accelerate to follow it s target.
  79692. */
  79693. _this.cameraAcceleration = 0.05;
  79694. /**
  79695. * Define the speed limit of the camera following an object.
  79696. */
  79697. _this.maxCameraSpeed = 20;
  79698. _this.lockedTarget = lockedTarget;
  79699. return _this;
  79700. }
  79701. FollowCamera.prototype._follow = function (cameraTarget) {
  79702. if (!cameraTarget)
  79703. return;
  79704. var yRotation;
  79705. if (cameraTarget.rotationQuaternion) {
  79706. var rotMatrix = new BABYLON.Matrix();
  79707. cameraTarget.rotationQuaternion.toRotationMatrix(rotMatrix);
  79708. yRotation = Math.atan2(rotMatrix.m[8], rotMatrix.m[10]);
  79709. }
  79710. else {
  79711. yRotation = cameraTarget.rotation.y;
  79712. }
  79713. var radians = BABYLON.Tools.ToRadians(this.rotationOffset) + yRotation;
  79714. var targetPosition = cameraTarget.getAbsolutePosition();
  79715. var targetX = targetPosition.x + Math.sin(radians) * this.radius;
  79716. var targetZ = targetPosition.z + Math.cos(radians) * this.radius;
  79717. var dx = targetX - this.position.x;
  79718. var dy = (targetPosition.y + this.heightOffset) - this.position.y;
  79719. var dz = (targetZ) - this.position.z;
  79720. var vx = dx * this.cameraAcceleration * 2; //this is set to .05
  79721. var vy = dy * this.cameraAcceleration;
  79722. var vz = dz * this.cameraAcceleration * 2;
  79723. if (vx > this.maxCameraSpeed || vx < -this.maxCameraSpeed) {
  79724. vx = vx < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  79725. }
  79726. if (vy > this.maxCameraSpeed || vy < -this.maxCameraSpeed) {
  79727. vy = vy < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  79728. }
  79729. if (vz > this.maxCameraSpeed || vz < -this.maxCameraSpeed) {
  79730. vz = vz < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  79731. }
  79732. this.position = new BABYLON.Vector3(this.position.x + vx, this.position.y + vy, this.position.z + vz);
  79733. this.setTarget(targetPosition);
  79734. };
  79735. /** @hidden */
  79736. FollowCamera.prototype._checkInputs = function () {
  79737. _super.prototype._checkInputs.call(this);
  79738. if (this.lockedTarget) {
  79739. this._follow(this.lockedTarget);
  79740. }
  79741. };
  79742. /**
  79743. * Gets the camera class name.
  79744. * @returns the class name
  79745. */
  79746. FollowCamera.prototype.getClassName = function () {
  79747. return "FollowCamera";
  79748. };
  79749. __decorate([
  79750. BABYLON.serialize()
  79751. ], FollowCamera.prototype, "radius", void 0);
  79752. __decorate([
  79753. BABYLON.serialize()
  79754. ], FollowCamera.prototype, "rotationOffset", void 0);
  79755. __decorate([
  79756. BABYLON.serialize()
  79757. ], FollowCamera.prototype, "heightOffset", void 0);
  79758. __decorate([
  79759. BABYLON.serialize()
  79760. ], FollowCamera.prototype, "cameraAcceleration", void 0);
  79761. __decorate([
  79762. BABYLON.serialize()
  79763. ], FollowCamera.prototype, "maxCameraSpeed", void 0);
  79764. __decorate([
  79765. BABYLON.serializeAsMeshReference("lockedTargetId")
  79766. ], FollowCamera.prototype, "lockedTarget", void 0);
  79767. return FollowCamera;
  79768. }(BABYLON.TargetCamera));
  79769. BABYLON.FollowCamera = FollowCamera;
  79770. /**
  79771. * Arc Rotate version of the follow camera.
  79772. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  79773. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  79774. */
  79775. var ArcFollowCamera = /** @class */ (function (_super) {
  79776. __extends(ArcFollowCamera, _super);
  79777. /**
  79778. * Instantiates a new ArcFollowCamera
  79779. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  79780. * @param name Define the name of the camera
  79781. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  79782. * @param beta Define the rotation angle of the camera around the elevation axis
  79783. * @param radius Define the radius of the camera from its target point
  79784. * @param target Define the target of the camera
  79785. * @param scene Define the scene the camera belongs to
  79786. */
  79787. function ArcFollowCamera(name,
  79788. /** The longitudinal angle of the camera */
  79789. alpha,
  79790. /** The latitudinal angle of the camera */
  79791. beta,
  79792. /** The radius of the camera from its target */
  79793. radius,
  79794. /** Define the camera target (the messh it should follow) */
  79795. target, scene) {
  79796. var _this = _super.call(this, name, BABYLON.Vector3.Zero(), scene) || this;
  79797. _this.alpha = alpha;
  79798. _this.beta = beta;
  79799. _this.radius = radius;
  79800. _this.target = target;
  79801. _this._cartesianCoordinates = BABYLON.Vector3.Zero();
  79802. _this._follow();
  79803. return _this;
  79804. }
  79805. ArcFollowCamera.prototype._follow = function () {
  79806. if (!this.target) {
  79807. return;
  79808. }
  79809. this._cartesianCoordinates.x = this.radius * Math.cos(this.alpha) * Math.cos(this.beta);
  79810. this._cartesianCoordinates.y = this.radius * Math.sin(this.beta);
  79811. this._cartesianCoordinates.z = this.radius * Math.sin(this.alpha) * Math.cos(this.beta);
  79812. var targetPosition = this.target.getAbsolutePosition();
  79813. this.position = targetPosition.add(this._cartesianCoordinates);
  79814. this.setTarget(targetPosition);
  79815. };
  79816. /** @hidden */
  79817. ArcFollowCamera.prototype._checkInputs = function () {
  79818. _super.prototype._checkInputs.call(this);
  79819. this._follow();
  79820. };
  79821. /**
  79822. * Returns the class name of the object.
  79823. * It is mostly used internally for serialization purposes.
  79824. */
  79825. ArcFollowCamera.prototype.getClassName = function () {
  79826. return "ArcFollowCamera";
  79827. };
  79828. return ArcFollowCamera;
  79829. }(BABYLON.TargetCamera));
  79830. BABYLON.ArcFollowCamera = ArcFollowCamera;
  79831. })(BABYLON || (BABYLON = {}));
  79832. //# sourceMappingURL=babylon.followCamera.js.map
  79833. var BABYLON;
  79834. (function (BABYLON) {
  79835. /**
  79836. * 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,
  79837. * which still works and will still be found in many Playgrounds.
  79838. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  79839. */
  79840. var UniversalCamera = /** @class */ (function (_super) {
  79841. __extends(UniversalCamera, _super);
  79842. /**
  79843. * 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,
  79844. * which still works and will still be found in many Playgrounds.
  79845. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  79846. * @param name Define the name of the camera in the scene
  79847. * @param position Define the start position of the camera in the scene
  79848. * @param scene Define the scene the camera belongs to
  79849. */
  79850. function UniversalCamera(name, position, scene) {
  79851. var _this = _super.call(this, name, position, scene) || this;
  79852. _this.inputs.addGamepad();
  79853. return _this;
  79854. }
  79855. Object.defineProperty(UniversalCamera.prototype, "gamepadAngularSensibility", {
  79856. /**
  79857. * Defines the gamepad rotation sensiblity.
  79858. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  79859. */
  79860. get: function () {
  79861. var gamepad = this.inputs.attached["gamepad"];
  79862. if (gamepad)
  79863. return gamepad.gamepadAngularSensibility;
  79864. return 0;
  79865. },
  79866. set: function (value) {
  79867. var gamepad = this.inputs.attached["gamepad"];
  79868. if (gamepad)
  79869. gamepad.gamepadAngularSensibility = value;
  79870. },
  79871. enumerable: true,
  79872. configurable: true
  79873. });
  79874. Object.defineProperty(UniversalCamera.prototype, "gamepadMoveSensibility", {
  79875. /**
  79876. * Defines the gamepad move sensiblity.
  79877. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  79878. */
  79879. get: function () {
  79880. var gamepad = this.inputs.attached["gamepad"];
  79881. if (gamepad)
  79882. return gamepad.gamepadMoveSensibility;
  79883. return 0;
  79884. },
  79885. set: function (value) {
  79886. var gamepad = this.inputs.attached["gamepad"];
  79887. if (gamepad)
  79888. gamepad.gamepadMoveSensibility = value;
  79889. },
  79890. enumerable: true,
  79891. configurable: true
  79892. });
  79893. /**
  79894. * Gets the current object class name.
  79895. * @return the class name
  79896. */
  79897. UniversalCamera.prototype.getClassName = function () {
  79898. return "UniversalCamera";
  79899. };
  79900. return UniversalCamera;
  79901. }(BABYLON.TouchCamera));
  79902. BABYLON.UniversalCamera = UniversalCamera;
  79903. })(BABYLON || (BABYLON = {}));
  79904. //# sourceMappingURL=babylon.universalCamera.js.map
  79905. var BABYLON;
  79906. (function (BABYLON) {
  79907. BABYLON.Node.AddNodeConstructor("GamepadCamera", function (name, scene) {
  79908. return function () { return new GamepadCamera(name, BABYLON.Vector3.Zero(), scene); };
  79909. });
  79910. /**
  79911. * This represents a FPS type of camera. This is only here for back compat purpose.
  79912. * Please use the UniversalCamera instead as both are identical.
  79913. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  79914. */
  79915. var GamepadCamera = /** @class */ (function (_super) {
  79916. __extends(GamepadCamera, _super);
  79917. /**
  79918. * Instantiates a new Gamepad Camera
  79919. * This represents a FPS type of camera. This is only here for back compat purpose.
  79920. * Please use the UniversalCamera instead as both are identical.
  79921. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  79922. * @param name Define the name of the camera in the scene
  79923. * @param position Define the start position of the camera in the scene
  79924. * @param scene Define the scene the camera belongs to
  79925. */
  79926. function GamepadCamera(name, position, scene) {
  79927. return _super.call(this, name, position, scene) || this;
  79928. }
  79929. /**
  79930. * Gets the current object class name.
  79931. * @return the class name
  79932. */
  79933. GamepadCamera.prototype.getClassName = function () {
  79934. return "GamepadCamera";
  79935. };
  79936. return GamepadCamera;
  79937. }(BABYLON.UniversalCamera));
  79938. BABYLON.GamepadCamera = GamepadCamera;
  79939. })(BABYLON || (BABYLON = {}));
  79940. //# sourceMappingURL=babylon.gamepadCamera.js.map
  79941. var BABYLON;
  79942. (function (BABYLON) {
  79943. var PostProcessRenderPipelineManager = /** @class */ (function () {
  79944. function PostProcessRenderPipelineManager() {
  79945. this._renderPipelines = {};
  79946. }
  79947. PostProcessRenderPipelineManager.prototype.addPipeline = function (renderPipeline) {
  79948. this._renderPipelines[renderPipeline._name] = renderPipeline;
  79949. };
  79950. PostProcessRenderPipelineManager.prototype.attachCamerasToRenderPipeline = function (renderPipelineName, cameras, unique) {
  79951. if (unique === void 0) { unique = false; }
  79952. var renderPipeline = this._renderPipelines[renderPipelineName];
  79953. if (!renderPipeline) {
  79954. return;
  79955. }
  79956. renderPipeline._attachCameras(cameras, unique);
  79957. };
  79958. PostProcessRenderPipelineManager.prototype.detachCamerasFromRenderPipeline = function (renderPipelineName, cameras) {
  79959. var renderPipeline = this._renderPipelines[renderPipelineName];
  79960. if (!renderPipeline) {
  79961. return;
  79962. }
  79963. renderPipeline._detachCameras(cameras);
  79964. };
  79965. PostProcessRenderPipelineManager.prototype.enableEffectInPipeline = function (renderPipelineName, renderEffectName, cameras) {
  79966. var renderPipeline = this._renderPipelines[renderPipelineName];
  79967. if (!renderPipeline) {
  79968. return;
  79969. }
  79970. renderPipeline._enableEffect(renderEffectName, cameras);
  79971. };
  79972. PostProcessRenderPipelineManager.prototype.disableEffectInPipeline = function (renderPipelineName, renderEffectName, cameras) {
  79973. var renderPipeline = this._renderPipelines[renderPipelineName];
  79974. if (!renderPipeline) {
  79975. return;
  79976. }
  79977. renderPipeline._disableEffect(renderEffectName, cameras);
  79978. };
  79979. PostProcessRenderPipelineManager.prototype.update = function () {
  79980. for (var renderPipelineName in this._renderPipelines) {
  79981. if (this._renderPipelines.hasOwnProperty(renderPipelineName)) {
  79982. var pipeline = this._renderPipelines[renderPipelineName];
  79983. if (!pipeline.isSupported) {
  79984. pipeline.dispose();
  79985. delete this._renderPipelines[renderPipelineName];
  79986. }
  79987. else {
  79988. pipeline._update();
  79989. }
  79990. }
  79991. }
  79992. };
  79993. /** @hidden */
  79994. PostProcessRenderPipelineManager.prototype._rebuild = function () {
  79995. for (var renderPipelineName in this._renderPipelines) {
  79996. if (this._renderPipelines.hasOwnProperty(renderPipelineName)) {
  79997. var pipeline = this._renderPipelines[renderPipelineName];
  79998. pipeline._rebuild();
  79999. }
  80000. }
  80001. };
  80002. PostProcessRenderPipelineManager.prototype.dispose = function () {
  80003. for (var renderPipelineName in this._renderPipelines) {
  80004. if (this._renderPipelines.hasOwnProperty(renderPipelineName)) {
  80005. var pipeline = this._renderPipelines[renderPipelineName];
  80006. pipeline.dispose();
  80007. }
  80008. }
  80009. };
  80010. return PostProcessRenderPipelineManager;
  80011. }());
  80012. BABYLON.PostProcessRenderPipelineManager = PostProcessRenderPipelineManager;
  80013. })(BABYLON || (BABYLON = {}));
  80014. //# sourceMappingURL=babylon.postProcessRenderPipelineManager.js.map
  80015. var BABYLON;
  80016. (function (BABYLON) {
  80017. Object.defineProperty(BABYLON.Scene.prototype, "postProcessRenderPipelineManager", {
  80018. get: function () {
  80019. if (!this._postProcessRenderPipelineManager) {
  80020. // Register the G Buffer component to the scene.
  80021. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER);
  80022. if (!component) {
  80023. component = new PostProcessRenderPipelineManagerSceneComponent(this);
  80024. this._addComponent(component);
  80025. }
  80026. this._postProcessRenderPipelineManager = new BABYLON.PostProcessRenderPipelineManager();
  80027. }
  80028. return this._postProcessRenderPipelineManager;
  80029. },
  80030. enumerable: true,
  80031. configurable: true
  80032. });
  80033. /**
  80034. * Defines the Render Pipeline scene component responsible to rendering pipelines
  80035. */
  80036. var PostProcessRenderPipelineManagerSceneComponent = /** @class */ (function () {
  80037. /**
  80038. * Creates a new instance of the component for the given scene
  80039. * @param scene Defines the scene to register the component in
  80040. */
  80041. function PostProcessRenderPipelineManagerSceneComponent(scene) {
  80042. /**
  80043. * The component name helpfull to identify the component in the list of scene components.
  80044. */
  80045. this.name = BABYLON.SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER;
  80046. this.scene = scene;
  80047. }
  80048. /**
  80049. * Registers the component in a given scene
  80050. */
  80051. PostProcessRenderPipelineManagerSceneComponent.prototype.register = function () {
  80052. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER, this, this._gatherRenderTargets);
  80053. };
  80054. /**
  80055. * Rebuilds the elements related to this component in case of
  80056. * context lost for instance.
  80057. */
  80058. PostProcessRenderPipelineManagerSceneComponent.prototype.rebuild = function () {
  80059. if (this.scene._postProcessRenderPipelineManager) {
  80060. this.scene._postProcessRenderPipelineManager._rebuild();
  80061. }
  80062. };
  80063. /**
  80064. * Disposes the component and the associated ressources
  80065. */
  80066. PostProcessRenderPipelineManagerSceneComponent.prototype.dispose = function () {
  80067. if (this.scene._postProcessRenderPipelineManager) {
  80068. this.scene._postProcessRenderPipelineManager.dispose();
  80069. }
  80070. };
  80071. PostProcessRenderPipelineManagerSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  80072. if (this.scene._postProcessRenderPipelineManager) {
  80073. this.scene._postProcessRenderPipelineManager.update();
  80074. }
  80075. };
  80076. return PostProcessRenderPipelineManagerSceneComponent;
  80077. }());
  80078. BABYLON.PostProcessRenderPipelineManagerSceneComponent = PostProcessRenderPipelineManagerSceneComponent;
  80079. })(BABYLON || (BABYLON = {}));
  80080. //# sourceMappingURL=babylon.postProcessRenderPipelineManagerSceneComponent.js.map
  80081. var BABYLON;
  80082. (function (BABYLON) {
  80083. /**
  80084. * This represents a set of one or more post processes in Babylon.
  80085. * A post process can be used to apply a shader to a texture after it is rendered.
  80086. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  80087. */
  80088. var PostProcessRenderEffect = /** @class */ (function () {
  80089. /**
  80090. * Instantiates a post process render effect.
  80091. * A post process can be used to apply a shader to a texture after it is rendered.
  80092. * @param engine The engine the effect is tied to
  80093. * @param name The name of the effect
  80094. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  80095. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  80096. */
  80097. function PostProcessRenderEffect(engine, name, getPostProcesses, singleInstance) {
  80098. this._name = name;
  80099. this._singleInstance = singleInstance || true;
  80100. this._getPostProcesses = getPostProcesses;
  80101. this._cameras = {};
  80102. this._indicesForCamera = {};
  80103. this._postProcesses = {};
  80104. }
  80105. Object.defineProperty(PostProcessRenderEffect.prototype, "isSupported", {
  80106. /**
  80107. * Checks if all the post processes in the effect are supported.
  80108. */
  80109. get: function () {
  80110. for (var index in this._postProcesses) {
  80111. if (this._postProcesses.hasOwnProperty(index)) {
  80112. var pps = this._postProcesses[index];
  80113. for (var ppIndex = 0; ppIndex < pps.length; ppIndex++) {
  80114. if (!pps[ppIndex].isSupported) {
  80115. return false;
  80116. }
  80117. }
  80118. }
  80119. }
  80120. return true;
  80121. },
  80122. enumerable: true,
  80123. configurable: true
  80124. });
  80125. /**
  80126. * Updates the current state of the effect
  80127. * @hidden
  80128. */
  80129. PostProcessRenderEffect.prototype._update = function () {
  80130. };
  80131. /**
  80132. * Attaches the effect on cameras
  80133. * @param cameras The camera to attach to.
  80134. * @hidden
  80135. */
  80136. PostProcessRenderEffect.prototype._attachCameras = function (cameras) {
  80137. var _this = this;
  80138. var cameraKey;
  80139. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  80140. if (!cams) {
  80141. return;
  80142. }
  80143. for (var i = 0; i < cams.length; i++) {
  80144. var camera = cams[i];
  80145. var cameraName = camera.name;
  80146. if (this._singleInstance) {
  80147. cameraKey = 0;
  80148. }
  80149. else {
  80150. cameraKey = cameraName;
  80151. }
  80152. if (!this._postProcesses[cameraKey]) {
  80153. var postProcess = this._getPostProcesses();
  80154. if (postProcess) {
  80155. this._postProcesses[cameraKey] = Array.isArray(postProcess) ? postProcess : [postProcess];
  80156. }
  80157. }
  80158. if (!this._indicesForCamera[cameraName]) {
  80159. this._indicesForCamera[cameraName] = [];
  80160. }
  80161. this._postProcesses[cameraKey].forEach(function (postProcess) {
  80162. var index = camera.attachPostProcess(postProcess);
  80163. _this._indicesForCamera[cameraName].push(index);
  80164. });
  80165. if (!this._cameras[cameraName]) {
  80166. this._cameras[cameraName] = camera;
  80167. }
  80168. }
  80169. };
  80170. /**
  80171. * Detatches the effect on cameras
  80172. * @param cameras The camera to detatch from.
  80173. * @hidden
  80174. */
  80175. PostProcessRenderEffect.prototype._detachCameras = function (cameras) {
  80176. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  80177. if (!cams) {
  80178. return;
  80179. }
  80180. for (var i = 0; i < cams.length; i++) {
  80181. var camera = cams[i];
  80182. var cameraName = camera.name;
  80183. this._postProcesses[this._singleInstance ? 0 : cameraName].forEach(function (postProcess) {
  80184. camera.detachPostProcess(postProcess);
  80185. });
  80186. if (this._cameras[cameraName]) {
  80187. //this._indicesForCamera.splice(index, 1);
  80188. this._cameras[cameraName] = null;
  80189. }
  80190. }
  80191. };
  80192. /**
  80193. * Enables the effect on given cameras
  80194. * @param cameras The camera to enable.
  80195. * @hidden
  80196. */
  80197. PostProcessRenderEffect.prototype._enable = function (cameras) {
  80198. var _this = this;
  80199. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  80200. if (!cams) {
  80201. return;
  80202. }
  80203. for (var i = 0; i < cams.length; i++) {
  80204. var camera = cams[i];
  80205. var cameraName = camera.name;
  80206. for (var j = 0; j < this._indicesForCamera[cameraName].length; j++) {
  80207. if (camera._postProcesses[this._indicesForCamera[cameraName][j]] === undefined || camera._postProcesses[this._indicesForCamera[cameraName][j]] === null) {
  80208. this._postProcesses[this._singleInstance ? 0 : cameraName].forEach(function (postProcess) {
  80209. cams[i].attachPostProcess(postProcess, _this._indicesForCamera[cameraName][j]);
  80210. });
  80211. }
  80212. }
  80213. }
  80214. };
  80215. /**
  80216. * Disables the effect on the given cameras
  80217. * @param cameras The camera to disable.
  80218. * @hidden
  80219. */
  80220. PostProcessRenderEffect.prototype._disable = function (cameras) {
  80221. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  80222. if (!cams) {
  80223. return;
  80224. }
  80225. for (var i = 0; i < cams.length; i++) {
  80226. var camera = cams[i];
  80227. var cameraName = camera.name;
  80228. this._postProcesses[this._singleInstance ? 0 : cameraName].forEach(function (postProcess) {
  80229. camera.detachPostProcess(postProcess);
  80230. });
  80231. }
  80232. };
  80233. /**
  80234. * Gets a list of the post processes contained in the effect.
  80235. * @param camera The camera to get the post processes on.
  80236. * @returns The list of the post processes in the effect.
  80237. */
  80238. PostProcessRenderEffect.prototype.getPostProcesses = function (camera) {
  80239. if (this._singleInstance) {
  80240. return this._postProcesses[0];
  80241. }
  80242. else {
  80243. if (!camera) {
  80244. return null;
  80245. }
  80246. return this._postProcesses[camera.name];
  80247. }
  80248. };
  80249. return PostProcessRenderEffect;
  80250. }());
  80251. BABYLON.PostProcessRenderEffect = PostProcessRenderEffect;
  80252. })(BABYLON || (BABYLON = {}));
  80253. //# sourceMappingURL=babylon.postProcessRenderEffect.js.map
  80254. var BABYLON;
  80255. (function (BABYLON) {
  80256. var PostProcessRenderPipeline = /** @class */ (function () {
  80257. function PostProcessRenderPipeline(engine, name) {
  80258. this.engine = engine;
  80259. this._name = name;
  80260. this._renderEffects = {};
  80261. this._renderEffectsForIsolatedPass = new Array();
  80262. this._cameras = [];
  80263. }
  80264. PostProcessRenderPipeline.prototype.getClassName = function () {
  80265. return "PostProcessRenderPipeline";
  80266. };
  80267. Object.defineProperty(PostProcessRenderPipeline.prototype, "isSupported", {
  80268. get: function () {
  80269. for (var renderEffectName in this._renderEffects) {
  80270. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  80271. if (!this._renderEffects[renderEffectName].isSupported) {
  80272. return false;
  80273. }
  80274. }
  80275. }
  80276. return true;
  80277. },
  80278. enumerable: true,
  80279. configurable: true
  80280. });
  80281. PostProcessRenderPipeline.prototype.addEffect = function (renderEffect) {
  80282. this._renderEffects[renderEffect._name] = renderEffect;
  80283. };
  80284. // private
  80285. /** @hidden */
  80286. PostProcessRenderPipeline.prototype._rebuild = function () {
  80287. };
  80288. /** @hidden */
  80289. PostProcessRenderPipeline.prototype._enableEffect = function (renderEffectName, cameras) {
  80290. var renderEffects = this._renderEffects[renderEffectName];
  80291. if (!renderEffects) {
  80292. return;
  80293. }
  80294. renderEffects._enable(BABYLON.Tools.MakeArray(cameras || this._cameras));
  80295. };
  80296. PostProcessRenderPipeline.prototype._disableEffect = function (renderEffectName, cameras) {
  80297. var renderEffects = this._renderEffects[renderEffectName];
  80298. if (!renderEffects) {
  80299. return;
  80300. }
  80301. renderEffects._disable(BABYLON.Tools.MakeArray(cameras || this._cameras));
  80302. };
  80303. /** @hidden */
  80304. PostProcessRenderPipeline.prototype._attachCameras = function (cameras, unique) {
  80305. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  80306. if (!cams) {
  80307. return;
  80308. }
  80309. var indicesToDelete = [];
  80310. var i;
  80311. for (i = 0; i < cams.length; i++) {
  80312. var camera = cams[i];
  80313. var cameraName = camera.name;
  80314. if (this._cameras.indexOf(camera) === -1) {
  80315. this._cameras[cameraName] = camera;
  80316. }
  80317. else if (unique) {
  80318. indicesToDelete.push(i);
  80319. }
  80320. }
  80321. for (i = 0; i < indicesToDelete.length; i++) {
  80322. cameras.splice(indicesToDelete[i], 1);
  80323. }
  80324. for (var renderEffectName in this._renderEffects) {
  80325. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  80326. this._renderEffects[renderEffectName]._attachCameras(cams);
  80327. }
  80328. }
  80329. };
  80330. /** @hidden */
  80331. PostProcessRenderPipeline.prototype._detachCameras = function (cameras) {
  80332. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  80333. if (!cams) {
  80334. return;
  80335. }
  80336. for (var renderEffectName in this._renderEffects) {
  80337. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  80338. this._renderEffects[renderEffectName]._detachCameras(cams);
  80339. }
  80340. }
  80341. for (var i = 0; i < cams.length; i++) {
  80342. this._cameras.splice(this._cameras.indexOf(cams[i]), 1);
  80343. }
  80344. };
  80345. /** @hidden */
  80346. PostProcessRenderPipeline.prototype._update = function () {
  80347. for (var renderEffectName in this._renderEffects) {
  80348. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  80349. this._renderEffects[renderEffectName]._update();
  80350. }
  80351. }
  80352. for (var i = 0; i < this._cameras.length; i++) {
  80353. var cameraName = this._cameras[i].name;
  80354. if (this._renderEffectsForIsolatedPass[cameraName]) {
  80355. this._renderEffectsForIsolatedPass[cameraName]._update();
  80356. }
  80357. }
  80358. };
  80359. /** @hidden */
  80360. PostProcessRenderPipeline.prototype._reset = function () {
  80361. this._renderEffects = {};
  80362. this._renderEffectsForIsolatedPass = new Array();
  80363. };
  80364. PostProcessRenderPipeline.prototype._enableMSAAOnFirstPostProcess = function (sampleCount) {
  80365. // 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)
  80366. var effectKeys = Object.keys(this._renderEffects);
  80367. if (this.engine.webGLVersion >= 2 && effectKeys.length > 0) {
  80368. var postProcesses = this._renderEffects[effectKeys[0]].getPostProcesses();
  80369. if (postProcesses) {
  80370. postProcesses[0].samples = sampleCount;
  80371. return true;
  80372. }
  80373. }
  80374. return false;
  80375. };
  80376. PostProcessRenderPipeline.prototype.dispose = function () {
  80377. // Must be implemented by children
  80378. };
  80379. __decorate([
  80380. BABYLON.serialize()
  80381. ], PostProcessRenderPipeline.prototype, "_name", void 0);
  80382. return PostProcessRenderPipeline;
  80383. }());
  80384. BABYLON.PostProcessRenderPipeline = PostProcessRenderPipeline;
  80385. })(BABYLON || (BABYLON = {}));
  80386. //# sourceMappingURL=babylon.postProcessRenderPipeline.js.map
  80387. var BABYLON;
  80388. (function (BABYLON) {
  80389. /**
  80390. * This represents a depth renderer in Babylon.
  80391. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  80392. */
  80393. var DepthRenderer = /** @class */ (function () {
  80394. /**
  80395. * Instantiates a depth renderer
  80396. * @param scene The scene the renderer belongs to
  80397. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  80398. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  80399. */
  80400. function DepthRenderer(scene, type, camera) {
  80401. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_FLOAT; }
  80402. if (camera === void 0) { camera = null; }
  80403. var _this = this;
  80404. /**
  80405. * Specifiess that the depth renderer will only be used within
  80406. * the camera it is created for.
  80407. * This can help forcing its rendering during the camera processing.
  80408. */
  80409. this.useOnlyInActiveCamera = false;
  80410. this._scene = scene;
  80411. // Register the G Buffer component to the scene.
  80412. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_DEPTHRENDERER);
  80413. if (!component) {
  80414. component = new BABYLON.DepthRendererSceneComponent(scene);
  80415. scene._addComponent(component);
  80416. }
  80417. this._camera = camera;
  80418. var engine = scene.getEngine();
  80419. // Render target
  80420. this._depthMap = new BABYLON.RenderTargetTexture("depthMap", { width: engine.getRenderWidth(), height: engine.getRenderHeight() }, this._scene, false, true, type);
  80421. this._depthMap.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  80422. this._depthMap.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  80423. this._depthMap.refreshRate = 1;
  80424. this._depthMap.renderParticles = false;
  80425. this._depthMap.renderList = null;
  80426. // Camera to get depth map from to support multiple concurrent cameras
  80427. this._depthMap.activeCamera = this._camera;
  80428. this._depthMap.ignoreCameraViewport = true;
  80429. this._depthMap.useCameraPostProcesses = false;
  80430. // set default depth value to 1.0 (far away)
  80431. this._depthMap.onClearObservable.add(function (engine) {
  80432. engine.clear(new BABYLON.Color4(1.0, 1.0, 1.0, 1.0), true, true, true);
  80433. });
  80434. // Custom render function
  80435. var renderSubMesh = function (subMesh) {
  80436. var mesh = subMesh.getRenderingMesh();
  80437. var scene = _this._scene;
  80438. var engine = scene.getEngine();
  80439. var material = subMesh.getMaterial();
  80440. if (!material) {
  80441. return;
  80442. }
  80443. // Culling and reverse (right handed system)
  80444. engine.setState(material.backFaceCulling, 0, false, scene.useRightHandedSystem);
  80445. // Managing instances
  80446. var batch = mesh._getInstancesRenderList(subMesh._id);
  80447. if (batch.mustReturn) {
  80448. return;
  80449. }
  80450. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null);
  80451. var camera = _this._camera || scene.activeCamera;
  80452. if (_this.isReady(subMesh, hardwareInstancedRendering) && camera) {
  80453. engine.enableEffect(_this._effect);
  80454. mesh._bind(subMesh, _this._effect, BABYLON.Material.TriangleFillMode);
  80455. _this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  80456. _this._effect.setFloat2("depthValues", camera.minZ, camera.minZ + camera.maxZ);
  80457. // Alpha test
  80458. if (material && material.needAlphaTesting()) {
  80459. var alphaTexture = material.getAlphaTestTexture();
  80460. if (alphaTexture) {
  80461. _this._effect.setTexture("diffuseSampler", alphaTexture);
  80462. _this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  80463. }
  80464. }
  80465. // Bones
  80466. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  80467. _this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  80468. }
  80469. // Draw
  80470. mesh._processRendering(subMesh, _this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
  80471. }
  80472. };
  80473. this._depthMap.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  80474. var index;
  80475. if (depthOnlySubMeshes.length) {
  80476. engine.setColorWrite(false);
  80477. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  80478. renderSubMesh(depthOnlySubMeshes.data[index]);
  80479. }
  80480. engine.setColorWrite(true);
  80481. }
  80482. for (index = 0; index < opaqueSubMeshes.length; index++) {
  80483. renderSubMesh(opaqueSubMeshes.data[index]);
  80484. }
  80485. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  80486. renderSubMesh(alphaTestSubMeshes.data[index]);
  80487. }
  80488. };
  80489. }
  80490. /**
  80491. * Creates the depth rendering effect and checks if the effect is ready.
  80492. * @param subMesh The submesh to be used to render the depth map of
  80493. * @param useInstances If multiple world instances should be used
  80494. * @returns if the depth renderer is ready to render the depth map
  80495. */
  80496. DepthRenderer.prototype.isReady = function (subMesh, useInstances) {
  80497. var material = subMesh.getMaterial();
  80498. if (material.disableDepthWrite) {
  80499. return false;
  80500. }
  80501. var defines = [];
  80502. var attribs = [BABYLON.VertexBuffer.PositionKind];
  80503. var mesh = subMesh.getMesh();
  80504. // Alpha test
  80505. if (material && material.needAlphaTesting() && material.getAlphaTestTexture()) {
  80506. defines.push("#define ALPHATEST");
  80507. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  80508. attribs.push(BABYLON.VertexBuffer.UVKind);
  80509. defines.push("#define UV1");
  80510. }
  80511. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  80512. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  80513. defines.push("#define UV2");
  80514. }
  80515. }
  80516. // Bones
  80517. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  80518. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  80519. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  80520. if (mesh.numBoneInfluencers > 4) {
  80521. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  80522. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  80523. }
  80524. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  80525. defines.push("#define BonesPerMesh " + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));
  80526. }
  80527. else {
  80528. defines.push("#define NUM_BONE_INFLUENCERS 0");
  80529. }
  80530. // Instances
  80531. if (useInstances) {
  80532. defines.push("#define INSTANCES");
  80533. attribs.push("world0");
  80534. attribs.push("world1");
  80535. attribs.push("world2");
  80536. attribs.push("world3");
  80537. }
  80538. // Get correct effect
  80539. var join = defines.join("\n");
  80540. if (this._cachedDefines !== join) {
  80541. this._cachedDefines = join;
  80542. this._effect = this._scene.getEngine().createEffect("depth", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "depthValues"], ["diffuseSampler"], join);
  80543. }
  80544. return this._effect.isReady();
  80545. };
  80546. /**
  80547. * Gets the texture which the depth map will be written to.
  80548. * @returns The depth map texture
  80549. */
  80550. DepthRenderer.prototype.getDepthMap = function () {
  80551. return this._depthMap;
  80552. };
  80553. /**
  80554. * Disposes of the depth renderer.
  80555. */
  80556. DepthRenderer.prototype.dispose = function () {
  80557. this._depthMap.dispose();
  80558. };
  80559. return DepthRenderer;
  80560. }());
  80561. BABYLON.DepthRenderer = DepthRenderer;
  80562. })(BABYLON || (BABYLON = {}));
  80563. //# sourceMappingURL=babylon.depthRenderer.js.map
  80564. var BABYLON;
  80565. (function (BABYLON) {
  80566. BABYLON.Scene.prototype.enableDepthRenderer = function (camera) {
  80567. camera = camera || this.activeCamera;
  80568. if (!camera) {
  80569. throw "No camera available to enable depth renderer";
  80570. }
  80571. if (!this._depthRenderer) {
  80572. this._depthRenderer = {};
  80573. }
  80574. if (!this._depthRenderer[camera.id]) {
  80575. var textureType = 0;
  80576. if (this.getEngine().getCaps().textureHalfFloatRender) {
  80577. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  80578. }
  80579. else if (this.getEngine().getCaps().textureFloatRender) {
  80580. textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  80581. }
  80582. else {
  80583. throw "Depth renderer does not support int texture type";
  80584. }
  80585. this._depthRenderer[camera.id] = new BABYLON.DepthRenderer(this, textureType, camera);
  80586. }
  80587. return this._depthRenderer[camera.id];
  80588. };
  80589. BABYLON.Scene.prototype.disableDepthRenderer = function (camera) {
  80590. camera = camera || this.activeCamera;
  80591. if (!camera || !this._depthRenderer || !this._depthRenderer[camera.id]) {
  80592. return;
  80593. }
  80594. this._depthRenderer[camera.id].dispose();
  80595. delete this._depthRenderer[camera.id];
  80596. };
  80597. /**
  80598. * Defines the Depth Renderer scene component responsible to manage a depth buffer usefull
  80599. * in several rendering techniques.
  80600. */
  80601. var DepthRendererSceneComponent = /** @class */ (function () {
  80602. /**
  80603. * Creates a new instance of the component for the given scene
  80604. * @param scene Defines the scene to register the component in
  80605. */
  80606. function DepthRendererSceneComponent(scene) {
  80607. /**
  80608. * The component name helpfull to identify the component in the list of scene components.
  80609. */
  80610. this.name = BABYLON.SceneComponentConstants.NAME_DEPTHRENDERER;
  80611. this.scene = scene;
  80612. }
  80613. /**
  80614. * Registers the component in a given scene
  80615. */
  80616. DepthRendererSceneComponent.prototype.register = function () {
  80617. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_DEPTHRENDERER, this, this._gatherRenderTargets);
  80618. this.scene._gatherActiveCameraRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER, this, this._gatherActiveCameraRenderTargets);
  80619. };
  80620. /**
  80621. * Rebuilds the elements related to this component in case of
  80622. * context lost for instance.
  80623. */
  80624. DepthRendererSceneComponent.prototype.rebuild = function () {
  80625. // Nothing to do for this component
  80626. };
  80627. /**
  80628. * Disposes the component and the associated ressources
  80629. */
  80630. DepthRendererSceneComponent.prototype.dispose = function () {
  80631. for (var key in this.scene._depthRenderer) {
  80632. this.scene._depthRenderer[key].dispose();
  80633. }
  80634. };
  80635. DepthRendererSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  80636. if (this.scene._depthRenderer) {
  80637. for (var key in this.scene._depthRenderer) {
  80638. var depthRenderer = this.scene._depthRenderer[key];
  80639. if (!depthRenderer.useOnlyInActiveCamera) {
  80640. renderTargets.push(depthRenderer.getDepthMap());
  80641. }
  80642. }
  80643. }
  80644. };
  80645. DepthRendererSceneComponent.prototype._gatherActiveCameraRenderTargets = function (renderTargets) {
  80646. if (this.scene._depthRenderer) {
  80647. for (var key in this.scene._depthRenderer) {
  80648. var depthRenderer = this.scene._depthRenderer[key];
  80649. if (depthRenderer.useOnlyInActiveCamera && this.scene.activeCamera.id === key) {
  80650. renderTargets.push(depthRenderer.getDepthMap());
  80651. }
  80652. }
  80653. }
  80654. };
  80655. return DepthRendererSceneComponent;
  80656. }());
  80657. BABYLON.DepthRendererSceneComponent = DepthRendererSceneComponent;
  80658. })(BABYLON || (BABYLON = {}));
  80659. //# sourceMappingURL=babylon.depthRendererSceneComponent.js.map
  80660. var BABYLON;
  80661. (function (BABYLON) {
  80662. /**
  80663. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  80664. */
  80665. var GeometryBufferRenderer = /** @class */ (function () {
  80666. /**
  80667. * Creates a new G Buffer for the scene
  80668. * @param scene The scene the buffer belongs to
  80669. * @param ratio How big is the buffer related to the main canvas.
  80670. */
  80671. function GeometryBufferRenderer(scene, ratio) {
  80672. if (ratio === void 0) { ratio = 1; }
  80673. this._enablePosition = false;
  80674. this._scene = scene;
  80675. this._ratio = ratio;
  80676. // Register the G Buffer component to the scene.
  80677. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER);
  80678. if (!component) {
  80679. component = new BABYLON.GeometryBufferRendererSceneComponent(scene);
  80680. scene._addComponent(component);
  80681. }
  80682. // Render target
  80683. this._createRenderTargets();
  80684. }
  80685. Object.defineProperty(GeometryBufferRenderer.prototype, "renderList", {
  80686. /**
  80687. * Set the render list (meshes to be rendered) used in the G buffer.
  80688. */
  80689. set: function (meshes) {
  80690. this._multiRenderTarget.renderList = meshes;
  80691. },
  80692. enumerable: true,
  80693. configurable: true
  80694. });
  80695. Object.defineProperty(GeometryBufferRenderer.prototype, "isSupported", {
  80696. /**
  80697. * Gets wether or not G buffer are supported by the running hardware.
  80698. * This requires draw buffer supports
  80699. */
  80700. get: function () {
  80701. return this._multiRenderTarget.isSupported;
  80702. },
  80703. enumerable: true,
  80704. configurable: true
  80705. });
  80706. Object.defineProperty(GeometryBufferRenderer.prototype, "enablePosition", {
  80707. /**
  80708. * Gets wether or not position are enabled for the G buffer.
  80709. */
  80710. get: function () {
  80711. return this._enablePosition;
  80712. },
  80713. /**
  80714. * Sets wether or not position are enabled for the G buffer.
  80715. */
  80716. set: function (enable) {
  80717. this._enablePosition = enable;
  80718. this.dispose();
  80719. this._createRenderTargets();
  80720. },
  80721. enumerable: true,
  80722. configurable: true
  80723. });
  80724. Object.defineProperty(GeometryBufferRenderer.prototype, "scene", {
  80725. /**
  80726. * Gets the scene associated with the buffer.
  80727. */
  80728. get: function () {
  80729. return this._scene;
  80730. },
  80731. enumerable: true,
  80732. configurable: true
  80733. });
  80734. Object.defineProperty(GeometryBufferRenderer.prototype, "ratio", {
  80735. /**
  80736. * Gets the ratio used by the buffer during its creation.
  80737. * How big is the buffer related to the main canvas.
  80738. */
  80739. get: function () {
  80740. return this._ratio;
  80741. },
  80742. enumerable: true,
  80743. configurable: true
  80744. });
  80745. /**
  80746. * Checks wether everything is ready to render a submesh to the G buffer.
  80747. * @param subMesh the submesh to check readiness for
  80748. * @param useInstances is the mesh drawn using instance or not
  80749. * @returns true if ready otherwise false
  80750. */
  80751. GeometryBufferRenderer.prototype.isReady = function (subMesh, useInstances) {
  80752. var material = subMesh.getMaterial();
  80753. if (material && material.disableDepthWrite) {
  80754. return false;
  80755. }
  80756. var defines = [];
  80757. var attribs = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.NormalKind];
  80758. var mesh = subMesh.getMesh();
  80759. // Alpha test
  80760. if (material && material.needAlphaTesting()) {
  80761. defines.push("#define ALPHATEST");
  80762. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  80763. attribs.push(BABYLON.VertexBuffer.UVKind);
  80764. defines.push("#define UV1");
  80765. }
  80766. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  80767. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  80768. defines.push("#define UV2");
  80769. }
  80770. }
  80771. // Buffers
  80772. if (this._enablePosition) {
  80773. defines.push("#define POSITION");
  80774. }
  80775. // Bones
  80776. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  80777. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  80778. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  80779. if (mesh.numBoneInfluencers > 4) {
  80780. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  80781. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  80782. }
  80783. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  80784. defines.push("#define BonesPerMesh " + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));
  80785. }
  80786. else {
  80787. defines.push("#define NUM_BONE_INFLUENCERS 0");
  80788. }
  80789. // Instances
  80790. if (useInstances) {
  80791. defines.push("#define INSTANCES");
  80792. attribs.push("world0");
  80793. attribs.push("world1");
  80794. attribs.push("world2");
  80795. attribs.push("world3");
  80796. }
  80797. // Get correct effect
  80798. var join = defines.join("\n");
  80799. if (this._cachedDefines !== join) {
  80800. this._cachedDefines = join;
  80801. this._effect = this._scene.getEngine().createEffect("geometry", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "view"], ["diffuseSampler"], join, undefined, undefined, undefined, { buffersCount: this._enablePosition ? 3 : 2 });
  80802. }
  80803. return this._effect.isReady();
  80804. };
  80805. /**
  80806. * Gets the current underlying G Buffer.
  80807. * @returns the buffer
  80808. */
  80809. GeometryBufferRenderer.prototype.getGBuffer = function () {
  80810. return this._multiRenderTarget;
  80811. };
  80812. Object.defineProperty(GeometryBufferRenderer.prototype, "samples", {
  80813. /**
  80814. * Gets the number of samples used to render the buffer (anti aliasing).
  80815. */
  80816. get: function () {
  80817. return this._multiRenderTarget.samples;
  80818. },
  80819. /**
  80820. * Sets the number of samples used to render the buffer (anti aliasing).
  80821. */
  80822. set: function (value) {
  80823. this._multiRenderTarget.samples = value;
  80824. },
  80825. enumerable: true,
  80826. configurable: true
  80827. });
  80828. /**
  80829. * Disposes the renderer and frees up associated resources.
  80830. */
  80831. GeometryBufferRenderer.prototype.dispose = function () {
  80832. this.getGBuffer().dispose();
  80833. };
  80834. GeometryBufferRenderer.prototype._createRenderTargets = function () {
  80835. var _this = this;
  80836. var engine = this._scene.getEngine();
  80837. var count = this._enablePosition ? 3 : 2;
  80838. 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 });
  80839. if (!this.isSupported) {
  80840. return;
  80841. }
  80842. this._multiRenderTarget.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  80843. this._multiRenderTarget.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  80844. this._multiRenderTarget.refreshRate = 1;
  80845. this._multiRenderTarget.renderParticles = false;
  80846. this._multiRenderTarget.renderList = null;
  80847. // set default depth value to 1.0 (far away)
  80848. this._multiRenderTarget.onClearObservable.add(function (engine) {
  80849. engine.clear(new BABYLON.Color4(0.0, 0.0, 0.0, 1.0), true, true, true);
  80850. });
  80851. // Custom render function
  80852. var renderSubMesh = function (subMesh) {
  80853. var mesh = subMesh.getRenderingMesh();
  80854. var scene = _this._scene;
  80855. var engine = scene.getEngine();
  80856. var material = subMesh.getMaterial();
  80857. if (!material) {
  80858. return;
  80859. }
  80860. // Culling
  80861. engine.setState(material.backFaceCulling, 0, false, scene.useRightHandedSystem);
  80862. // Managing instances
  80863. var batch = mesh._getInstancesRenderList(subMesh._id);
  80864. if (batch.mustReturn) {
  80865. return;
  80866. }
  80867. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null);
  80868. if (_this.isReady(subMesh, hardwareInstancedRendering)) {
  80869. engine.enableEffect(_this._effect);
  80870. mesh._bind(subMesh, _this._effect, BABYLON.Material.TriangleFillMode);
  80871. _this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  80872. _this._effect.setMatrix("view", scene.getViewMatrix());
  80873. // Alpha test
  80874. if (material && material.needAlphaTesting()) {
  80875. var alphaTexture = material.getAlphaTestTexture();
  80876. if (alphaTexture) {
  80877. _this._effect.setTexture("diffuseSampler", alphaTexture);
  80878. _this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  80879. }
  80880. }
  80881. // Bones
  80882. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  80883. _this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  80884. }
  80885. // Draw
  80886. mesh._processRendering(subMesh, _this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
  80887. }
  80888. };
  80889. this._multiRenderTarget.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  80890. var index;
  80891. if (depthOnlySubMeshes.length) {
  80892. engine.setColorWrite(false);
  80893. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  80894. renderSubMesh(depthOnlySubMeshes.data[index]);
  80895. }
  80896. engine.setColorWrite(true);
  80897. }
  80898. for (index = 0; index < opaqueSubMeshes.length; index++) {
  80899. renderSubMesh(opaqueSubMeshes.data[index]);
  80900. }
  80901. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  80902. renderSubMesh(alphaTestSubMeshes.data[index]);
  80903. }
  80904. };
  80905. };
  80906. return GeometryBufferRenderer;
  80907. }());
  80908. BABYLON.GeometryBufferRenderer = GeometryBufferRenderer;
  80909. })(BABYLON || (BABYLON = {}));
  80910. //# sourceMappingURL=babylon.geometryBufferRenderer.js.map
  80911. var BABYLON;
  80912. (function (BABYLON) {
  80913. Object.defineProperty(BABYLON.Scene.prototype, "geometryBufferRenderer", {
  80914. get: function () {
  80915. this._geometryBufferRenderer;
  80916. },
  80917. set: function (value) {
  80918. if (value && value.isSupported) {
  80919. this._geometryBufferRenderer = value;
  80920. }
  80921. ;
  80922. },
  80923. enumerable: true,
  80924. configurable: true
  80925. });
  80926. BABYLON.Scene.prototype.enableGeometryBufferRenderer = function (ratio) {
  80927. if (ratio === void 0) { ratio = 1; }
  80928. if (this._geometryBufferRenderer) {
  80929. return this._geometryBufferRenderer;
  80930. }
  80931. this._geometryBufferRenderer = new BABYLON.GeometryBufferRenderer(this, ratio);
  80932. if (!this._geometryBufferRenderer.isSupported) {
  80933. this._geometryBufferRenderer = null;
  80934. }
  80935. return this._geometryBufferRenderer;
  80936. };
  80937. BABYLON.Scene.prototype.disableGeometryBufferRenderer = function () {
  80938. if (!this._geometryBufferRenderer) {
  80939. return;
  80940. }
  80941. this._geometryBufferRenderer.dispose();
  80942. this._geometryBufferRenderer = null;
  80943. };
  80944. /**
  80945. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  80946. * in several rendering techniques.
  80947. */
  80948. var GeometryBufferRendererSceneComponent = /** @class */ (function () {
  80949. /**
  80950. * Creates a new instance of the component for the given scene
  80951. * @param scene Defines the scene to register the component in
  80952. */
  80953. function GeometryBufferRendererSceneComponent(scene) {
  80954. /**
  80955. * The component name helpful to identify the component in the list of scene components.
  80956. */
  80957. this.name = BABYLON.SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER;
  80958. this.scene = scene;
  80959. }
  80960. /**
  80961. * Registers the component in a given scene
  80962. */
  80963. GeometryBufferRendererSceneComponent.prototype.register = function () {
  80964. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER, this, this._gatherRenderTargets);
  80965. };
  80966. /**
  80967. * Rebuilds the elements related to this component in case of
  80968. * context lost for instance.
  80969. */
  80970. GeometryBufferRendererSceneComponent.prototype.rebuild = function () {
  80971. // Nothing to do for this component
  80972. };
  80973. /**
  80974. * Disposes the component and the associated ressources
  80975. */
  80976. GeometryBufferRendererSceneComponent.prototype.dispose = function () {
  80977. // Nothing to do for this component
  80978. };
  80979. GeometryBufferRendererSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  80980. if (this.scene._geometryBufferRenderer) {
  80981. renderTargets.push(this.scene._geometryBufferRenderer.getGBuffer());
  80982. }
  80983. };
  80984. return GeometryBufferRendererSceneComponent;
  80985. }());
  80986. BABYLON.GeometryBufferRendererSceneComponent = GeometryBufferRendererSceneComponent;
  80987. })(BABYLON || (BABYLON = {}));
  80988. //# sourceMappingURL=babylon.geometryBufferRendererSceneComponent.js.map
  80989. var BABYLON;
  80990. (function (BABYLON) {
  80991. var SSAORenderingPipeline = /** @class */ (function (_super) {
  80992. __extends(SSAORenderingPipeline, _super);
  80993. /**
  80994. * @constructor
  80995. * @param {string} name - The rendering pipeline name
  80996. * @param {BABYLON.Scene} scene - The scene linked to this pipeline
  80997. * @param {any} ratio - The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, combineRatio: 1.0 }
  80998. * @param {BABYLON.Camera[]} cameras - The array of cameras that the rendering pipeline will be attached to
  80999. */
  81000. function SSAORenderingPipeline(name, scene, ratio, cameras) {
  81001. var _this = _super.call(this, scene.getEngine(), name) || this;
  81002. // Members
  81003. /**
  81004. * The PassPostProcess id in the pipeline that contains the original scene color
  81005. */
  81006. _this.SSAOOriginalSceneColorEffect = "SSAOOriginalSceneColorEffect";
  81007. /**
  81008. * The SSAO PostProcess id in the pipeline
  81009. */
  81010. _this.SSAORenderEffect = "SSAORenderEffect";
  81011. /**
  81012. * The horizontal blur PostProcess id in the pipeline
  81013. */
  81014. _this.SSAOBlurHRenderEffect = "SSAOBlurHRenderEffect";
  81015. /**
  81016. * The vertical blur PostProcess id in the pipeline
  81017. */
  81018. _this.SSAOBlurVRenderEffect = "SSAOBlurVRenderEffect";
  81019. /**
  81020. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  81021. */
  81022. _this.SSAOCombineRenderEffect = "SSAOCombineRenderEffect";
  81023. /**
  81024. * The output strength of the SSAO post-process. Default value is 1.0.
  81025. */
  81026. _this.totalStrength = 1.0;
  81027. /**
  81028. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  81029. */
  81030. _this.radius = 0.0001;
  81031. /**
  81032. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  81033. * Must not be equal to fallOff and superior to fallOff.
  81034. * Default value is 0.975
  81035. */
  81036. _this.area = 0.0075;
  81037. /**
  81038. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  81039. * Must not be equal to area and inferior to area.
  81040. * Default value is 0.0
  81041. */
  81042. _this.fallOff = 0.000001;
  81043. /**
  81044. * The base color of the SSAO post-process
  81045. * The final result is "base + ssao" between [0, 1]
  81046. */
  81047. _this.base = 0.5;
  81048. _this._firstUpdate = true;
  81049. _this._scene = scene;
  81050. // Set up assets
  81051. _this._createRandomTexture();
  81052. _this._depthTexture = scene.enableDepthRenderer().getDepthMap(); // Force depth renderer "on"
  81053. var ssaoRatio = ratio.ssaoRatio || ratio;
  81054. var combineRatio = ratio.combineRatio || ratio;
  81055. _this._originalColorPostProcess = new BABYLON.PassPostProcess("SSAOOriginalSceneColor", combineRatio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false);
  81056. _this._createSSAOPostProcess(ssaoRatio);
  81057. _this._createBlurPostProcess(ssaoRatio);
  81058. _this._createSSAOCombinePostProcess(combineRatio);
  81059. // Set up pipeline
  81060. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOOriginalSceneColorEffect, function () { return _this._originalColorPostProcess; }, true));
  81061. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAORenderEffect, function () { return _this._ssaoPostProcess; }, true));
  81062. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurHRenderEffect, function () { return _this._blurHPostProcess; }, true));
  81063. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurVRenderEffect, function () { return _this._blurVPostProcess; }, true));
  81064. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOCombineRenderEffect, function () { return _this._ssaoCombinePostProcess; }, true));
  81065. // Finish
  81066. scene.postProcessRenderPipelineManager.addPipeline(_this);
  81067. if (cameras)
  81068. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  81069. return _this;
  81070. }
  81071. // Public Methods
  81072. /**
  81073. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  81074. */
  81075. SSAORenderingPipeline.prototype.dispose = function (disableDepthRender) {
  81076. if (disableDepthRender === void 0) { disableDepthRender = false; }
  81077. for (var i = 0; i < this._scene.cameras.length; i++) {
  81078. var camera = this._scene.cameras[i];
  81079. this._originalColorPostProcess.dispose(camera);
  81080. this._ssaoPostProcess.dispose(camera);
  81081. this._blurHPostProcess.dispose(camera);
  81082. this._blurVPostProcess.dispose(camera);
  81083. this._ssaoCombinePostProcess.dispose(camera);
  81084. }
  81085. this._randomTexture.dispose();
  81086. if (disableDepthRender)
  81087. this._scene.disableDepthRenderer();
  81088. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  81089. _super.prototype.dispose.call(this);
  81090. };
  81091. // Private Methods
  81092. SSAORenderingPipeline.prototype._createBlurPostProcess = function (ratio) {
  81093. var _this = this;
  81094. var size = 16;
  81095. 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);
  81096. 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);
  81097. this._blurHPostProcess.onActivateObservable.add(function () {
  81098. var dw = _this._blurHPostProcess.width / _this._scene.getEngine().getRenderWidth();
  81099. _this._blurHPostProcess.kernel = size * dw;
  81100. });
  81101. this._blurVPostProcess.onActivateObservable.add(function () {
  81102. var dw = _this._blurVPostProcess.height / _this._scene.getEngine().getRenderHeight();
  81103. _this._blurVPostProcess.kernel = size * dw;
  81104. });
  81105. };
  81106. /** @hidden */
  81107. SSAORenderingPipeline.prototype._rebuild = function () {
  81108. this._firstUpdate = true;
  81109. _super.prototype._rebuild.call(this);
  81110. };
  81111. SSAORenderingPipeline.prototype._createSSAOPostProcess = function (ratio) {
  81112. var _this = this;
  81113. var numSamples = 16;
  81114. var sampleSphere = [
  81115. 0.5381, 0.1856, -0.4319,
  81116. 0.1379, 0.2486, 0.4430,
  81117. 0.3371, 0.5679, -0.0057,
  81118. -0.6999, -0.0451, -0.0019,
  81119. 0.0689, -0.1598, -0.8547,
  81120. 0.0560, 0.0069, -0.1843,
  81121. -0.0146, 0.1402, 0.0762,
  81122. 0.0100, -0.1924, -0.0344,
  81123. -0.3577, -0.5301, -0.4358,
  81124. -0.3169, 0.1063, 0.0158,
  81125. 0.0103, -0.5869, 0.0046,
  81126. -0.0897, -0.4940, 0.3287,
  81127. 0.7119, -0.0154, -0.0918,
  81128. -0.0533, 0.0596, -0.5411,
  81129. 0.0352, -0.0631, 0.5460,
  81130. -0.4776, 0.2847, -0.0271
  81131. ];
  81132. var samplesFactor = 1.0 / numSamples;
  81133. this._ssaoPostProcess = new BABYLON.PostProcess("ssao", "ssao", [
  81134. "sampleSphere", "samplesFactor", "randTextureTiles", "totalStrength", "radius",
  81135. "area", "fallOff", "base", "range", "viewport"
  81136. ], ["randomSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, "#define SAMPLES " + numSamples + "\n#define SSAO");
  81137. this._ssaoPostProcess.onApply = function (effect) {
  81138. if (_this._firstUpdate) {
  81139. effect.setArray3("sampleSphere", sampleSphere);
  81140. effect.setFloat("samplesFactor", samplesFactor);
  81141. effect.setFloat("randTextureTiles", 4.0);
  81142. }
  81143. effect.setFloat("totalStrength", _this.totalStrength);
  81144. effect.setFloat("radius", _this.radius);
  81145. effect.setFloat("area", _this.area);
  81146. effect.setFloat("fallOff", _this.fallOff);
  81147. effect.setFloat("base", _this.base);
  81148. effect.setTexture("textureSampler", _this._depthTexture);
  81149. effect.setTexture("randomSampler", _this._randomTexture);
  81150. };
  81151. };
  81152. SSAORenderingPipeline.prototype._createSSAOCombinePostProcess = function (ratio) {
  81153. var _this = this;
  81154. this._ssaoCombinePostProcess = new BABYLON.PostProcess("ssaoCombine", "ssaoCombine", [], ["originalColor", "viewport"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  81155. this._ssaoCombinePostProcess.onApply = function (effect) {
  81156. effect.setVector4("viewport", BABYLON.Tmp.Vector4[0].copyFromFloats(0, 0, 1.0, 1.0));
  81157. effect.setTextureFromPostProcess("originalColor", _this._originalColorPostProcess);
  81158. };
  81159. };
  81160. SSAORenderingPipeline.prototype._createRandomTexture = function () {
  81161. var size = 512;
  81162. this._randomTexture = new BABYLON.DynamicTexture("SSAORandomTexture", size, this._scene, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  81163. this._randomTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  81164. this._randomTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  81165. var context = this._randomTexture.getContext();
  81166. var rand = function (min, max) {
  81167. return Math.random() * (max - min) + min;
  81168. };
  81169. var randVector = BABYLON.Vector3.Zero();
  81170. for (var x = 0; x < size; x++) {
  81171. for (var y = 0; y < size; y++) {
  81172. randVector.x = Math.floor(rand(-1.0, 1.0) * 255);
  81173. randVector.y = Math.floor(rand(-1.0, 1.0) * 255);
  81174. randVector.z = Math.floor(rand(-1.0, 1.0) * 255);
  81175. context.fillStyle = 'rgb(' + randVector.x + ', ' + randVector.y + ', ' + randVector.z + ')';
  81176. context.fillRect(x, y, 1, 1);
  81177. }
  81178. }
  81179. this._randomTexture.update(false);
  81180. };
  81181. __decorate([
  81182. BABYLON.serialize()
  81183. ], SSAORenderingPipeline.prototype, "totalStrength", void 0);
  81184. __decorate([
  81185. BABYLON.serialize()
  81186. ], SSAORenderingPipeline.prototype, "radius", void 0);
  81187. __decorate([
  81188. BABYLON.serialize()
  81189. ], SSAORenderingPipeline.prototype, "area", void 0);
  81190. __decorate([
  81191. BABYLON.serialize()
  81192. ], SSAORenderingPipeline.prototype, "fallOff", void 0);
  81193. __decorate([
  81194. BABYLON.serialize()
  81195. ], SSAORenderingPipeline.prototype, "base", void 0);
  81196. return SSAORenderingPipeline;
  81197. }(BABYLON.PostProcessRenderPipeline));
  81198. BABYLON.SSAORenderingPipeline = SSAORenderingPipeline;
  81199. })(BABYLON || (BABYLON = {}));
  81200. //# sourceMappingURL=babylon.ssaoRenderingPipeline.js.map
  81201. var BABYLON;
  81202. (function (BABYLON) {
  81203. var SSAO2RenderingPipeline = /** @class */ (function (_super) {
  81204. __extends(SSAO2RenderingPipeline, _super);
  81205. /**
  81206. * @constructor
  81207. * @param {string} name - The rendering pipeline name
  81208. * @param {BABYLON.Scene} scene - The scene linked to this pipeline
  81209. * @param {any} ratio - The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, blurRatio: 1.0 }
  81210. * @param {BABYLON.Camera[]} cameras - The array of cameras that the rendering pipeline will be attached to
  81211. */
  81212. function SSAO2RenderingPipeline(name, scene, ratio, cameras) {
  81213. var _this = _super.call(this, scene.getEngine(), name) || this;
  81214. // Members
  81215. /**
  81216. * The PassPostProcess id in the pipeline that contains the original scene color
  81217. */
  81218. _this.SSAOOriginalSceneColorEffect = "SSAOOriginalSceneColorEffect";
  81219. /**
  81220. * The SSAO PostProcess id in the pipeline
  81221. */
  81222. _this.SSAORenderEffect = "SSAORenderEffect";
  81223. /**
  81224. * The horizontal blur PostProcess id in the pipeline
  81225. */
  81226. _this.SSAOBlurHRenderEffect = "SSAOBlurHRenderEffect";
  81227. /**
  81228. * The vertical blur PostProcess id in the pipeline
  81229. */
  81230. _this.SSAOBlurVRenderEffect = "SSAOBlurVRenderEffect";
  81231. /**
  81232. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  81233. */
  81234. _this.SSAOCombineRenderEffect = "SSAOCombineRenderEffect";
  81235. /**
  81236. * The output strength of the SSAO post-process. Default value is 1.0.
  81237. */
  81238. _this.totalStrength = 1.0;
  81239. /**
  81240. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  81241. */
  81242. _this.maxZ = 100.0;
  81243. /**
  81244. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  81245. */
  81246. _this.minZAspect = 0.2;
  81247. _this._samples = 8;
  81248. _this._textureSamples = 1;
  81249. /**
  81250. * Are we using bilateral blur ?
  81251. */
  81252. _this._expensiveBlur = true;
  81253. /**
  81254. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  81255. */
  81256. _this.radius = 2.0;
  81257. /**
  81258. * The base color of the SSAO post-process
  81259. * The final result is "base + ssao" between [0, 1]
  81260. */
  81261. _this.base = 0;
  81262. _this._firstUpdate = true;
  81263. _this._bits = new Uint32Array(1);
  81264. _this._scene = scene;
  81265. _this._ratio = ratio;
  81266. if (!_this.isSupported) {
  81267. BABYLON.Tools.Error("SSAO 2 needs WebGL 2 support.");
  81268. return _this;
  81269. }
  81270. var ssaoRatio = _this._ratio.ssaoRatio || ratio;
  81271. var blurRatio = _this._ratio.blurRatio || ratio;
  81272. // Set up assets
  81273. var geometryBufferRenderer = scene.enableGeometryBufferRenderer();
  81274. _this._createRandomTexture();
  81275. _this._depthTexture = geometryBufferRenderer.getGBuffer().textures[0];
  81276. _this._normalTexture = geometryBufferRenderer.getGBuffer().textures[1];
  81277. _this._originalColorPostProcess = new BABYLON.PassPostProcess("SSAOOriginalSceneColor", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false);
  81278. _this._originalColorPostProcess.samples = _this.textureSamples;
  81279. _this._createSSAOPostProcess(1.0);
  81280. _this._createBlurPostProcess(ssaoRatio, blurRatio);
  81281. _this._createSSAOCombinePostProcess(blurRatio);
  81282. // Set up pipeline
  81283. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOOriginalSceneColorEffect, function () { return _this._originalColorPostProcess; }, true));
  81284. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAORenderEffect, function () { return _this._ssaoPostProcess; }, true));
  81285. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurHRenderEffect, function () { return _this._blurHPostProcess; }, true));
  81286. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurVRenderEffect, function () { return _this._blurVPostProcess; }, true));
  81287. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOCombineRenderEffect, function () { return _this._ssaoCombinePostProcess; }, true));
  81288. // Finish
  81289. scene.postProcessRenderPipelineManager.addPipeline(_this);
  81290. if (cameras)
  81291. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  81292. return _this;
  81293. }
  81294. Object.defineProperty(SSAO2RenderingPipeline.prototype, "samples", {
  81295. get: function () {
  81296. return this._samples;
  81297. },
  81298. /**
  81299. * Number of samples used for the SSAO calculations. Default value is 8
  81300. */
  81301. set: function (n) {
  81302. this._ssaoPostProcess.updateEffect("#define SAMPLES " + n + "\n#define SSAO");
  81303. this._samples = n;
  81304. this._sampleSphere = this._generateHemisphere();
  81305. this._firstUpdate = true;
  81306. },
  81307. enumerable: true,
  81308. configurable: true
  81309. });
  81310. Object.defineProperty(SSAO2RenderingPipeline.prototype, "textureSamples", {
  81311. get: function () {
  81312. return this._textureSamples;
  81313. },
  81314. /**
  81315. * Number of samples to use for antialiasing
  81316. */
  81317. set: function (n) {
  81318. this._textureSamples = n;
  81319. this._originalColorPostProcess.samples = n;
  81320. this._blurHPostProcess.samples = n;
  81321. this._blurVPostProcess.samples = n;
  81322. this._ssaoPostProcess.samples = n;
  81323. this._ssaoCombinePostProcess.samples = n;
  81324. },
  81325. enumerable: true,
  81326. configurable: true
  81327. });
  81328. Object.defineProperty(SSAO2RenderingPipeline.prototype, "expensiveBlur", {
  81329. get: function () {
  81330. return this._expensiveBlur;
  81331. },
  81332. set: function (b) {
  81333. 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"]);
  81334. this._blurVPostProcess.updateEffect("#define BILATERAL_BLUR\n#define SAMPLES 16\n#define EXPENSIVE " + (b ? "1" : "0") + "\n", null, ["textureSampler", "depthSampler"]);
  81335. this._expensiveBlur = b;
  81336. this._firstUpdate = true;
  81337. },
  81338. enumerable: true,
  81339. configurable: true
  81340. });
  81341. Object.defineProperty(SSAO2RenderingPipeline, "IsSupported", {
  81342. /**
  81343. * Support test.
  81344. */
  81345. get: function () {
  81346. var engine = BABYLON.Engine.LastCreatedEngine;
  81347. if (!engine) {
  81348. return false;
  81349. }
  81350. return engine.getCaps().drawBuffersExtension;
  81351. },
  81352. enumerable: true,
  81353. configurable: true
  81354. });
  81355. // Public Methods
  81356. /**
  81357. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  81358. */
  81359. SSAO2RenderingPipeline.prototype.dispose = function (disableGeometryBufferRenderer) {
  81360. if (disableGeometryBufferRenderer === void 0) { disableGeometryBufferRenderer = false; }
  81361. for (var i = 0; i < this._scene.cameras.length; i++) {
  81362. var camera = this._scene.cameras[i];
  81363. this._originalColorPostProcess.dispose(camera);
  81364. this._ssaoPostProcess.dispose(camera);
  81365. this._blurHPostProcess.dispose(camera);
  81366. this._blurVPostProcess.dispose(camera);
  81367. this._ssaoCombinePostProcess.dispose(camera);
  81368. }
  81369. this._randomTexture.dispose();
  81370. if (disableGeometryBufferRenderer)
  81371. this._scene.disableGeometryBufferRenderer();
  81372. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  81373. _super.prototype.dispose.call(this);
  81374. };
  81375. // Private Methods
  81376. SSAO2RenderingPipeline.prototype._createBlurPostProcess = function (ssaoRatio, blurRatio) {
  81377. var _this = this;
  81378. this._samplerOffsets = [];
  81379. var expensive = this.expensiveBlur;
  81380. for (var i = -8; i < 8; i++) {
  81381. this._samplerOffsets.push(i * 2 + 0.5);
  81382. }
  81383. 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");
  81384. this._blurHPostProcess.onApply = function (effect) {
  81385. if (!_this._scene.activeCamera) {
  81386. return;
  81387. }
  81388. effect.setFloat("outSize", _this._ssaoCombinePostProcess.width > 0 ? _this._ssaoCombinePostProcess.width : _this._originalColorPostProcess.width);
  81389. effect.setFloat("near", _this._scene.activeCamera.minZ);
  81390. effect.setFloat("far", _this._scene.activeCamera.maxZ);
  81391. effect.setFloat("radius", _this.radius);
  81392. effect.setTexture("depthSampler", _this._depthTexture);
  81393. if (_this._firstUpdate) {
  81394. effect.setArray("samplerOffsets", _this._samplerOffsets);
  81395. }
  81396. };
  81397. 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");
  81398. this._blurVPostProcess.onApply = function (effect) {
  81399. if (!_this._scene.activeCamera) {
  81400. return;
  81401. }
  81402. effect.setFloat("outSize", _this._ssaoCombinePostProcess.height > 0 ? _this._ssaoCombinePostProcess.height : _this._originalColorPostProcess.height);
  81403. effect.setFloat("near", _this._scene.activeCamera.minZ);
  81404. effect.setFloat("far", _this._scene.activeCamera.maxZ);
  81405. effect.setFloat("radius", _this.radius);
  81406. effect.setTexture("depthSampler", _this._depthTexture);
  81407. if (_this._firstUpdate) {
  81408. effect.setArray("samplerOffsets", _this._samplerOffsets);
  81409. _this._firstUpdate = false;
  81410. }
  81411. };
  81412. this._blurHPostProcess.samples = this.textureSamples;
  81413. this._blurVPostProcess.samples = this.textureSamples;
  81414. };
  81415. /** @hidden */
  81416. SSAO2RenderingPipeline.prototype._rebuild = function () {
  81417. this._firstUpdate = true;
  81418. _super.prototype._rebuild.call(this);
  81419. };
  81420. //Van der Corput radical inverse
  81421. SSAO2RenderingPipeline.prototype._radicalInverse_VdC = function (i) {
  81422. this._bits[0] = i;
  81423. this._bits[0] = ((this._bits[0] << 16) | (this._bits[0] >> 16)) >>> 0;
  81424. this._bits[0] = ((this._bits[0] & 0x55555555) << 1) | ((this._bits[0] & 0xAAAAAAAA) >>> 1) >>> 0;
  81425. this._bits[0] = ((this._bits[0] & 0x33333333) << 2) | ((this._bits[0] & 0xCCCCCCCC) >>> 2) >>> 0;
  81426. this._bits[0] = ((this._bits[0] & 0x0F0F0F0F) << 4) | ((this._bits[0] & 0xF0F0F0F0) >>> 4) >>> 0;
  81427. this._bits[0] = ((this._bits[0] & 0x00FF00FF) << 8) | ((this._bits[0] & 0xFF00FF00) >>> 8) >>> 0;
  81428. return this._bits[0] * 2.3283064365386963e-10; // / 0x100000000 or / 4294967296
  81429. };
  81430. SSAO2RenderingPipeline.prototype._hammersley = function (i, n) {
  81431. return [i / n, this._radicalInverse_VdC(i)];
  81432. };
  81433. SSAO2RenderingPipeline.prototype._hemisphereSample_uniform = function (u, v) {
  81434. var phi = v * 2.0 * Math.PI;
  81435. // rejecting samples that are close to tangent plane to avoid z-fighting artifacts
  81436. var cosTheta = 1.0 - (u * 0.85 + 0.15);
  81437. var sinTheta = Math.sqrt(1.0 - cosTheta * cosTheta);
  81438. return new BABYLON.Vector3(Math.cos(phi) * sinTheta, Math.sin(phi) * sinTheta, cosTheta);
  81439. };
  81440. SSAO2RenderingPipeline.prototype._generateHemisphere = function () {
  81441. var numSamples = this.samples;
  81442. var result = [];
  81443. var vector;
  81444. var i = 0;
  81445. while (i < numSamples) {
  81446. if (numSamples < 16) {
  81447. vector = this._hemisphereSample_uniform(Math.random(), Math.random());
  81448. }
  81449. else {
  81450. var rand = this._hammersley(i, numSamples);
  81451. vector = this._hemisphereSample_uniform(rand[0], rand[1]);
  81452. }
  81453. result.push(vector.x, vector.y, vector.z);
  81454. i++;
  81455. }
  81456. return result;
  81457. };
  81458. SSAO2RenderingPipeline.prototype._createSSAOPostProcess = function (ratio) {
  81459. var _this = this;
  81460. var numSamples = this.samples;
  81461. this._sampleSphere = this._generateHemisphere();
  81462. this._ssaoPostProcess = new BABYLON.PostProcess("ssao2", "ssao2", [
  81463. "sampleSphere", "samplesFactor", "randTextureTiles", "totalStrength", "radius",
  81464. "base", "range", "projection", "near", "far", "texelSize",
  81465. "xViewport", "yViewport", "maxZ", "minZAspect"
  81466. ], ["randomSampler", "normalSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, "#define SAMPLES " + numSamples + "\n#define SSAO");
  81467. this._ssaoPostProcess.onApply = function (effect) {
  81468. if (_this._firstUpdate) {
  81469. effect.setArray3("sampleSphere", _this._sampleSphere);
  81470. effect.setFloat("randTextureTiles", 32.0);
  81471. }
  81472. if (!_this._scene.activeCamera) {
  81473. return;
  81474. }
  81475. effect.setFloat("samplesFactor", 1 / _this.samples);
  81476. effect.setFloat("totalStrength", _this.totalStrength);
  81477. effect.setFloat2("texelSize", 1 / _this._ssaoPostProcess.width, 1 / _this._ssaoPostProcess.height);
  81478. effect.setFloat("radius", _this.radius);
  81479. effect.setFloat("maxZ", _this.maxZ);
  81480. effect.setFloat("minZAspect", _this.minZAspect);
  81481. effect.setFloat("base", _this.base);
  81482. effect.setFloat("near", _this._scene.activeCamera.minZ);
  81483. effect.setFloat("far", _this._scene.activeCamera.maxZ);
  81484. effect.setFloat("xViewport", Math.tan(_this._scene.activeCamera.fov / 2) * _this._scene.getEngine().getAspectRatio(_this._scene.activeCamera, true));
  81485. effect.setFloat("yViewport", Math.tan(_this._scene.activeCamera.fov / 2));
  81486. effect.setMatrix("projection", _this._scene.getProjectionMatrix());
  81487. effect.setTexture("textureSampler", _this._depthTexture);
  81488. effect.setTexture("normalSampler", _this._normalTexture);
  81489. effect.setTexture("randomSampler", _this._randomTexture);
  81490. };
  81491. this._ssaoPostProcess.samples = this.textureSamples;
  81492. };
  81493. SSAO2RenderingPipeline.prototype._createSSAOCombinePostProcess = function (ratio) {
  81494. var _this = this;
  81495. this._ssaoCombinePostProcess = new BABYLON.PostProcess("ssaoCombine", "ssaoCombine", [], ["originalColor", "viewport"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  81496. this._ssaoCombinePostProcess.onApply = function (effect) {
  81497. var viewport = _this._scene.activeCamera.viewport;
  81498. effect.setVector4("viewport", BABYLON.Tmp.Vector4[0].copyFromFloats(viewport.x, viewport.y, viewport.width, viewport.height));
  81499. effect.setTextureFromPostProcess("originalColor", _this._originalColorPostProcess);
  81500. };
  81501. this._ssaoCombinePostProcess.samples = this.textureSamples;
  81502. };
  81503. SSAO2RenderingPipeline.prototype._createRandomTexture = function () {
  81504. var size = 128;
  81505. this._randomTexture = new BABYLON.DynamicTexture("SSAORandomTexture", size, this._scene, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  81506. this._randomTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  81507. this._randomTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  81508. var context = this._randomTexture.getContext();
  81509. var rand = function (min, max) {
  81510. return Math.random() * (max - min) + min;
  81511. };
  81512. var randVector = BABYLON.Vector3.Zero();
  81513. for (var x = 0; x < size; x++) {
  81514. for (var y = 0; y < size; y++) {
  81515. randVector.x = rand(0.0, 1.0);
  81516. randVector.y = rand(0.0, 1.0);
  81517. randVector.z = 0.0;
  81518. randVector.normalize();
  81519. randVector.scaleInPlace(255);
  81520. randVector.x = Math.floor(randVector.x);
  81521. randVector.y = Math.floor(randVector.y);
  81522. context.fillStyle = 'rgb(' + randVector.x + ', ' + randVector.y + ', ' + randVector.z + ')';
  81523. context.fillRect(x, y, 1, 1);
  81524. }
  81525. }
  81526. this._randomTexture.update(false);
  81527. };
  81528. /**
  81529. * Serialize the rendering pipeline (Used when exporting)
  81530. * @returns the serialized object
  81531. */
  81532. SSAO2RenderingPipeline.prototype.serialize = function () {
  81533. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  81534. serializationObject.customType = "SSAO2RenderingPipeline";
  81535. return serializationObject;
  81536. };
  81537. /**
  81538. * Parse the serialized pipeline
  81539. * @param source Source pipeline.
  81540. * @param scene The scene to load the pipeline to.
  81541. * @param rootUrl The URL of the serialized pipeline.
  81542. * @returns An instantiated pipeline from the serialized object.
  81543. */
  81544. SSAO2RenderingPipeline.Parse = function (source, scene, rootUrl) {
  81545. return BABYLON.SerializationHelper.Parse(function () { return new SSAO2RenderingPipeline(source._name, scene, source._ratio); }, source, scene, rootUrl);
  81546. };
  81547. __decorate([
  81548. BABYLON.serialize()
  81549. ], SSAO2RenderingPipeline.prototype, "totalStrength", void 0);
  81550. __decorate([
  81551. BABYLON.serialize()
  81552. ], SSAO2RenderingPipeline.prototype, "maxZ", void 0);
  81553. __decorate([
  81554. BABYLON.serialize()
  81555. ], SSAO2RenderingPipeline.prototype, "minZAspect", void 0);
  81556. __decorate([
  81557. BABYLON.serialize("samples")
  81558. ], SSAO2RenderingPipeline.prototype, "_samples", void 0);
  81559. __decorate([
  81560. BABYLON.serialize("textureSamples")
  81561. ], SSAO2RenderingPipeline.prototype, "_textureSamples", void 0);
  81562. __decorate([
  81563. BABYLON.serialize()
  81564. ], SSAO2RenderingPipeline.prototype, "_ratio", void 0);
  81565. __decorate([
  81566. BABYLON.serialize("expensiveBlur")
  81567. ], SSAO2RenderingPipeline.prototype, "_expensiveBlur", void 0);
  81568. __decorate([
  81569. BABYLON.serialize()
  81570. ], SSAO2RenderingPipeline.prototype, "radius", void 0);
  81571. __decorate([
  81572. BABYLON.serialize()
  81573. ], SSAO2RenderingPipeline.prototype, "base", void 0);
  81574. return SSAO2RenderingPipeline;
  81575. }(BABYLON.PostProcessRenderPipeline));
  81576. BABYLON.SSAO2RenderingPipeline = SSAO2RenderingPipeline;
  81577. })(BABYLON || (BABYLON = {}));
  81578. //# sourceMappingURL=babylon.ssao2RenderingPipeline.js.map
  81579. // BABYLON.JS Chromatic Aberration GLSL Shader
  81580. // Author: Olivier Guyot
  81581. // Separates very slightly R, G and B colors on the edges of the screen
  81582. // Inspired by Francois Tarlier & Martins Upitis
  81583. var BABYLON;
  81584. (function (BABYLON) {
  81585. var LensRenderingPipeline = /** @class */ (function (_super) {
  81586. __extends(LensRenderingPipeline, _super);
  81587. /**
  81588. * @constructor
  81589. *
  81590. * Effect parameters are as follow:
  81591. * {
  81592. * chromatic_aberration: number; // from 0 to x (1 for realism)
  81593. * edge_blur: number; // from 0 to x (1 for realism)
  81594. * distortion: number; // from 0 to x (1 for realism)
  81595. * grain_amount: number; // from 0 to 1
  81596. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  81597. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  81598. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  81599. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  81600. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  81601. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  81602. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  81603. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  81604. * }
  81605. * Note: if an effect parameter is unset, effect is disabled
  81606. *
  81607. * @param {string} name - The rendering pipeline name
  81608. * @param {object} parameters - An object containing all parameters (see above)
  81609. * @param {BABYLON.Scene} scene - The scene linked to this pipeline
  81610. * @param {number} ratio - The size of the postprocesses (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
  81611. * @param {BABYLON.Camera[]} cameras - The array of cameras that the rendering pipeline will be attached to
  81612. */
  81613. function LensRenderingPipeline(name, parameters, scene, ratio, cameras) {
  81614. if (ratio === void 0) { ratio = 1.0; }
  81615. var _this = _super.call(this, scene.getEngine(), name) || this;
  81616. // Lens effects can be of the following:
  81617. // - chromatic aberration (slight shift of RGB colors)
  81618. // - blur on the edge of the lens
  81619. // - lens distortion
  81620. // - depth-of-field blur & highlights enhancing
  81621. // - depth-of-field 'bokeh' effect (shapes appearing in blurred areas)
  81622. // - grain effect (noise or custom texture)
  81623. // Two additional texture samplers are needed:
  81624. // - depth map (for depth-of-field)
  81625. // - grain texture
  81626. /**
  81627. * The chromatic aberration PostProcess id in the pipeline
  81628. */
  81629. _this.LensChromaticAberrationEffect = "LensChromaticAberrationEffect";
  81630. /**
  81631. * The highlights enhancing PostProcess id in the pipeline
  81632. */
  81633. _this.HighlightsEnhancingEffect = "HighlightsEnhancingEffect";
  81634. /**
  81635. * The depth-of-field PostProcess id in the pipeline
  81636. */
  81637. _this.LensDepthOfFieldEffect = "LensDepthOfFieldEffect";
  81638. _this._scene = scene;
  81639. // Fetch texture samplers
  81640. _this._depthTexture = scene.enableDepthRenderer().getDepthMap(); // Force depth renderer "on"
  81641. if (parameters.grain_texture) {
  81642. _this._grainTexture = parameters.grain_texture;
  81643. }
  81644. else {
  81645. _this._createGrainTexture();
  81646. }
  81647. // save parameters
  81648. _this._edgeBlur = parameters.edge_blur ? parameters.edge_blur : 0;
  81649. _this._grainAmount = parameters.grain_amount ? parameters.grain_amount : 0;
  81650. _this._chromaticAberration = parameters.chromatic_aberration ? parameters.chromatic_aberration : 0;
  81651. _this._distortion = parameters.distortion ? parameters.distortion : 0;
  81652. _this._highlightsGain = parameters.dof_gain !== undefined ? parameters.dof_gain : -1;
  81653. _this._highlightsThreshold = parameters.dof_threshold ? parameters.dof_threshold : 1;
  81654. _this._dofDistance = parameters.dof_focus_distance !== undefined ? parameters.dof_focus_distance : -1;
  81655. _this._dofAperture = parameters.dof_aperture ? parameters.dof_aperture : 1;
  81656. _this._dofDarken = parameters.dof_darken ? parameters.dof_darken : 0;
  81657. _this._dofPentagon = parameters.dof_pentagon !== undefined ? parameters.dof_pentagon : true;
  81658. _this._blurNoise = parameters.blur_noise !== undefined ? parameters.blur_noise : true;
  81659. // Create effects
  81660. _this._createChromaticAberrationPostProcess(ratio);
  81661. _this._createHighlightsPostProcess(ratio);
  81662. _this._createDepthOfFieldPostProcess(ratio / 4);
  81663. // Set up pipeline
  81664. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.LensChromaticAberrationEffect, function () { return _this._chromaticAberrationPostProcess; }, true));
  81665. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.HighlightsEnhancingEffect, function () { return _this._highlightsPostProcess; }, true));
  81666. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.LensDepthOfFieldEffect, function () { return _this._depthOfFieldPostProcess; }, true));
  81667. if (_this._highlightsGain === -1) {
  81668. _this._disableEffect(_this.HighlightsEnhancingEffect, null);
  81669. }
  81670. // Finish
  81671. scene.postProcessRenderPipelineManager.addPipeline(_this);
  81672. if (cameras) {
  81673. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  81674. }
  81675. return _this;
  81676. }
  81677. // public methods (self explanatory)
  81678. LensRenderingPipeline.prototype.setEdgeBlur = function (amount) { this._edgeBlur = amount; };
  81679. LensRenderingPipeline.prototype.disableEdgeBlur = function () { this._edgeBlur = 0; };
  81680. LensRenderingPipeline.prototype.setGrainAmount = function (amount) { this._grainAmount = amount; };
  81681. LensRenderingPipeline.prototype.disableGrain = function () { this._grainAmount = 0; };
  81682. LensRenderingPipeline.prototype.setChromaticAberration = function (amount) { this._chromaticAberration = amount; };
  81683. LensRenderingPipeline.prototype.disableChromaticAberration = function () { this._chromaticAberration = 0; };
  81684. LensRenderingPipeline.prototype.setEdgeDistortion = function (amount) { this._distortion = amount; };
  81685. LensRenderingPipeline.prototype.disableEdgeDistortion = function () { this._distortion = 0; };
  81686. LensRenderingPipeline.prototype.setFocusDistance = function (amount) { this._dofDistance = amount; };
  81687. LensRenderingPipeline.prototype.disableDepthOfField = function () { this._dofDistance = -1; };
  81688. LensRenderingPipeline.prototype.setAperture = function (amount) { this._dofAperture = amount; };
  81689. LensRenderingPipeline.prototype.setDarkenOutOfFocus = function (amount) { this._dofDarken = amount; };
  81690. LensRenderingPipeline.prototype.enablePentagonBokeh = function () {
  81691. this._highlightsPostProcess.updateEffect("#define PENTAGON\n");
  81692. };
  81693. LensRenderingPipeline.prototype.disablePentagonBokeh = function () {
  81694. this._highlightsPostProcess.updateEffect();
  81695. };
  81696. LensRenderingPipeline.prototype.enableNoiseBlur = function () { this._blurNoise = true; };
  81697. LensRenderingPipeline.prototype.disableNoiseBlur = function () { this._blurNoise = false; };
  81698. LensRenderingPipeline.prototype.setHighlightsGain = function (amount) {
  81699. this._highlightsGain = amount;
  81700. };
  81701. LensRenderingPipeline.prototype.setHighlightsThreshold = function (amount) {
  81702. if (this._highlightsGain === -1) {
  81703. this._highlightsGain = 1.0;
  81704. }
  81705. this._highlightsThreshold = amount;
  81706. };
  81707. LensRenderingPipeline.prototype.disableHighlights = function () {
  81708. this._highlightsGain = -1;
  81709. };
  81710. /**
  81711. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  81712. */
  81713. LensRenderingPipeline.prototype.dispose = function (disableDepthRender) {
  81714. if (disableDepthRender === void 0) { disableDepthRender = false; }
  81715. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  81716. this._chromaticAberrationPostProcess = null;
  81717. this._highlightsPostProcess = null;
  81718. this._depthOfFieldPostProcess = null;
  81719. this._grainTexture.dispose();
  81720. if (disableDepthRender)
  81721. this._scene.disableDepthRenderer();
  81722. };
  81723. // colors shifting and distortion
  81724. LensRenderingPipeline.prototype._createChromaticAberrationPostProcess = function (ratio) {
  81725. var _this = this;
  81726. this._chromaticAberrationPostProcess = new BABYLON.PostProcess("LensChromaticAberration", "chromaticAberration", ["chromatic_aberration", "screen_width", "screen_height", "direction", "radialIntensity", "centerPosition"], // uniforms
  81727. [], // samplers
  81728. ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  81729. this._chromaticAberrationPostProcess.onApply = function (effect) {
  81730. effect.setFloat('chromatic_aberration', _this._chromaticAberration);
  81731. effect.setFloat('screen_width', _this._scene.getEngine().getRenderWidth());
  81732. effect.setFloat('screen_height', _this._scene.getEngine().getRenderHeight());
  81733. effect.setFloat('radialIntensity', 1);
  81734. effect.setFloat2('direction', 17, 17);
  81735. effect.setFloat2('centerPosition', 0.5, 0.5);
  81736. };
  81737. };
  81738. // highlights enhancing
  81739. LensRenderingPipeline.prototype._createHighlightsPostProcess = function (ratio) {
  81740. var _this = this;
  81741. this._highlightsPostProcess = new BABYLON.PostProcess("LensHighlights", "lensHighlights", ["gain", "threshold", "screen_width", "screen_height"], // uniforms
  81742. [], // samplers
  81743. ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, this._dofPentagon ? "#define PENTAGON\n" : "");
  81744. this._highlightsPostProcess.onApply = function (effect) {
  81745. effect.setFloat('gain', _this._highlightsGain);
  81746. effect.setFloat('threshold', _this._highlightsThreshold);
  81747. effect.setTextureFromPostProcess("textureSampler", _this._chromaticAberrationPostProcess);
  81748. effect.setFloat('screen_width', _this._scene.getEngine().getRenderWidth());
  81749. effect.setFloat('screen_height', _this._scene.getEngine().getRenderHeight());
  81750. };
  81751. };
  81752. // colors shifting and distortion
  81753. LensRenderingPipeline.prototype._createDepthOfFieldPostProcess = function (ratio) {
  81754. var _this = this;
  81755. this._depthOfFieldPostProcess = new BABYLON.PostProcess("LensDepthOfField", "depthOfField", [
  81756. "grain_amount", "blur_noise", "screen_width", "screen_height", "distortion", "dof_enabled",
  81757. "screen_distance", "aperture", "darken", "edge_blur", "highlights", "near", "far"
  81758. ], ["depthSampler", "grainSampler", "highlightsSampler"], ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  81759. this._depthOfFieldPostProcess.onApply = function (effect) {
  81760. effect.setTexture("depthSampler", _this._depthTexture);
  81761. effect.setTexture("grainSampler", _this._grainTexture);
  81762. effect.setTextureFromPostProcess("textureSampler", _this._highlightsPostProcess);
  81763. effect.setTextureFromPostProcess("highlightsSampler", _this._depthOfFieldPostProcess);
  81764. effect.setFloat('grain_amount', _this._grainAmount);
  81765. effect.setBool('blur_noise', _this._blurNoise);
  81766. effect.setFloat('screen_width', _this._scene.getEngine().getRenderWidth());
  81767. effect.setFloat('screen_height', _this._scene.getEngine().getRenderHeight());
  81768. effect.setFloat('distortion', _this._distortion);
  81769. effect.setBool('dof_enabled', (_this._dofDistance !== -1));
  81770. effect.setFloat('screen_distance', 1.0 / (0.1 - 1.0 / _this._dofDistance));
  81771. effect.setFloat('aperture', _this._dofAperture);
  81772. effect.setFloat('darken', _this._dofDarken);
  81773. effect.setFloat('edge_blur', _this._edgeBlur);
  81774. effect.setBool('highlights', (_this._highlightsGain !== -1));
  81775. if (_this._scene.activeCamera) {
  81776. effect.setFloat('near', _this._scene.activeCamera.minZ);
  81777. effect.setFloat('far', _this._scene.activeCamera.maxZ);
  81778. }
  81779. };
  81780. };
  81781. // creates a black and white random noise texture, 512x512
  81782. LensRenderingPipeline.prototype._createGrainTexture = function () {
  81783. var size = 512;
  81784. this._grainTexture = new BABYLON.DynamicTexture("LensNoiseTexture", size, this._scene, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  81785. this._grainTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  81786. this._grainTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  81787. var context = this._grainTexture.getContext();
  81788. var rand = function (min, max) {
  81789. return Math.random() * (max - min) + min;
  81790. };
  81791. var value;
  81792. for (var x = 0; x < size; x++) {
  81793. for (var y = 0; y < size; y++) {
  81794. value = Math.floor(rand(0.42, 0.58) * 255);
  81795. context.fillStyle = 'rgb(' + value + ', ' + value + ', ' + value + ')';
  81796. context.fillRect(x, y, 1, 1);
  81797. }
  81798. }
  81799. this._grainTexture.update(false);
  81800. };
  81801. return LensRenderingPipeline;
  81802. }(BABYLON.PostProcessRenderPipeline));
  81803. BABYLON.LensRenderingPipeline = LensRenderingPipeline;
  81804. })(BABYLON || (BABYLON = {}));
  81805. //# sourceMappingURL=babylon.lensRenderingPipeline.js.map
  81806. var BABYLON;
  81807. (function (BABYLON) {
  81808. var StandardRenderingPipeline = /** @class */ (function (_super) {
  81809. __extends(StandardRenderingPipeline, _super);
  81810. /**
  81811. * @constructor
  81812. * @param {string} name - The rendering pipeline name
  81813. * @param {BABYLON.Scene} scene - The scene linked to this pipeline
  81814. * @param {any} ratio - The size of the postprocesses (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
  81815. * @param {BABYLON.PostProcess} originalPostProcess - the custom original color post-process. Must be "reusable". Can be null.
  81816. * @param {BABYLON.Camera[]} cameras - The array of cameras that the rendering pipeline will be attached to
  81817. */
  81818. function StandardRenderingPipeline(name, scene, ratio, originalPostProcess, cameras) {
  81819. if (originalPostProcess === void 0) { originalPostProcess = null; }
  81820. var _this = _super.call(this, scene.getEngine(), name) || this;
  81821. /**
  81822. * Post-process used to down scale an image x4
  81823. */
  81824. _this.downSampleX4PostProcess = null;
  81825. /**
  81826. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  81827. */
  81828. _this.brightPassPostProcess = null;
  81829. /**
  81830. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  81831. */
  81832. _this.blurHPostProcesses = [];
  81833. /**
  81834. * Post-process array storing all the vertical blur post-processes used by the pipeline
  81835. */
  81836. _this.blurVPostProcesses = [];
  81837. /**
  81838. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  81839. */
  81840. _this.textureAdderPostProcess = null;
  81841. /**
  81842. * Post-process used to create volumetric lighting effect
  81843. */
  81844. _this.volumetricLightPostProcess = null;
  81845. /**
  81846. * Post-process used to smooth the previous volumetric light post-process on the X axis
  81847. */
  81848. _this.volumetricLightSmoothXPostProcess = null;
  81849. /**
  81850. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  81851. */
  81852. _this.volumetricLightSmoothYPostProcess = null;
  81853. /**
  81854. * Post-process used to merge the volumetric light effect and the real scene color
  81855. */
  81856. _this.volumetricLightMergePostProces = null;
  81857. /**
  81858. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  81859. */
  81860. _this.volumetricLightFinalPostProcess = null;
  81861. /**
  81862. * Base post-process used to calculate the average luminance of the final image for HDR
  81863. */
  81864. _this.luminancePostProcess = null;
  81865. /**
  81866. * Post-processes used to create down sample post-processes in order to get
  81867. * the average luminance of the final image for HDR
  81868. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  81869. */
  81870. _this.luminanceDownSamplePostProcesses = [];
  81871. /**
  81872. * Post-process used to create a HDR effect (light adaptation)
  81873. */
  81874. _this.hdrPostProcess = null;
  81875. /**
  81876. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  81877. */
  81878. _this.textureAdderFinalPostProcess = null;
  81879. /**
  81880. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  81881. */
  81882. _this.lensFlareFinalPostProcess = null;
  81883. /**
  81884. * Post-process used to merge the final HDR post-process and the real scene color
  81885. */
  81886. _this.hdrFinalPostProcess = null;
  81887. /**
  81888. * Post-process used to create a lens flare effect
  81889. */
  81890. _this.lensFlarePostProcess = null;
  81891. /**
  81892. * Post-process that merges the result of the lens flare post-process and the real scene color
  81893. */
  81894. _this.lensFlareComposePostProcess = null;
  81895. /**
  81896. * Post-process used to create a motion blur effect
  81897. */
  81898. _this.motionBlurPostProcess = null;
  81899. /**
  81900. * Post-process used to create a depth of field effect
  81901. */
  81902. _this.depthOfFieldPostProcess = null;
  81903. /**
  81904. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  81905. */
  81906. _this.fxaaPostProcess = null;
  81907. // Values
  81908. /**
  81909. * Represents the brightness threshold in order to configure the illuminated surfaces
  81910. */
  81911. _this.brightThreshold = 1.0;
  81912. /**
  81913. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  81914. */
  81915. _this.blurWidth = 512.0;
  81916. /**
  81917. * Sets if the blur for highlighted surfaces must be only horizontal
  81918. */
  81919. _this.horizontalBlur = false;
  81920. /**
  81921. * Sets the overall exposure used by the pipeline
  81922. */
  81923. _this.exposure = 1.0;
  81924. /**
  81925. * Texture used typically to simulate "dirty" on camera lens
  81926. */
  81927. _this.lensTexture = null;
  81928. /**
  81929. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  81930. */
  81931. _this.volumetricLightCoefficient = 0.2;
  81932. /**
  81933. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  81934. */
  81935. _this.volumetricLightPower = 4.0;
  81936. /**
  81937. * Used the set the blur intensity to smooth the volumetric lights
  81938. */
  81939. _this.volumetricLightBlurScale = 64.0;
  81940. /**
  81941. * Light (spot or directional) used to generate the volumetric lights rays
  81942. * The source light must have a shadow generate so the pipeline can get its
  81943. * depth map
  81944. */
  81945. _this.sourceLight = null;
  81946. /**
  81947. * For eye adaptation, represents the minimum luminance the eye can see
  81948. */
  81949. _this.hdrMinimumLuminance = 1.0;
  81950. /**
  81951. * For eye adaptation, represents the decrease luminance speed
  81952. */
  81953. _this.hdrDecreaseRate = 0.5;
  81954. /**
  81955. * For eye adaptation, represents the increase luminance speed
  81956. */
  81957. _this.hdrIncreaseRate = 0.5;
  81958. /**
  81959. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  81960. */
  81961. _this.lensColorTexture = null;
  81962. /**
  81963. * The overall strengh for the lens flare effect
  81964. */
  81965. _this.lensFlareStrength = 20.0;
  81966. /**
  81967. * Dispersion coefficient for lens flare ghosts
  81968. */
  81969. _this.lensFlareGhostDispersal = 1.4;
  81970. /**
  81971. * Main lens flare halo width
  81972. */
  81973. _this.lensFlareHaloWidth = 0.7;
  81974. /**
  81975. * Based on the lens distortion effect, defines how much the lens flare result
  81976. * is distorted
  81977. */
  81978. _this.lensFlareDistortionStrength = 16.0;
  81979. /**
  81980. * Lens star texture must be used to simulate rays on the flares and is available
  81981. * in the documentation
  81982. */
  81983. _this.lensStarTexture = null;
  81984. /**
  81985. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  81986. * flare effect by taking account of the dirt texture
  81987. */
  81988. _this.lensFlareDirtTexture = null;
  81989. /**
  81990. * Represents the focal length for the depth of field effect
  81991. */
  81992. _this.depthOfFieldDistance = 10.0;
  81993. /**
  81994. * Represents the blur intensity for the blurred part of the depth of field effect
  81995. */
  81996. _this.depthOfFieldBlurWidth = 64.0;
  81997. /**
  81998. * For motion blur, defines how much the image is blurred by the movement
  81999. */
  82000. _this.motionStrength = 1.0;
  82001. /**
  82002. * List of animations for the pipeline (IAnimatable implementation)
  82003. */
  82004. _this.animations = [];
  82005. _this._currentDepthOfFieldSource = null;
  82006. _this._hdrCurrentLuminance = 1.0;
  82007. // Getters and setters
  82008. _this._bloomEnabled = false;
  82009. _this._depthOfFieldEnabled = false;
  82010. _this._vlsEnabled = false;
  82011. _this._lensFlareEnabled = false;
  82012. _this._hdrEnabled = false;
  82013. _this._motionBlurEnabled = false;
  82014. _this._fxaaEnabled = false;
  82015. _this._motionBlurSamples = 64.0;
  82016. _this._volumetricLightStepsCount = 50.0;
  82017. _this._samples = 1;
  82018. _this._cameras = cameras || [];
  82019. // Initialize
  82020. _this._scene = scene;
  82021. _this._basePostProcess = originalPostProcess;
  82022. _this._ratio = ratio;
  82023. // Misc
  82024. _this._floatTextureType = scene.getEngine().getCaps().textureFloatRender ? BABYLON.Engine.TEXTURETYPE_FLOAT : BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  82025. // Finish
  82026. scene.postProcessRenderPipelineManager.addPipeline(_this);
  82027. _this._buildPipeline();
  82028. return _this;
  82029. }
  82030. Object.defineProperty(StandardRenderingPipeline.prototype, "BloomEnabled", {
  82031. /**
  82032. * Specifies if the bloom pipeline is enabled
  82033. */
  82034. get: function () {
  82035. return this._bloomEnabled;
  82036. },
  82037. set: function (enabled) {
  82038. if (this._bloomEnabled === enabled) {
  82039. return;
  82040. }
  82041. this._bloomEnabled = enabled;
  82042. this._buildPipeline();
  82043. },
  82044. enumerable: true,
  82045. configurable: true
  82046. });
  82047. Object.defineProperty(StandardRenderingPipeline.prototype, "DepthOfFieldEnabled", {
  82048. /**
  82049. * Specifies if the depth of field pipeline is enabed
  82050. */
  82051. get: function () {
  82052. return this._depthOfFieldEnabled;
  82053. },
  82054. set: function (enabled) {
  82055. if (this._depthOfFieldEnabled === enabled) {
  82056. return;
  82057. }
  82058. this._depthOfFieldEnabled = enabled;
  82059. this._buildPipeline();
  82060. },
  82061. enumerable: true,
  82062. configurable: true
  82063. });
  82064. Object.defineProperty(StandardRenderingPipeline.prototype, "LensFlareEnabled", {
  82065. /**
  82066. * Specifies if the lens flare pipeline is enabed
  82067. */
  82068. get: function () {
  82069. return this._lensFlareEnabled;
  82070. },
  82071. set: function (enabled) {
  82072. if (this._lensFlareEnabled === enabled) {
  82073. return;
  82074. }
  82075. this._lensFlareEnabled = enabled;
  82076. this._buildPipeline();
  82077. },
  82078. enumerable: true,
  82079. configurable: true
  82080. });
  82081. Object.defineProperty(StandardRenderingPipeline.prototype, "HDREnabled", {
  82082. /**
  82083. * Specifies if the HDR pipeline is enabled
  82084. */
  82085. get: function () {
  82086. return this._hdrEnabled;
  82087. },
  82088. set: function (enabled) {
  82089. if (this._hdrEnabled === enabled) {
  82090. return;
  82091. }
  82092. this._hdrEnabled = enabled;
  82093. this._buildPipeline();
  82094. },
  82095. enumerable: true,
  82096. configurable: true
  82097. });
  82098. Object.defineProperty(StandardRenderingPipeline.prototype, "VLSEnabled", {
  82099. /**
  82100. * Specifies if the volumetric lights scattering effect is enabled
  82101. */
  82102. get: function () {
  82103. return this._vlsEnabled;
  82104. },
  82105. set: function (enabled) {
  82106. if (this._vlsEnabled === enabled) {
  82107. return;
  82108. }
  82109. if (enabled) {
  82110. var geometry = this._scene.enableGeometryBufferRenderer();
  82111. if (!geometry) {
  82112. BABYLON.Tools.Warn("Geometry renderer is not supported, cannot create volumetric lights in Standard Rendering Pipeline");
  82113. return;
  82114. }
  82115. }
  82116. this._vlsEnabled = enabled;
  82117. this._buildPipeline();
  82118. },
  82119. enumerable: true,
  82120. configurable: true
  82121. });
  82122. Object.defineProperty(StandardRenderingPipeline.prototype, "MotionBlurEnabled", {
  82123. /**
  82124. * Specifies if the motion blur effect is enabled
  82125. */
  82126. get: function () {
  82127. return this._motionBlurEnabled;
  82128. },
  82129. set: function (enabled) {
  82130. if (this._motionBlurEnabled === enabled) {
  82131. return;
  82132. }
  82133. this._motionBlurEnabled = enabled;
  82134. this._buildPipeline();
  82135. },
  82136. enumerable: true,
  82137. configurable: true
  82138. });
  82139. Object.defineProperty(StandardRenderingPipeline.prototype, "fxaaEnabled", {
  82140. /**
  82141. * Specifies if anti-aliasing is enabled
  82142. */
  82143. get: function () {
  82144. return this._fxaaEnabled;
  82145. },
  82146. set: function (enabled) {
  82147. if (this._fxaaEnabled === enabled) {
  82148. return;
  82149. }
  82150. this._fxaaEnabled = enabled;
  82151. this._buildPipeline();
  82152. },
  82153. enumerable: true,
  82154. configurable: true
  82155. });
  82156. Object.defineProperty(StandardRenderingPipeline.prototype, "volumetricLightStepsCount", {
  82157. /**
  82158. * Specifies the number of steps used to calculate the volumetric lights
  82159. * Typically in interval [50, 200]
  82160. */
  82161. get: function () {
  82162. return this._volumetricLightStepsCount;
  82163. },
  82164. set: function (count) {
  82165. if (this.volumetricLightPostProcess) {
  82166. this.volumetricLightPostProcess.updateEffect("#define VLS\n#define NB_STEPS " + count.toFixed(1));
  82167. }
  82168. this._volumetricLightStepsCount = count;
  82169. },
  82170. enumerable: true,
  82171. configurable: true
  82172. });
  82173. Object.defineProperty(StandardRenderingPipeline.prototype, "motionBlurSamples", {
  82174. /**
  82175. * Specifies the number of samples used for the motion blur effect
  82176. * Typically in interval [16, 64]
  82177. */
  82178. get: function () {
  82179. return this._motionBlurSamples;
  82180. },
  82181. set: function (samples) {
  82182. if (this.motionBlurPostProcess) {
  82183. this.motionBlurPostProcess.updateEffect("#define MOTION_BLUR\n#define MAX_MOTION_SAMPLES " + samples.toFixed(1));
  82184. }
  82185. this._motionBlurSamples = samples;
  82186. },
  82187. enumerable: true,
  82188. configurable: true
  82189. });
  82190. Object.defineProperty(StandardRenderingPipeline.prototype, "samples", {
  82191. /**
  82192. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  82193. */
  82194. get: function () {
  82195. return this._samples;
  82196. },
  82197. set: function (sampleCount) {
  82198. if (this._samples === sampleCount) {
  82199. return;
  82200. }
  82201. this._samples = sampleCount;
  82202. this._buildPipeline();
  82203. },
  82204. enumerable: true,
  82205. configurable: true
  82206. });
  82207. StandardRenderingPipeline.prototype._buildPipeline = function () {
  82208. var _this = this;
  82209. var ratio = this._ratio;
  82210. var scene = this._scene;
  82211. this._disposePostProcesses();
  82212. this._reset();
  82213. // Create pass post-process
  82214. if (!this._basePostProcess) {
  82215. this.originalPostProcess = new BABYLON.PostProcess("HDRPass", "standard", [], [], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define PASS_POST_PROCESS", this._floatTextureType);
  82216. this.originalPostProcess.onApply = function (effect) {
  82217. _this._currentDepthOfFieldSource = _this.originalPostProcess;
  82218. };
  82219. }
  82220. else {
  82221. this.originalPostProcess = this._basePostProcess;
  82222. }
  82223. if (this._bloomEnabled || this._vlsEnabled || this._lensFlareEnabled || this._depthOfFieldEnabled || this._motionBlurEnabled) {
  82224. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRPassPostProcess", function () { return _this.originalPostProcess; }, true));
  82225. }
  82226. this._currentDepthOfFieldSource = this.originalPostProcess;
  82227. if (this._bloomEnabled) {
  82228. // Create down sample X4 post-process
  82229. this._createDownSampleX4PostProcess(scene, ratio / 2);
  82230. // Create bright pass post-process
  82231. this._createBrightPassPostProcess(scene, ratio / 2);
  82232. // Create gaussian blur post-processes (down sampling blurs)
  82233. this._createBlurPostProcesses(scene, ratio / 4, 1);
  82234. // Create texture adder post-process
  82235. this._createTextureAdderPostProcess(scene, ratio);
  82236. // Create depth-of-field source post-process
  82237. 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);
  82238. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBaseDepthOfFieldSource", function () { return _this.textureAdderFinalPostProcess; }, true));
  82239. }
  82240. if (this._vlsEnabled) {
  82241. // Create volumetric light
  82242. this._createVolumetricLightPostProcess(scene, ratio);
  82243. // Create volumetric light final post-process
  82244. 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);
  82245. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRVLSFinal", function () { return _this.volumetricLightFinalPostProcess; }, true));
  82246. }
  82247. if (this._lensFlareEnabled) {
  82248. // Create lens flare post-process
  82249. this._createLensFlarePostProcess(scene, ratio);
  82250. // Create depth-of-field source post-process post lens-flare and disable it now
  82251. 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);
  82252. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRPostLensFlareDepthOfFieldSource", function () { return _this.lensFlareFinalPostProcess; }, true));
  82253. }
  82254. if (this._hdrEnabled) {
  82255. // Create luminance
  82256. this._createLuminancePostProcesses(scene, this._floatTextureType);
  82257. // Create HDR
  82258. this._createHdrPostProcess(scene, ratio);
  82259. // Create depth-of-field source post-process post hdr and disable it now
  82260. 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);
  82261. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRPostHDReDepthOfFieldSource", function () { return _this.hdrFinalPostProcess; }, true));
  82262. }
  82263. if (this._depthOfFieldEnabled) {
  82264. // Create gaussian blur used by depth-of-field
  82265. this._createBlurPostProcesses(scene, ratio / 2, 3, "depthOfFieldBlurWidth");
  82266. // Create depth-of-field post-process
  82267. this._createDepthOfFieldPostProcess(scene, ratio);
  82268. }
  82269. if (this._motionBlurEnabled) {
  82270. // Create motion blur post-process
  82271. this._createMotionBlurPostProcess(scene, ratio);
  82272. }
  82273. if (this._fxaaEnabled) {
  82274. // Create fxaa post-process
  82275. this.fxaaPostProcess = new BABYLON.FxaaPostProcess("fxaa", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  82276. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRFxaa", function () { return _this.fxaaPostProcess; }, true));
  82277. }
  82278. if (this._cameras !== null) {
  82279. this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);
  82280. }
  82281. if (!this._enableMSAAOnFirstPostProcess(this._samples) && this._samples > 1) {
  82282. BABYLON.Tools.Warn("MSAA failed to enable, MSAA is only supported in browsers that support webGL >= 2.0");
  82283. }
  82284. };
  82285. // Down Sample X4 Post-Processs
  82286. StandardRenderingPipeline.prototype._createDownSampleX4PostProcess = function (scene, ratio) {
  82287. var _this = this;
  82288. var downSampleX4Offsets = new Array(32);
  82289. 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);
  82290. this.downSampleX4PostProcess.onApply = function (effect) {
  82291. var id = 0;
  82292. var width = _this.downSampleX4PostProcess.width;
  82293. var height = _this.downSampleX4PostProcess.height;
  82294. for (var i = -2; i < 2; i++) {
  82295. for (var j = -2; j < 2; j++) {
  82296. downSampleX4Offsets[id] = (i + 0.5) * (1.0 / width);
  82297. downSampleX4Offsets[id + 1] = (j + 0.5) * (1.0 / height);
  82298. id += 2;
  82299. }
  82300. }
  82301. effect.setArray2("dsOffsets", downSampleX4Offsets);
  82302. };
  82303. // Add to pipeline
  82304. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRDownSampleX4", function () { return _this.downSampleX4PostProcess; }, true));
  82305. };
  82306. // Brightpass Post-Process
  82307. StandardRenderingPipeline.prototype._createBrightPassPostProcess = function (scene, ratio) {
  82308. var _this = this;
  82309. var brightOffsets = new Array(8);
  82310. 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);
  82311. this.brightPassPostProcess.onApply = function (effect) {
  82312. var sU = (1.0 / _this.brightPassPostProcess.width);
  82313. var sV = (1.0 / _this.brightPassPostProcess.height);
  82314. brightOffsets[0] = -0.5 * sU;
  82315. brightOffsets[1] = 0.5 * sV;
  82316. brightOffsets[2] = 0.5 * sU;
  82317. brightOffsets[3] = 0.5 * sV;
  82318. brightOffsets[4] = -0.5 * sU;
  82319. brightOffsets[5] = -0.5 * sV;
  82320. brightOffsets[6] = 0.5 * sU;
  82321. brightOffsets[7] = -0.5 * sV;
  82322. effect.setArray2("dsOffsets", brightOffsets);
  82323. effect.setFloat("brightThreshold", _this.brightThreshold);
  82324. };
  82325. // Add to pipeline
  82326. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBrightPass", function () { return _this.brightPassPostProcess; }, true));
  82327. };
  82328. // Create blur H&V post-processes
  82329. StandardRenderingPipeline.prototype._createBlurPostProcesses = function (scene, ratio, indice, blurWidthKey) {
  82330. var _this = this;
  82331. if (blurWidthKey === void 0) { blurWidthKey = "blurWidth"; }
  82332. var engine = scene.getEngine();
  82333. 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);
  82334. 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);
  82335. blurX.onActivateObservable.add(function () {
  82336. var dw = blurX.width / engine.getRenderWidth();
  82337. blurX.kernel = _this[blurWidthKey] * dw;
  82338. });
  82339. blurY.onActivateObservable.add(function () {
  82340. var dw = blurY.height / engine.getRenderHeight();
  82341. blurY.kernel = _this.horizontalBlur ? 64 * dw : _this[blurWidthKey] * dw;
  82342. });
  82343. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBlurH" + indice, function () { return blurX; }, true));
  82344. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBlurV" + indice, function () { return blurY; }, true));
  82345. this.blurHPostProcesses.push(blurX);
  82346. this.blurVPostProcesses.push(blurY);
  82347. };
  82348. // Create texture adder post-process
  82349. StandardRenderingPipeline.prototype._createTextureAdderPostProcess = function (scene, ratio) {
  82350. var _this = this;
  82351. 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);
  82352. this.textureAdderPostProcess.onApply = function (effect) {
  82353. effect.setTextureFromPostProcess("otherSampler", _this._vlsEnabled ? _this._currentDepthOfFieldSource : _this.originalPostProcess);
  82354. effect.setTexture("lensSampler", _this.lensTexture);
  82355. effect.setFloat("exposure", _this.exposure);
  82356. _this._currentDepthOfFieldSource = _this.textureAdderFinalPostProcess;
  82357. };
  82358. // Add to pipeline
  82359. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRTextureAdder", function () { return _this.textureAdderPostProcess; }, true));
  82360. };
  82361. StandardRenderingPipeline.prototype._createVolumetricLightPostProcess = function (scene, ratio) {
  82362. var _this = this;
  82363. var geometryRenderer = scene.enableGeometryBufferRenderer();
  82364. geometryRenderer.enablePosition = true;
  82365. var geometry = geometryRenderer.getGBuffer();
  82366. // Base post-process
  82367. 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));
  82368. var depthValues = BABYLON.Vector2.Zero();
  82369. this.volumetricLightPostProcess.onApply = function (effect) {
  82370. if (_this.sourceLight && _this.sourceLight.getShadowGenerator() && _this._scene.activeCamera) {
  82371. var generator = _this.sourceLight.getShadowGenerator();
  82372. effect.setTexture("shadowMapSampler", generator.getShadowMap());
  82373. effect.setTexture("positionSampler", geometry.textures[2]);
  82374. effect.setColor3("sunColor", _this.sourceLight.diffuse);
  82375. effect.setVector3("sunDirection", _this.sourceLight.getShadowDirection());
  82376. effect.setVector3("cameraPosition", _this._scene.activeCamera.globalPosition);
  82377. effect.setMatrix("shadowViewProjection", generator.getTransformMatrix());
  82378. effect.setFloat("scatteringCoefficient", _this.volumetricLightCoefficient);
  82379. effect.setFloat("scatteringPower", _this.volumetricLightPower);
  82380. depthValues.x = _this.sourceLight.getDepthMinZ(_this._scene.activeCamera);
  82381. depthValues.y = _this.sourceLight.getDepthMaxZ(_this._scene.activeCamera);
  82382. effect.setVector2("depthValues", depthValues);
  82383. }
  82384. };
  82385. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRVLS", function () { return _this.volumetricLightPostProcess; }, true));
  82386. // Smooth
  82387. this._createBlurPostProcesses(scene, ratio / 4, 0, "volumetricLightBlurScale");
  82388. // Merge
  82389. this.volumetricLightMergePostProces = new BABYLON.PostProcess("HDRVLSMerge", "standard", [], ["originalSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define VLSMERGE");
  82390. this.volumetricLightMergePostProces.onApply = function (effect) {
  82391. effect.setTextureFromPostProcess("originalSampler", _this._bloomEnabled ? _this.textureAdderFinalPostProcess : _this.originalPostProcess);
  82392. _this._currentDepthOfFieldSource = _this.volumetricLightFinalPostProcess;
  82393. };
  82394. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRVLSMerge", function () { return _this.volumetricLightMergePostProces; }, true));
  82395. };
  82396. // Create luminance
  82397. StandardRenderingPipeline.prototype._createLuminancePostProcesses = function (scene, textureType) {
  82398. var _this = this;
  82399. // Create luminance
  82400. var size = Math.pow(3, StandardRenderingPipeline.LuminanceSteps);
  82401. this.luminancePostProcess = new BABYLON.PostProcess("HDRLuminance", "standard", ["lumOffsets"], [], { width: size, height: size }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define LUMINANCE", textureType);
  82402. var offsets = [];
  82403. this.luminancePostProcess.onApply = function (effect) {
  82404. var sU = (1.0 / _this.luminancePostProcess.width);
  82405. var sV = (1.0 / _this.luminancePostProcess.height);
  82406. offsets[0] = -0.5 * sU;
  82407. offsets[1] = 0.5 * sV;
  82408. offsets[2] = 0.5 * sU;
  82409. offsets[3] = 0.5 * sV;
  82410. offsets[4] = -0.5 * sU;
  82411. offsets[5] = -0.5 * sV;
  82412. offsets[6] = 0.5 * sU;
  82413. offsets[7] = -0.5 * sV;
  82414. effect.setArray2("lumOffsets", offsets);
  82415. };
  82416. // Add to pipeline
  82417. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLuminance", function () { return _this.luminancePostProcess; }, true));
  82418. // Create down sample luminance
  82419. for (var i = StandardRenderingPipeline.LuminanceSteps - 1; i >= 0; i--) {
  82420. var size = Math.pow(3, i);
  82421. var defines = "#define LUMINANCE_DOWN_SAMPLE\n";
  82422. if (i === 0) {
  82423. defines += "#define FINAL_DOWN_SAMPLER";
  82424. }
  82425. var postProcess = new BABYLON.PostProcess("HDRLuminanceDownSample" + i, "standard", ["dsOffsets", "halfDestPixelSize"], [], { width: size, height: size }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, defines, textureType);
  82426. this.luminanceDownSamplePostProcesses.push(postProcess);
  82427. }
  82428. // Create callbacks and add effects
  82429. var lastLuminance = this.luminancePostProcess;
  82430. this.luminanceDownSamplePostProcesses.forEach(function (pp, index) {
  82431. var downSampleOffsets = new Array(18);
  82432. pp.onApply = function (effect) {
  82433. if (!lastLuminance) {
  82434. return;
  82435. }
  82436. var id = 0;
  82437. for (var x = -1; x < 2; x++) {
  82438. for (var y = -1; y < 2; y++) {
  82439. downSampleOffsets[id] = x / lastLuminance.width;
  82440. downSampleOffsets[id + 1] = y / lastLuminance.height;
  82441. id += 2;
  82442. }
  82443. }
  82444. effect.setArray2("dsOffsets", downSampleOffsets);
  82445. effect.setFloat("halfDestPixelSize", 0.5 / lastLuminance.width);
  82446. if (index === _this.luminanceDownSamplePostProcesses.length - 1) {
  82447. lastLuminance = _this.luminancePostProcess;
  82448. }
  82449. else {
  82450. lastLuminance = pp;
  82451. }
  82452. };
  82453. if (index === _this.luminanceDownSamplePostProcesses.length - 1) {
  82454. pp.onAfterRender = function (effect) {
  82455. var pixel = scene.getEngine().readPixels(0, 0, 1, 1);
  82456. 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);
  82457. _this._hdrCurrentLuminance = (pixel[0] * bit_shift.x + pixel[1] * bit_shift.y + pixel[2] * bit_shift.z + pixel[3] * bit_shift.w) / 100.0;
  82458. };
  82459. }
  82460. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLuminanceDownSample" + index, function () { return pp; }, true));
  82461. });
  82462. };
  82463. // Create HDR post-process
  82464. StandardRenderingPipeline.prototype._createHdrPostProcess = function (scene, ratio) {
  82465. var _this = this;
  82466. 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);
  82467. var outputLiminance = 1;
  82468. var time = 0;
  82469. var lastTime = 0;
  82470. this.hdrPostProcess.onApply = function (effect) {
  82471. effect.setTextureFromPostProcess("textureAdderSampler", _this._currentDepthOfFieldSource);
  82472. time += scene.getEngine().getDeltaTime();
  82473. if (outputLiminance < 0) {
  82474. outputLiminance = _this._hdrCurrentLuminance;
  82475. }
  82476. else {
  82477. var dt = (lastTime - time) / 1000.0;
  82478. if (_this._hdrCurrentLuminance < outputLiminance + _this.hdrDecreaseRate * dt) {
  82479. outputLiminance += _this.hdrDecreaseRate * dt;
  82480. }
  82481. else if (_this._hdrCurrentLuminance > outputLiminance - _this.hdrIncreaseRate * dt) {
  82482. outputLiminance -= _this.hdrIncreaseRate * dt;
  82483. }
  82484. else {
  82485. outputLiminance = _this._hdrCurrentLuminance;
  82486. }
  82487. }
  82488. outputLiminance = BABYLON.Scalar.Clamp(outputLiminance, _this.hdrMinimumLuminance, 1e20);
  82489. effect.setFloat("averageLuminance", outputLiminance);
  82490. lastTime = time;
  82491. _this._currentDepthOfFieldSource = _this.hdrFinalPostProcess;
  82492. };
  82493. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDR", function () { return _this.hdrPostProcess; }, true));
  82494. };
  82495. // Create lens flare post-process
  82496. StandardRenderingPipeline.prototype._createLensFlarePostProcess = function (scene, ratio) {
  82497. var _this = this;
  82498. 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);
  82499. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLensFlare", function () { return _this.lensFlarePostProcess; }, true));
  82500. this._createBlurPostProcesses(scene, ratio / 4, 2);
  82501. 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);
  82502. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLensFlareCompose", function () { return _this.lensFlareComposePostProcess; }, true));
  82503. var resolution = new BABYLON.Vector2(0, 0);
  82504. // Lens flare
  82505. this.lensFlarePostProcess.onApply = function (effect) {
  82506. effect.setTextureFromPostProcess("textureSampler", _this._bloomEnabled ? _this.blurHPostProcesses[0] : _this.originalPostProcess);
  82507. effect.setTexture("lensColorSampler", _this.lensColorTexture);
  82508. effect.setFloat("strength", _this.lensFlareStrength);
  82509. effect.setFloat("ghostDispersal", _this.lensFlareGhostDispersal);
  82510. effect.setFloat("haloWidth", _this.lensFlareHaloWidth);
  82511. // Shift
  82512. resolution.x = _this.lensFlarePostProcess.width;
  82513. resolution.y = _this.lensFlarePostProcess.height;
  82514. effect.setVector2("resolution", resolution);
  82515. effect.setFloat("distortionStrength", _this.lensFlareDistortionStrength);
  82516. };
  82517. // Compose
  82518. 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);
  82519. 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);
  82520. this.lensFlareComposePostProcess.onApply = function (effect) {
  82521. if (!_this._scene.activeCamera) {
  82522. return;
  82523. }
  82524. effect.setTextureFromPostProcess("otherSampler", _this._currentDepthOfFieldSource);
  82525. effect.setTexture("lensDirtSampler", _this.lensFlareDirtTexture);
  82526. effect.setTexture("lensStarSampler", _this.lensStarTexture);
  82527. // Lens start rotation matrix
  82528. var camerax = _this._scene.activeCamera.getViewMatrix().getRow(0);
  82529. var cameraz = _this._scene.activeCamera.getViewMatrix().getRow(2);
  82530. 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));
  82531. camRot *= 4.0;
  82532. 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);
  82533. var lensStarMatrix = scaleBias2.multiply(starRotation).multiply(scaleBias1);
  82534. effect.setMatrix("lensStarMatrix", lensStarMatrix);
  82535. _this._currentDepthOfFieldSource = _this.lensFlareFinalPostProcess;
  82536. };
  82537. };
  82538. // Create depth-of-field post-process
  82539. StandardRenderingPipeline.prototype._createDepthOfFieldPostProcess = function (scene, ratio) {
  82540. var _this = this;
  82541. 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);
  82542. this.depthOfFieldPostProcess.onApply = function (effect) {
  82543. effect.setTextureFromPostProcess("otherSampler", _this._currentDepthOfFieldSource);
  82544. effect.setTexture("depthSampler", _this._getDepthTexture());
  82545. effect.setFloat("distance", _this.depthOfFieldDistance);
  82546. };
  82547. // Add to pipeline
  82548. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRDepthOfField", function () { return _this.depthOfFieldPostProcess; }, true));
  82549. };
  82550. // Create motion blur post-process
  82551. StandardRenderingPipeline.prototype._createMotionBlurPostProcess = function (scene, ratio) {
  82552. var _this = this;
  82553. 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);
  82554. var motionScale = 0;
  82555. var prevViewProjection = BABYLON.Matrix.Identity();
  82556. var invViewProjection = BABYLON.Matrix.Identity();
  82557. var viewProjection = BABYLON.Matrix.Identity();
  82558. var screenSize = BABYLON.Vector2.Zero();
  82559. this.motionBlurPostProcess.onApply = function (effect) {
  82560. viewProjection = scene.getProjectionMatrix().multiply(scene.getViewMatrix());
  82561. viewProjection.invertToRef(invViewProjection);
  82562. effect.setMatrix("inverseViewProjection", invViewProjection);
  82563. effect.setMatrix("prevViewProjection", prevViewProjection);
  82564. prevViewProjection = viewProjection;
  82565. screenSize.x = _this.motionBlurPostProcess.width;
  82566. screenSize.y = _this.motionBlurPostProcess.height;
  82567. effect.setVector2("screenSize", screenSize);
  82568. motionScale = scene.getEngine().getFps() / 60.0;
  82569. effect.setFloat("motionScale", motionScale);
  82570. effect.setFloat("motionStrength", _this.motionStrength);
  82571. effect.setTexture("depthSampler", _this._getDepthTexture());
  82572. };
  82573. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRMotionBlur", function () { return _this.motionBlurPostProcess; }, true));
  82574. };
  82575. StandardRenderingPipeline.prototype._getDepthTexture = function () {
  82576. if (this._scene.getEngine().getCaps().drawBuffersExtension) {
  82577. var renderer = this._scene.enableGeometryBufferRenderer();
  82578. return renderer.getGBuffer().textures[0];
  82579. }
  82580. return this._scene.enableDepthRenderer().getDepthMap();
  82581. };
  82582. StandardRenderingPipeline.prototype._disposePostProcesses = function () {
  82583. for (var i = 0; i < this._cameras.length; i++) {
  82584. var camera = this._cameras[i];
  82585. if (this.originalPostProcess) {
  82586. this.originalPostProcess.dispose(camera);
  82587. }
  82588. if (this.downSampleX4PostProcess) {
  82589. this.downSampleX4PostProcess.dispose(camera);
  82590. }
  82591. if (this.brightPassPostProcess) {
  82592. this.brightPassPostProcess.dispose(camera);
  82593. }
  82594. if (this.textureAdderPostProcess) {
  82595. this.textureAdderPostProcess.dispose(camera);
  82596. }
  82597. if (this.textureAdderFinalPostProcess) {
  82598. this.textureAdderFinalPostProcess.dispose(camera);
  82599. }
  82600. if (this.volumetricLightPostProcess) {
  82601. this.volumetricLightPostProcess.dispose(camera);
  82602. }
  82603. if (this.volumetricLightSmoothXPostProcess) {
  82604. this.volumetricLightSmoothXPostProcess.dispose(camera);
  82605. }
  82606. if (this.volumetricLightSmoothYPostProcess) {
  82607. this.volumetricLightSmoothYPostProcess.dispose(camera);
  82608. }
  82609. if (this.volumetricLightMergePostProces) {
  82610. this.volumetricLightMergePostProces.dispose(camera);
  82611. }
  82612. if (this.volumetricLightFinalPostProcess) {
  82613. this.volumetricLightFinalPostProcess.dispose(camera);
  82614. }
  82615. if (this.lensFlarePostProcess) {
  82616. this.lensFlarePostProcess.dispose(camera);
  82617. }
  82618. if (this.lensFlareComposePostProcess) {
  82619. this.lensFlareComposePostProcess.dispose(camera);
  82620. }
  82621. for (var j = 0; j < this.luminanceDownSamplePostProcesses.length; j++) {
  82622. this.luminanceDownSamplePostProcesses[j].dispose(camera);
  82623. }
  82624. if (this.luminancePostProcess) {
  82625. this.luminancePostProcess.dispose(camera);
  82626. }
  82627. if (this.hdrPostProcess) {
  82628. this.hdrPostProcess.dispose(camera);
  82629. }
  82630. if (this.hdrFinalPostProcess) {
  82631. this.hdrFinalPostProcess.dispose(camera);
  82632. }
  82633. if (this.depthOfFieldPostProcess) {
  82634. this.depthOfFieldPostProcess.dispose(camera);
  82635. }
  82636. if (this.motionBlurPostProcess) {
  82637. this.motionBlurPostProcess.dispose(camera);
  82638. }
  82639. if (this.fxaaPostProcess) {
  82640. this.fxaaPostProcess.dispose(camera);
  82641. }
  82642. for (var j = 0; j < this.blurHPostProcesses.length; j++) {
  82643. this.blurHPostProcesses[j].dispose(camera);
  82644. }
  82645. for (var j = 0; j < this.blurVPostProcesses.length; j++) {
  82646. this.blurVPostProcesses[j].dispose(camera);
  82647. }
  82648. }
  82649. this.originalPostProcess = null;
  82650. this.downSampleX4PostProcess = null;
  82651. this.brightPassPostProcess = null;
  82652. this.textureAdderPostProcess = null;
  82653. this.textureAdderFinalPostProcess = null;
  82654. this.volumetricLightPostProcess = null;
  82655. this.volumetricLightSmoothXPostProcess = null;
  82656. this.volumetricLightSmoothYPostProcess = null;
  82657. this.volumetricLightMergePostProces = null;
  82658. this.volumetricLightFinalPostProcess = null;
  82659. this.lensFlarePostProcess = null;
  82660. this.lensFlareComposePostProcess = null;
  82661. this.luminancePostProcess = null;
  82662. this.hdrPostProcess = null;
  82663. this.hdrFinalPostProcess = null;
  82664. this.depthOfFieldPostProcess = null;
  82665. this.motionBlurPostProcess = null;
  82666. this.fxaaPostProcess = null;
  82667. this.luminanceDownSamplePostProcesses = [];
  82668. this.blurHPostProcesses = [];
  82669. this.blurVPostProcesses = [];
  82670. };
  82671. /**
  82672. * Dispose of the pipeline and stop all post processes
  82673. */
  82674. StandardRenderingPipeline.prototype.dispose = function () {
  82675. this._disposePostProcesses();
  82676. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);
  82677. _super.prototype.dispose.call(this);
  82678. };
  82679. /**
  82680. * Serialize the rendering pipeline (Used when exporting)
  82681. * @returns the serialized object
  82682. */
  82683. StandardRenderingPipeline.prototype.serialize = function () {
  82684. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  82685. if (this.sourceLight) {
  82686. serializationObject.sourceLightId = this.sourceLight.id;
  82687. }
  82688. serializationObject.customType = "StandardRenderingPipeline";
  82689. return serializationObject;
  82690. };
  82691. /**
  82692. * Parse the serialized pipeline
  82693. * @param source Source pipeline.
  82694. * @param scene The scene to load the pipeline to.
  82695. * @param rootUrl The URL of the serialized pipeline.
  82696. * @returns An instantiated pipeline from the serialized object.
  82697. */
  82698. StandardRenderingPipeline.Parse = function (source, scene, rootUrl) {
  82699. var p = BABYLON.SerializationHelper.Parse(function () { return new StandardRenderingPipeline(source._name, scene, source._ratio); }, source, scene, rootUrl);
  82700. if (source.sourceLightId) {
  82701. p.sourceLight = scene.getLightByID(source.sourceLightId);
  82702. }
  82703. return p;
  82704. };
  82705. // Luminance steps
  82706. StandardRenderingPipeline.LuminanceSteps = 6;
  82707. __decorate([
  82708. BABYLON.serialize()
  82709. ], StandardRenderingPipeline.prototype, "brightThreshold", void 0);
  82710. __decorate([
  82711. BABYLON.serialize()
  82712. ], StandardRenderingPipeline.prototype, "blurWidth", void 0);
  82713. __decorate([
  82714. BABYLON.serialize()
  82715. ], StandardRenderingPipeline.prototype, "horizontalBlur", void 0);
  82716. __decorate([
  82717. BABYLON.serialize()
  82718. ], StandardRenderingPipeline.prototype, "exposure", void 0);
  82719. __decorate([
  82720. BABYLON.serializeAsTexture("lensTexture")
  82721. ], StandardRenderingPipeline.prototype, "lensTexture", void 0);
  82722. __decorate([
  82723. BABYLON.serialize()
  82724. ], StandardRenderingPipeline.prototype, "volumetricLightCoefficient", void 0);
  82725. __decorate([
  82726. BABYLON.serialize()
  82727. ], StandardRenderingPipeline.prototype, "volumetricLightPower", void 0);
  82728. __decorate([
  82729. BABYLON.serialize()
  82730. ], StandardRenderingPipeline.prototype, "volumetricLightBlurScale", void 0);
  82731. __decorate([
  82732. BABYLON.serialize()
  82733. ], StandardRenderingPipeline.prototype, "hdrMinimumLuminance", void 0);
  82734. __decorate([
  82735. BABYLON.serialize()
  82736. ], StandardRenderingPipeline.prototype, "hdrDecreaseRate", void 0);
  82737. __decorate([
  82738. BABYLON.serialize()
  82739. ], StandardRenderingPipeline.prototype, "hdrIncreaseRate", void 0);
  82740. __decorate([
  82741. BABYLON.serializeAsTexture("lensColorTexture")
  82742. ], StandardRenderingPipeline.prototype, "lensColorTexture", void 0);
  82743. __decorate([
  82744. BABYLON.serialize()
  82745. ], StandardRenderingPipeline.prototype, "lensFlareStrength", void 0);
  82746. __decorate([
  82747. BABYLON.serialize()
  82748. ], StandardRenderingPipeline.prototype, "lensFlareGhostDispersal", void 0);
  82749. __decorate([
  82750. BABYLON.serialize()
  82751. ], StandardRenderingPipeline.prototype, "lensFlareHaloWidth", void 0);
  82752. __decorate([
  82753. BABYLON.serialize()
  82754. ], StandardRenderingPipeline.prototype, "lensFlareDistortionStrength", void 0);
  82755. __decorate([
  82756. BABYLON.serializeAsTexture("lensStarTexture")
  82757. ], StandardRenderingPipeline.prototype, "lensStarTexture", void 0);
  82758. __decorate([
  82759. BABYLON.serializeAsTexture("lensFlareDirtTexture")
  82760. ], StandardRenderingPipeline.prototype, "lensFlareDirtTexture", void 0);
  82761. __decorate([
  82762. BABYLON.serialize()
  82763. ], StandardRenderingPipeline.prototype, "depthOfFieldDistance", void 0);
  82764. __decorate([
  82765. BABYLON.serialize()
  82766. ], StandardRenderingPipeline.prototype, "depthOfFieldBlurWidth", void 0);
  82767. __decorate([
  82768. BABYLON.serialize()
  82769. ], StandardRenderingPipeline.prototype, "motionStrength", void 0);
  82770. __decorate([
  82771. BABYLON.serialize()
  82772. ], StandardRenderingPipeline.prototype, "_ratio", void 0);
  82773. __decorate([
  82774. BABYLON.serialize()
  82775. ], StandardRenderingPipeline.prototype, "BloomEnabled", null);
  82776. __decorate([
  82777. BABYLON.serialize()
  82778. ], StandardRenderingPipeline.prototype, "DepthOfFieldEnabled", null);
  82779. __decorate([
  82780. BABYLON.serialize()
  82781. ], StandardRenderingPipeline.prototype, "LensFlareEnabled", null);
  82782. __decorate([
  82783. BABYLON.serialize()
  82784. ], StandardRenderingPipeline.prototype, "HDREnabled", null);
  82785. __decorate([
  82786. BABYLON.serialize()
  82787. ], StandardRenderingPipeline.prototype, "VLSEnabled", null);
  82788. __decorate([
  82789. BABYLON.serialize()
  82790. ], StandardRenderingPipeline.prototype, "MotionBlurEnabled", null);
  82791. __decorate([
  82792. BABYLON.serialize()
  82793. ], StandardRenderingPipeline.prototype, "fxaaEnabled", null);
  82794. __decorate([
  82795. BABYLON.serialize()
  82796. ], StandardRenderingPipeline.prototype, "volumetricLightStepsCount", null);
  82797. __decorate([
  82798. BABYLON.serialize()
  82799. ], StandardRenderingPipeline.prototype, "motionBlurSamples", null);
  82800. __decorate([
  82801. BABYLON.serialize()
  82802. ], StandardRenderingPipeline.prototype, "samples", null);
  82803. return StandardRenderingPipeline;
  82804. }(BABYLON.PostProcessRenderPipeline));
  82805. BABYLON.StandardRenderingPipeline = StandardRenderingPipeline;
  82806. })(BABYLON || (BABYLON = {}));
  82807. //# sourceMappingURL=babylon.standardRenderingPipeline.js.map
  82808. var BABYLON;
  82809. (function (BABYLON) {
  82810. var FxaaPostProcess = /** @class */ (function (_super) {
  82811. __extends(FxaaPostProcess, _super);
  82812. function FxaaPostProcess(name, options, camera, samplingMode, engine, reusable, textureType) {
  82813. if (camera === void 0) { camera = null; }
  82814. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  82815. var _this = _super.call(this, name, "fxaa", ["texelSize"], null, options, camera, samplingMode || BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, reusable, null, textureType, "fxaa", undefined, true) || this;
  82816. var defines = _this._getDefines();
  82817. _this.updateEffect(defines);
  82818. _this.onApplyObservable.add(function (effect) {
  82819. var texelSize = _this.texelSize;
  82820. effect.setFloat2("texelSize", texelSize.x, texelSize.y);
  82821. });
  82822. return _this;
  82823. }
  82824. FxaaPostProcess.prototype._getDefines = function () {
  82825. var engine = this.getEngine();
  82826. if (!engine) {
  82827. return null;
  82828. }
  82829. var glInfo = engine.getGlInfo();
  82830. if (glInfo && glInfo.renderer && glInfo.renderer.toLowerCase().indexOf("mali") > -1) {
  82831. return "#define MALI 1\n";
  82832. }
  82833. return null;
  82834. };
  82835. return FxaaPostProcess;
  82836. }(BABYLON.PostProcess));
  82837. BABYLON.FxaaPostProcess = FxaaPostProcess;
  82838. })(BABYLON || (BABYLON = {}));
  82839. //# sourceMappingURL=babylon.fxaaPostProcess.js.map
  82840. var BABYLON;
  82841. (function (BABYLON) {
  82842. /**
  82843. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  82844. */
  82845. var ChromaticAberrationPostProcess = /** @class */ (function (_super) {
  82846. __extends(ChromaticAberrationPostProcess, _super);
  82847. /**
  82848. * Creates a new instance ChromaticAberrationPostProcess
  82849. * @param name The name of the effect.
  82850. * @param screenWidth The width of the screen to apply the effect on.
  82851. * @param screenHeight The height of the screen to apply the effect on.
  82852. * @param options The required width/height ratio to downsize to before computing the render pass.
  82853. * @param camera The camera to apply the render pass to.
  82854. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  82855. * @param engine The engine which the post process will be applied. (default: current engine)
  82856. * @param reusable If the post process can be reused on the same frame. (default: false)
  82857. * @param textureType Type of textures used when performing the post process. (default: 0)
  82858. * @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)
  82859. */
  82860. function ChromaticAberrationPostProcess(name, screenWidth, screenHeight, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  82861. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  82862. if (blockCompilation === void 0) { blockCompilation = false; }
  82863. 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;
  82864. /**
  82865. * The amount of seperation of rgb channels (default: 30)
  82866. */
  82867. _this.aberrationAmount = 30;
  82868. /**
  82869. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  82870. */
  82871. _this.radialIntensity = 0;
  82872. /**
  82873. * 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))
  82874. */
  82875. _this.direction = new BABYLON.Vector2(0.707, 0.707);
  82876. /**
  82877. * 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))
  82878. */
  82879. _this.centerPosition = new BABYLON.Vector2(0.5, 0.5);
  82880. _this.onApplyObservable.add(function (effect) {
  82881. effect.setFloat('chromatic_aberration', _this.aberrationAmount);
  82882. effect.setFloat('screen_width', screenWidth);
  82883. effect.setFloat('screen_height', screenHeight);
  82884. effect.setFloat('radialIntensity', _this.radialIntensity);
  82885. effect.setFloat2('direction', _this.direction.x, _this.direction.y);
  82886. effect.setFloat2('centerPosition', _this.centerPosition.x, _this.centerPosition.y);
  82887. });
  82888. return _this;
  82889. }
  82890. return ChromaticAberrationPostProcess;
  82891. }(BABYLON.PostProcess));
  82892. BABYLON.ChromaticAberrationPostProcess = ChromaticAberrationPostProcess;
  82893. })(BABYLON || (BABYLON = {}));
  82894. //# sourceMappingURL=babylon.chromaticAberrationPostProcess.js.map
  82895. var BABYLON;
  82896. (function (BABYLON) {
  82897. /**
  82898. * The GrainPostProcess adds noise to the image at mid luminance levels
  82899. */
  82900. var GrainPostProcess = /** @class */ (function (_super) {
  82901. __extends(GrainPostProcess, _super);
  82902. /**
  82903. * Creates a new instance of @see GrainPostProcess
  82904. * @param name The name of the effect.
  82905. * @param options The required width/height ratio to downsize to before computing the render pass.
  82906. * @param camera The camera to apply the render pass to.
  82907. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  82908. * @param engine The engine which the post process will be applied. (default: current engine)
  82909. * @param reusable If the post process can be reused on the same frame. (default: false)
  82910. * @param textureType Type of textures used when performing the post process. (default: 0)
  82911. * @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)
  82912. */
  82913. function GrainPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  82914. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  82915. if (blockCompilation === void 0) { blockCompilation = false; }
  82916. var _this = _super.call(this, name, "grain", ["intensity", "animatedSeed"], [], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  82917. /**
  82918. * The intensity of the grain added (default: 30)
  82919. */
  82920. _this.intensity = 30;
  82921. /**
  82922. * If the grain should be randomized on every frame
  82923. */
  82924. _this.animated = false;
  82925. _this.onApplyObservable.add(function (effect) {
  82926. effect.setFloat('intensity', _this.intensity);
  82927. effect.setFloat('animatedSeed', _this.animated ? Math.random() + 1 : 1);
  82928. });
  82929. return _this;
  82930. }
  82931. return GrainPostProcess;
  82932. }(BABYLON.PostProcess));
  82933. BABYLON.GrainPostProcess = GrainPostProcess;
  82934. })(BABYLON || (BABYLON = {}));
  82935. //# sourceMappingURL=babylon.grainPostProcess.js.map
  82936. var BABYLON;
  82937. (function (BABYLON) {
  82938. /**
  82939. * The SharpenPostProcess applies a sharpen kernel to every pixel
  82940. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  82941. */
  82942. var SharpenPostProcess = /** @class */ (function (_super) {
  82943. __extends(SharpenPostProcess, _super);
  82944. /**
  82945. * Creates a new instance ConvolutionPostProcess
  82946. * @param name The name of the effect.
  82947. * @param options The required width/height ratio to downsize to before computing the render pass.
  82948. * @param camera The camera to apply the render pass to.
  82949. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  82950. * @param engine The engine which the post process will be applied. (default: current engine)
  82951. * @param reusable If the post process can be reused on the same frame. (default: false)
  82952. * @param textureType Type of textures used when performing the post process. (default: 0)
  82953. * @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)
  82954. */
  82955. function SharpenPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  82956. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  82957. if (blockCompilation === void 0) { blockCompilation = false; }
  82958. var _this = _super.call(this, name, "sharpen", ["sharpnessAmounts", "screenSize"], null, options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  82959. /**
  82960. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  82961. */
  82962. _this.colorAmount = 1.0;
  82963. /**
  82964. * How much sharpness should be applied (default: 0.3)
  82965. */
  82966. _this.edgeAmount = 0.3;
  82967. _this.onApply = function (effect) {
  82968. effect.setFloat2("screenSize", _this.width, _this.height);
  82969. effect.setFloat2("sharpnessAmounts", _this.edgeAmount, _this.colorAmount);
  82970. };
  82971. return _this;
  82972. }
  82973. return SharpenPostProcess;
  82974. }(BABYLON.PostProcess));
  82975. BABYLON.SharpenPostProcess = SharpenPostProcess;
  82976. })(BABYLON || (BABYLON = {}));
  82977. //# sourceMappingURL=babylon.sharpenPostProcess.js.map
  82978. var BABYLON;
  82979. (function (BABYLON) {
  82980. /**
  82981. * The Blur Post Process which blurs an image based on a kernel and direction.
  82982. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  82983. */
  82984. var BlurPostProcess = /** @class */ (function (_super) {
  82985. __extends(BlurPostProcess, _super);
  82986. /**
  82987. * Creates a new instance BlurPostProcess
  82988. * @param name The name of the effect.
  82989. * @param direction The direction in which to blur the image.
  82990. * @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.
  82991. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  82992. * @param camera The camera to apply the render pass to.
  82993. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  82994. * @param engine The engine which the post process will be applied. (default: current engine)
  82995. * @param reusable If the post process can be reused on the same frame. (default: false)
  82996. * @param textureType Type of textures used when performing the post process. (default: 0)
  82997. * @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)
  82998. */
  82999. function BlurPostProcess(name,
  83000. /** The direction in which to blur the image. */
  83001. direction, kernel, options, camera, samplingMode, engine, reusable, textureType, defines, blockCompilation) {
  83002. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  83003. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  83004. if (defines === void 0) { defines = ""; }
  83005. if (blockCompilation === void 0) { blockCompilation = false; }
  83006. 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;
  83007. _this.direction = direction;
  83008. _this.blockCompilation = blockCompilation;
  83009. _this._packedFloat = false;
  83010. _this._staticDefines = "";
  83011. _this._staticDefines = defines;
  83012. _this.onApplyObservable.add(function (effect) {
  83013. if (_this._outputTexture) {
  83014. effect.setFloat2('delta', (1 / _this._outputTexture.width) * _this.direction.x, (1 / _this._outputTexture.height) * _this.direction.y);
  83015. }
  83016. else {
  83017. effect.setFloat2('delta', (1 / _this.width) * _this.direction.x, (1 / _this.height) * _this.direction.y);
  83018. }
  83019. });
  83020. _this.kernel = kernel;
  83021. return _this;
  83022. }
  83023. Object.defineProperty(BlurPostProcess.prototype, "kernel", {
  83024. /**
  83025. * Gets the length in pixels of the blur sample region
  83026. */
  83027. get: function () {
  83028. return this._idealKernel;
  83029. },
  83030. /**
  83031. * Sets the length in pixels of the blur sample region
  83032. */
  83033. set: function (v) {
  83034. if (this._idealKernel === v) {
  83035. return;
  83036. }
  83037. v = Math.max(v, 1);
  83038. this._idealKernel = v;
  83039. this._kernel = this._nearestBestKernel(v);
  83040. if (!this.blockCompilation) {
  83041. this._updateParameters();
  83042. }
  83043. },
  83044. enumerable: true,
  83045. configurable: true
  83046. });
  83047. Object.defineProperty(BlurPostProcess.prototype, "packedFloat", {
  83048. /**
  83049. * Gets wether or not the blur is unpacking/repacking floats
  83050. */
  83051. get: function () {
  83052. return this._packedFloat;
  83053. },
  83054. /**
  83055. * Sets wether or not the blur needs to unpack/repack floats
  83056. */
  83057. set: function (v) {
  83058. if (this._packedFloat === v) {
  83059. return;
  83060. }
  83061. this._packedFloat = v;
  83062. if (!this.blockCompilation) {
  83063. this._updateParameters();
  83064. }
  83065. },
  83066. enumerable: true,
  83067. configurable: true
  83068. });
  83069. /**
  83070. * Updates the effect with the current post process compile time values and recompiles the shader.
  83071. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  83072. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  83073. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  83074. * @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
  83075. * @param onCompiled Called when the shader has been compiled.
  83076. * @param onError Called if there is an error when compiling a shader.
  83077. */
  83078. BlurPostProcess.prototype.updateEffect = function (defines, uniforms, samplers, indexParameters, onCompiled, onError) {
  83079. if (defines === void 0) { defines = null; }
  83080. if (uniforms === void 0) { uniforms = null; }
  83081. if (samplers === void 0) { samplers = null; }
  83082. this._updateParameters(onCompiled, onError);
  83083. };
  83084. BlurPostProcess.prototype._updateParameters = function (onCompiled, onError) {
  83085. // Generate sampling offsets and weights
  83086. var N = this._kernel;
  83087. var centerIndex = (N - 1) / 2;
  83088. // Generate Gaussian sampling weights over kernel
  83089. var offsets = [];
  83090. var weights = [];
  83091. var totalWeight = 0;
  83092. for (var i = 0; i < N; i++) {
  83093. var u = i / (N - 1);
  83094. var w = this._gaussianWeight(u * 2.0 - 1);
  83095. offsets[i] = (i - centerIndex);
  83096. weights[i] = w;
  83097. totalWeight += w;
  83098. }
  83099. // Normalize weights
  83100. for (var i = 0; i < weights.length; i++) {
  83101. weights[i] /= totalWeight;
  83102. }
  83103. // Optimize: combine samples to take advantage of hardware linear sampling
  83104. // Walk from left to center, combining pairs (symmetrically)
  83105. var linearSamplingWeights = [];
  83106. var linearSamplingOffsets = [];
  83107. var linearSamplingMap = [];
  83108. for (var i = 0; i <= centerIndex; i += 2) {
  83109. var j = Math.min(i + 1, Math.floor(centerIndex));
  83110. var singleCenterSample = i === j;
  83111. if (singleCenterSample) {
  83112. linearSamplingMap.push({ o: offsets[i], w: weights[i] });
  83113. }
  83114. else {
  83115. var sharedCell = j === centerIndex;
  83116. var weightLinear = (weights[i] + weights[j] * (sharedCell ? .5 : 1.));
  83117. var offsetLinear = offsets[i] + 1 / (1 + weights[i] / weights[j]);
  83118. if (offsetLinear === 0) {
  83119. linearSamplingMap.push({ o: offsets[i], w: weights[i] });
  83120. linearSamplingMap.push({ o: offsets[i + 1], w: weights[i + 1] });
  83121. }
  83122. else {
  83123. linearSamplingMap.push({ o: offsetLinear, w: weightLinear });
  83124. linearSamplingMap.push({ o: -offsetLinear, w: weightLinear });
  83125. }
  83126. }
  83127. }
  83128. for (var i = 0; i < linearSamplingMap.length; i++) {
  83129. linearSamplingOffsets[i] = linearSamplingMap[i].o;
  83130. linearSamplingWeights[i] = linearSamplingMap[i].w;
  83131. }
  83132. // Replace with optimized
  83133. offsets = linearSamplingOffsets;
  83134. weights = linearSamplingWeights;
  83135. // Generate shaders
  83136. var maxVaryingRows = this.getEngine().getCaps().maxVaryingVectors;
  83137. var freeVaryingVec2 = Math.max(maxVaryingRows, 0.) - 1; // Because of sampleCenter
  83138. var varyingCount = Math.min(offsets.length, freeVaryingVec2);
  83139. var defines = "";
  83140. defines += this._staticDefines;
  83141. // The DOF fragment should ignore the center pixel when looping as it is handled manualy in the fragment shader.
  83142. if (this._staticDefines.indexOf("DOF") != -1) {
  83143. defines += "#define CENTER_WEIGHT " + this._glslFloat(weights[varyingCount - 1]) + "\r\n";
  83144. varyingCount--;
  83145. }
  83146. for (var i = 0; i < varyingCount; i++) {
  83147. defines += "#define KERNEL_OFFSET" + i + " " + this._glslFloat(offsets[i]) + "\r\n";
  83148. defines += "#define KERNEL_WEIGHT" + i + " " + this._glslFloat(weights[i]) + "\r\n";
  83149. }
  83150. var depCount = 0;
  83151. for (var i = freeVaryingVec2; i < offsets.length; i++) {
  83152. defines += "#define KERNEL_DEP_OFFSET" + depCount + " " + this._glslFloat(offsets[i]) + "\r\n";
  83153. defines += "#define KERNEL_DEP_WEIGHT" + depCount + " " + this._glslFloat(weights[i]) + "\r\n";
  83154. depCount++;
  83155. }
  83156. if (this.packedFloat) {
  83157. defines += "#define PACKEDFLOAT 1";
  83158. }
  83159. this.blockCompilation = false;
  83160. _super.prototype.updateEffect.call(this, defines, null, null, {
  83161. varyingCount: varyingCount,
  83162. depCount: depCount
  83163. }, onCompiled, onError);
  83164. };
  83165. /**
  83166. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  83167. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  83168. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  83169. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  83170. * The gaps between physical kernels are compensated for in the weighting of the samples
  83171. * @param idealKernel Ideal blur kernel.
  83172. * @return Nearest best kernel.
  83173. */
  83174. BlurPostProcess.prototype._nearestBestKernel = function (idealKernel) {
  83175. var v = Math.round(idealKernel);
  83176. for (var _i = 0, _a = [v, v - 1, v + 1, v - 2, v + 2]; _i < _a.length; _i++) {
  83177. var k = _a[_i];
  83178. if (((k % 2) !== 0) && ((Math.floor(k / 2) % 2) === 0) && k > 0) {
  83179. return Math.max(k, 3);
  83180. }
  83181. }
  83182. return Math.max(v, 3);
  83183. };
  83184. /**
  83185. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  83186. * @param x The point on the Gaussian distribution to sample.
  83187. * @return the value of the Gaussian function at x.
  83188. */
  83189. BlurPostProcess.prototype._gaussianWeight = function (x) {
  83190. //reference: Engine/ImageProcessingBlur.cpp #dcc760
  83191. // We are evaluating the Gaussian (normal) distribution over a kernel parameter space of [-1,1],
  83192. // so we truncate at three standard deviations by setting stddev (sigma) to 1/3.
  83193. // The choice of 3-sigma truncation is common but arbitrary, and means that the signal is
  83194. // truncated at around 1.3% of peak strength.
  83195. //the distribution is scaled to account for the difference between the actual kernel size and the requested kernel size
  83196. var sigma = (1 / 3);
  83197. var denominator = Math.sqrt(2.0 * Math.PI) * sigma;
  83198. var exponent = -((x * x) / (2.0 * sigma * sigma));
  83199. var weight = (1.0 / denominator) * Math.exp(exponent);
  83200. return weight;
  83201. };
  83202. /**
  83203. * Generates a string that can be used as a floating point number in GLSL.
  83204. * @param x Value to print.
  83205. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  83206. * @return GLSL float string.
  83207. */
  83208. BlurPostProcess.prototype._glslFloat = function (x, decimalFigures) {
  83209. if (decimalFigures === void 0) { decimalFigures = 8; }
  83210. return x.toFixed(decimalFigures).replace(/0+$/, '');
  83211. };
  83212. return BlurPostProcess;
  83213. }(BABYLON.PostProcess));
  83214. BABYLON.BlurPostProcess = BlurPostProcess;
  83215. })(BABYLON || (BABYLON = {}));
  83216. //# sourceMappingURL=babylon.blurPostProcess.js.map
  83217. var BABYLON;
  83218. (function (BABYLON) {
  83219. /**
  83220. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  83221. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  83222. * based on samples that have a large difference in distance than the center pixel.
  83223. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  83224. */
  83225. var DepthOfFieldBlurPostProcess = /** @class */ (function (_super) {
  83226. __extends(DepthOfFieldBlurPostProcess, _super);
  83227. /**
  83228. * Creates a new instance CircleOfConfusionPostProcess
  83229. * @param name The name of the effect.
  83230. * @param scene The scene the effect belongs to.
  83231. * @param direction The direction the blur should be applied.
  83232. * @param kernel The size of the kernel used to blur.
  83233. * @param options The required width/height ratio to downsize to before computing the render pass.
  83234. * @param camera The camera to apply the render pass to.
  83235. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  83236. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  83237. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  83238. * @param engine The engine which the post process will be applied. (default: current engine)
  83239. * @param reusable If the post process can be reused on the same frame. (default: false)
  83240. * @param textureType Type of textures used when performing the post process. (default: 0)
  83241. * @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)
  83242. */
  83243. function DepthOfFieldBlurPostProcess(name, scene, direction, kernel, options, camera, circleOfConfusion, imageToBlur, samplingMode, engine, reusable, textureType, blockCompilation) {
  83244. if (imageToBlur === void 0) { imageToBlur = null; }
  83245. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  83246. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  83247. if (blockCompilation === void 0) { blockCompilation = false; }
  83248. 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;
  83249. _this.direction = direction;
  83250. _this.onApplyObservable.add(function (effect) {
  83251. if (imageToBlur != null) {
  83252. effect.setTextureFromPostProcess("textureSampler", imageToBlur);
  83253. }
  83254. effect.setTextureFromPostProcessOutput("circleOfConfusionSampler", circleOfConfusion);
  83255. if (scene.activeCamera) {
  83256. effect.setFloat2('cameraMinMaxZ', scene.activeCamera.minZ, scene.activeCamera.maxZ);
  83257. }
  83258. });
  83259. return _this;
  83260. }
  83261. return DepthOfFieldBlurPostProcess;
  83262. }(BABYLON.BlurPostProcess));
  83263. BABYLON.DepthOfFieldBlurPostProcess = DepthOfFieldBlurPostProcess;
  83264. })(BABYLON || (BABYLON = {}));
  83265. //# sourceMappingURL=babylon.depthOfFieldBlurPostProcess.js.map
  83266. var BABYLON;
  83267. (function (BABYLON) {
  83268. /**
  83269. * Options to be set when merging outputs from the default pipeline.
  83270. */
  83271. var DepthOfFieldMergePostProcessOptions = /** @class */ (function () {
  83272. function DepthOfFieldMergePostProcessOptions() {
  83273. }
  83274. return DepthOfFieldMergePostProcessOptions;
  83275. }());
  83276. BABYLON.DepthOfFieldMergePostProcessOptions = DepthOfFieldMergePostProcessOptions;
  83277. /**
  83278. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  83279. */
  83280. var DepthOfFieldMergePostProcess = /** @class */ (function (_super) {
  83281. __extends(DepthOfFieldMergePostProcess, _super);
  83282. /**
  83283. * Creates a new instance of DepthOfFieldMergePostProcess
  83284. * @param name The name of the effect.
  83285. * @param originalFromInput Post process which's input will be used for the merge.
  83286. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  83287. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  83288. * @param options The required width/height ratio to downsize to before computing the render pass.
  83289. * @param camera The camera to apply the render pass to.
  83290. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  83291. * @param engine The engine which the post process will be applied. (default: current engine)
  83292. * @param reusable If the post process can be reused on the same frame. (default: false)
  83293. * @param textureType Type of textures used when performing the post process. (default: 0)
  83294. * @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)
  83295. */
  83296. function DepthOfFieldMergePostProcess(name, originalFromInput, circleOfConfusion, blurSteps, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  83297. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  83298. if (blockCompilation === void 0) { blockCompilation = false; }
  83299. var _this = _super.call(this, name, "depthOfFieldMerge", [], ["circleOfConfusionSampler", "blurStep0", "blurStep1", "blurStep2"], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, true) || this;
  83300. _this.blurSteps = blurSteps;
  83301. _this.onApplyObservable.add(function (effect) {
  83302. effect.setTextureFromPostProcess("textureSampler", originalFromInput);
  83303. effect.setTextureFromPostProcessOutput("circleOfConfusionSampler", circleOfConfusion);
  83304. blurSteps.forEach(function (step, index) {
  83305. effect.setTextureFromPostProcessOutput("blurStep" + (blurSteps.length - index - 1), step);
  83306. });
  83307. });
  83308. if (!blockCompilation) {
  83309. _this.updateEffect();
  83310. }
  83311. return _this;
  83312. }
  83313. /**
  83314. * Updates the effect with the current post process compile time values and recompiles the shader.
  83315. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  83316. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  83317. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  83318. * @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
  83319. * @param onCompiled Called when the shader has been compiled.
  83320. * @param onError Called if there is an error when compiling a shader.
  83321. */
  83322. DepthOfFieldMergePostProcess.prototype.updateEffect = function (defines, uniforms, samplers, indexParameters, onCompiled, onError) {
  83323. if (defines === void 0) { defines = null; }
  83324. if (uniforms === void 0) { uniforms = null; }
  83325. if (samplers === void 0) { samplers = null; }
  83326. if (!defines) {
  83327. defines = "";
  83328. defines += "#define BLUR_LEVEL " + (this.blurSteps.length - 1) + "\n";
  83329. }
  83330. _super.prototype.updateEffect.call(this, defines, uniforms, samplers, indexParameters, onCompiled, onError);
  83331. };
  83332. return DepthOfFieldMergePostProcess;
  83333. }(BABYLON.PostProcess));
  83334. BABYLON.DepthOfFieldMergePostProcess = DepthOfFieldMergePostProcess;
  83335. })(BABYLON || (BABYLON = {}));
  83336. //# sourceMappingURL=babylon.depthOfFieldMergePostProcess.js.map
  83337. var BABYLON;
  83338. (function (BABYLON) {
  83339. /**
  83340. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  83341. */
  83342. var CircleOfConfusionPostProcess = /** @class */ (function (_super) {
  83343. __extends(CircleOfConfusionPostProcess, _super);
  83344. /**
  83345. * Creates a new instance CircleOfConfusionPostProcess
  83346. * @param name The name of the effect.
  83347. * @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.
  83348. * @param options The required width/height ratio to downsize to before computing the render pass.
  83349. * @param camera The camera to apply the render pass to.
  83350. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  83351. * @param engine The engine which the post process will be applied. (default: current engine)
  83352. * @param reusable If the post process can be reused on the same frame. (default: false)
  83353. * @param textureType Type of textures used when performing the post process. (default: 0)
  83354. * @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)
  83355. */
  83356. function CircleOfConfusionPostProcess(name, depthTexture, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  83357. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  83358. if (blockCompilation === void 0) { blockCompilation = false; }
  83359. var _this = _super.call(this, name, "circleOfConfusion", ["cameraMinMaxZ", "focusDistance", "cocPrecalculation"], ["depthSampler"], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  83360. /**
  83361. * 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.
  83362. */
  83363. _this.lensSize = 50;
  83364. /**
  83365. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  83366. */
  83367. _this.fStop = 1.4;
  83368. /**
  83369. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  83370. */
  83371. _this.focusDistance = 2000;
  83372. /**
  83373. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  83374. */
  83375. _this.focalLength = 50;
  83376. _this._depthTexture = null;
  83377. _this._depthTexture = depthTexture;
  83378. _this.onApplyObservable.add(function (effect) {
  83379. if (!_this._depthTexture) {
  83380. BABYLON.Tools.Warn("No depth texture set on CircleOfConfusionPostProcess");
  83381. return;
  83382. }
  83383. effect.setTexture("depthSampler", _this._depthTexture);
  83384. // Circle of confusion calculation, See https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch23.html
  83385. var aperture = _this.lensSize / _this.fStop;
  83386. var cocPrecalculation = ((aperture * _this.focalLength) / ((_this.focusDistance - _this.focalLength))); // * ((this.focusDistance - pixelDistance)/pixelDistance) [This part is done in shader]
  83387. effect.setFloat('focusDistance', _this.focusDistance);
  83388. effect.setFloat('cocPrecalculation', cocPrecalculation);
  83389. effect.setFloat2('cameraMinMaxZ', _this._depthTexture.activeCamera.minZ, _this._depthTexture.activeCamera.maxZ);
  83390. });
  83391. return _this;
  83392. }
  83393. Object.defineProperty(CircleOfConfusionPostProcess.prototype, "depthTexture", {
  83394. /**
  83395. * 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.
  83396. */
  83397. set: function (value) {
  83398. this._depthTexture = value;
  83399. },
  83400. enumerable: true,
  83401. configurable: true
  83402. });
  83403. return CircleOfConfusionPostProcess;
  83404. }(BABYLON.PostProcess));
  83405. BABYLON.CircleOfConfusionPostProcess = CircleOfConfusionPostProcess;
  83406. })(BABYLON || (BABYLON = {}));
  83407. //# sourceMappingURL=babylon.circleOfConfusionPostProcess.js.map
  83408. var BABYLON;
  83409. (function (BABYLON) {
  83410. /**
  83411. * Specifies the level of max blur that should be applied when using the depth of field effect
  83412. */
  83413. var DepthOfFieldEffectBlurLevel;
  83414. (function (DepthOfFieldEffectBlurLevel) {
  83415. /**
  83416. * Subtle blur
  83417. */
  83418. DepthOfFieldEffectBlurLevel[DepthOfFieldEffectBlurLevel["Low"] = 0] = "Low";
  83419. /**
  83420. * Medium blur
  83421. */
  83422. DepthOfFieldEffectBlurLevel[DepthOfFieldEffectBlurLevel["Medium"] = 1] = "Medium";
  83423. /**
  83424. * Large blur
  83425. */
  83426. DepthOfFieldEffectBlurLevel[DepthOfFieldEffectBlurLevel["High"] = 2] = "High";
  83427. })(DepthOfFieldEffectBlurLevel = BABYLON.DepthOfFieldEffectBlurLevel || (BABYLON.DepthOfFieldEffectBlurLevel = {}));
  83428. ;
  83429. /**
  83430. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  83431. */
  83432. var DepthOfFieldEffect = /** @class */ (function (_super) {
  83433. __extends(DepthOfFieldEffect, _super);
  83434. /**
  83435. * Creates a new instance DepthOfFieldEffect
  83436. * @param scene The scene the effect belongs to.
  83437. * @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.
  83438. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  83439. * @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)
  83440. */
  83441. function DepthOfFieldEffect(scene, depthTexture, blurLevel, pipelineTextureType, blockCompilation) {
  83442. if (blurLevel === void 0) { blurLevel = DepthOfFieldEffectBlurLevel.Low; }
  83443. if (pipelineTextureType === void 0) { pipelineTextureType = 0; }
  83444. if (blockCompilation === void 0) { blockCompilation = false; }
  83445. var _this = _super.call(this, scene.getEngine(), "depth of field", function () {
  83446. return _this._effects;
  83447. }, true) || this;
  83448. /**
  83449. * @hidden Internal post processes in depth of field effect
  83450. */
  83451. _this._effects = [];
  83452. // Circle of confusion value for each pixel is used to determine how much to blur that pixel
  83453. _this._circleOfConfusion = new BABYLON.CircleOfConfusionPostProcess("circleOfConfusion", depthTexture, 1, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  83454. // 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)
  83455. // Blur the image but do not blur on sharp far to near distance changes to avoid bleeding artifacts
  83456. // See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  83457. _this._depthOfFieldBlurY = [];
  83458. _this._depthOfFieldBlurX = [];
  83459. var blurCount = 1;
  83460. var kernelSize = 15;
  83461. switch (blurLevel) {
  83462. case DepthOfFieldEffectBlurLevel.High: {
  83463. blurCount = 3;
  83464. kernelSize = 51;
  83465. break;
  83466. }
  83467. case DepthOfFieldEffectBlurLevel.Medium: {
  83468. blurCount = 2;
  83469. kernelSize = 31;
  83470. break;
  83471. }
  83472. default: {
  83473. kernelSize = 15;
  83474. blurCount = 1;
  83475. break;
  83476. }
  83477. }
  83478. var adjustedKernelSize = kernelSize / Math.pow(2, blurCount - 1);
  83479. var ratio = 1.0;
  83480. for (var i = 0; i < blurCount; i++) {
  83481. 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);
  83482. blurY.autoClear = false;
  83483. ratio = 0.75 / Math.pow(2, i);
  83484. 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);
  83485. blurX.autoClear = false;
  83486. _this._depthOfFieldBlurY.push(blurY);
  83487. _this._depthOfFieldBlurX.push(blurX);
  83488. }
  83489. // Set all post processes on the effect.
  83490. _this._effects = [_this._circleOfConfusion];
  83491. for (var i = 0; i < _this._depthOfFieldBlurX.length; i++) {
  83492. _this._effects.push(_this._depthOfFieldBlurY[i]);
  83493. _this._effects.push(_this._depthOfFieldBlurX[i]);
  83494. }
  83495. // Merge blurred images with original image based on circleOfConfusion
  83496. _this._dofMerge = new BABYLON.DepthOfFieldMergePostProcess("dofMerge", _this._circleOfConfusion, _this._circleOfConfusion, _this._depthOfFieldBlurX, ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  83497. _this._dofMerge.autoClear = false;
  83498. _this._effects.push(_this._dofMerge);
  83499. return _this;
  83500. }
  83501. Object.defineProperty(DepthOfFieldEffect.prototype, "focalLength", {
  83502. get: function () {
  83503. return this._circleOfConfusion.focalLength;
  83504. },
  83505. /**
  83506. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  83507. */
  83508. set: function (value) {
  83509. this._circleOfConfusion.focalLength = value;
  83510. },
  83511. enumerable: true,
  83512. configurable: true
  83513. });
  83514. Object.defineProperty(DepthOfFieldEffect.prototype, "fStop", {
  83515. get: function () {
  83516. return this._circleOfConfusion.fStop;
  83517. },
  83518. /**
  83519. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  83520. */
  83521. set: function (value) {
  83522. this._circleOfConfusion.fStop = value;
  83523. },
  83524. enumerable: true,
  83525. configurable: true
  83526. });
  83527. Object.defineProperty(DepthOfFieldEffect.prototype, "focusDistance", {
  83528. get: function () {
  83529. return this._circleOfConfusion.focusDistance;
  83530. },
  83531. /**
  83532. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  83533. */
  83534. set: function (value) {
  83535. this._circleOfConfusion.focusDistance = value;
  83536. },
  83537. enumerable: true,
  83538. configurable: true
  83539. });
  83540. Object.defineProperty(DepthOfFieldEffect.prototype, "lensSize", {
  83541. get: function () {
  83542. return this._circleOfConfusion.lensSize;
  83543. },
  83544. /**
  83545. * 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.
  83546. */
  83547. set: function (value) {
  83548. this._circleOfConfusion.lensSize = value;
  83549. },
  83550. enumerable: true,
  83551. configurable: true
  83552. });
  83553. Object.defineProperty(DepthOfFieldEffect.prototype, "depthTexture", {
  83554. /**
  83555. * 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.
  83556. */
  83557. set: function (value) {
  83558. this._circleOfConfusion.depthTexture = value;
  83559. },
  83560. enumerable: true,
  83561. configurable: true
  83562. });
  83563. /**
  83564. * Disposes each of the internal effects for a given camera.
  83565. * @param camera The camera to dispose the effect on.
  83566. */
  83567. DepthOfFieldEffect.prototype.disposeEffects = function (camera) {
  83568. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  83569. this._effects[effectIndex].dispose(camera);
  83570. }
  83571. };
  83572. /**
  83573. * @hidden Internal
  83574. */
  83575. DepthOfFieldEffect.prototype._updateEffects = function () {
  83576. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  83577. this._effects[effectIndex].updateEffect();
  83578. }
  83579. };
  83580. /**
  83581. * Internal
  83582. * @returns if all the contained post processes are ready.
  83583. * @hidden
  83584. */
  83585. DepthOfFieldEffect.prototype._isReady = function () {
  83586. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  83587. if (!this._effects[effectIndex].isReady()) {
  83588. return false;
  83589. }
  83590. }
  83591. return true;
  83592. };
  83593. return DepthOfFieldEffect;
  83594. }(BABYLON.PostProcessRenderEffect));
  83595. BABYLON.DepthOfFieldEffect = DepthOfFieldEffect;
  83596. })(BABYLON || (BABYLON = {}));
  83597. //# sourceMappingURL=babylon.depthOfFieldEffect.js.map
  83598. var BABYLON;
  83599. (function (BABYLON) {
  83600. /**
  83601. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  83602. */
  83603. var BloomMergePostProcess = /** @class */ (function (_super) {
  83604. __extends(BloomMergePostProcess, _super);
  83605. /**
  83606. * Creates a new instance of @see BloomMergePostProcess
  83607. * @param name The name of the effect.
  83608. * @param originalFromInput Post process which's input will be used for the merge.
  83609. * @param blurred Blurred highlights post process which's output will be used.
  83610. * @param weight Weight of the bloom to be added to the original input.
  83611. * @param options The required width/height ratio to downsize to before computing the render pass.
  83612. * @param camera The camera to apply the render pass to.
  83613. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  83614. * @param engine The engine which the post process will be applied. (default: current engine)
  83615. * @param reusable If the post process can be reused on the same frame. (default: false)
  83616. * @param textureType Type of textures used when performing the post process. (default: 0)
  83617. * @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)
  83618. */
  83619. function BloomMergePostProcess(name, originalFromInput, blurred,
  83620. /** Weight of the bloom to be added to the original input. */
  83621. weight, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  83622. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  83623. if (blockCompilation === void 0) { blockCompilation = false; }
  83624. var _this = _super.call(this, name, "bloomMerge", ["bloomWeight"], ["circleOfConfusionSampler", "blurStep0", "blurStep1", "blurStep2", "bloomBlur"], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, true) || this;
  83625. _this.weight = weight;
  83626. _this.onApplyObservable.add(function (effect) {
  83627. effect.setTextureFromPostProcess("textureSampler", originalFromInput);
  83628. effect.setTextureFromPostProcessOutput("bloomBlur", blurred);
  83629. effect.setFloat("bloomWeight", _this.weight);
  83630. });
  83631. if (!blockCompilation) {
  83632. _this.updateEffect();
  83633. }
  83634. return _this;
  83635. }
  83636. return BloomMergePostProcess;
  83637. }(BABYLON.PostProcess));
  83638. BABYLON.BloomMergePostProcess = BloomMergePostProcess;
  83639. })(BABYLON || (BABYLON = {}));
  83640. //# sourceMappingURL=babylon.bloomMergePostProcess.js.map
  83641. var BABYLON;
  83642. (function (BABYLON) {
  83643. /**
  83644. * 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.
  83645. */
  83646. var ExtractHighlightsPostProcess = /** @class */ (function (_super) {
  83647. __extends(ExtractHighlightsPostProcess, _super);
  83648. function ExtractHighlightsPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  83649. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  83650. if (blockCompilation === void 0) { blockCompilation = false; }
  83651. var _this = _super.call(this, name, "extractHighlights", ["threshold", "exposure"], null, options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  83652. /**
  83653. * The luminance threshold, pixels below this value will be set to black.
  83654. */
  83655. _this.threshold = 0.9;
  83656. /** @hidden */
  83657. _this._exposure = 1;
  83658. /**
  83659. * Post process which has the input texture to be used when performing highlight extraction
  83660. * @hidden
  83661. */
  83662. _this._inputPostProcess = null;
  83663. _this.onApplyObservable.add(function (effect) {
  83664. if (_this._inputPostProcess) {
  83665. effect.setTextureFromPostProcess("textureSampler", _this._inputPostProcess);
  83666. }
  83667. effect.setFloat('threshold', Math.pow(_this.threshold, BABYLON.ToGammaSpace));
  83668. effect.setFloat('exposure', _this._exposure);
  83669. });
  83670. return _this;
  83671. }
  83672. return ExtractHighlightsPostProcess;
  83673. }(BABYLON.PostProcess));
  83674. BABYLON.ExtractHighlightsPostProcess = ExtractHighlightsPostProcess;
  83675. })(BABYLON || (BABYLON = {}));
  83676. //# sourceMappingURL=babylon.extractHighlightsPostProcess.js.map
  83677. var BABYLON;
  83678. (function (BABYLON) {
  83679. /**
  83680. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  83681. */
  83682. var BloomEffect = /** @class */ (function (_super) {
  83683. __extends(BloomEffect, _super);
  83684. /**
  83685. * Creates a new instance of @see BloomEffect
  83686. * @param scene The scene the effect belongs to.
  83687. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  83688. * @param bloomKernel The size of the kernel to be used when applying the blur.
  83689. * @param bloomWeight The the strength of bloom.
  83690. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  83691. * @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)
  83692. */
  83693. function BloomEffect(scene, bloomScale, bloomWeight, bloomKernel, pipelineTextureType, blockCompilation) {
  83694. if (pipelineTextureType === void 0) { pipelineTextureType = 0; }
  83695. if (blockCompilation === void 0) { blockCompilation = false; }
  83696. var _this = _super.call(this, scene.getEngine(), "bloom", function () {
  83697. return _this._effects;
  83698. }, true) || this;
  83699. _this.bloomScale = bloomScale;
  83700. /**
  83701. * @hidden Internal
  83702. */
  83703. _this._effects = [];
  83704. _this._downscale = new BABYLON.ExtractHighlightsPostProcess("highlights", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  83705. _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);
  83706. _this._blurX.alwaysForcePOT = true;
  83707. _this._blurX.autoClear = false;
  83708. _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);
  83709. _this._blurY.alwaysForcePOT = true;
  83710. _this._blurY.autoClear = false;
  83711. _this.kernel = bloomKernel;
  83712. _this._effects = [_this._downscale, _this._blurX, _this._blurY];
  83713. _this._merge = new BABYLON.BloomMergePostProcess("bloomMerge", _this._downscale, _this._blurY, bloomWeight, bloomScale, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  83714. _this._merge.autoClear = false;
  83715. _this._effects.push(_this._merge);
  83716. return _this;
  83717. }
  83718. Object.defineProperty(BloomEffect.prototype, "threshold", {
  83719. /**
  83720. * The luminance threshold to find bright areas of the image to bloom.
  83721. */
  83722. get: function () {
  83723. return this._downscale.threshold;
  83724. },
  83725. set: function (value) {
  83726. this._downscale.threshold = value;
  83727. },
  83728. enumerable: true,
  83729. configurable: true
  83730. });
  83731. Object.defineProperty(BloomEffect.prototype, "weight", {
  83732. /**
  83733. * The strength of the bloom.
  83734. */
  83735. get: function () {
  83736. return this._merge.weight;
  83737. },
  83738. set: function (value) {
  83739. this._merge.weight = value;
  83740. },
  83741. enumerable: true,
  83742. configurable: true
  83743. });
  83744. Object.defineProperty(BloomEffect.prototype, "kernel", {
  83745. /**
  83746. * Specifies the size of the bloom blur kernel, relative to the final output size
  83747. */
  83748. get: function () {
  83749. return this._blurX.kernel / this.bloomScale;
  83750. },
  83751. set: function (value) {
  83752. this._blurX.kernel = value * this.bloomScale;
  83753. this._blurY.kernel = value * this.bloomScale;
  83754. },
  83755. enumerable: true,
  83756. configurable: true
  83757. });
  83758. /**
  83759. * Disposes each of the internal effects for a given camera.
  83760. * @param camera The camera to dispose the effect on.
  83761. */
  83762. BloomEffect.prototype.disposeEffects = function (camera) {
  83763. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  83764. this._effects[effectIndex].dispose(camera);
  83765. }
  83766. };
  83767. /**
  83768. * @hidden Internal
  83769. */
  83770. BloomEffect.prototype._updateEffects = function () {
  83771. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  83772. this._effects[effectIndex].updateEffect();
  83773. }
  83774. };
  83775. /**
  83776. * Internal
  83777. * @returns if all the contained post processes are ready.
  83778. * @hidden
  83779. */
  83780. BloomEffect.prototype._isReady = function () {
  83781. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  83782. if (!this._effects[effectIndex].isReady()) {
  83783. return false;
  83784. }
  83785. }
  83786. return true;
  83787. };
  83788. return BloomEffect;
  83789. }(BABYLON.PostProcessRenderEffect));
  83790. BABYLON.BloomEffect = BloomEffect;
  83791. })(BABYLON || (BABYLON = {}));
  83792. //# sourceMappingURL=babylon.bloomEffect.js.map
  83793. var BABYLON;
  83794. (function (BABYLON) {
  83795. /**
  83796. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  83797. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  83798. */
  83799. var DefaultRenderingPipeline = /** @class */ (function (_super) {
  83800. __extends(DefaultRenderingPipeline, _super);
  83801. /**
  83802. * @constructor
  83803. * @param {string} name - The rendering pipeline name (default: "")
  83804. * @param {boolean} hdr - If high dynamic range textures should be used (default: true)
  83805. * @param {BABYLON.Scene} scene - The scene linked to this pipeline (default: the last created scene)
  83806. * @param {BABYLON.Camera[]} cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  83807. * @param {boolean} automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  83808. */
  83809. function DefaultRenderingPipeline(name, hdr, scene, cameras, automaticBuild) {
  83810. if (name === void 0) { name = ""; }
  83811. if (hdr === void 0) { hdr = true; }
  83812. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  83813. if (automaticBuild === void 0) { automaticBuild = true; }
  83814. var _this = _super.call(this, scene.getEngine(), name) || this;
  83815. _this._camerasToBeAttached = [];
  83816. /**
  83817. * ID of the sharpen post process,
  83818. */
  83819. _this.SharpenPostProcessId = "SharpenPostProcessEffect";
  83820. /**
  83821. * ID of the image processing post process;
  83822. */
  83823. _this.ImageProcessingPostProcessId = "ImageProcessingPostProcessEffect";
  83824. /**
  83825. * ID of the Fast Approximate Anti-Aliasing post process;
  83826. */
  83827. _this.FxaaPostProcessId = "FxaaPostProcessEffect";
  83828. /**
  83829. * ID of the chromatic aberration post process,
  83830. */
  83831. _this.ChromaticAberrationPostProcessId = "ChromaticAberrationPostProcessEffect";
  83832. /**
  83833. * ID of the grain post process
  83834. */
  83835. _this.GrainPostProcessId = "GrainPostProcessEffect";
  83836. /**
  83837. * Glow post process which adds a glow to emmisive areas of the image
  83838. */
  83839. _this._glowLayer = null;
  83840. /**
  83841. * Animations which can be used to tweak settings over a period of time
  83842. */
  83843. _this.animations = [];
  83844. _this._imageProcessingConfigurationObserver = null;
  83845. // Values
  83846. _this._sharpenEnabled = false;
  83847. _this._bloomEnabled = false;
  83848. _this._depthOfFieldEnabled = false;
  83849. _this._depthOfFieldBlurLevel = BABYLON.DepthOfFieldEffectBlurLevel.Low;
  83850. _this._fxaaEnabled = false;
  83851. _this._imageProcessingEnabled = true;
  83852. _this._bloomScale = 0.5;
  83853. _this._chromaticAberrationEnabled = false;
  83854. _this._grainEnabled = false;
  83855. _this._buildAllowed = true;
  83856. _this._resizeObserver = null;
  83857. _this._hardwareScaleLevel = 1.0;
  83858. _this._bloomKernel = 64;
  83859. /**
  83860. * Specifies the weight of the bloom in the final rendering
  83861. */
  83862. _this._bloomWeight = 0.15;
  83863. /**
  83864. * Specifies the luma threshold for the area that will be blurred by the bloom
  83865. */
  83866. _this._bloomThreshold = 0.9;
  83867. _this._samples = 1;
  83868. _this._hasCleared = false;
  83869. _this._prevPostProcess = null;
  83870. _this._prevPrevPostProcess = null;
  83871. _this._depthOfFieldSceneObserver = null;
  83872. _this._cameras = cameras || scene.cameras;
  83873. _this._cameras = _this._cameras.slice();
  83874. _this._camerasToBeAttached = _this._cameras.slice();
  83875. _this._buildAllowed = automaticBuild;
  83876. // Initialize
  83877. _this._scene = scene;
  83878. var caps = _this._scene.getEngine().getCaps();
  83879. _this._hdr = hdr && (caps.textureHalfFloatRender || caps.textureFloatRender);
  83880. // Misc
  83881. if (_this._hdr) {
  83882. if (caps.textureHalfFloatRender) {
  83883. _this._defaultPipelineTextureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  83884. }
  83885. else if (caps.textureFloatRender) {
  83886. _this._defaultPipelineTextureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  83887. }
  83888. }
  83889. else {
  83890. _this._defaultPipelineTextureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  83891. }
  83892. // Attach
  83893. scene.postProcessRenderPipelineManager.addPipeline(_this);
  83894. var engine = _this._scene.getEngine();
  83895. // Create post processes before hand so they can be modified before enabled.
  83896. // Block compilation flag is set to true to avoid compilation prior to use, these will be updated on first use in build pipeline.
  83897. _this.sharpen = new BABYLON.SharpenPostProcess("sharpen", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, _this._defaultPipelineTextureType, true);
  83898. _this._sharpenEffect = new BABYLON.PostProcessRenderEffect(engine, _this.SharpenPostProcessId, function () { return _this.sharpen; }, true);
  83899. _this.depthOfField = new BABYLON.DepthOfFieldEffect(_this._scene, null, _this._depthOfFieldBlurLevel, _this._defaultPipelineTextureType, true);
  83900. _this.bloom = new BABYLON.BloomEffect(_this._scene, _this._bloomScale, _this._bloomWeight, _this.bloomKernel, _this._defaultPipelineTextureType, true);
  83901. _this.chromaticAberration = new BABYLON.ChromaticAberrationPostProcess("ChromaticAberration", engine.getRenderWidth(), engine.getRenderHeight(), 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, _this._defaultPipelineTextureType, true);
  83902. _this._chromaticAberrationEffect = new BABYLON.PostProcessRenderEffect(engine, _this.ChromaticAberrationPostProcessId, function () { return _this.chromaticAberration; }, true);
  83903. _this.grain = new BABYLON.GrainPostProcess("Grain", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, _this._defaultPipelineTextureType, true);
  83904. _this._grainEffect = new BABYLON.PostProcessRenderEffect(engine, _this.GrainPostProcessId, function () { return _this.grain; }, true);
  83905. _this._resizeObserver = engine.onResizeObservable.add(function () {
  83906. _this._hardwareScaleLevel = engine.getHardwareScalingLevel();
  83907. _this.bloomKernel = _this.bloomKernel;
  83908. });
  83909. _this._imageProcessingConfigurationObserver = _this._scene.imageProcessingConfiguration.onUpdateParameters.add(function () {
  83910. _this.bloom._downscale._exposure = _this._scene.imageProcessingConfiguration.exposure;
  83911. });
  83912. _this._buildPipeline();
  83913. return _this;
  83914. }
  83915. Object.defineProperty(DefaultRenderingPipeline.prototype, "sharpenEnabled", {
  83916. get: function () {
  83917. return this._sharpenEnabled;
  83918. },
  83919. /**
  83920. * Enable or disable the sharpen process from the pipeline
  83921. */
  83922. set: function (enabled) {
  83923. if (this._sharpenEnabled === enabled) {
  83924. return;
  83925. }
  83926. this._sharpenEnabled = enabled;
  83927. this._buildPipeline();
  83928. },
  83929. enumerable: true,
  83930. configurable: true
  83931. });
  83932. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomKernel", {
  83933. /**
  83934. * Specifies the size of the bloom blur kernel, relative to the final output size
  83935. */
  83936. get: function () {
  83937. return this._bloomKernel;
  83938. },
  83939. set: function (value) {
  83940. this._bloomKernel = value;
  83941. this.bloom.kernel = value / this._hardwareScaleLevel;
  83942. },
  83943. enumerable: true,
  83944. configurable: true
  83945. });
  83946. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomWeight", {
  83947. get: function () {
  83948. return this._bloomWeight;
  83949. },
  83950. /**
  83951. * The strength of the bloom.
  83952. */
  83953. set: function (value) {
  83954. if (this._bloomWeight === value) {
  83955. return;
  83956. }
  83957. this.bloom.weight = value;
  83958. this._bloomWeight = value;
  83959. },
  83960. enumerable: true,
  83961. configurable: true
  83962. });
  83963. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomThreshold", {
  83964. get: function () {
  83965. return this._bloomThreshold;
  83966. },
  83967. /**
  83968. * The strength of the bloom.
  83969. */
  83970. set: function (value) {
  83971. if (this._bloomThreshold === value) {
  83972. return;
  83973. }
  83974. this.bloom.threshold = value;
  83975. this._bloomThreshold = value;
  83976. },
  83977. enumerable: true,
  83978. configurable: true
  83979. });
  83980. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomScale", {
  83981. get: function () {
  83982. return this._bloomScale;
  83983. },
  83984. /**
  83985. * The scale of the bloom, lower value will provide better performance.
  83986. */
  83987. set: function (value) {
  83988. if (this._bloomScale === value) {
  83989. return;
  83990. }
  83991. this._bloomScale = value;
  83992. // recreate bloom and dispose old as this setting is not dynamic
  83993. this._rebuildBloom();
  83994. this._buildPipeline();
  83995. },
  83996. enumerable: true,
  83997. configurable: true
  83998. });
  83999. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomEnabled", {
  84000. get: function () {
  84001. return this._bloomEnabled;
  84002. },
  84003. /**
  84004. * Enable or disable the bloom from the pipeline
  84005. */
  84006. set: function (enabled) {
  84007. if (this._bloomEnabled === enabled) {
  84008. return;
  84009. }
  84010. this._bloomEnabled = enabled;
  84011. this._buildPipeline();
  84012. },
  84013. enumerable: true,
  84014. configurable: true
  84015. });
  84016. DefaultRenderingPipeline.prototype._rebuildBloom = function () {
  84017. // recreate bloom and dispose old as this setting is not dynamic
  84018. var oldBloom = this.bloom;
  84019. this.bloom = new BABYLON.BloomEffect(this._scene, this.bloomScale, this._bloomWeight, this.bloomKernel, this._defaultPipelineTextureType, false);
  84020. this.bloom.threshold = oldBloom.threshold;
  84021. for (var i = 0; i < this._cameras.length; i++) {
  84022. oldBloom.disposeEffects(this._cameras[i]);
  84023. }
  84024. };
  84025. Object.defineProperty(DefaultRenderingPipeline.prototype, "depthOfFieldEnabled", {
  84026. /**
  84027. * If the depth of field is enabled.
  84028. */
  84029. get: function () {
  84030. return this._depthOfFieldEnabled;
  84031. },
  84032. set: function (enabled) {
  84033. if (this._depthOfFieldEnabled === enabled) {
  84034. return;
  84035. }
  84036. this._depthOfFieldEnabled = enabled;
  84037. this._buildPipeline();
  84038. },
  84039. enumerable: true,
  84040. configurable: true
  84041. });
  84042. Object.defineProperty(DefaultRenderingPipeline.prototype, "depthOfFieldBlurLevel", {
  84043. /**
  84044. * Blur level of the depth of field effect. (Higher blur will effect performance)
  84045. */
  84046. get: function () {
  84047. return this._depthOfFieldBlurLevel;
  84048. },
  84049. set: function (value) {
  84050. if (this._depthOfFieldBlurLevel === value) {
  84051. return;
  84052. }
  84053. this._depthOfFieldBlurLevel = value;
  84054. // recreate dof and dispose old as this setting is not dynamic
  84055. var oldDof = this.depthOfField;
  84056. this.depthOfField = new BABYLON.DepthOfFieldEffect(this._scene, null, this._depthOfFieldBlurLevel, this._defaultPipelineTextureType, false);
  84057. this.depthOfField.focalLength = oldDof.focalLength;
  84058. this.depthOfField.focusDistance = oldDof.focusDistance;
  84059. this.depthOfField.fStop = oldDof.fStop;
  84060. this.depthOfField.lensSize = oldDof.lensSize;
  84061. for (var i = 0; i < this._cameras.length; i++) {
  84062. oldDof.disposeEffects(this._cameras[i]);
  84063. }
  84064. this._buildPipeline();
  84065. },
  84066. enumerable: true,
  84067. configurable: true
  84068. });
  84069. Object.defineProperty(DefaultRenderingPipeline.prototype, "fxaaEnabled", {
  84070. get: function () {
  84071. return this._fxaaEnabled;
  84072. },
  84073. /**
  84074. * If the anti aliasing is enabled.
  84075. */
  84076. set: function (enabled) {
  84077. if (this._fxaaEnabled === enabled) {
  84078. return;
  84079. }
  84080. this._fxaaEnabled = enabled;
  84081. this._buildPipeline();
  84082. },
  84083. enumerable: true,
  84084. configurable: true
  84085. });
  84086. Object.defineProperty(DefaultRenderingPipeline.prototype, "samples", {
  84087. get: function () {
  84088. return this._samples;
  84089. },
  84090. /**
  84091. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  84092. */
  84093. set: function (sampleCount) {
  84094. if (this._samples === sampleCount) {
  84095. return;
  84096. }
  84097. this._samples = sampleCount;
  84098. this._buildPipeline();
  84099. },
  84100. enumerable: true,
  84101. configurable: true
  84102. });
  84103. Object.defineProperty(DefaultRenderingPipeline.prototype, "imageProcessingEnabled", {
  84104. get: function () {
  84105. return this._imageProcessingEnabled;
  84106. },
  84107. /**
  84108. * If image processing is enabled.
  84109. */
  84110. set: function (enabled) {
  84111. if (this._imageProcessingEnabled === enabled) {
  84112. return;
  84113. }
  84114. this._imageProcessingEnabled = enabled;
  84115. this._buildPipeline();
  84116. },
  84117. enumerable: true,
  84118. configurable: true
  84119. });
  84120. Object.defineProperty(DefaultRenderingPipeline.prototype, "glowLayerEnabled", {
  84121. get: function () {
  84122. return this._glowLayer == null;
  84123. },
  84124. /**
  84125. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  84126. */
  84127. set: function (enabled) {
  84128. if (enabled && !this._glowLayer) {
  84129. this._glowLayer = new BABYLON.GlowLayer("", this._scene);
  84130. }
  84131. else if (!enabled && this._glowLayer) {
  84132. this._glowLayer.dispose();
  84133. this._glowLayer = null;
  84134. }
  84135. },
  84136. enumerable: true,
  84137. configurable: true
  84138. });
  84139. Object.defineProperty(DefaultRenderingPipeline.prototype, "chromaticAberrationEnabled", {
  84140. get: function () {
  84141. return this._chromaticAberrationEnabled;
  84142. },
  84143. /**
  84144. * Enable or disable the chromaticAberration process from the pipeline
  84145. */
  84146. set: function (enabled) {
  84147. if (this._chromaticAberrationEnabled === enabled) {
  84148. return;
  84149. }
  84150. this._chromaticAberrationEnabled = enabled;
  84151. this._buildPipeline();
  84152. },
  84153. enumerable: true,
  84154. configurable: true
  84155. });
  84156. Object.defineProperty(DefaultRenderingPipeline.prototype, "grainEnabled", {
  84157. get: function () {
  84158. return this._grainEnabled;
  84159. },
  84160. /**
  84161. * Enable or disable the grain process from the pipeline
  84162. */
  84163. set: function (enabled) {
  84164. if (this._grainEnabled === enabled) {
  84165. return;
  84166. }
  84167. this._grainEnabled = enabled;
  84168. this._buildPipeline();
  84169. },
  84170. enumerable: true,
  84171. configurable: true
  84172. });
  84173. /**
  84174. * Force the compilation of the entire pipeline.
  84175. */
  84176. DefaultRenderingPipeline.prototype.prepare = function () {
  84177. var previousState = this._buildAllowed;
  84178. this._buildAllowed = true;
  84179. this._buildPipeline();
  84180. this._buildAllowed = previousState;
  84181. };
  84182. DefaultRenderingPipeline.prototype._setAutoClearAndTextureSharing = function (postProcess, skipTextureSharing) {
  84183. if (skipTextureSharing === void 0) { skipTextureSharing = false; }
  84184. if (this._hasCleared) {
  84185. postProcess.autoClear = false;
  84186. }
  84187. else {
  84188. postProcess.autoClear = true;
  84189. this._scene.autoClear = false;
  84190. this._hasCleared = true;
  84191. }
  84192. if (!skipTextureSharing) {
  84193. if (this._prevPrevPostProcess) {
  84194. postProcess.shareOutputWith(this._prevPrevPostProcess);
  84195. }
  84196. else {
  84197. postProcess.useOwnOutput();
  84198. }
  84199. if (this._prevPostProcess) {
  84200. this._prevPrevPostProcess = this._prevPostProcess;
  84201. }
  84202. this._prevPostProcess = postProcess;
  84203. }
  84204. };
  84205. DefaultRenderingPipeline.prototype._buildPipeline = function () {
  84206. var _this = this;
  84207. if (!this._buildAllowed) {
  84208. return;
  84209. }
  84210. this._scene.autoClear = true;
  84211. var engine = this._scene.getEngine();
  84212. this._disposePostProcesses();
  84213. if (this._cameras !== null) {
  84214. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);
  84215. // get back cameras to be used to reattach pipeline
  84216. this._cameras = this._camerasToBeAttached.slice();
  84217. }
  84218. this._reset();
  84219. this._prevPostProcess = null;
  84220. this._prevPrevPostProcess = null;
  84221. this._hasCleared = false;
  84222. if (this.depthOfFieldEnabled) {
  84223. // Multi camera suport
  84224. if (this._cameras.length > 1) {
  84225. for (var _i = 0, _a = this._cameras; _i < _a.length; _i++) {
  84226. var camera = _a[_i];
  84227. var depthRenderer = this._scene.enableDepthRenderer(camera);
  84228. depthRenderer.useOnlyInActiveCamera = true;
  84229. }
  84230. this._depthOfFieldSceneObserver = this._scene.onAfterRenderTargetsRenderObservable.add(function (scene) {
  84231. if (_this._cameras.indexOf(scene.activeCamera) > -1) {
  84232. _this.depthOfField.depthTexture = scene.enableDepthRenderer(scene.activeCamera).getDepthMap();
  84233. }
  84234. });
  84235. }
  84236. else {
  84237. this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);
  84238. var depthRenderer = this._scene.enableDepthRenderer(this._cameras[0]);
  84239. this.depthOfField.depthTexture = depthRenderer.getDepthMap();
  84240. }
  84241. if (!this.depthOfField._isReady()) {
  84242. this.depthOfField._updateEffects();
  84243. }
  84244. this.addEffect(this.depthOfField);
  84245. this._setAutoClearAndTextureSharing(this.depthOfField._effects[0], true);
  84246. }
  84247. else {
  84248. this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);
  84249. }
  84250. if (this.bloomEnabled) {
  84251. if (!this.bloom._isReady()) {
  84252. this.bloom._updateEffects();
  84253. }
  84254. this.addEffect(this.bloom);
  84255. this._setAutoClearAndTextureSharing(this.bloom._effects[0], true);
  84256. }
  84257. if (this._imageProcessingEnabled) {
  84258. this.imageProcessing = new BABYLON.ImageProcessingPostProcess("imageProcessing", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType);
  84259. if (this._hdr) {
  84260. this.addEffect(new BABYLON.PostProcessRenderEffect(engine, this.ImageProcessingPostProcessId, function () { return _this.imageProcessing; }, true));
  84261. this._setAutoClearAndTextureSharing(this.imageProcessing);
  84262. }
  84263. else {
  84264. this._scene.imageProcessingConfiguration.applyByPostProcess = false;
  84265. }
  84266. }
  84267. if (this.sharpenEnabled) {
  84268. if (!this.sharpen.isReady()) {
  84269. this.sharpen.updateEffect();
  84270. }
  84271. this.addEffect(this._sharpenEffect);
  84272. this._setAutoClearAndTextureSharing(this.sharpen);
  84273. }
  84274. if (this.grainEnabled) {
  84275. if (!this.grain.isReady()) {
  84276. this.grain.updateEffect();
  84277. }
  84278. this.addEffect(this._grainEffect);
  84279. this._setAutoClearAndTextureSharing(this.grain);
  84280. }
  84281. if (this.chromaticAberrationEnabled) {
  84282. if (!this.chromaticAberration.isReady()) {
  84283. this.chromaticAberration.updateEffect();
  84284. }
  84285. this.addEffect(this._chromaticAberrationEffect);
  84286. this._setAutoClearAndTextureSharing(this.chromaticAberration);
  84287. }
  84288. if (this.fxaaEnabled) {
  84289. this.fxaa = new BABYLON.FxaaPostProcess("fxaa", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType);
  84290. this.addEffect(new BABYLON.PostProcessRenderEffect(engine, this.FxaaPostProcessId, function () { return _this.fxaa; }, true));
  84291. this._setAutoClearAndTextureSharing(this.fxaa, true);
  84292. }
  84293. if (this._cameras !== null) {
  84294. this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);
  84295. }
  84296. if (!this._enableMSAAOnFirstPostProcess(this.samples) && this.samples > 1) {
  84297. BABYLON.Tools.Warn("MSAA failed to enable, MSAA is only supported in browsers that support webGL >= 2.0");
  84298. }
  84299. };
  84300. DefaultRenderingPipeline.prototype._disposePostProcesses = function (disposeNonRecreated) {
  84301. if (disposeNonRecreated === void 0) { disposeNonRecreated = false; }
  84302. for (var i = 0; i < this._cameras.length; i++) {
  84303. var camera = this._cameras[i];
  84304. if (this.imageProcessing) {
  84305. this.imageProcessing.dispose(camera);
  84306. }
  84307. if (this.fxaa) {
  84308. this.fxaa.dispose(camera);
  84309. }
  84310. // These are created in the constructor and should not be disposed on every pipeline change
  84311. if (disposeNonRecreated) {
  84312. if (this.sharpen) {
  84313. this.sharpen.dispose(camera);
  84314. }
  84315. if (this.depthOfField) {
  84316. this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);
  84317. this.depthOfField.disposeEffects(camera);
  84318. }
  84319. if (this.bloom) {
  84320. this.bloom.disposeEffects(camera);
  84321. }
  84322. if (this.chromaticAberration) {
  84323. this.chromaticAberration.dispose(camera);
  84324. }
  84325. if (this.grain) {
  84326. this.grain.dispose(camera);
  84327. }
  84328. if (this._glowLayer) {
  84329. this._glowLayer.dispose();
  84330. }
  84331. }
  84332. }
  84333. this.imageProcessing = null;
  84334. this.fxaa = null;
  84335. if (disposeNonRecreated) {
  84336. this.sharpen = null;
  84337. this._sharpenEffect = null;
  84338. this.depthOfField = null;
  84339. this.bloom = null;
  84340. this.chromaticAberration = null;
  84341. this._chromaticAberrationEffect = null;
  84342. this.grain = null;
  84343. this._grainEffect = null;
  84344. this._glowLayer = null;
  84345. }
  84346. };
  84347. /**
  84348. * Adds a camera to the pipeline
  84349. * @param camera the camera to be added
  84350. */
  84351. DefaultRenderingPipeline.prototype.addCamera = function (camera) {
  84352. this._camerasToBeAttached.push(camera);
  84353. this._buildPipeline();
  84354. };
  84355. /**
  84356. * Removes a camera from the pipeline
  84357. * @param camera the camera to remove
  84358. */
  84359. DefaultRenderingPipeline.prototype.removeCamera = function (camera) {
  84360. var index = this._camerasToBeAttached.indexOf(camera);
  84361. this._camerasToBeAttached.splice(index, 1);
  84362. this._buildPipeline();
  84363. };
  84364. /**
  84365. * Dispose of the pipeline and stop all post processes
  84366. */
  84367. DefaultRenderingPipeline.prototype.dispose = function () {
  84368. this._disposePostProcesses(true);
  84369. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);
  84370. this._scene.autoClear = true;
  84371. if (this._resizeObserver) {
  84372. this._scene.getEngine().onResizeObservable.remove(this._resizeObserver);
  84373. this._resizeObserver = null;
  84374. }
  84375. this._scene.imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingConfigurationObserver);
  84376. _super.prototype.dispose.call(this);
  84377. };
  84378. /**
  84379. * Serialize the rendering pipeline (Used when exporting)
  84380. * @returns the serialized object
  84381. */
  84382. DefaultRenderingPipeline.prototype.serialize = function () {
  84383. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  84384. serializationObject.customType = "DefaultRenderingPipeline";
  84385. return serializationObject;
  84386. };
  84387. /**
  84388. * Parse the serialized pipeline
  84389. * @param source Source pipeline.
  84390. * @param scene The scene to load the pipeline to.
  84391. * @param rootUrl The URL of the serialized pipeline.
  84392. * @returns An instantiated pipeline from the serialized object.
  84393. */
  84394. DefaultRenderingPipeline.Parse = function (source, scene, rootUrl) {
  84395. return BABYLON.SerializationHelper.Parse(function () { return new DefaultRenderingPipeline(source._name, source._name._hdr, scene); }, source, scene, rootUrl);
  84396. };
  84397. __decorate([
  84398. BABYLON.serialize()
  84399. ], DefaultRenderingPipeline.prototype, "sharpenEnabled", null);
  84400. __decorate([
  84401. BABYLON.serialize()
  84402. ], DefaultRenderingPipeline.prototype, "bloomKernel", null);
  84403. __decorate([
  84404. BABYLON.serialize()
  84405. ], DefaultRenderingPipeline.prototype, "_bloomWeight", void 0);
  84406. __decorate([
  84407. BABYLON.serialize()
  84408. ], DefaultRenderingPipeline.prototype, "_bloomThreshold", void 0);
  84409. __decorate([
  84410. BABYLON.serialize()
  84411. ], DefaultRenderingPipeline.prototype, "_hdr", void 0);
  84412. __decorate([
  84413. BABYLON.serialize()
  84414. ], DefaultRenderingPipeline.prototype, "bloomWeight", null);
  84415. __decorate([
  84416. BABYLON.serialize()
  84417. ], DefaultRenderingPipeline.prototype, "bloomThreshold", null);
  84418. __decorate([
  84419. BABYLON.serialize()
  84420. ], DefaultRenderingPipeline.prototype, "bloomScale", null);
  84421. __decorate([
  84422. BABYLON.serialize()
  84423. ], DefaultRenderingPipeline.prototype, "bloomEnabled", null);
  84424. __decorate([
  84425. BABYLON.serialize()
  84426. ], DefaultRenderingPipeline.prototype, "depthOfFieldEnabled", null);
  84427. __decorate([
  84428. BABYLON.serialize()
  84429. ], DefaultRenderingPipeline.prototype, "depthOfFieldBlurLevel", null);
  84430. __decorate([
  84431. BABYLON.serialize()
  84432. ], DefaultRenderingPipeline.prototype, "fxaaEnabled", null);
  84433. __decorate([
  84434. BABYLON.serialize()
  84435. ], DefaultRenderingPipeline.prototype, "samples", null);
  84436. __decorate([
  84437. BABYLON.serialize()
  84438. ], DefaultRenderingPipeline.prototype, "imageProcessingEnabled", null);
  84439. __decorate([
  84440. BABYLON.serialize()
  84441. ], DefaultRenderingPipeline.prototype, "glowLayerEnabled", null);
  84442. __decorate([
  84443. BABYLON.serialize()
  84444. ], DefaultRenderingPipeline.prototype, "chromaticAberrationEnabled", null);
  84445. __decorate([
  84446. BABYLON.serialize()
  84447. ], DefaultRenderingPipeline.prototype, "grainEnabled", null);
  84448. return DefaultRenderingPipeline;
  84449. }(BABYLON.PostProcessRenderPipeline));
  84450. BABYLON.DefaultRenderingPipeline = DefaultRenderingPipeline;
  84451. })(BABYLON || (BABYLON = {}));
  84452. //# sourceMappingURL=babylon.defaultRenderingPipeline.js.map
  84453. var BABYLON;
  84454. (function (BABYLON) {
  84455. /**
  84456. * @hidden
  84457. */
  84458. var ImageProcessingConfigurationDefines = /** @class */ (function (_super) {
  84459. __extends(ImageProcessingConfigurationDefines, _super);
  84460. function ImageProcessingConfigurationDefines() {
  84461. var _this = _super.call(this) || this;
  84462. _this.IMAGEPROCESSING = false;
  84463. _this.VIGNETTE = false;
  84464. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  84465. _this.VIGNETTEBLENDMODEOPAQUE = false;
  84466. _this.TONEMAPPING = false;
  84467. _this.TONEMAPPING_ACES = false;
  84468. _this.CONTRAST = false;
  84469. _this.COLORCURVES = false;
  84470. _this.COLORGRADING = false;
  84471. _this.COLORGRADING3D = false;
  84472. _this.SAMPLER3DGREENDEPTH = false;
  84473. _this.SAMPLER3DBGRMAP = false;
  84474. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  84475. _this.EXPOSURE = false;
  84476. _this.rebuild();
  84477. return _this;
  84478. }
  84479. return ImageProcessingConfigurationDefines;
  84480. }(BABYLON.MaterialDefines));
  84481. BABYLON.ImageProcessingConfigurationDefines = ImageProcessingConfigurationDefines;
  84482. /**
  84483. * This groups together the common properties used for image processing either in direct forward pass
  84484. * or through post processing effect depending on the use of the image processing pipeline in your scene
  84485. * or not.
  84486. */
  84487. var ImageProcessingConfiguration = /** @class */ (function () {
  84488. function ImageProcessingConfiguration() {
  84489. /**
  84490. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  84491. */
  84492. this.colorCurves = new BABYLON.ColorCurves();
  84493. this._colorCurvesEnabled = false;
  84494. this._colorGradingEnabled = false;
  84495. this._colorGradingWithGreenDepth = true;
  84496. this._colorGradingBGR = true;
  84497. /** @hidden */
  84498. this._exposure = 1.0;
  84499. this._toneMappingEnabled = false;
  84500. this._toneMappingType = ImageProcessingConfiguration.TONEMAPPING_STANDARD;
  84501. this._contrast = 1.0;
  84502. /**
  84503. * Vignette stretch size.
  84504. */
  84505. this.vignetteStretch = 0;
  84506. /**
  84507. * Vignette centre X Offset.
  84508. */
  84509. this.vignetteCentreX = 0;
  84510. /**
  84511. * Vignette centre Y Offset.
  84512. */
  84513. this.vignetteCentreY = 0;
  84514. /**
  84515. * Vignette weight or intensity of the vignette effect.
  84516. */
  84517. this.vignetteWeight = 1.5;
  84518. /**
  84519. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  84520. * if vignetteEnabled is set to true.
  84521. */
  84522. this.vignetteColor = new BABYLON.Color4(0, 0, 0, 0);
  84523. /**
  84524. * Camera field of view used by the Vignette effect.
  84525. */
  84526. this.vignetteCameraFov = 0.5;
  84527. this._vignetteBlendMode = ImageProcessingConfiguration.VIGNETTEMODE_MULTIPLY;
  84528. this._vignetteEnabled = false;
  84529. this._applyByPostProcess = false;
  84530. this._isEnabled = true;
  84531. /**
  84532. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  84533. */
  84534. this.onUpdateParameters = new BABYLON.Observable();
  84535. }
  84536. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorCurvesEnabled", {
  84537. /**
  84538. * Gets wether the color curves effect is enabled.
  84539. */
  84540. get: function () {
  84541. return this._colorCurvesEnabled;
  84542. },
  84543. /**
  84544. * Sets wether the color curves effect is enabled.
  84545. */
  84546. set: function (value) {
  84547. if (this._colorCurvesEnabled === value) {
  84548. return;
  84549. }
  84550. this._colorCurvesEnabled = value;
  84551. this._updateParameters();
  84552. },
  84553. enumerable: true,
  84554. configurable: true
  84555. });
  84556. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingEnabled", {
  84557. /**
  84558. * Gets wether the color grading effect is enabled.
  84559. */
  84560. get: function () {
  84561. return this._colorGradingEnabled;
  84562. },
  84563. /**
  84564. * Sets wether the color grading effect is enabled.
  84565. */
  84566. set: function (value) {
  84567. if (this._colorGradingEnabled === value) {
  84568. return;
  84569. }
  84570. this._colorGradingEnabled = value;
  84571. this._updateParameters();
  84572. },
  84573. enumerable: true,
  84574. configurable: true
  84575. });
  84576. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingWithGreenDepth", {
  84577. /**
  84578. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  84579. */
  84580. get: function () {
  84581. return this._colorGradingWithGreenDepth;
  84582. },
  84583. /**
  84584. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  84585. */
  84586. set: function (value) {
  84587. if (this._colorGradingWithGreenDepth === value) {
  84588. return;
  84589. }
  84590. this._colorGradingWithGreenDepth = value;
  84591. this._updateParameters();
  84592. },
  84593. enumerable: true,
  84594. configurable: true
  84595. });
  84596. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingBGR", {
  84597. /**
  84598. * Gets wether the color grading texture contains BGR values.
  84599. */
  84600. get: function () {
  84601. return this._colorGradingBGR;
  84602. },
  84603. /**
  84604. * Sets wether the color grading texture contains BGR values.
  84605. */
  84606. set: function (value) {
  84607. if (this._colorGradingBGR === value) {
  84608. return;
  84609. }
  84610. this._colorGradingBGR = value;
  84611. this._updateParameters();
  84612. },
  84613. enumerable: true,
  84614. configurable: true
  84615. });
  84616. Object.defineProperty(ImageProcessingConfiguration.prototype, "exposure", {
  84617. /**
  84618. * Gets the Exposure used in the effect.
  84619. */
  84620. get: function () {
  84621. return this._exposure;
  84622. },
  84623. /**
  84624. * Sets the Exposure used in the effect.
  84625. */
  84626. set: function (value) {
  84627. if (this._exposure === value) {
  84628. return;
  84629. }
  84630. this._exposure = value;
  84631. this._updateParameters();
  84632. },
  84633. enumerable: true,
  84634. configurable: true
  84635. });
  84636. Object.defineProperty(ImageProcessingConfiguration.prototype, "toneMappingEnabled", {
  84637. /**
  84638. * Gets wether the tone mapping effect is enabled.
  84639. */
  84640. get: function () {
  84641. return this._toneMappingEnabled;
  84642. },
  84643. /**
  84644. * Sets wether the tone mapping effect is enabled.
  84645. */
  84646. set: function (value) {
  84647. if (this._toneMappingEnabled === value) {
  84648. return;
  84649. }
  84650. this._toneMappingEnabled = value;
  84651. this._updateParameters();
  84652. },
  84653. enumerable: true,
  84654. configurable: true
  84655. });
  84656. Object.defineProperty(ImageProcessingConfiguration.prototype, "toneMappingType", {
  84657. /**
  84658. * Gets the type of tone mapping effect.
  84659. */
  84660. get: function () {
  84661. return this._toneMappingType;
  84662. },
  84663. /**
  84664. * Sets the type of tone mapping effect used in BabylonJS.
  84665. */
  84666. set: function (value) {
  84667. if (this._toneMappingType === value) {
  84668. return;
  84669. }
  84670. this._toneMappingType = value;
  84671. this._updateParameters();
  84672. },
  84673. enumerable: true,
  84674. configurable: true
  84675. });
  84676. Object.defineProperty(ImageProcessingConfiguration.prototype, "contrast", {
  84677. /**
  84678. * Gets the contrast used in the effect.
  84679. */
  84680. get: function () {
  84681. return this._contrast;
  84682. },
  84683. /**
  84684. * Sets the contrast used in the effect.
  84685. */
  84686. set: function (value) {
  84687. if (this._contrast === value) {
  84688. return;
  84689. }
  84690. this._contrast = value;
  84691. this._updateParameters();
  84692. },
  84693. enumerable: true,
  84694. configurable: true
  84695. });
  84696. Object.defineProperty(ImageProcessingConfiguration.prototype, "vignetteBlendMode", {
  84697. /**
  84698. * Gets the vignette blend mode allowing different kind of effect.
  84699. */
  84700. get: function () {
  84701. return this._vignetteBlendMode;
  84702. },
  84703. /**
  84704. * Sets the vignette blend mode allowing different kind of effect.
  84705. */
  84706. set: function (value) {
  84707. if (this._vignetteBlendMode === value) {
  84708. return;
  84709. }
  84710. this._vignetteBlendMode = value;
  84711. this._updateParameters();
  84712. },
  84713. enumerable: true,
  84714. configurable: true
  84715. });
  84716. Object.defineProperty(ImageProcessingConfiguration.prototype, "vignetteEnabled", {
  84717. /**
  84718. * Gets wether the vignette effect is enabled.
  84719. */
  84720. get: function () {
  84721. return this._vignetteEnabled;
  84722. },
  84723. /**
  84724. * Sets wether the vignette effect is enabled.
  84725. */
  84726. set: function (value) {
  84727. if (this._vignetteEnabled === value) {
  84728. return;
  84729. }
  84730. this._vignetteEnabled = value;
  84731. this._updateParameters();
  84732. },
  84733. enumerable: true,
  84734. configurable: true
  84735. });
  84736. Object.defineProperty(ImageProcessingConfiguration.prototype, "applyByPostProcess", {
  84737. /**
  84738. * Gets wether the image processing is applied through a post process or not.
  84739. */
  84740. get: function () {
  84741. return this._applyByPostProcess;
  84742. },
  84743. /**
  84744. * Sets wether the image processing is applied through a post process or not.
  84745. */
  84746. set: function (value) {
  84747. if (this._applyByPostProcess === value) {
  84748. return;
  84749. }
  84750. this._applyByPostProcess = value;
  84751. this._updateParameters();
  84752. },
  84753. enumerable: true,
  84754. configurable: true
  84755. });
  84756. Object.defineProperty(ImageProcessingConfiguration.prototype, "isEnabled", {
  84757. /**
  84758. * Gets wether the image processing is enabled or not.
  84759. */
  84760. get: function () {
  84761. return this._isEnabled;
  84762. },
  84763. /**
  84764. * Sets wether the image processing is enabled or not.
  84765. */
  84766. set: function (value) {
  84767. if (this._isEnabled === value) {
  84768. return;
  84769. }
  84770. this._isEnabled = value;
  84771. this._updateParameters();
  84772. },
  84773. enumerable: true,
  84774. configurable: true
  84775. });
  84776. /**
  84777. * Method called each time the image processing information changes requires to recompile the effect.
  84778. */
  84779. ImageProcessingConfiguration.prototype._updateParameters = function () {
  84780. this.onUpdateParameters.notifyObservers(this);
  84781. };
  84782. ImageProcessingConfiguration.prototype.getClassName = function () {
  84783. return "ImageProcessingConfiguration";
  84784. };
  84785. /**
  84786. * Prepare the list of uniforms associated with the Image Processing effects.
  84787. * @param uniformsList The list of uniforms used in the effect
  84788. * @param defines the list of defines currently in use
  84789. */
  84790. ImageProcessingConfiguration.PrepareUniforms = function (uniforms, defines) {
  84791. if (defines.EXPOSURE) {
  84792. uniforms.push("exposureLinear");
  84793. }
  84794. if (defines.CONTRAST) {
  84795. uniforms.push("contrast");
  84796. }
  84797. if (defines.COLORGRADING) {
  84798. uniforms.push("colorTransformSettings");
  84799. }
  84800. if (defines.VIGNETTE) {
  84801. uniforms.push("vInverseScreenSize");
  84802. uniforms.push("vignetteSettings1");
  84803. uniforms.push("vignetteSettings2");
  84804. }
  84805. if (defines.COLORCURVES) {
  84806. BABYLON.ColorCurves.PrepareUniforms(uniforms);
  84807. }
  84808. };
  84809. /**
  84810. * Prepare the list of samplers associated with the Image Processing effects.
  84811. * @param uniformsList The list of uniforms used in the effect
  84812. * @param defines the list of defines currently in use
  84813. */
  84814. ImageProcessingConfiguration.PrepareSamplers = function (samplersList, defines) {
  84815. if (defines.COLORGRADING) {
  84816. samplersList.push("txColorTransform");
  84817. }
  84818. };
  84819. /**
  84820. * Prepare the list of defines associated to the shader.
  84821. * @param defines the list of defines to complete
  84822. */
  84823. ImageProcessingConfiguration.prototype.prepareDefines = function (defines, forPostProcess) {
  84824. if (forPostProcess === void 0) { forPostProcess = false; }
  84825. if (forPostProcess !== this.applyByPostProcess || !this._isEnabled) {
  84826. defines.VIGNETTE = false;
  84827. defines.TONEMAPPING = false;
  84828. defines.TONEMAPPING_ACES = false;
  84829. defines.CONTRAST = false;
  84830. defines.EXPOSURE = false;
  84831. defines.COLORCURVES = false;
  84832. defines.COLORGRADING = false;
  84833. defines.COLORGRADING3D = false;
  84834. defines.IMAGEPROCESSING = false;
  84835. defines.IMAGEPROCESSINGPOSTPROCESS = this.applyByPostProcess && this._isEnabled;
  84836. return;
  84837. }
  84838. defines.VIGNETTE = this.vignetteEnabled;
  84839. defines.VIGNETTEBLENDMODEMULTIPLY = (this.vignetteBlendMode === ImageProcessingConfiguration._VIGNETTEMODE_MULTIPLY);
  84840. defines.VIGNETTEBLENDMODEOPAQUE = !defines.VIGNETTEBLENDMODEMULTIPLY;
  84841. defines.TONEMAPPING = this.toneMappingEnabled;
  84842. switch (this._toneMappingType) {
  84843. case ImageProcessingConfiguration.TONEMAPPING_ACES:
  84844. defines.TONEMAPPING_ACES = true;
  84845. break;
  84846. }
  84847. defines.CONTRAST = (this.contrast !== 1.0);
  84848. defines.EXPOSURE = (this.exposure !== 1.0);
  84849. defines.COLORCURVES = (this.colorCurvesEnabled && !!this.colorCurves);
  84850. defines.COLORGRADING = (this.colorGradingEnabled && !!this.colorGradingTexture);
  84851. if (defines.COLORGRADING) {
  84852. defines.COLORGRADING3D = this.colorGradingTexture.is3D;
  84853. }
  84854. else {
  84855. defines.COLORGRADING3D = false;
  84856. }
  84857. defines.SAMPLER3DGREENDEPTH = this.colorGradingWithGreenDepth;
  84858. defines.SAMPLER3DBGRMAP = this.colorGradingBGR;
  84859. defines.IMAGEPROCESSINGPOSTPROCESS = this.applyByPostProcess;
  84860. defines.IMAGEPROCESSING = defines.VIGNETTE || defines.TONEMAPPING || defines.CONTRAST || defines.EXPOSURE || defines.COLORCURVES || defines.COLORGRADING;
  84861. };
  84862. /**
  84863. * Returns true if all the image processing information are ready.
  84864. */
  84865. ImageProcessingConfiguration.prototype.isReady = function () {
  84866. // Color Grading texure can not be none blocking.
  84867. return !this.colorGradingEnabled || !this.colorGradingTexture || this.colorGradingTexture.isReady();
  84868. };
  84869. /**
  84870. * Binds the image processing to the shader.
  84871. * @param effect The effect to bind to
  84872. */
  84873. ImageProcessingConfiguration.prototype.bind = function (effect, aspectRatio) {
  84874. if (aspectRatio === void 0) { aspectRatio = 1; }
  84875. // Color Curves
  84876. if (this._colorCurvesEnabled && this.colorCurves) {
  84877. BABYLON.ColorCurves.Bind(this.colorCurves, effect);
  84878. }
  84879. // Vignette
  84880. if (this._vignetteEnabled) {
  84881. var inverseWidth = 1 / effect.getEngine().getRenderWidth();
  84882. var inverseHeight = 1 / effect.getEngine().getRenderHeight();
  84883. effect.setFloat2("vInverseScreenSize", inverseWidth, inverseHeight);
  84884. var vignetteScaleY = Math.tan(this.vignetteCameraFov * 0.5);
  84885. var vignetteScaleX = vignetteScaleY * aspectRatio;
  84886. var vignetteScaleGeometricMean = Math.sqrt(vignetteScaleX * vignetteScaleY);
  84887. vignetteScaleX = BABYLON.Tools.Mix(vignetteScaleX, vignetteScaleGeometricMean, this.vignetteStretch);
  84888. vignetteScaleY = BABYLON.Tools.Mix(vignetteScaleY, vignetteScaleGeometricMean, this.vignetteStretch);
  84889. effect.setFloat4("vignetteSettings1", vignetteScaleX, vignetteScaleY, -vignetteScaleX * this.vignetteCentreX, -vignetteScaleY * this.vignetteCentreY);
  84890. var vignettePower = -2.0 * this.vignetteWeight;
  84891. effect.setFloat4("vignetteSettings2", this.vignetteColor.r, this.vignetteColor.g, this.vignetteColor.b, vignettePower);
  84892. }
  84893. // Exposure
  84894. effect.setFloat("exposureLinear", this.exposure);
  84895. // Contrast
  84896. effect.setFloat("contrast", this.contrast);
  84897. // Color transform settings
  84898. if (this.colorGradingTexture) {
  84899. effect.setTexture("txColorTransform", this.colorGradingTexture);
  84900. var textureSize = this.colorGradingTexture.getSize().height;
  84901. effect.setFloat4("colorTransformSettings", (textureSize - 1) / textureSize, // textureScale
  84902. 0.5 / textureSize, // textureOffset
  84903. textureSize, // textureSize
  84904. this.colorGradingTexture.level // weight
  84905. );
  84906. }
  84907. };
  84908. /**
  84909. * Clones the current image processing instance.
  84910. * @return The cloned image processing
  84911. */
  84912. ImageProcessingConfiguration.prototype.clone = function () {
  84913. return BABYLON.SerializationHelper.Clone(function () { return new ImageProcessingConfiguration(); }, this);
  84914. };
  84915. /**
  84916. * Serializes the current image processing instance to a json representation.
  84917. * @return a JSON representation
  84918. */
  84919. ImageProcessingConfiguration.prototype.serialize = function () {
  84920. return BABYLON.SerializationHelper.Serialize(this);
  84921. };
  84922. /**
  84923. * Parses the image processing from a json representation.
  84924. * @param source the JSON source to parse
  84925. * @return The parsed image processing
  84926. */
  84927. ImageProcessingConfiguration.Parse = function (source) {
  84928. return BABYLON.SerializationHelper.Parse(function () { return new ImageProcessingConfiguration(); }, source, null, null);
  84929. };
  84930. Object.defineProperty(ImageProcessingConfiguration, "VIGNETTEMODE_MULTIPLY", {
  84931. /**
  84932. * Used to apply the vignette as a mix with the pixel color.
  84933. */
  84934. get: function () {
  84935. return this._VIGNETTEMODE_MULTIPLY;
  84936. },
  84937. enumerable: true,
  84938. configurable: true
  84939. });
  84940. Object.defineProperty(ImageProcessingConfiguration, "VIGNETTEMODE_OPAQUE", {
  84941. /**
  84942. * Used to apply the vignette as a replacement of the pixel color.
  84943. */
  84944. get: function () {
  84945. return this._VIGNETTEMODE_OPAQUE;
  84946. },
  84947. enumerable: true,
  84948. configurable: true
  84949. });
  84950. /**
  84951. * Default tone mapping applied in BabylonJS.
  84952. */
  84953. ImageProcessingConfiguration.TONEMAPPING_STANDARD = 0;
  84954. /**
  84955. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  84956. * to other engines rendering to increase portability.
  84957. */
  84958. ImageProcessingConfiguration.TONEMAPPING_ACES = 1;
  84959. // Static constants associated to the image processing.
  84960. ImageProcessingConfiguration._VIGNETTEMODE_MULTIPLY = 0;
  84961. ImageProcessingConfiguration._VIGNETTEMODE_OPAQUE = 1;
  84962. __decorate([
  84963. BABYLON.serializeAsColorCurves()
  84964. ], ImageProcessingConfiguration.prototype, "colorCurves", void 0);
  84965. __decorate([
  84966. BABYLON.serialize()
  84967. ], ImageProcessingConfiguration.prototype, "_colorCurvesEnabled", void 0);
  84968. __decorate([
  84969. BABYLON.serializeAsTexture()
  84970. ], ImageProcessingConfiguration.prototype, "colorGradingTexture", void 0);
  84971. __decorate([
  84972. BABYLON.serialize()
  84973. ], ImageProcessingConfiguration.prototype, "_colorGradingEnabled", void 0);
  84974. __decorate([
  84975. BABYLON.serialize()
  84976. ], ImageProcessingConfiguration.prototype, "_colorGradingWithGreenDepth", void 0);
  84977. __decorate([
  84978. BABYLON.serialize()
  84979. ], ImageProcessingConfiguration.prototype, "_colorGradingBGR", void 0);
  84980. __decorate([
  84981. BABYLON.serialize()
  84982. ], ImageProcessingConfiguration.prototype, "_exposure", void 0);
  84983. __decorate([
  84984. BABYLON.serialize()
  84985. ], ImageProcessingConfiguration.prototype, "_toneMappingEnabled", void 0);
  84986. __decorate([
  84987. BABYLON.serialize()
  84988. ], ImageProcessingConfiguration.prototype, "_toneMappingType", void 0);
  84989. __decorate([
  84990. BABYLON.serialize()
  84991. ], ImageProcessingConfiguration.prototype, "_contrast", void 0);
  84992. __decorate([
  84993. BABYLON.serialize()
  84994. ], ImageProcessingConfiguration.prototype, "vignetteStretch", void 0);
  84995. __decorate([
  84996. BABYLON.serialize()
  84997. ], ImageProcessingConfiguration.prototype, "vignetteCentreX", void 0);
  84998. __decorate([
  84999. BABYLON.serialize()
  85000. ], ImageProcessingConfiguration.prototype, "vignetteCentreY", void 0);
  85001. __decorate([
  85002. BABYLON.serialize()
  85003. ], ImageProcessingConfiguration.prototype, "vignetteWeight", void 0);
  85004. __decorate([
  85005. BABYLON.serializeAsColor4()
  85006. ], ImageProcessingConfiguration.prototype, "vignetteColor", void 0);
  85007. __decorate([
  85008. BABYLON.serialize()
  85009. ], ImageProcessingConfiguration.prototype, "vignetteCameraFov", void 0);
  85010. __decorate([
  85011. BABYLON.serialize()
  85012. ], ImageProcessingConfiguration.prototype, "_vignetteBlendMode", void 0);
  85013. __decorate([
  85014. BABYLON.serialize()
  85015. ], ImageProcessingConfiguration.prototype, "_vignetteEnabled", void 0);
  85016. __decorate([
  85017. BABYLON.serialize()
  85018. ], ImageProcessingConfiguration.prototype, "_applyByPostProcess", void 0);
  85019. __decorate([
  85020. BABYLON.serialize()
  85021. ], ImageProcessingConfiguration.prototype, "_isEnabled", void 0);
  85022. return ImageProcessingConfiguration;
  85023. }());
  85024. BABYLON.ImageProcessingConfiguration = ImageProcessingConfiguration;
  85025. })(BABYLON || (BABYLON = {}));
  85026. //# sourceMappingURL=babylon.imageProcessingConfiguration.js.map
  85027. var BABYLON;
  85028. (function (BABYLON) {
  85029. /**
  85030. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  85031. * It can help converting any input color in a desired output one. This can then be used to create effects
  85032. * from sepia, black and white to sixties or futuristic rendering...
  85033. *
  85034. * The only supported format is currently 3dl.
  85035. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table/
  85036. */
  85037. var ColorGradingTexture = /** @class */ (function (_super) {
  85038. __extends(ColorGradingTexture, _super);
  85039. /**
  85040. * Instantiates a ColorGradingTexture from the following parameters.
  85041. *
  85042. * @param url The location of the color gradind data (currently only supporting 3dl)
  85043. * @param scene The scene the texture will be used in
  85044. */
  85045. function ColorGradingTexture(url, scene) {
  85046. var _this = _super.call(this, scene) || this;
  85047. if (!url) {
  85048. return _this;
  85049. }
  85050. _this._engine = scene.getEngine();
  85051. _this._textureMatrix = BABYLON.Matrix.Identity();
  85052. _this.name = url;
  85053. _this.url = url;
  85054. _this.hasAlpha = false;
  85055. _this.isCube = false;
  85056. _this.is3D = _this._engine.webGLVersion > 1;
  85057. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  85058. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  85059. _this.wrapR = BABYLON.Texture.CLAMP_ADDRESSMODE;
  85060. _this.anisotropicFilteringLevel = 1;
  85061. _this._texture = _this._getFromCache(url, true);
  85062. if (!_this._texture) {
  85063. if (!scene.useDelayedTextureLoading) {
  85064. _this.loadTexture();
  85065. }
  85066. else {
  85067. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  85068. }
  85069. }
  85070. return _this;
  85071. }
  85072. /**
  85073. * Returns the texture matrix used in most of the material.
  85074. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  85075. */
  85076. ColorGradingTexture.prototype.getTextureMatrix = function () {
  85077. return this._textureMatrix;
  85078. };
  85079. /**
  85080. * Occurs when the file being loaded is a .3dl LUT file.
  85081. */
  85082. ColorGradingTexture.prototype.load3dlTexture = function () {
  85083. var engine = this._engine;
  85084. var texture;
  85085. if (engine.webGLVersion === 1) {
  85086. texture = engine.createRawTexture(null, 1, 1, BABYLON.Engine.TEXTUREFORMAT_RGBA, false, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  85087. }
  85088. else {
  85089. texture = engine.createRawTexture3D(null, 1, 1, 1, BABYLON.Engine.TEXTUREFORMAT_RGBA, false, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  85090. }
  85091. this._texture = texture;
  85092. var callback = function (text) {
  85093. if (typeof text !== "string") {
  85094. return;
  85095. }
  85096. var data = null;
  85097. var tempData = null;
  85098. var line;
  85099. var lines = text.split('\n');
  85100. var size = 0, pixelIndexW = 0, pixelIndexH = 0, pixelIndexSlice = 0;
  85101. var maxColor = 0;
  85102. for (var i = 0; i < lines.length; i++) {
  85103. line = lines[i];
  85104. if (!ColorGradingTexture._noneEmptyLineRegex.test(line))
  85105. continue;
  85106. if (line.indexOf('#') === 0)
  85107. continue;
  85108. var words = line.split(" ");
  85109. if (size === 0) {
  85110. // Number of space + one
  85111. size = words.length;
  85112. data = new Uint8Array(size * size * size * 4); // volume texture of side size and rgb 8
  85113. tempData = new Float32Array(size * size * size * 4);
  85114. continue;
  85115. }
  85116. if (size != 0) {
  85117. var r = Math.max(parseInt(words[0]), 0);
  85118. var g = Math.max(parseInt(words[1]), 0);
  85119. var b = Math.max(parseInt(words[2]), 0);
  85120. maxColor = Math.max(r, maxColor);
  85121. maxColor = Math.max(g, maxColor);
  85122. maxColor = Math.max(b, maxColor);
  85123. var pixelStorageIndex = (pixelIndexW + pixelIndexSlice * size + pixelIndexH * size * size) * 4;
  85124. if (tempData) {
  85125. tempData[pixelStorageIndex + 0] = r;
  85126. tempData[pixelStorageIndex + 1] = g;
  85127. tempData[pixelStorageIndex + 2] = b;
  85128. }
  85129. pixelIndexSlice++;
  85130. if (pixelIndexSlice % size == 0) {
  85131. pixelIndexH++;
  85132. pixelIndexSlice = 0;
  85133. if (pixelIndexH % size == 0) {
  85134. pixelIndexW++;
  85135. pixelIndexH = 0;
  85136. }
  85137. }
  85138. }
  85139. }
  85140. if (tempData && data) {
  85141. for (var i = 0; i < tempData.length; i++) {
  85142. if (i > 0 && (i + 1) % 4 === 0) {
  85143. data[i] = 255;
  85144. }
  85145. else {
  85146. var value = tempData[i];
  85147. data[i] = (value / maxColor * 255);
  85148. }
  85149. }
  85150. }
  85151. if (texture.is3D) {
  85152. texture.updateSize(size, size, size);
  85153. engine.updateRawTexture3D(texture, data, BABYLON.Engine.TEXTUREFORMAT_RGBA, false);
  85154. }
  85155. else {
  85156. texture.updateSize(size * size, size);
  85157. engine.updateRawTexture(texture, data, BABYLON.Engine.TEXTUREFORMAT_RGBA, false);
  85158. }
  85159. };
  85160. var scene = this.getScene();
  85161. if (scene) {
  85162. scene._loadFile(this.url, callback);
  85163. }
  85164. else {
  85165. this._engine._loadFile(this.url, callback);
  85166. }
  85167. return this._texture;
  85168. };
  85169. /**
  85170. * Starts the loading process of the texture.
  85171. */
  85172. ColorGradingTexture.prototype.loadTexture = function () {
  85173. if (this.url && this.url.toLocaleLowerCase().indexOf(".3dl") == (this.url.length - 4)) {
  85174. this.load3dlTexture();
  85175. }
  85176. };
  85177. /**
  85178. * Clones the color gradind texture.
  85179. */
  85180. ColorGradingTexture.prototype.clone = function () {
  85181. var newTexture = new ColorGradingTexture(this.url, this.getScene());
  85182. // Base texture
  85183. newTexture.level = this.level;
  85184. return newTexture;
  85185. };
  85186. /**
  85187. * Called during delayed load for textures.
  85188. */
  85189. ColorGradingTexture.prototype.delayLoad = function () {
  85190. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  85191. return;
  85192. }
  85193. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  85194. this._texture = this._getFromCache(this.url, true);
  85195. if (!this._texture) {
  85196. this.loadTexture();
  85197. }
  85198. };
  85199. /**
  85200. * Parses a color grading texture serialized by Babylon.
  85201. * @param parsedTexture The texture information being parsedTexture
  85202. * @param scene The scene to load the texture in
  85203. * @param rootUrl The root url of the data assets to load
  85204. * @return A color gradind texture
  85205. */
  85206. ColorGradingTexture.Parse = function (parsedTexture, scene, rootUrl) {
  85207. var texture = null;
  85208. if (parsedTexture.name && !parsedTexture.isRenderTarget) {
  85209. texture = new ColorGradingTexture(parsedTexture.name, scene);
  85210. texture.name = parsedTexture.name;
  85211. texture.level = parsedTexture.level;
  85212. }
  85213. return texture;
  85214. };
  85215. /**
  85216. * Serializes the LUT texture to json format.
  85217. */
  85218. ColorGradingTexture.prototype.serialize = function () {
  85219. if (!this.name) {
  85220. return null;
  85221. }
  85222. var serializationObject = {};
  85223. serializationObject.name = this.name;
  85224. serializationObject.level = this.level;
  85225. serializationObject.customType = "BABYLON.ColorGradingTexture";
  85226. return serializationObject;
  85227. };
  85228. /**
  85229. * Empty line regex stored for GC.
  85230. */
  85231. ColorGradingTexture._noneEmptyLineRegex = /\S+/;
  85232. return ColorGradingTexture;
  85233. }(BABYLON.BaseTexture));
  85234. BABYLON.ColorGradingTexture = ColorGradingTexture;
  85235. })(BABYLON || (BABYLON = {}));
  85236. //# sourceMappingURL=babylon.colorGradingTexture.js.map
  85237. var BABYLON;
  85238. (function (BABYLON) {
  85239. /**
  85240. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  85241. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  85242. * 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;
  85243. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  85244. */
  85245. var ColorCurves = /** @class */ (function () {
  85246. function ColorCurves() {
  85247. this._dirty = true;
  85248. this._tempColor = new BABYLON.Color4(0, 0, 0, 0);
  85249. this._globalCurve = new BABYLON.Color4(0, 0, 0, 0);
  85250. this._highlightsCurve = new BABYLON.Color4(0, 0, 0, 0);
  85251. this._midtonesCurve = new BABYLON.Color4(0, 0, 0, 0);
  85252. this._shadowsCurve = new BABYLON.Color4(0, 0, 0, 0);
  85253. this._positiveCurve = new BABYLON.Color4(0, 0, 0, 0);
  85254. this._negativeCurve = new BABYLON.Color4(0, 0, 0, 0);
  85255. this._globalHue = 30;
  85256. this._globalDensity = 0;
  85257. this._globalSaturation = 0;
  85258. this._globalExposure = 0;
  85259. this._highlightsHue = 30;
  85260. this._highlightsDensity = 0;
  85261. this._highlightsSaturation = 0;
  85262. this._highlightsExposure = 0;
  85263. this._midtonesHue = 30;
  85264. this._midtonesDensity = 0;
  85265. this._midtonesSaturation = 0;
  85266. this._midtonesExposure = 0;
  85267. this._shadowsHue = 30;
  85268. this._shadowsDensity = 0;
  85269. this._shadowsSaturation = 0;
  85270. this._shadowsExposure = 0;
  85271. }
  85272. Object.defineProperty(ColorCurves.prototype, "globalHue", {
  85273. /**
  85274. * Gets the global Hue value.
  85275. * 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).
  85276. */
  85277. get: function () {
  85278. return this._globalHue;
  85279. },
  85280. /**
  85281. * Sets the global Hue value.
  85282. * 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).
  85283. */
  85284. set: function (value) {
  85285. this._globalHue = value;
  85286. this._dirty = true;
  85287. },
  85288. enumerable: true,
  85289. configurable: true
  85290. });
  85291. Object.defineProperty(ColorCurves.prototype, "globalDensity", {
  85292. /**
  85293. * Gets the global Density value.
  85294. * 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.
  85295. * Values less than zero provide a filter of opposite hue.
  85296. */
  85297. get: function () {
  85298. return this._globalDensity;
  85299. },
  85300. /**
  85301. * Sets the global Density value.
  85302. * 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.
  85303. * Values less than zero provide a filter of opposite hue.
  85304. */
  85305. set: function (value) {
  85306. this._globalDensity = value;
  85307. this._dirty = true;
  85308. },
  85309. enumerable: true,
  85310. configurable: true
  85311. });
  85312. Object.defineProperty(ColorCurves.prototype, "globalSaturation", {
  85313. /**
  85314. * Gets the global Saturation value.
  85315. * 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.
  85316. */
  85317. get: function () {
  85318. return this._globalSaturation;
  85319. },
  85320. /**
  85321. * Sets the global Saturation value.
  85322. * 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.
  85323. */
  85324. set: function (value) {
  85325. this._globalSaturation = value;
  85326. this._dirty = true;
  85327. },
  85328. enumerable: true,
  85329. configurable: true
  85330. });
  85331. Object.defineProperty(ColorCurves.prototype, "globalExposure", {
  85332. /**
  85333. * Gets the global Exposure value.
  85334. * 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.
  85335. */
  85336. get: function () {
  85337. return this._globalExposure;
  85338. },
  85339. /**
  85340. * Sets the global Exposure value.
  85341. * 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.
  85342. */
  85343. set: function (value) {
  85344. this._globalExposure = value;
  85345. this._dirty = true;
  85346. },
  85347. enumerable: true,
  85348. configurable: true
  85349. });
  85350. Object.defineProperty(ColorCurves.prototype, "highlightsHue", {
  85351. /**
  85352. * Gets the highlights Hue value.
  85353. * 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).
  85354. */
  85355. get: function () {
  85356. return this._highlightsHue;
  85357. },
  85358. /**
  85359. * Sets the highlights Hue value.
  85360. * 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).
  85361. */
  85362. set: function (value) {
  85363. this._highlightsHue = value;
  85364. this._dirty = true;
  85365. },
  85366. enumerable: true,
  85367. configurable: true
  85368. });
  85369. Object.defineProperty(ColorCurves.prototype, "highlightsDensity", {
  85370. /**
  85371. * Gets the highlights Density value.
  85372. * 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.
  85373. * Values less than zero provide a filter of opposite hue.
  85374. */
  85375. get: function () {
  85376. return this._highlightsDensity;
  85377. },
  85378. /**
  85379. * Sets the highlights Density value.
  85380. * 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.
  85381. * Values less than zero provide a filter of opposite hue.
  85382. */
  85383. set: function (value) {
  85384. this._highlightsDensity = value;
  85385. this._dirty = true;
  85386. },
  85387. enumerable: true,
  85388. configurable: true
  85389. });
  85390. Object.defineProperty(ColorCurves.prototype, "highlightsSaturation", {
  85391. /**
  85392. * Gets the highlights Saturation value.
  85393. * 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.
  85394. */
  85395. get: function () {
  85396. return this._highlightsSaturation;
  85397. },
  85398. /**
  85399. * Sets the highlights Saturation value.
  85400. * 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.
  85401. */
  85402. set: function (value) {
  85403. this._highlightsSaturation = value;
  85404. this._dirty = true;
  85405. },
  85406. enumerable: true,
  85407. configurable: true
  85408. });
  85409. Object.defineProperty(ColorCurves.prototype, "highlightsExposure", {
  85410. /**
  85411. * Gets the highlights Exposure value.
  85412. * 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.
  85413. */
  85414. get: function () {
  85415. return this._highlightsExposure;
  85416. },
  85417. /**
  85418. * Sets the highlights Exposure value.
  85419. * 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.
  85420. */
  85421. set: function (value) {
  85422. this._highlightsExposure = value;
  85423. this._dirty = true;
  85424. },
  85425. enumerable: true,
  85426. configurable: true
  85427. });
  85428. Object.defineProperty(ColorCurves.prototype, "midtonesHue", {
  85429. /**
  85430. * Gets the midtones Hue value.
  85431. * 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).
  85432. */
  85433. get: function () {
  85434. return this._midtonesHue;
  85435. },
  85436. /**
  85437. * Sets the midtones Hue value.
  85438. * 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).
  85439. */
  85440. set: function (value) {
  85441. this._midtonesHue = value;
  85442. this._dirty = true;
  85443. },
  85444. enumerable: true,
  85445. configurable: true
  85446. });
  85447. Object.defineProperty(ColorCurves.prototype, "midtonesDensity", {
  85448. /**
  85449. * Gets the midtones Density value.
  85450. * 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.
  85451. * Values less than zero provide a filter of opposite hue.
  85452. */
  85453. get: function () {
  85454. return this._midtonesDensity;
  85455. },
  85456. /**
  85457. * Sets the midtones Density value.
  85458. * 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.
  85459. * Values less than zero provide a filter of opposite hue.
  85460. */
  85461. set: function (value) {
  85462. this._midtonesDensity = value;
  85463. this._dirty = true;
  85464. },
  85465. enumerable: true,
  85466. configurable: true
  85467. });
  85468. Object.defineProperty(ColorCurves.prototype, "midtonesSaturation", {
  85469. /**
  85470. * Gets the midtones Saturation value.
  85471. * 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.
  85472. */
  85473. get: function () {
  85474. return this._midtonesSaturation;
  85475. },
  85476. /**
  85477. * Sets the midtones Saturation value.
  85478. * 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.
  85479. */
  85480. set: function (value) {
  85481. this._midtonesSaturation = value;
  85482. this._dirty = true;
  85483. },
  85484. enumerable: true,
  85485. configurable: true
  85486. });
  85487. Object.defineProperty(ColorCurves.prototype, "midtonesExposure", {
  85488. /**
  85489. * Gets the midtones Exposure value.
  85490. * 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.
  85491. */
  85492. get: function () {
  85493. return this._midtonesExposure;
  85494. },
  85495. /**
  85496. * Sets the midtones Exposure value.
  85497. * 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.
  85498. */
  85499. set: function (value) {
  85500. this._midtonesExposure = value;
  85501. this._dirty = true;
  85502. },
  85503. enumerable: true,
  85504. configurable: true
  85505. });
  85506. Object.defineProperty(ColorCurves.prototype, "shadowsHue", {
  85507. /**
  85508. * Gets the shadows Hue value.
  85509. * 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).
  85510. */
  85511. get: function () {
  85512. return this._shadowsHue;
  85513. },
  85514. /**
  85515. * Sets the shadows Hue value.
  85516. * 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).
  85517. */
  85518. set: function (value) {
  85519. this._shadowsHue = value;
  85520. this._dirty = true;
  85521. },
  85522. enumerable: true,
  85523. configurable: true
  85524. });
  85525. Object.defineProperty(ColorCurves.prototype, "shadowsDensity", {
  85526. /**
  85527. * Gets the shadows Density value.
  85528. * 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.
  85529. * Values less than zero provide a filter of opposite hue.
  85530. */
  85531. get: function () {
  85532. return this._shadowsDensity;
  85533. },
  85534. /**
  85535. * Sets the shadows Density value.
  85536. * 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.
  85537. * Values less than zero provide a filter of opposite hue.
  85538. */
  85539. set: function (value) {
  85540. this._shadowsDensity = value;
  85541. this._dirty = true;
  85542. },
  85543. enumerable: true,
  85544. configurable: true
  85545. });
  85546. Object.defineProperty(ColorCurves.prototype, "shadowsSaturation", {
  85547. /**
  85548. * Gets the shadows Saturation value.
  85549. * 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.
  85550. */
  85551. get: function () {
  85552. return this._shadowsSaturation;
  85553. },
  85554. /**
  85555. * Sets the shadows Saturation value.
  85556. * 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.
  85557. */
  85558. set: function (value) {
  85559. this._shadowsSaturation = value;
  85560. this._dirty = true;
  85561. },
  85562. enumerable: true,
  85563. configurable: true
  85564. });
  85565. Object.defineProperty(ColorCurves.prototype, "shadowsExposure", {
  85566. /**
  85567. * Gets the shadows Exposure value.
  85568. * 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.
  85569. */
  85570. get: function () {
  85571. return this._shadowsExposure;
  85572. },
  85573. /**
  85574. * Sets the shadows Exposure value.
  85575. * 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.
  85576. */
  85577. set: function (value) {
  85578. this._shadowsExposure = value;
  85579. this._dirty = true;
  85580. },
  85581. enumerable: true,
  85582. configurable: true
  85583. });
  85584. ColorCurves.prototype.getClassName = function () {
  85585. return "ColorCurves";
  85586. };
  85587. /**
  85588. * Binds the color curves to the shader.
  85589. * @param colorCurves The color curve to bind
  85590. * @param effect The effect to bind to
  85591. */
  85592. ColorCurves.Bind = function (colorCurves, effect, positiveUniform, neutralUniform, negativeUniform) {
  85593. if (positiveUniform === void 0) { positiveUniform = "vCameraColorCurvePositive"; }
  85594. if (neutralUniform === void 0) { neutralUniform = "vCameraColorCurveNeutral"; }
  85595. if (negativeUniform === void 0) { negativeUniform = "vCameraColorCurveNegative"; }
  85596. if (colorCurves._dirty) {
  85597. colorCurves._dirty = false;
  85598. // Fill in global info.
  85599. colorCurves.getColorGradingDataToRef(colorCurves._globalHue, colorCurves._globalDensity, colorCurves._globalSaturation, colorCurves._globalExposure, colorCurves._globalCurve);
  85600. // Compute highlights info.
  85601. colorCurves.getColorGradingDataToRef(colorCurves._highlightsHue, colorCurves._highlightsDensity, colorCurves._highlightsSaturation, colorCurves._highlightsExposure, colorCurves._tempColor);
  85602. colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._highlightsCurve);
  85603. // Compute midtones info.
  85604. colorCurves.getColorGradingDataToRef(colorCurves._midtonesHue, colorCurves._midtonesDensity, colorCurves._midtonesSaturation, colorCurves._midtonesExposure, colorCurves._tempColor);
  85605. colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._midtonesCurve);
  85606. // Compute shadows info.
  85607. colorCurves.getColorGradingDataToRef(colorCurves._shadowsHue, colorCurves._shadowsDensity, colorCurves._shadowsSaturation, colorCurves._shadowsExposure, colorCurves._tempColor);
  85608. colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._shadowsCurve);
  85609. // Compute deltas (neutral is midtones).
  85610. colorCurves._highlightsCurve.subtractToRef(colorCurves._midtonesCurve, colorCurves._positiveCurve);
  85611. colorCurves._midtonesCurve.subtractToRef(colorCurves._shadowsCurve, colorCurves._negativeCurve);
  85612. }
  85613. if (effect) {
  85614. effect.setFloat4(positiveUniform, colorCurves._positiveCurve.r, colorCurves._positiveCurve.g, colorCurves._positiveCurve.b, colorCurves._positiveCurve.a);
  85615. effect.setFloat4(neutralUniform, colorCurves._midtonesCurve.r, colorCurves._midtonesCurve.g, colorCurves._midtonesCurve.b, colorCurves._midtonesCurve.a);
  85616. effect.setFloat4(negativeUniform, colorCurves._negativeCurve.r, colorCurves._negativeCurve.g, colorCurves._negativeCurve.b, colorCurves._negativeCurve.a);
  85617. }
  85618. };
  85619. /**
  85620. * Prepare the list of uniforms associated with the ColorCurves effects.
  85621. * @param uniformsList The list of uniforms used in the effect
  85622. */
  85623. ColorCurves.PrepareUniforms = function (uniformsList) {
  85624. uniformsList.push("vCameraColorCurveNeutral", "vCameraColorCurvePositive", "vCameraColorCurveNegative");
  85625. };
  85626. /**
  85627. * Returns color grading data based on a hue, density, saturation and exposure value.
  85628. * @param filterHue The hue of the color filter.
  85629. * @param filterDensity The density of the color filter.
  85630. * @param saturation The saturation.
  85631. * @param exposure The exposure.
  85632. * @param result The result data container.
  85633. */
  85634. ColorCurves.prototype.getColorGradingDataToRef = function (hue, density, saturation, exposure, result) {
  85635. if (hue == null) {
  85636. return;
  85637. }
  85638. hue = ColorCurves.clamp(hue, 0, 360);
  85639. density = ColorCurves.clamp(density, -100, 100);
  85640. saturation = ColorCurves.clamp(saturation, -100, 100);
  85641. exposure = ColorCurves.clamp(exposure, -100, 100);
  85642. // Remap the slider/config filter density with non-linear mapping and also scale by half
  85643. // so that the maximum filter density is only 50% control. This provides fine control
  85644. // for small values and reasonable range.
  85645. density = ColorCurves.applyColorGradingSliderNonlinear(density);
  85646. density *= 0.5;
  85647. exposure = ColorCurves.applyColorGradingSliderNonlinear(exposure);
  85648. if (density < 0) {
  85649. density *= -1;
  85650. hue = (hue + 180) % 360;
  85651. }
  85652. ColorCurves.fromHSBToRef(hue, density, 50 + 0.25 * exposure, result);
  85653. result.scaleToRef(2, result);
  85654. result.a = 1 + 0.01 * saturation;
  85655. };
  85656. /**
  85657. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  85658. * @param value The input slider value in range [-100,100].
  85659. * @returns Adjusted value.
  85660. */
  85661. ColorCurves.applyColorGradingSliderNonlinear = function (value) {
  85662. value /= 100;
  85663. var x = Math.abs(value);
  85664. x = Math.pow(x, 2);
  85665. if (value < 0) {
  85666. x *= -1;
  85667. }
  85668. x *= 100;
  85669. return x;
  85670. };
  85671. /**
  85672. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  85673. * @param hue The hue (H) input.
  85674. * @param saturation The saturation (S) input.
  85675. * @param brightness The brightness (B) input.
  85676. * @result An RGBA color represented as Vector4.
  85677. */
  85678. ColorCurves.fromHSBToRef = function (hue, saturation, brightness, result) {
  85679. var h = ColorCurves.clamp(hue, 0, 360);
  85680. var s = ColorCurves.clamp(saturation / 100, 0, 1);
  85681. var v = ColorCurves.clamp(brightness / 100, 0, 1);
  85682. if (s === 0) {
  85683. result.r = v;
  85684. result.g = v;
  85685. result.b = v;
  85686. }
  85687. else {
  85688. // sector 0 to 5
  85689. h /= 60;
  85690. var i = Math.floor(h);
  85691. // fractional part of h
  85692. var f = h - i;
  85693. var p = v * (1 - s);
  85694. var q = v * (1 - s * f);
  85695. var t = v * (1 - s * (1 - f));
  85696. switch (i) {
  85697. case 0:
  85698. result.r = v;
  85699. result.g = t;
  85700. result.b = p;
  85701. break;
  85702. case 1:
  85703. result.r = q;
  85704. result.g = v;
  85705. result.b = p;
  85706. break;
  85707. case 2:
  85708. result.r = p;
  85709. result.g = v;
  85710. result.b = t;
  85711. break;
  85712. case 3:
  85713. result.r = p;
  85714. result.g = q;
  85715. result.b = v;
  85716. break;
  85717. case 4:
  85718. result.r = t;
  85719. result.g = p;
  85720. result.b = v;
  85721. break;
  85722. default: // case 5:
  85723. result.r = v;
  85724. result.g = p;
  85725. result.b = q;
  85726. break;
  85727. }
  85728. }
  85729. result.a = 1;
  85730. };
  85731. /**
  85732. * Returns a value clamped between min and max
  85733. * @param value The value to clamp
  85734. * @param min The minimum of value
  85735. * @param max The maximum of value
  85736. * @returns The clamped value.
  85737. */
  85738. ColorCurves.clamp = function (value, min, max) {
  85739. return Math.min(Math.max(value, min), max);
  85740. };
  85741. /**
  85742. * Clones the current color curve instance.
  85743. * @return The cloned curves
  85744. */
  85745. ColorCurves.prototype.clone = function () {
  85746. return BABYLON.SerializationHelper.Clone(function () { return new ColorCurves(); }, this);
  85747. };
  85748. /**
  85749. * Serializes the current color curve instance to a json representation.
  85750. * @return a JSON representation
  85751. */
  85752. ColorCurves.prototype.serialize = function () {
  85753. return BABYLON.SerializationHelper.Serialize(this);
  85754. };
  85755. /**
  85756. * Parses the color curve from a json representation.
  85757. * @param source the JSON source to parse
  85758. * @return The parsed curves
  85759. */
  85760. ColorCurves.Parse = function (source) {
  85761. return BABYLON.SerializationHelper.Parse(function () { return new ColorCurves(); }, source, null, null);
  85762. };
  85763. __decorate([
  85764. BABYLON.serialize()
  85765. ], ColorCurves.prototype, "_globalHue", void 0);
  85766. __decorate([
  85767. BABYLON.serialize()
  85768. ], ColorCurves.prototype, "_globalDensity", void 0);
  85769. __decorate([
  85770. BABYLON.serialize()
  85771. ], ColorCurves.prototype, "_globalSaturation", void 0);
  85772. __decorate([
  85773. BABYLON.serialize()
  85774. ], ColorCurves.prototype, "_globalExposure", void 0);
  85775. __decorate([
  85776. BABYLON.serialize()
  85777. ], ColorCurves.prototype, "_highlightsHue", void 0);
  85778. __decorate([
  85779. BABYLON.serialize()
  85780. ], ColorCurves.prototype, "_highlightsDensity", void 0);
  85781. __decorate([
  85782. BABYLON.serialize()
  85783. ], ColorCurves.prototype, "_highlightsSaturation", void 0);
  85784. __decorate([
  85785. BABYLON.serialize()
  85786. ], ColorCurves.prototype, "_highlightsExposure", void 0);
  85787. __decorate([
  85788. BABYLON.serialize()
  85789. ], ColorCurves.prototype, "_midtonesHue", void 0);
  85790. __decorate([
  85791. BABYLON.serialize()
  85792. ], ColorCurves.prototype, "_midtonesDensity", void 0);
  85793. __decorate([
  85794. BABYLON.serialize()
  85795. ], ColorCurves.prototype, "_midtonesSaturation", void 0);
  85796. __decorate([
  85797. BABYLON.serialize()
  85798. ], ColorCurves.prototype, "_midtonesExposure", void 0);
  85799. return ColorCurves;
  85800. }());
  85801. BABYLON.ColorCurves = ColorCurves;
  85802. })(BABYLON || (BABYLON = {}));
  85803. //# sourceMappingURL=babylon.colorCurves.js.map
  85804. var BABYLON;
  85805. (function (BABYLON) {
  85806. var RefractionPostProcess = /** @class */ (function (_super) {
  85807. __extends(RefractionPostProcess, _super);
  85808. function RefractionPostProcess(name, refractionTextureUrl, color, depth, colorLevel, options, camera, samplingMode, engine, reusable) {
  85809. var _this = _super.call(this, name, "refraction", ["baseColor", "depth", "colorLevel"], ["refractionSampler"], options, camera, samplingMode, engine, reusable) || this;
  85810. _this.color = color;
  85811. _this.depth = depth;
  85812. _this.colorLevel = colorLevel;
  85813. _this._ownRefractionTexture = true;
  85814. _this.onActivateObservable.add(function (cam) {
  85815. _this._refTexture = _this._refTexture || new BABYLON.Texture(refractionTextureUrl, cam.getScene());
  85816. });
  85817. _this.onApplyObservable.add(function (effect) {
  85818. effect.setColor3("baseColor", _this.color);
  85819. effect.setFloat("depth", _this.depth);
  85820. effect.setFloat("colorLevel", _this.colorLevel);
  85821. effect.setTexture("refractionSampler", _this._refTexture);
  85822. });
  85823. return _this;
  85824. }
  85825. Object.defineProperty(RefractionPostProcess.prototype, "refractionTexture", {
  85826. /**
  85827. * Gets or sets the refraction texture
  85828. * Please note that you are responsible for disposing the texture if you set it manually
  85829. */
  85830. get: function () {
  85831. return this._refTexture;
  85832. },
  85833. set: function (value) {
  85834. if (this._refTexture && this._ownRefractionTexture) {
  85835. this._refTexture.dispose();
  85836. }
  85837. this._refTexture = value;
  85838. this._ownRefractionTexture = false;
  85839. },
  85840. enumerable: true,
  85841. configurable: true
  85842. });
  85843. // Methods
  85844. RefractionPostProcess.prototype.dispose = function (camera) {
  85845. if (this._refTexture && this._ownRefractionTexture) {
  85846. this._refTexture.dispose();
  85847. this._refTexture = null;
  85848. }
  85849. _super.prototype.dispose.call(this, camera);
  85850. };
  85851. return RefractionPostProcess;
  85852. }(BABYLON.PostProcess));
  85853. BABYLON.RefractionPostProcess = RefractionPostProcess;
  85854. })(BABYLON || (BABYLON = {}));
  85855. //# sourceMappingURL=babylon.refractionPostProcess.js.map
  85856. var BABYLON;
  85857. (function (BABYLON) {
  85858. var BlackAndWhitePostProcess = /** @class */ (function (_super) {
  85859. __extends(BlackAndWhitePostProcess, _super);
  85860. function BlackAndWhitePostProcess(name, options, camera, samplingMode, engine, reusable) {
  85861. var _this = _super.call(this, name, "blackAndWhite", ["degree"], null, options, camera, samplingMode, engine, reusable) || this;
  85862. _this.degree = 1;
  85863. _this.onApplyObservable.add(function (effect) {
  85864. effect.setFloat("degree", _this.degree);
  85865. });
  85866. return _this;
  85867. }
  85868. return BlackAndWhitePostProcess;
  85869. }(BABYLON.PostProcess));
  85870. BABYLON.BlackAndWhitePostProcess = BlackAndWhitePostProcess;
  85871. })(BABYLON || (BABYLON = {}));
  85872. //# sourceMappingURL=babylon.blackAndWhitePostProcess.js.map
  85873. var BABYLON;
  85874. (function (BABYLON) {
  85875. /**
  85876. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  85877. * input texture to perform effects such as edge detection or sharpening
  85878. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  85879. */
  85880. var ConvolutionPostProcess = /** @class */ (function (_super) {
  85881. __extends(ConvolutionPostProcess, _super);
  85882. /**
  85883. * Creates a new instance ConvolutionPostProcess
  85884. * @param name The name of the effect.
  85885. * @param kernel Array of 9 values corrisponding to the 3x3 kernel to be applied
  85886. * @param options The required width/height ratio to downsize to before computing the render pass.
  85887. * @param camera The camera to apply the render pass to.
  85888. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  85889. * @param engine The engine which the post process will be applied. (default: current engine)
  85890. * @param reusable If the post process can be reused on the same frame. (default: false)
  85891. * @param textureType Type of textures used when performing the post process. (default: 0)
  85892. */
  85893. function ConvolutionPostProcess(name,
  85894. /** Array of 9 values corrisponding to the 3x3 kernel to be applied */
  85895. kernel, options, camera, samplingMode, engine, reusable, textureType) {
  85896. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  85897. var _this = _super.call(this, name, "convolution", ["kernel", "screenSize"], null, options, camera, samplingMode, engine, reusable, null, textureType) || this;
  85898. _this.kernel = kernel;
  85899. _this.onApply = function (effect) {
  85900. effect.setFloat2("screenSize", _this.width, _this.height);
  85901. effect.setArray("kernel", _this.kernel);
  85902. };
  85903. return _this;
  85904. }
  85905. // Statics
  85906. /**
  85907. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  85908. */
  85909. ConvolutionPostProcess.EdgeDetect0Kernel = [1, 0, -1, 0, 0, 0, -1, 0, 1];
  85910. /**
  85911. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  85912. */
  85913. ConvolutionPostProcess.EdgeDetect1Kernel = [0, 1, 0, 1, -4, 1, 0, 1, 0];
  85914. /**
  85915. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  85916. */
  85917. ConvolutionPostProcess.EdgeDetect2Kernel = [-1, -1, -1, -1, 8, -1, -1, -1, -1];
  85918. /**
  85919. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  85920. */
  85921. ConvolutionPostProcess.SharpenKernel = [0, -1, 0, -1, 5, -1, 0, -1, 0];
  85922. /**
  85923. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  85924. */
  85925. ConvolutionPostProcess.EmbossKernel = [-2, -1, 0, -1, 1, 1, 0, 1, 2];
  85926. /**
  85927. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  85928. */
  85929. ConvolutionPostProcess.GaussianKernel = [0, 1, 0, 1, 1, 1, 0, 1, 0];
  85930. return ConvolutionPostProcess;
  85931. }(BABYLON.PostProcess));
  85932. BABYLON.ConvolutionPostProcess = ConvolutionPostProcess;
  85933. })(BABYLON || (BABYLON = {}));
  85934. //# sourceMappingURL=babylon.convolutionPostProcess.js.map
  85935. var BABYLON;
  85936. (function (BABYLON) {
  85937. var FilterPostProcess = /** @class */ (function (_super) {
  85938. __extends(FilterPostProcess, _super);
  85939. function FilterPostProcess(name, kernelMatrix, options, camera, samplingMode, engine, reusable) {
  85940. var _this = _super.call(this, name, "filter", ["kernelMatrix"], null, options, camera, samplingMode, engine, reusable) || this;
  85941. _this.kernelMatrix = kernelMatrix;
  85942. _this.onApply = function (effect) {
  85943. effect.setMatrix("kernelMatrix", _this.kernelMatrix);
  85944. };
  85945. return _this;
  85946. }
  85947. return FilterPostProcess;
  85948. }(BABYLON.PostProcess));
  85949. BABYLON.FilterPostProcess = FilterPostProcess;
  85950. })(BABYLON || (BABYLON = {}));
  85951. //# sourceMappingURL=babylon.filterPostProcess.js.map
  85952. var BABYLON;
  85953. (function (BABYLON) {
  85954. /**
  85955. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  85956. */
  85957. var VolumetricLightScatteringPostProcess = /** @class */ (function (_super) {
  85958. __extends(VolumetricLightScatteringPostProcess, _super);
  85959. /**
  85960. * @constructor
  85961. * @param {string} name - The post-process name
  85962. * @param {any} ratio - The size of the post-process and/or internal pass (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
  85963. * @param {BABYLON.Camera} camera - The camera that the post-process will be attached to
  85964. * @param {BABYLON.Mesh} mesh - The mesh used to create the light scattering
  85965. * @param {number} samples - The post-process quality, default 100
  85966. * @param {number} samplingMode - The post-process filtering mode
  85967. * @param {BABYLON.Engine} engine - The babylon engine
  85968. * @param {boolean} reusable - If the post-process is reusable
  85969. * @param {BABYLON.Scene} scene - The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  85970. */
  85971. function VolumetricLightScatteringPostProcess(name, ratio, camera, mesh, samples, samplingMode, engine, reusable, scene) {
  85972. if (samples === void 0) { samples = 100; }
  85973. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  85974. 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;
  85975. _this._screenCoordinates = BABYLON.Vector2.Zero();
  85976. /**
  85977. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  85978. */
  85979. _this.customMeshPosition = BABYLON.Vector3.Zero();
  85980. /**
  85981. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  85982. */
  85983. _this.useCustomMeshPosition = false;
  85984. /**
  85985. * If the post-process should inverse the light scattering direction
  85986. */
  85987. _this.invert = true;
  85988. /**
  85989. * Array containing the excluded meshes not rendered in the internal pass
  85990. */
  85991. _this.excludedMeshes = new Array();
  85992. /**
  85993. * Controls the overall intensity of the post-process
  85994. */
  85995. _this.exposure = 0.3;
  85996. /**
  85997. * Dissipates each sample's contribution in range [0, 1]
  85998. */
  85999. _this.decay = 0.96815;
  86000. /**
  86001. * Controls the overall intensity of each sample
  86002. */
  86003. _this.weight = 0.58767;
  86004. /**
  86005. * Controls the density of each sample
  86006. */
  86007. _this.density = 0.926;
  86008. scene = ((camera === null) ? scene : camera.getScene()); // parameter "scene" can be null.
  86009. engine = scene.getEngine();
  86010. _this._viewPort = new BABYLON.Viewport(0, 0, 1, 1).toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  86011. // Configure mesh
  86012. _this.mesh = ((mesh !== null) ? mesh : VolumetricLightScatteringPostProcess.CreateDefaultMesh("VolumetricLightScatteringMesh", scene));
  86013. // Configure
  86014. _this._createPass(scene, ratio.passRatio || ratio);
  86015. _this.onActivate = function (camera) {
  86016. if (!_this.isSupported) {
  86017. _this.dispose(camera);
  86018. }
  86019. _this.onActivate = null;
  86020. };
  86021. _this.onApplyObservable.add(function (effect) {
  86022. _this._updateMeshScreenCoordinates(scene);
  86023. effect.setTexture("lightScatteringSampler", _this._volumetricLightScatteringRTT);
  86024. effect.setFloat("exposure", _this.exposure);
  86025. effect.setFloat("decay", _this.decay);
  86026. effect.setFloat("weight", _this.weight);
  86027. effect.setFloat("density", _this.density);
  86028. effect.setVector2("meshPositionOnScreen", _this._screenCoordinates);
  86029. });
  86030. return _this;
  86031. }
  86032. Object.defineProperty(VolumetricLightScatteringPostProcess.prototype, "useDiffuseColor", {
  86033. /**
  86034. * @hidden
  86035. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  86036. */
  86037. get: function () {
  86038. BABYLON.Tools.Warn("VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead");
  86039. return false;
  86040. },
  86041. set: function (useDiffuseColor) {
  86042. BABYLON.Tools.Warn("VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead");
  86043. },
  86044. enumerable: true,
  86045. configurable: true
  86046. });
  86047. /**
  86048. * Returns the string "VolumetricLightScatteringPostProcess"
  86049. * @returns "VolumetricLightScatteringPostProcess"
  86050. */
  86051. VolumetricLightScatteringPostProcess.prototype.getClassName = function () {
  86052. return "VolumetricLightScatteringPostProcess";
  86053. };
  86054. VolumetricLightScatteringPostProcess.prototype._isReady = function (subMesh, useInstances) {
  86055. var mesh = subMesh.getMesh();
  86056. // Render this.mesh as default
  86057. if (mesh === this.mesh && mesh.material) {
  86058. return mesh.material.isReady(mesh);
  86059. }
  86060. var defines = [];
  86061. var attribs = [BABYLON.VertexBuffer.PositionKind];
  86062. var material = subMesh.getMaterial();
  86063. // Alpha test
  86064. if (material) {
  86065. if (material.needAlphaTesting()) {
  86066. defines.push("#define ALPHATEST");
  86067. }
  86068. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  86069. attribs.push(BABYLON.VertexBuffer.UVKind);
  86070. defines.push("#define UV1");
  86071. }
  86072. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  86073. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  86074. defines.push("#define UV2");
  86075. }
  86076. }
  86077. // Bones
  86078. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  86079. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  86080. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  86081. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  86082. defines.push("#define BonesPerMesh " + (mesh.skeleton ? (mesh.skeleton.bones.length + 1) : 0));
  86083. }
  86084. else {
  86085. defines.push("#define NUM_BONE_INFLUENCERS 0");
  86086. }
  86087. // Instances
  86088. if (useInstances) {
  86089. defines.push("#define INSTANCES");
  86090. attribs.push("world0");
  86091. attribs.push("world1");
  86092. attribs.push("world2");
  86093. attribs.push("world3");
  86094. }
  86095. // Get correct effect
  86096. var join = defines.join("\n");
  86097. if (this._cachedDefines !== join) {
  86098. this._cachedDefines = join;
  86099. this._volumetricLightScatteringPass = mesh.getScene().getEngine().createEffect({ vertexElement: "depth", fragmentElement: "volumetricLightScatteringPass" }, attribs, ["world", "mBones", "viewProjection", "diffuseMatrix"], ["diffuseSampler"], join);
  86100. }
  86101. return this._volumetricLightScatteringPass.isReady();
  86102. };
  86103. /**
  86104. * Sets the new light position for light scattering effect
  86105. * @param position The new custom light position
  86106. */
  86107. VolumetricLightScatteringPostProcess.prototype.setCustomMeshPosition = function (position) {
  86108. this.customMeshPosition = position;
  86109. };
  86110. /**
  86111. * Returns the light position for light scattering effect
  86112. * @return {BABYLON.Vector3} The custom light position
  86113. */
  86114. VolumetricLightScatteringPostProcess.prototype.getCustomMeshPosition = function () {
  86115. return this.customMeshPosition;
  86116. };
  86117. /**
  86118. * Disposes the internal assets and detaches the post-process from the camera
  86119. */
  86120. VolumetricLightScatteringPostProcess.prototype.dispose = function (camera) {
  86121. var rttIndex = camera.getScene().customRenderTargets.indexOf(this._volumetricLightScatteringRTT);
  86122. if (rttIndex !== -1) {
  86123. camera.getScene().customRenderTargets.splice(rttIndex, 1);
  86124. }
  86125. this._volumetricLightScatteringRTT.dispose();
  86126. _super.prototype.dispose.call(this, camera);
  86127. };
  86128. /**
  86129. * Returns the render target texture used by the post-process
  86130. * @return {BABYLON.RenderTargetTexture} The render target texture used by the post-process
  86131. */
  86132. VolumetricLightScatteringPostProcess.prototype.getPass = function () {
  86133. return this._volumetricLightScatteringRTT;
  86134. };
  86135. // Private methods
  86136. VolumetricLightScatteringPostProcess.prototype._meshExcluded = function (mesh) {
  86137. if (this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1) {
  86138. return true;
  86139. }
  86140. return false;
  86141. };
  86142. VolumetricLightScatteringPostProcess.prototype._createPass = function (scene, ratio) {
  86143. var _this = this;
  86144. var engine = scene.getEngine();
  86145. this._volumetricLightScatteringRTT = new BABYLON.RenderTargetTexture("volumetricLightScatteringMap", { width: engine.getRenderWidth() * ratio, height: engine.getRenderHeight() * ratio }, scene, false, true, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  86146. this._volumetricLightScatteringRTT.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  86147. this._volumetricLightScatteringRTT.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  86148. this._volumetricLightScatteringRTT.renderList = null;
  86149. this._volumetricLightScatteringRTT.renderParticles = false;
  86150. this._volumetricLightScatteringRTT.ignoreCameraViewport = true;
  86151. var camera = this.getCamera();
  86152. if (camera) {
  86153. camera.customRenderTargets.push(this._volumetricLightScatteringRTT);
  86154. }
  86155. else {
  86156. scene.customRenderTargets.push(this._volumetricLightScatteringRTT);
  86157. }
  86158. // Custom render function for submeshes
  86159. var renderSubMesh = function (subMesh) {
  86160. var mesh = subMesh.getRenderingMesh();
  86161. if (_this._meshExcluded(mesh)) {
  86162. return;
  86163. }
  86164. var material = subMesh.getMaterial();
  86165. if (!material) {
  86166. return;
  86167. }
  86168. var scene = mesh.getScene();
  86169. var engine = scene.getEngine();
  86170. // Culling
  86171. engine.setState(material.backFaceCulling);
  86172. // Managing instances
  86173. var batch = mesh._getInstancesRenderList(subMesh._id);
  86174. if (batch.mustReturn) {
  86175. return;
  86176. }
  86177. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null);
  86178. if (_this._isReady(subMesh, hardwareInstancedRendering)) {
  86179. var effect = _this._volumetricLightScatteringPass;
  86180. if (mesh === _this.mesh) {
  86181. if (subMesh.effect) {
  86182. effect = subMesh.effect;
  86183. }
  86184. else {
  86185. effect = material.getEffect();
  86186. }
  86187. }
  86188. engine.enableEffect(effect);
  86189. mesh._bind(subMesh, effect, BABYLON.Material.TriangleFillMode);
  86190. if (mesh === _this.mesh) {
  86191. material.bind(mesh.getWorldMatrix(), mesh);
  86192. }
  86193. else {
  86194. _this._volumetricLightScatteringPass.setMatrix("viewProjection", scene.getTransformMatrix());
  86195. // Alpha test
  86196. if (material && material.needAlphaTesting()) {
  86197. var alphaTexture = material.getAlphaTestTexture();
  86198. _this._volumetricLightScatteringPass.setTexture("diffuseSampler", alphaTexture);
  86199. if (alphaTexture) {
  86200. _this._volumetricLightScatteringPass.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  86201. }
  86202. }
  86203. // Bones
  86204. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  86205. _this._volumetricLightScatteringPass.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  86206. }
  86207. }
  86208. // Draw
  86209. mesh._processRendering(subMesh, _this._volumetricLightScatteringPass, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return effect.setMatrix("world", world); });
  86210. }
  86211. };
  86212. // Render target texture callbacks
  86213. var savedSceneClearColor;
  86214. var sceneClearColor = new BABYLON.Color4(0.0, 0.0, 0.0, 1.0);
  86215. this._volumetricLightScatteringRTT.onBeforeRenderObservable.add(function () {
  86216. savedSceneClearColor = scene.clearColor;
  86217. scene.clearColor = sceneClearColor;
  86218. });
  86219. this._volumetricLightScatteringRTT.onAfterRenderObservable.add(function () {
  86220. scene.clearColor = savedSceneClearColor;
  86221. });
  86222. this._volumetricLightScatteringRTT.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  86223. var engine = scene.getEngine();
  86224. var index;
  86225. if (depthOnlySubMeshes.length) {
  86226. engine.setColorWrite(false);
  86227. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  86228. renderSubMesh(depthOnlySubMeshes.data[index]);
  86229. }
  86230. engine.setColorWrite(true);
  86231. }
  86232. for (index = 0; index < opaqueSubMeshes.length; index++) {
  86233. renderSubMesh(opaqueSubMeshes.data[index]);
  86234. }
  86235. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  86236. renderSubMesh(alphaTestSubMeshes.data[index]);
  86237. }
  86238. if (transparentSubMeshes.length) {
  86239. // Sort sub meshes
  86240. for (index = 0; index < transparentSubMeshes.length; index++) {
  86241. var submesh = transparentSubMeshes.data[index];
  86242. var boundingInfo = submesh.getBoundingInfo();
  86243. if (boundingInfo && scene.activeCamera) {
  86244. submesh._alphaIndex = submesh.getMesh().alphaIndex;
  86245. submesh._distanceToCamera = boundingInfo.boundingSphere.centerWorld.subtract(scene.activeCamera.position).length();
  86246. }
  86247. }
  86248. var sortedArray = transparentSubMeshes.data.slice(0, transparentSubMeshes.length);
  86249. sortedArray.sort(function (a, b) {
  86250. // Alpha index first
  86251. if (a._alphaIndex > b._alphaIndex) {
  86252. return 1;
  86253. }
  86254. if (a._alphaIndex < b._alphaIndex) {
  86255. return -1;
  86256. }
  86257. // Then distance to camera
  86258. if (a._distanceToCamera < b._distanceToCamera) {
  86259. return 1;
  86260. }
  86261. if (a._distanceToCamera > b._distanceToCamera) {
  86262. return -1;
  86263. }
  86264. return 0;
  86265. });
  86266. // Render sub meshes
  86267. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  86268. for (index = 0; index < sortedArray.length; index++) {
  86269. renderSubMesh(sortedArray[index]);
  86270. }
  86271. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  86272. }
  86273. };
  86274. };
  86275. VolumetricLightScatteringPostProcess.prototype._updateMeshScreenCoordinates = function (scene) {
  86276. var transform = scene.getTransformMatrix();
  86277. var meshPosition;
  86278. if (this.useCustomMeshPosition) {
  86279. meshPosition = this.customMeshPosition;
  86280. }
  86281. else if (this.attachedNode) {
  86282. meshPosition = this.attachedNode.position;
  86283. }
  86284. else {
  86285. meshPosition = this.mesh.parent ? this.mesh.getAbsolutePosition() : this.mesh.position;
  86286. }
  86287. var pos = BABYLON.Vector3.Project(meshPosition, BABYLON.Matrix.Identity(), transform, this._viewPort);
  86288. this._screenCoordinates.x = pos.x / this._viewPort.width;
  86289. this._screenCoordinates.y = pos.y / this._viewPort.height;
  86290. if (this.invert)
  86291. this._screenCoordinates.y = 1.0 - this._screenCoordinates.y;
  86292. };
  86293. // Static methods
  86294. /**
  86295. * Creates a default mesh for the Volumeric Light Scattering post-process
  86296. * @param name The mesh name
  86297. * @param scene The scene where to create the mesh
  86298. * @return {BABYLON.Mesh} the default mesh
  86299. */
  86300. VolumetricLightScatteringPostProcess.CreateDefaultMesh = function (name, scene) {
  86301. var mesh = BABYLON.Mesh.CreatePlane(name, 1, scene);
  86302. mesh.billboardMode = BABYLON.AbstractMesh.BILLBOARDMODE_ALL;
  86303. var material = new BABYLON.StandardMaterial(name + "Material", scene);
  86304. material.emissiveColor = new BABYLON.Color3(1, 1, 1);
  86305. mesh.material = material;
  86306. return mesh;
  86307. };
  86308. __decorate([
  86309. BABYLON.serializeAsVector3()
  86310. ], VolumetricLightScatteringPostProcess.prototype, "customMeshPosition", void 0);
  86311. __decorate([
  86312. BABYLON.serialize()
  86313. ], VolumetricLightScatteringPostProcess.prototype, "useCustomMeshPosition", void 0);
  86314. __decorate([
  86315. BABYLON.serialize()
  86316. ], VolumetricLightScatteringPostProcess.prototype, "invert", void 0);
  86317. __decorate([
  86318. BABYLON.serializeAsMeshReference()
  86319. ], VolumetricLightScatteringPostProcess.prototype, "mesh", void 0);
  86320. __decorate([
  86321. BABYLON.serialize()
  86322. ], VolumetricLightScatteringPostProcess.prototype, "excludedMeshes", void 0);
  86323. __decorate([
  86324. BABYLON.serialize()
  86325. ], VolumetricLightScatteringPostProcess.prototype, "exposure", void 0);
  86326. __decorate([
  86327. BABYLON.serialize()
  86328. ], VolumetricLightScatteringPostProcess.prototype, "decay", void 0);
  86329. __decorate([
  86330. BABYLON.serialize()
  86331. ], VolumetricLightScatteringPostProcess.prototype, "weight", void 0);
  86332. __decorate([
  86333. BABYLON.serialize()
  86334. ], VolumetricLightScatteringPostProcess.prototype, "density", void 0);
  86335. return VolumetricLightScatteringPostProcess;
  86336. }(BABYLON.PostProcess));
  86337. BABYLON.VolumetricLightScatteringPostProcess = VolumetricLightScatteringPostProcess;
  86338. })(BABYLON || (BABYLON = {}));
  86339. //# sourceMappingURL=babylon.volumetricLightScatteringPostProcess.js.map
  86340. //
  86341. // This post-process allows the modification of rendered colors by using
  86342. // a 'look-up table' (LUT). This effect is also called Color Grading.
  86343. //
  86344. // The object needs to be provided an url to a texture containing the color
  86345. // look-up table: the texture must be 256 pixels wide and 16 pixels high.
  86346. // Use an image editing software to tweak the LUT to match your needs.
  86347. //
  86348. // For an example of a color LUT, see here:
  86349. // http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  86350. // For explanations on color grading, see here:
  86351. // http://udn.epicgames.com/Three/ColorGrading.html
  86352. //
  86353. var BABYLON;
  86354. (function (BABYLON) {
  86355. var ColorCorrectionPostProcess = /** @class */ (function (_super) {
  86356. __extends(ColorCorrectionPostProcess, _super);
  86357. function ColorCorrectionPostProcess(name, colorTableUrl, options, camera, samplingMode, engine, reusable) {
  86358. var _this = _super.call(this, name, 'colorCorrection', null, ['colorTable'], options, camera, samplingMode, engine, reusable) || this;
  86359. _this._colorTableTexture = new BABYLON.Texture(colorTableUrl, camera.getScene(), true, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  86360. _this._colorTableTexture.anisotropicFilteringLevel = 1;
  86361. _this._colorTableTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  86362. _this._colorTableTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  86363. _this.onApply = function (effect) {
  86364. effect.setTexture("colorTable", _this._colorTableTexture);
  86365. };
  86366. return _this;
  86367. }
  86368. return ColorCorrectionPostProcess;
  86369. }(BABYLON.PostProcess));
  86370. BABYLON.ColorCorrectionPostProcess = ColorCorrectionPostProcess;
  86371. })(BABYLON || (BABYLON = {}));
  86372. //# sourceMappingURL=babylon.colorCorrectionPostProcess.js.map
  86373. var BABYLON;
  86374. (function (BABYLON) {
  86375. /** Defines operator used for tonemapping */
  86376. var TonemappingOperator;
  86377. (function (TonemappingOperator) {
  86378. /** Hable */
  86379. TonemappingOperator[TonemappingOperator["Hable"] = 0] = "Hable";
  86380. /** Reinhard */
  86381. TonemappingOperator[TonemappingOperator["Reinhard"] = 1] = "Reinhard";
  86382. /** HejiDawson */
  86383. TonemappingOperator[TonemappingOperator["HejiDawson"] = 2] = "HejiDawson";
  86384. /** Photographic */
  86385. TonemappingOperator[TonemappingOperator["Photographic"] = 3] = "Photographic";
  86386. })(TonemappingOperator = BABYLON.TonemappingOperator || (BABYLON.TonemappingOperator = {}));
  86387. ;
  86388. /**
  86389. * Defines a post process to apply tone mapping
  86390. */
  86391. var TonemapPostProcess = /** @class */ (function (_super) {
  86392. __extends(TonemapPostProcess, _super);
  86393. /**
  86394. * Creates a new TonemapPostProcess
  86395. * @param name defines the name of the postprocess
  86396. * @param _operator defines the operator to use
  86397. * @param exposureAdjustment defines the required exposure adjustement
  86398. * @param camera defines the camera to use (can be null)
  86399. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  86400. * @param engine defines the hosting engine (can be ignore if camera is set)
  86401. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  86402. */
  86403. function TonemapPostProcess(name, _operator,
  86404. /** Defines the required exposure adjustement */
  86405. exposureAdjustment, camera, samplingMode, engine, textureFormat) {
  86406. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  86407. if (textureFormat === void 0) { textureFormat = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  86408. var _this = _super.call(this, name, "tonemap", ["_ExposureAdjustment"], null, 1.0, camera, samplingMode, engine, true, null, textureFormat) || this;
  86409. _this._operator = _operator;
  86410. _this.exposureAdjustment = exposureAdjustment;
  86411. var defines = "#define ";
  86412. if (_this._operator === TonemappingOperator.Hable)
  86413. defines += "HABLE_TONEMAPPING";
  86414. else if (_this._operator === TonemappingOperator.Reinhard)
  86415. defines += "REINHARD_TONEMAPPING";
  86416. else if (_this._operator === TonemappingOperator.HejiDawson)
  86417. defines += "OPTIMIZED_HEJIDAWSON_TONEMAPPING";
  86418. else if (_this._operator === TonemappingOperator.Photographic)
  86419. defines += "PHOTOGRAPHIC_TONEMAPPING";
  86420. //sadly a second call to create the effect.
  86421. _this.updateEffect(defines);
  86422. _this.onApply = function (effect) {
  86423. effect.setFloat("_ExposureAdjustment", _this.exposureAdjustment);
  86424. };
  86425. return _this;
  86426. }
  86427. return TonemapPostProcess;
  86428. }(BABYLON.PostProcess));
  86429. BABYLON.TonemapPostProcess = TonemapPostProcess;
  86430. })(BABYLON || (BABYLON = {}));
  86431. //# sourceMappingURL=babylon.tonemapPostProcess.js.map
  86432. var BABYLON;
  86433. (function (BABYLON) {
  86434. var DisplayPassPostProcess = /** @class */ (function (_super) {
  86435. __extends(DisplayPassPostProcess, _super);
  86436. function DisplayPassPostProcess(name, options, camera, samplingMode, engine, reusable) {
  86437. return _super.call(this, name, "displayPass", ["passSampler"], ["passSampler"], options, camera, samplingMode, engine, reusable) || this;
  86438. }
  86439. return DisplayPassPostProcess;
  86440. }(BABYLON.PostProcess));
  86441. BABYLON.DisplayPassPostProcess = DisplayPassPostProcess;
  86442. })(BABYLON || (BABYLON = {}));
  86443. //# sourceMappingURL=babylon.displayPassPostProcess.js.map
  86444. var BABYLON;
  86445. (function (BABYLON) {
  86446. var HighlightsPostProcess = /** @class */ (function (_super) {
  86447. __extends(HighlightsPostProcess, _super);
  86448. function HighlightsPostProcess(name, options, camera, samplingMode, engine, reusable, textureType) {
  86449. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  86450. return _super.call(this, name, "highlights", null, null, options, camera, samplingMode, engine, reusable, null, textureType) || this;
  86451. }
  86452. return HighlightsPostProcess;
  86453. }(BABYLON.PostProcess));
  86454. BABYLON.HighlightsPostProcess = HighlightsPostProcess;
  86455. })(BABYLON || (BABYLON = {}));
  86456. //# sourceMappingURL=babylon.highlightsPostProcess.js.map
  86457. var BABYLON;
  86458. (function (BABYLON) {
  86459. var ImageProcessingPostProcess = /** @class */ (function (_super) {
  86460. __extends(ImageProcessingPostProcess, _super);
  86461. function ImageProcessingPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, imageProcessingConfiguration) {
  86462. if (camera === void 0) { camera = null; }
  86463. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  86464. var _this = _super.call(this, name, "imageProcessing", [], [], options, camera, samplingMode, engine, reusable, null, textureType, "postprocess", null, true) || this;
  86465. _this._fromLinearSpace = true;
  86466. /**
  86467. * Defines cache preventing GC.
  86468. */
  86469. _this._defines = {
  86470. IMAGEPROCESSING: false,
  86471. VIGNETTE: false,
  86472. VIGNETTEBLENDMODEMULTIPLY: false,
  86473. VIGNETTEBLENDMODEOPAQUE: false,
  86474. TONEMAPPING: false,
  86475. TONEMAPPING_ACES: false,
  86476. CONTRAST: false,
  86477. COLORCURVES: false,
  86478. COLORGRADING: false,
  86479. COLORGRADING3D: false,
  86480. FROMLINEARSPACE: false,
  86481. SAMPLER3DGREENDEPTH: false,
  86482. SAMPLER3DBGRMAP: false,
  86483. IMAGEPROCESSINGPOSTPROCESS: false,
  86484. EXPOSURE: false,
  86485. };
  86486. // Setup the configuration as forced by the constructor. This would then not force the
  86487. // scene materials output in linear space and let untouched the default forward pass.
  86488. if (imageProcessingConfiguration) {
  86489. imageProcessingConfiguration.applyByPostProcess = true;
  86490. _this._attachImageProcessingConfiguration(imageProcessingConfiguration, true);
  86491. // This will cause the shader to be compiled
  86492. _this.fromLinearSpace = false;
  86493. }
  86494. // Setup the default processing configuration to the scene.
  86495. else {
  86496. _this._attachImageProcessingConfiguration(null, true);
  86497. _this.imageProcessingConfiguration.applyByPostProcess = true;
  86498. }
  86499. _this.onApply = function (effect) {
  86500. _this.imageProcessingConfiguration.bind(effect, _this.aspectRatio);
  86501. };
  86502. return _this;
  86503. }
  86504. Object.defineProperty(ImageProcessingPostProcess.prototype, "imageProcessingConfiguration", {
  86505. /**
  86506. * Gets the image processing configuration used either in this material.
  86507. */
  86508. get: function () {
  86509. return this._imageProcessingConfiguration;
  86510. },
  86511. /**
  86512. * Sets the Default image processing configuration used either in the this material.
  86513. *
  86514. * If sets to null, the scene one is in use.
  86515. */
  86516. set: function (value) {
  86517. this._attachImageProcessingConfiguration(value);
  86518. },
  86519. enumerable: true,
  86520. configurable: true
  86521. });
  86522. /**
  86523. * Attaches a new image processing configuration to the PBR Material.
  86524. * @param configuration
  86525. */
  86526. ImageProcessingPostProcess.prototype._attachImageProcessingConfiguration = function (configuration, doNotBuild) {
  86527. var _this = this;
  86528. if (doNotBuild === void 0) { doNotBuild = false; }
  86529. if (configuration === this._imageProcessingConfiguration) {
  86530. return;
  86531. }
  86532. // Detaches observer.
  86533. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  86534. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  86535. }
  86536. // Pick the scene configuration if needed.
  86537. if (!configuration) {
  86538. var scene = null;
  86539. var engine = this.getEngine();
  86540. var camera = this.getCamera();
  86541. if (camera) {
  86542. scene = camera.getScene();
  86543. }
  86544. else if (engine && engine.scenes) {
  86545. var scenes = engine.scenes;
  86546. scene = scenes[scenes.length - 1];
  86547. }
  86548. else {
  86549. scene = BABYLON.Engine.LastCreatedScene;
  86550. }
  86551. this._imageProcessingConfiguration = scene.imageProcessingConfiguration;
  86552. }
  86553. else {
  86554. this._imageProcessingConfiguration = configuration;
  86555. }
  86556. // Attaches observer.
  86557. if (this._imageProcessingConfiguration) {
  86558. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  86559. _this._updateParameters();
  86560. });
  86561. }
  86562. // Ensure the effect will be rebuilt.
  86563. if (!doNotBuild) {
  86564. this._updateParameters();
  86565. }
  86566. };
  86567. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorCurves", {
  86568. /**
  86569. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  86570. */
  86571. get: function () {
  86572. return this.imageProcessingConfiguration.colorCurves;
  86573. },
  86574. /**
  86575. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  86576. */
  86577. set: function (value) {
  86578. this.imageProcessingConfiguration.colorCurves = value;
  86579. },
  86580. enumerable: true,
  86581. configurable: true
  86582. });
  86583. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorCurvesEnabled", {
  86584. /**
  86585. * Gets wether the color curves effect is enabled.
  86586. */
  86587. get: function () {
  86588. return this.imageProcessingConfiguration.colorCurvesEnabled;
  86589. },
  86590. /**
  86591. * Sets wether the color curves effect is enabled.
  86592. */
  86593. set: function (value) {
  86594. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  86595. },
  86596. enumerable: true,
  86597. configurable: true
  86598. });
  86599. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorGradingTexture", {
  86600. /**
  86601. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  86602. */
  86603. get: function () {
  86604. return this.imageProcessingConfiguration.colorGradingTexture;
  86605. },
  86606. /**
  86607. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  86608. */
  86609. set: function (value) {
  86610. this.imageProcessingConfiguration.colorGradingTexture = value;
  86611. },
  86612. enumerable: true,
  86613. configurable: true
  86614. });
  86615. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorGradingEnabled", {
  86616. /**
  86617. * Gets wether the color grading effect is enabled.
  86618. */
  86619. get: function () {
  86620. return this.imageProcessingConfiguration.colorGradingEnabled;
  86621. },
  86622. /**
  86623. * Gets wether the color grading effect is enabled.
  86624. */
  86625. set: function (value) {
  86626. this.imageProcessingConfiguration.colorGradingEnabled = value;
  86627. },
  86628. enumerable: true,
  86629. configurable: true
  86630. });
  86631. Object.defineProperty(ImageProcessingPostProcess.prototype, "exposure", {
  86632. /**
  86633. * Gets exposure used in the effect.
  86634. */
  86635. get: function () {
  86636. return this.imageProcessingConfiguration.exposure;
  86637. },
  86638. /**
  86639. * Sets exposure used in the effect.
  86640. */
  86641. set: function (value) {
  86642. this.imageProcessingConfiguration.exposure = value;
  86643. },
  86644. enumerable: true,
  86645. configurable: true
  86646. });
  86647. Object.defineProperty(ImageProcessingPostProcess.prototype, "toneMappingEnabled", {
  86648. /**
  86649. * Gets wether tonemapping is enabled or not.
  86650. */
  86651. get: function () {
  86652. return this._imageProcessingConfiguration.toneMappingEnabled;
  86653. },
  86654. /**
  86655. * Sets wether tonemapping is enabled or not
  86656. */
  86657. set: function (value) {
  86658. this._imageProcessingConfiguration.toneMappingEnabled = value;
  86659. },
  86660. enumerable: true,
  86661. configurable: true
  86662. });
  86663. ;
  86664. ;
  86665. Object.defineProperty(ImageProcessingPostProcess.prototype, "contrast", {
  86666. /**
  86667. * Gets contrast used in the effect.
  86668. */
  86669. get: function () {
  86670. return this.imageProcessingConfiguration.contrast;
  86671. },
  86672. /**
  86673. * Sets contrast used in the effect.
  86674. */
  86675. set: function (value) {
  86676. this.imageProcessingConfiguration.contrast = value;
  86677. },
  86678. enumerable: true,
  86679. configurable: true
  86680. });
  86681. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteStretch", {
  86682. /**
  86683. * Gets Vignette stretch size.
  86684. */
  86685. get: function () {
  86686. return this.imageProcessingConfiguration.vignetteStretch;
  86687. },
  86688. /**
  86689. * Sets Vignette stretch size.
  86690. */
  86691. set: function (value) {
  86692. this.imageProcessingConfiguration.vignetteStretch = value;
  86693. },
  86694. enumerable: true,
  86695. configurable: true
  86696. });
  86697. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteCentreX", {
  86698. /**
  86699. * Gets Vignette centre X Offset.
  86700. */
  86701. get: function () {
  86702. return this.imageProcessingConfiguration.vignetteCentreX;
  86703. },
  86704. /**
  86705. * Sets Vignette centre X Offset.
  86706. */
  86707. set: function (value) {
  86708. this.imageProcessingConfiguration.vignetteCentreX = value;
  86709. },
  86710. enumerable: true,
  86711. configurable: true
  86712. });
  86713. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteCentreY", {
  86714. /**
  86715. * Gets Vignette centre Y Offset.
  86716. */
  86717. get: function () {
  86718. return this.imageProcessingConfiguration.vignetteCentreY;
  86719. },
  86720. /**
  86721. * Sets Vignette centre Y Offset.
  86722. */
  86723. set: function (value) {
  86724. this.imageProcessingConfiguration.vignetteCentreY = value;
  86725. },
  86726. enumerable: true,
  86727. configurable: true
  86728. });
  86729. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteWeight", {
  86730. /**
  86731. * Gets Vignette weight or intensity of the vignette effect.
  86732. */
  86733. get: function () {
  86734. return this.imageProcessingConfiguration.vignetteWeight;
  86735. },
  86736. /**
  86737. * Sets Vignette weight or intensity of the vignette effect.
  86738. */
  86739. set: function (value) {
  86740. this.imageProcessingConfiguration.vignetteWeight = value;
  86741. },
  86742. enumerable: true,
  86743. configurable: true
  86744. });
  86745. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteColor", {
  86746. /**
  86747. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  86748. * if vignetteEnabled is set to true.
  86749. */
  86750. get: function () {
  86751. return this.imageProcessingConfiguration.vignetteColor;
  86752. },
  86753. /**
  86754. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  86755. * if vignetteEnabled is set to true.
  86756. */
  86757. set: function (value) {
  86758. this.imageProcessingConfiguration.vignetteColor = value;
  86759. },
  86760. enumerable: true,
  86761. configurable: true
  86762. });
  86763. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteCameraFov", {
  86764. /**
  86765. * Gets Camera field of view used by the Vignette effect.
  86766. */
  86767. get: function () {
  86768. return this.imageProcessingConfiguration.vignetteCameraFov;
  86769. },
  86770. /**
  86771. * Sets Camera field of view used by the Vignette effect.
  86772. */
  86773. set: function (value) {
  86774. this.imageProcessingConfiguration.vignetteCameraFov = value;
  86775. },
  86776. enumerable: true,
  86777. configurable: true
  86778. });
  86779. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteBlendMode", {
  86780. /**
  86781. * Gets the vignette blend mode allowing different kind of effect.
  86782. */
  86783. get: function () {
  86784. return this.imageProcessingConfiguration.vignetteBlendMode;
  86785. },
  86786. /**
  86787. * Sets the vignette blend mode allowing different kind of effect.
  86788. */
  86789. set: function (value) {
  86790. this.imageProcessingConfiguration.vignetteBlendMode = value;
  86791. },
  86792. enumerable: true,
  86793. configurable: true
  86794. });
  86795. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteEnabled", {
  86796. /**
  86797. * Gets wether the vignette effect is enabled.
  86798. */
  86799. get: function () {
  86800. return this.imageProcessingConfiguration.vignetteEnabled;
  86801. },
  86802. /**
  86803. * Sets wether the vignette effect is enabled.
  86804. */
  86805. set: function (value) {
  86806. this.imageProcessingConfiguration.vignetteEnabled = value;
  86807. },
  86808. enumerable: true,
  86809. configurable: true
  86810. });
  86811. Object.defineProperty(ImageProcessingPostProcess.prototype, "fromLinearSpace", {
  86812. /**
  86813. * Gets wether the input of the processing is in Gamma or Linear Space.
  86814. */
  86815. get: function () {
  86816. return this._fromLinearSpace;
  86817. },
  86818. /**
  86819. * Sets wether the input of the processing is in Gamma or Linear Space.
  86820. */
  86821. set: function (value) {
  86822. if (this._fromLinearSpace === value) {
  86823. return;
  86824. }
  86825. this._fromLinearSpace = value;
  86826. this._updateParameters();
  86827. },
  86828. enumerable: true,
  86829. configurable: true
  86830. });
  86831. ImageProcessingPostProcess.prototype.getClassName = function () {
  86832. return "ImageProcessingPostProcess";
  86833. };
  86834. ImageProcessingPostProcess.prototype._updateParameters = function () {
  86835. this._defines.FROMLINEARSPACE = this._fromLinearSpace;
  86836. this.imageProcessingConfiguration.prepareDefines(this._defines, true);
  86837. var defines = "";
  86838. for (var define in this._defines) {
  86839. if (this._defines[define]) {
  86840. defines += "#define " + define + ";\r\n";
  86841. }
  86842. }
  86843. var samplers = ["textureSampler"];
  86844. var uniforms = ["scale"];
  86845. if (BABYLON.ImageProcessingConfiguration) {
  86846. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, this._defines);
  86847. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, this._defines);
  86848. }
  86849. this.updateEffect(defines, uniforms, samplers);
  86850. };
  86851. ImageProcessingPostProcess.prototype.dispose = function (camera) {
  86852. _super.prototype.dispose.call(this, camera);
  86853. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  86854. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  86855. }
  86856. if (this._imageProcessingConfiguration) {
  86857. this.imageProcessingConfiguration.applyByPostProcess = false;
  86858. }
  86859. };
  86860. __decorate([
  86861. BABYLON.serialize()
  86862. ], ImageProcessingPostProcess.prototype, "_fromLinearSpace", void 0);
  86863. return ImageProcessingPostProcess;
  86864. }(BABYLON.PostProcess));
  86865. BABYLON.ImageProcessingPostProcess = ImageProcessingPostProcess;
  86866. })(BABYLON || (BABYLON = {}));
  86867. //# sourceMappingURL=babylon.imageProcessingPostProcess.js.map
  86868. var BABYLON;
  86869. (function (BABYLON) {
  86870. /**
  86871. * Class used to store bone information
  86872. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  86873. */
  86874. var Bone = /** @class */ (function (_super) {
  86875. __extends(Bone, _super);
  86876. /**
  86877. * Create a new bone
  86878. * @param name defines the bone name
  86879. * @param skeleton defines the parent skeleton
  86880. * @param parentBone defines the parent (can be null if the bone is the root)
  86881. * @param localMatrix defines the local matrix
  86882. * @param restPose defines the rest pose matrix
  86883. * @param baseMatrix defines the base matrix
  86884. * @param index defines index of the bone in the hiearchy
  86885. */
  86886. function Bone(
  86887. /**
  86888. * defines the bone name
  86889. */
  86890. name, skeleton, parentBone, localMatrix, restPose, baseMatrix, index) {
  86891. if (parentBone === void 0) { parentBone = null; }
  86892. if (localMatrix === void 0) { localMatrix = null; }
  86893. if (restPose === void 0) { restPose = null; }
  86894. if (baseMatrix === void 0) { baseMatrix = null; }
  86895. if (index === void 0) { index = null; }
  86896. var _this = _super.call(this, name, skeleton.getScene()) || this;
  86897. _this.name = name;
  86898. /**
  86899. * Gets the list of child bones
  86900. */
  86901. _this.children = new Array();
  86902. /** Gets the animations associated with this bone */
  86903. _this.animations = new Array();
  86904. /**
  86905. * @hidden Internal only
  86906. * Set this value to map this bone to a different index in the transform matrices
  86907. * Set this value to -1 to exclude the bone from the transform matrices
  86908. */
  86909. _this._index = null;
  86910. _this._absoluteTransform = new BABYLON.Matrix();
  86911. _this._invertedAbsoluteTransform = new BABYLON.Matrix();
  86912. _this._scalingDeterminant = 1;
  86913. _this._worldTransform = new BABYLON.Matrix();
  86914. _this._needToDecompose = true;
  86915. _this._needToCompose = false;
  86916. _this._skeleton = skeleton;
  86917. _this._localMatrix = localMatrix ? localMatrix.clone() : BABYLON.Matrix.Identity();
  86918. _this._restPose = restPose ? restPose : _this._localMatrix.clone();
  86919. _this._baseMatrix = baseMatrix ? baseMatrix : _this._localMatrix.clone();
  86920. _this._index = index;
  86921. skeleton.bones.push(_this);
  86922. _this.setParent(parentBone, false);
  86923. if (baseMatrix || localMatrix) {
  86924. _this._updateDifferenceMatrix();
  86925. }
  86926. return _this;
  86927. }
  86928. Object.defineProperty(Bone.prototype, "_matrix", {
  86929. /** @hidden */
  86930. get: function () {
  86931. this._compose();
  86932. return this._localMatrix;
  86933. },
  86934. /** @hidden */
  86935. set: function (value) {
  86936. this._localMatrix.copyFrom(value);
  86937. this._needToDecompose = true;
  86938. },
  86939. enumerable: true,
  86940. configurable: true
  86941. });
  86942. // Members
  86943. /**
  86944. * Gets the parent skeleton
  86945. * @returns a skeleton
  86946. */
  86947. Bone.prototype.getSkeleton = function () {
  86948. return this._skeleton;
  86949. };
  86950. /**
  86951. * Gets parent bone
  86952. * @returns a bone or null if the bone is the root of the bone hierarchy
  86953. */
  86954. Bone.prototype.getParent = function () {
  86955. return this._parent;
  86956. };
  86957. /**
  86958. * Sets the parent bone
  86959. * @param parent defines the parent (can be null if the bone is the root)
  86960. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  86961. */
  86962. Bone.prototype.setParent = function (parent, updateDifferenceMatrix) {
  86963. if (updateDifferenceMatrix === void 0) { updateDifferenceMatrix = true; }
  86964. if (this._parent === parent) {
  86965. return;
  86966. }
  86967. if (this._parent) {
  86968. var index = this._parent.children.indexOf(this);
  86969. if (index !== -1) {
  86970. this._parent.children.splice(index, 1);
  86971. }
  86972. }
  86973. this._parent = parent;
  86974. if (this._parent) {
  86975. this._parent.children.push(this);
  86976. }
  86977. if (updateDifferenceMatrix) {
  86978. this._updateDifferenceMatrix();
  86979. }
  86980. this.markAsDirty();
  86981. };
  86982. /**
  86983. * Gets the local matrix
  86984. * @returns a matrix
  86985. */
  86986. Bone.prototype.getLocalMatrix = function () {
  86987. this._compose();
  86988. return this._localMatrix;
  86989. };
  86990. /**
  86991. * Gets the base matrix (initial matrix which remains unchanged)
  86992. * @returns a matrix
  86993. */
  86994. Bone.prototype.getBaseMatrix = function () {
  86995. return this._baseMatrix;
  86996. };
  86997. /**
  86998. * Gets the rest pose matrix
  86999. * @returns a matrix
  87000. */
  87001. Bone.prototype.getRestPose = function () {
  87002. return this._restPose;
  87003. };
  87004. /**
  87005. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  87006. */
  87007. Bone.prototype.getWorldMatrix = function () {
  87008. return this._worldTransform;
  87009. };
  87010. /**
  87011. * Sets the local matrix to rest pose matrix
  87012. */
  87013. Bone.prototype.returnToRest = function () {
  87014. this.updateMatrix(this._restPose.clone());
  87015. };
  87016. /**
  87017. * Gets the inverse of the absolute transform matrix.
  87018. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  87019. * @returns a matrix
  87020. */
  87021. Bone.prototype.getInvertedAbsoluteTransform = function () {
  87022. return this._invertedAbsoluteTransform;
  87023. };
  87024. /**
  87025. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  87026. * @returns a matrix
  87027. */
  87028. Bone.prototype.getAbsoluteTransform = function () {
  87029. return this._absoluteTransform;
  87030. };
  87031. Object.defineProperty(Bone.prototype, "position", {
  87032. // Properties (matches AbstractMesh properties)
  87033. /** Gets or sets current position (in local space) */
  87034. get: function () {
  87035. this._decompose();
  87036. return this._localPosition;
  87037. },
  87038. set: function (newPosition) {
  87039. this._decompose();
  87040. this._localPosition.copyFrom(newPosition);
  87041. this._markAsDirtyAndCompose();
  87042. },
  87043. enumerable: true,
  87044. configurable: true
  87045. });
  87046. Object.defineProperty(Bone.prototype, "rotation", {
  87047. /** Gets or sets current rotation (in local space) */
  87048. get: function () {
  87049. return this.getRotation();
  87050. },
  87051. set: function (newRotation) {
  87052. this.setRotation(newRotation);
  87053. },
  87054. enumerable: true,
  87055. configurable: true
  87056. });
  87057. Object.defineProperty(Bone.prototype, "rotationQuaternion", {
  87058. /** Gets or sets current rotation quaternion (in local space) */
  87059. get: function () {
  87060. this._decompose();
  87061. return this._localRotation;
  87062. },
  87063. set: function (newRotation) {
  87064. this.setRotationQuaternion(newRotation);
  87065. },
  87066. enumerable: true,
  87067. configurable: true
  87068. });
  87069. Object.defineProperty(Bone.prototype, "scaling", {
  87070. /** Gets or sets current scaling (in local space) */
  87071. get: function () {
  87072. return this.getScale();
  87073. },
  87074. set: function (newScaling) {
  87075. this.setScale(newScaling);
  87076. },
  87077. enumerable: true,
  87078. configurable: true
  87079. });
  87080. Object.defineProperty(Bone.prototype, "animationPropertiesOverride", {
  87081. /**
  87082. * Gets the animation properties override
  87083. */
  87084. get: function () {
  87085. return this._skeleton.animationPropertiesOverride;
  87086. },
  87087. enumerable: true,
  87088. configurable: true
  87089. });
  87090. // Methods
  87091. Bone.prototype._decompose = function () {
  87092. if (!this._needToDecompose) {
  87093. return;
  87094. }
  87095. this._needToDecompose = false;
  87096. if (!this._localScaling) {
  87097. this._localScaling = BABYLON.Vector3.Zero();
  87098. this._localRotation = BABYLON.Quaternion.Zero();
  87099. this._localPosition = BABYLON.Vector3.Zero();
  87100. }
  87101. this._localMatrix.decompose(this._localScaling, this._localRotation, this._localPosition);
  87102. };
  87103. Bone.prototype._compose = function () {
  87104. if (!this._needToCompose) {
  87105. return;
  87106. }
  87107. this._needToCompose = false;
  87108. BABYLON.Matrix.ComposeToRef(this._localScaling, this._localRotation, this._localPosition, this._localMatrix);
  87109. };
  87110. /**
  87111. * Update the base and local matrices
  87112. * @param matrix defines the new base or local matrix
  87113. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  87114. * @param updateLocalMatrix defines if the local matrix should be updated
  87115. */
  87116. Bone.prototype.updateMatrix = function (matrix, updateDifferenceMatrix, updateLocalMatrix) {
  87117. if (updateDifferenceMatrix === void 0) { updateDifferenceMatrix = true; }
  87118. if (updateLocalMatrix === void 0) { updateLocalMatrix = true; }
  87119. this._baseMatrix.copyFrom(matrix);
  87120. if (updateDifferenceMatrix) {
  87121. this._updateDifferenceMatrix();
  87122. }
  87123. if (updateLocalMatrix) {
  87124. this._localMatrix.copyFrom(matrix);
  87125. this._markAsDirtyAndDecompose();
  87126. }
  87127. else {
  87128. this.markAsDirty();
  87129. }
  87130. };
  87131. /** @hidden */
  87132. Bone.prototype._updateDifferenceMatrix = function (rootMatrix, updateChildren) {
  87133. if (updateChildren === void 0) { updateChildren = true; }
  87134. if (!rootMatrix) {
  87135. rootMatrix = this._baseMatrix;
  87136. }
  87137. if (this._parent) {
  87138. rootMatrix.multiplyToRef(this._parent._absoluteTransform, this._absoluteTransform);
  87139. }
  87140. else {
  87141. this._absoluteTransform.copyFrom(rootMatrix);
  87142. }
  87143. this._absoluteTransform.invertToRef(this._invertedAbsoluteTransform);
  87144. if (updateChildren) {
  87145. for (var index = 0; index < this.children.length; index++) {
  87146. this.children[index]._updateDifferenceMatrix();
  87147. }
  87148. }
  87149. this._scalingDeterminant = (this._absoluteTransform.determinant() < 0 ? -1 : 1);
  87150. };
  87151. /**
  87152. * Flag the bone as dirty (Forcing it to update everything)
  87153. */
  87154. Bone.prototype.markAsDirty = function () {
  87155. this._currentRenderId++;
  87156. this._childRenderId++;
  87157. this._skeleton._markAsDirty();
  87158. };
  87159. Bone.prototype._markAsDirtyAndCompose = function () {
  87160. this.markAsDirty();
  87161. this._needToCompose = true;
  87162. };
  87163. Bone.prototype._markAsDirtyAndDecompose = function () {
  87164. this.markAsDirty();
  87165. this._needToDecompose = true;
  87166. };
  87167. /**
  87168. * Copy an animation range from another bone
  87169. * @param source defines the source bone
  87170. * @param rangeName defines the range name to copy
  87171. * @param frameOffset defines the frame offset
  87172. * @param rescaleAsRequired defines if rescaling must be applied if required
  87173. * @param skelDimensionsRatio defines the scaling ratio
  87174. * @returns true if operation was successful
  87175. */
  87176. Bone.prototype.copyAnimationRange = function (source, rangeName, frameOffset, rescaleAsRequired, skelDimensionsRatio) {
  87177. if (rescaleAsRequired === void 0) { rescaleAsRequired = false; }
  87178. if (skelDimensionsRatio === void 0) { skelDimensionsRatio = null; }
  87179. // all animation may be coming from a library skeleton, so may need to create animation
  87180. if (this.animations.length === 0) {
  87181. this.animations.push(new BABYLON.Animation(this.name, "_matrix", source.animations[0].framePerSecond, BABYLON.Animation.ANIMATIONTYPE_MATRIX, 0));
  87182. this.animations[0].setKeys([]);
  87183. }
  87184. // get animation info / verify there is such a range from the source bone
  87185. var sourceRange = source.animations[0].getRange(rangeName);
  87186. if (!sourceRange) {
  87187. return false;
  87188. }
  87189. var from = sourceRange.from;
  87190. var to = sourceRange.to;
  87191. var sourceKeys = source.animations[0].getKeys();
  87192. // rescaling prep
  87193. var sourceBoneLength = source.length;
  87194. var sourceParent = source.getParent();
  87195. var parent = this.getParent();
  87196. var parentScalingReqd = rescaleAsRequired && sourceParent && sourceBoneLength && this.length && sourceBoneLength !== this.length;
  87197. var parentRatio = parentScalingReqd && parent && sourceParent ? parent.length / sourceParent.length : 1;
  87198. var dimensionsScalingReqd = rescaleAsRequired && !parent && skelDimensionsRatio && (skelDimensionsRatio.x !== 1 || skelDimensionsRatio.y !== 1 || skelDimensionsRatio.z !== 1);
  87199. var destKeys = this.animations[0].getKeys();
  87200. // loop vars declaration
  87201. var orig;
  87202. var origTranslation;
  87203. var mat;
  87204. for (var key = 0, nKeys = sourceKeys.length; key < nKeys; key++) {
  87205. orig = sourceKeys[key];
  87206. if (orig.frame >= from && orig.frame <= to) {
  87207. if (rescaleAsRequired) {
  87208. mat = orig.value.clone();
  87209. // scale based on parent ratio, when bone has parent
  87210. if (parentScalingReqd) {
  87211. origTranslation = mat.getTranslation();
  87212. mat.setTranslation(origTranslation.scaleInPlace(parentRatio));
  87213. // scale based on skeleton dimension ratio when root bone, and value is passed
  87214. }
  87215. else if (dimensionsScalingReqd && skelDimensionsRatio) {
  87216. origTranslation = mat.getTranslation();
  87217. mat.setTranslation(origTranslation.multiplyInPlace(skelDimensionsRatio));
  87218. // use original when root bone, and no data for skelDimensionsRatio
  87219. }
  87220. else {
  87221. mat = orig.value;
  87222. }
  87223. }
  87224. else {
  87225. mat = orig.value;
  87226. }
  87227. destKeys.push({ frame: orig.frame + frameOffset, value: mat });
  87228. }
  87229. }
  87230. this.animations[0].createRange(rangeName, from + frameOffset, to + frameOffset);
  87231. return true;
  87232. };
  87233. /**
  87234. * Translate the bone in local or world space
  87235. * @param vec The amount to translate the bone
  87236. * @param space The space that the translation is in
  87237. * @param mesh The mesh that this bone is attached to. This is only used in world space
  87238. */
  87239. Bone.prototype.translate = function (vec, space, mesh) {
  87240. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  87241. var lm = this.getLocalMatrix();
  87242. if (space == BABYLON.Space.LOCAL) {
  87243. lm.m[12] += vec.x;
  87244. lm.m[13] += vec.y;
  87245. lm.m[14] += vec.z;
  87246. }
  87247. else {
  87248. var wm = null;
  87249. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  87250. if (mesh) {
  87251. wm = mesh.getWorldMatrix();
  87252. }
  87253. this._skeleton.computeAbsoluteTransforms();
  87254. var tmat = Bone._tmpMats[0];
  87255. var tvec = Bone._tmpVecs[0];
  87256. if (this._parent) {
  87257. if (mesh && wm) {
  87258. tmat.copyFrom(this._parent.getAbsoluteTransform());
  87259. tmat.multiplyToRef(wm, tmat);
  87260. }
  87261. else {
  87262. tmat.copyFrom(this._parent.getAbsoluteTransform());
  87263. }
  87264. }
  87265. tmat.m[12] = 0;
  87266. tmat.m[13] = 0;
  87267. tmat.m[14] = 0;
  87268. tmat.invert();
  87269. BABYLON.Vector3.TransformCoordinatesToRef(vec, tmat, tvec);
  87270. lm.m[12] += tvec.x;
  87271. lm.m[13] += tvec.y;
  87272. lm.m[14] += tvec.z;
  87273. }
  87274. this._markAsDirtyAndDecompose();
  87275. };
  87276. /**
  87277. * Set the postion of the bone in local or world space
  87278. * @param position The position to set the bone
  87279. * @param space The space that the position is in
  87280. * @param mesh The mesh that this bone is attached to. This is only used in world space
  87281. */
  87282. Bone.prototype.setPosition = function (position, space, mesh) {
  87283. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  87284. var lm = this.getLocalMatrix();
  87285. if (space == BABYLON.Space.LOCAL) {
  87286. lm.m[12] = position.x;
  87287. lm.m[13] = position.y;
  87288. lm.m[14] = position.z;
  87289. }
  87290. else {
  87291. var wm = null;
  87292. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  87293. if (mesh) {
  87294. wm = mesh.getWorldMatrix();
  87295. }
  87296. this._skeleton.computeAbsoluteTransforms();
  87297. var tmat = Bone._tmpMats[0];
  87298. var vec = Bone._tmpVecs[0];
  87299. if (this._parent) {
  87300. if (mesh && wm) {
  87301. tmat.copyFrom(this._parent.getAbsoluteTransform());
  87302. tmat.multiplyToRef(wm, tmat);
  87303. }
  87304. else {
  87305. tmat.copyFrom(this._parent.getAbsoluteTransform());
  87306. }
  87307. }
  87308. tmat.invert();
  87309. BABYLON.Vector3.TransformCoordinatesToRef(position, tmat, vec);
  87310. lm.m[12] = vec.x;
  87311. lm.m[13] = vec.y;
  87312. lm.m[14] = vec.z;
  87313. }
  87314. this._markAsDirtyAndDecompose();
  87315. };
  87316. /**
  87317. * Set the absolute position of the bone (world space)
  87318. * @param position The position to set the bone
  87319. * @param mesh The mesh that this bone is attached to
  87320. */
  87321. Bone.prototype.setAbsolutePosition = function (position, mesh) {
  87322. this.setPosition(position, BABYLON.Space.WORLD, mesh);
  87323. };
  87324. /**
  87325. * Scale the bone on the x, y and z axes (in local space)
  87326. * @param x The amount to scale the bone on the x axis
  87327. * @param y The amount to scale the bone on the y axis
  87328. * @param z The amount to scale the bone on the z axis
  87329. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  87330. */
  87331. Bone.prototype.scale = function (x, y, z, scaleChildren) {
  87332. if (scaleChildren === void 0) { scaleChildren = false; }
  87333. var locMat = this.getLocalMatrix();
  87334. // Apply new scaling on top of current local matrix
  87335. var scaleMat = Bone._tmpMats[0];
  87336. BABYLON.Matrix.ScalingToRef(x, y, z, scaleMat);
  87337. scaleMat.multiplyToRef(locMat, locMat);
  87338. // Invert scaling matrix and apply the inverse to all children
  87339. scaleMat.invert();
  87340. for (var _i = 0, _a = this.children; _i < _a.length; _i++) {
  87341. var child = _a[_i];
  87342. var cm = child.getLocalMatrix();
  87343. cm.multiplyToRef(scaleMat, cm);
  87344. cm.m[12] *= x;
  87345. cm.m[13] *= y;
  87346. cm.m[14] *= z;
  87347. child._markAsDirtyAndDecompose();
  87348. }
  87349. this._markAsDirtyAndDecompose();
  87350. if (scaleChildren) {
  87351. for (var _b = 0, _c = this.children; _b < _c.length; _b++) {
  87352. var child = _c[_b];
  87353. child.scale(x, y, z, scaleChildren);
  87354. }
  87355. }
  87356. };
  87357. /**
  87358. * Set the bone scaling in local space
  87359. * @param scale defines the scaling vector
  87360. */
  87361. Bone.prototype.setScale = function (scale) {
  87362. this._decompose();
  87363. this._localScaling.copyFrom(scale);
  87364. this._markAsDirtyAndCompose();
  87365. };
  87366. /**
  87367. * Gets the current scaling in local space
  87368. * @returns the current scaling vector
  87369. */
  87370. Bone.prototype.getScale = function () {
  87371. this._decompose();
  87372. return this._localScaling;
  87373. };
  87374. /**
  87375. * Gets the current scaling in local space and stores it in a target vector
  87376. * @param result defines the target vector
  87377. */
  87378. Bone.prototype.getScaleToRef = function (result) {
  87379. this._decompose();
  87380. result.copyFrom(this._localScaling);
  87381. };
  87382. /**
  87383. * Set the yaw, pitch, and roll of the bone in local or world space
  87384. * @param yaw The rotation of the bone on the y axis
  87385. * @param pitch The rotation of the bone on the x axis
  87386. * @param roll The rotation of the bone on the z axis
  87387. * @param space The space that the axes of rotation are in
  87388. * @param mesh The mesh that this bone is attached to. This is only used in world space
  87389. */
  87390. Bone.prototype.setYawPitchRoll = function (yaw, pitch, roll, space, mesh) {
  87391. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  87392. if (space === BABYLON.Space.LOCAL) {
  87393. var quat = Bone._tmpQuat;
  87394. BABYLON.Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, quat);
  87395. this.setRotationQuaternion(quat, space, mesh);
  87396. return;
  87397. }
  87398. var rotMatInv = Bone._tmpMats[0];
  87399. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  87400. return;
  87401. }
  87402. var rotMat = Bone._tmpMats[1];
  87403. BABYLON.Matrix.RotationYawPitchRollToRef(yaw, pitch, roll, rotMat);
  87404. rotMatInv.multiplyToRef(rotMat, rotMat);
  87405. this._rotateWithMatrix(rotMat, space, mesh);
  87406. };
  87407. /**
  87408. * Add a rotation to the bone on an axis in local or world space
  87409. * @param axis The axis to rotate the bone on
  87410. * @param amount The amount to rotate the bone
  87411. * @param space The space that the axis is in
  87412. * @param mesh The mesh that this bone is attached to. This is only used in world space
  87413. */
  87414. Bone.prototype.rotate = function (axis, amount, space, mesh) {
  87415. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  87416. var rmat = Bone._tmpMats[0];
  87417. rmat.m[12] = 0;
  87418. rmat.m[13] = 0;
  87419. rmat.m[14] = 0;
  87420. BABYLON.Matrix.RotationAxisToRef(axis, amount, rmat);
  87421. this._rotateWithMatrix(rmat, space, mesh);
  87422. };
  87423. /**
  87424. * Set the rotation of the bone to a particular axis angle in local or world space
  87425. * @param axis The axis to rotate the bone on
  87426. * @param angle The angle that the bone should be rotated to
  87427. * @param space The space that the axis is in
  87428. * @param mesh The mesh that this bone is attached to. This is only used in world space
  87429. */
  87430. Bone.prototype.setAxisAngle = function (axis, angle, space, mesh) {
  87431. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  87432. if (space === BABYLON.Space.LOCAL) {
  87433. var quat = Bone._tmpQuat;
  87434. BABYLON.Quaternion.RotationAxisToRef(axis, angle, quat);
  87435. this.setRotationQuaternion(quat, space, mesh);
  87436. return;
  87437. }
  87438. var rotMatInv = Bone._tmpMats[0];
  87439. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  87440. return;
  87441. }
  87442. var rotMat = Bone._tmpMats[1];
  87443. BABYLON.Matrix.RotationAxisToRef(axis, angle, rotMat);
  87444. rotMatInv.multiplyToRef(rotMat, rotMat);
  87445. this._rotateWithMatrix(rotMat, space, mesh);
  87446. };
  87447. /**
  87448. * Set the euler rotation of the bone in local of world space
  87449. * @param rotation The euler rotation that the bone should be set to
  87450. * @param space The space that the rotation is in
  87451. * @param mesh The mesh that this bone is attached to. This is only used in world space
  87452. */
  87453. Bone.prototype.setRotation = function (rotation, space, mesh) {
  87454. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  87455. this.setYawPitchRoll(rotation.y, rotation.x, rotation.z, space, mesh);
  87456. };
  87457. /**
  87458. * Set the quaternion rotation of the bone in local of world space
  87459. * @param quat The quaternion rotation that the bone should be set to
  87460. * @param space The space that the rotation is in
  87461. * @param mesh The mesh that this bone is attached to. This is only used in world space
  87462. */
  87463. Bone.prototype.setRotationQuaternion = function (quat, space, mesh) {
  87464. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  87465. if (space === BABYLON.Space.LOCAL) {
  87466. this._decompose();
  87467. this._localRotation.copyFrom(quat);
  87468. this._markAsDirtyAndCompose();
  87469. return;
  87470. }
  87471. var rotMatInv = Bone._tmpMats[0];
  87472. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  87473. return;
  87474. }
  87475. var rotMat = Bone._tmpMats[1];
  87476. BABYLON.Matrix.FromQuaternionToRef(quat, rotMat);
  87477. rotMatInv.multiplyToRef(rotMat, rotMat);
  87478. this._rotateWithMatrix(rotMat, space, mesh);
  87479. };
  87480. /**
  87481. * Set the rotation matrix of the bone in local of world space
  87482. * @param rotMat The rotation matrix that the bone should be set to
  87483. * @param space The space that the rotation is in
  87484. * @param mesh The mesh that this bone is attached to. This is only used in world space
  87485. */
  87486. Bone.prototype.setRotationMatrix = function (rotMat, space, mesh) {
  87487. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  87488. if (space === BABYLON.Space.LOCAL) {
  87489. var quat = Bone._tmpQuat;
  87490. BABYLON.Quaternion.FromRotationMatrixToRef(rotMat, quat);
  87491. this.setRotationQuaternion(quat, space, mesh);
  87492. return;
  87493. }
  87494. var rotMatInv = Bone._tmpMats[0];
  87495. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  87496. return;
  87497. }
  87498. var rotMat2 = Bone._tmpMats[1];
  87499. rotMat2.copyFrom(rotMat);
  87500. rotMatInv.multiplyToRef(rotMat, rotMat2);
  87501. this._rotateWithMatrix(rotMat2, space, mesh);
  87502. };
  87503. Bone.prototype._rotateWithMatrix = function (rmat, space, mesh) {
  87504. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  87505. var lmat = this.getLocalMatrix();
  87506. var lx = lmat.m[12];
  87507. var ly = lmat.m[13];
  87508. var lz = lmat.m[14];
  87509. var parent = this.getParent();
  87510. var parentScale = Bone._tmpMats[3];
  87511. var parentScaleInv = Bone._tmpMats[4];
  87512. if (parent && space == BABYLON.Space.WORLD) {
  87513. if (mesh) {
  87514. parentScale.copyFrom(mesh.getWorldMatrix());
  87515. parent.getAbsoluteTransform().multiplyToRef(parentScale, parentScale);
  87516. }
  87517. else {
  87518. parentScale.copyFrom(parent.getAbsoluteTransform());
  87519. }
  87520. parentScaleInv.copyFrom(parentScale);
  87521. parentScaleInv.invert();
  87522. lmat.multiplyToRef(parentScale, lmat);
  87523. lmat.multiplyToRef(rmat, lmat);
  87524. lmat.multiplyToRef(parentScaleInv, lmat);
  87525. }
  87526. else {
  87527. if (space == BABYLON.Space.WORLD && mesh) {
  87528. parentScale.copyFrom(mesh.getWorldMatrix());
  87529. parentScaleInv.copyFrom(parentScale);
  87530. parentScaleInv.invert();
  87531. lmat.multiplyToRef(parentScale, lmat);
  87532. lmat.multiplyToRef(rmat, lmat);
  87533. lmat.multiplyToRef(parentScaleInv, lmat);
  87534. }
  87535. else {
  87536. lmat.multiplyToRef(rmat, lmat);
  87537. }
  87538. }
  87539. lmat.m[12] = lx;
  87540. lmat.m[13] = ly;
  87541. lmat.m[14] = lz;
  87542. this.computeAbsoluteTransforms();
  87543. this._markAsDirtyAndDecompose();
  87544. };
  87545. Bone.prototype._getNegativeRotationToRef = function (rotMatInv, mesh) {
  87546. var scaleMatrix = Bone._tmpMats[2];
  87547. rotMatInv.copyFrom(this.getAbsoluteTransform());
  87548. if (mesh) {
  87549. rotMatInv.multiplyToRef(mesh.getWorldMatrix(), rotMatInv);
  87550. BABYLON.Matrix.ScalingToRef(mesh.scaling.x, mesh.scaling.y, mesh.scaling.z, scaleMatrix);
  87551. }
  87552. rotMatInv.invert();
  87553. if (isNaN(rotMatInv.m[0])) {
  87554. // Matrix failed to invert.
  87555. // This can happen if scale is zero for example.
  87556. return false;
  87557. }
  87558. scaleMatrix.m[0] *= this._scalingDeterminant;
  87559. rotMatInv.multiplyToRef(scaleMatrix, rotMatInv);
  87560. return true;
  87561. };
  87562. /**
  87563. * Get the position of the bone in local or world space
  87564. * @param space The space that the returned position is in
  87565. * @param mesh The mesh that this bone is attached to. This is only used in world space
  87566. * @returns The position of the bone
  87567. */
  87568. Bone.prototype.getPosition = function (space, mesh) {
  87569. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  87570. if (mesh === void 0) { mesh = null; }
  87571. var pos = BABYLON.Vector3.Zero();
  87572. this.getPositionToRef(space, mesh, pos);
  87573. return pos;
  87574. };
  87575. /**
  87576. * Copy the position of the bone to a vector3 in local or world space
  87577. * @param space The space that the returned position is in
  87578. * @param mesh The mesh that this bone is attached to. This is only used in world space
  87579. * @param result The vector3 to copy the position to
  87580. */
  87581. Bone.prototype.getPositionToRef = function (space, mesh, result) {
  87582. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  87583. if (space == BABYLON.Space.LOCAL) {
  87584. var lm = this.getLocalMatrix();
  87585. result.x = lm.m[12];
  87586. result.y = lm.m[13];
  87587. result.z = lm.m[14];
  87588. }
  87589. else {
  87590. var wm = null;
  87591. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  87592. if (mesh) {
  87593. wm = mesh.getWorldMatrix();
  87594. }
  87595. this._skeleton.computeAbsoluteTransforms();
  87596. var tmat = Bone._tmpMats[0];
  87597. if (mesh && wm) {
  87598. tmat.copyFrom(this.getAbsoluteTransform());
  87599. tmat.multiplyToRef(wm, tmat);
  87600. }
  87601. else {
  87602. tmat = this.getAbsoluteTransform();
  87603. }
  87604. result.x = tmat.m[12];
  87605. result.y = tmat.m[13];
  87606. result.z = tmat.m[14];
  87607. }
  87608. };
  87609. /**
  87610. * Get the absolute position of the bone (world space)
  87611. * @param mesh The mesh that this bone is attached to
  87612. * @returns The absolute position of the bone
  87613. */
  87614. Bone.prototype.getAbsolutePosition = function (mesh) {
  87615. if (mesh === void 0) { mesh = null; }
  87616. var pos = BABYLON.Vector3.Zero();
  87617. this.getPositionToRef(BABYLON.Space.WORLD, mesh, pos);
  87618. return pos;
  87619. };
  87620. /**
  87621. * Copy the absolute position of the bone (world space) to the result param
  87622. * @param mesh The mesh that this bone is attached to
  87623. * @param result The vector3 to copy the absolute position to
  87624. */
  87625. Bone.prototype.getAbsolutePositionToRef = function (mesh, result) {
  87626. this.getPositionToRef(BABYLON.Space.WORLD, mesh, result);
  87627. };
  87628. /**
  87629. * Compute the absolute transforms of this bone and its children
  87630. */
  87631. Bone.prototype.computeAbsoluteTransforms = function () {
  87632. this._compose();
  87633. if (this._parent) {
  87634. this._localMatrix.multiplyToRef(this._parent._absoluteTransform, this._absoluteTransform);
  87635. }
  87636. else {
  87637. this._absoluteTransform.copyFrom(this._localMatrix);
  87638. var poseMatrix = this._skeleton.getPoseMatrix();
  87639. if (poseMatrix) {
  87640. this._absoluteTransform.multiplyToRef(poseMatrix, this._absoluteTransform);
  87641. }
  87642. }
  87643. var children = this.children;
  87644. var len = children.length;
  87645. for (var i = 0; i < len; i++) {
  87646. children[i].computeAbsoluteTransforms();
  87647. }
  87648. };
  87649. /**
  87650. * Get the world direction from an axis that is in the local space of the bone
  87651. * @param localAxis The local direction that is used to compute the world direction
  87652. * @param mesh The mesh that this bone is attached to
  87653. * @returns The world direction
  87654. */
  87655. Bone.prototype.getDirection = function (localAxis, mesh) {
  87656. if (mesh === void 0) { mesh = null; }
  87657. var result = BABYLON.Vector3.Zero();
  87658. this.getDirectionToRef(localAxis, mesh, result);
  87659. return result;
  87660. };
  87661. /**
  87662. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  87663. * @param localAxis The local direction that is used to compute the world direction
  87664. * @param mesh The mesh that this bone is attached to
  87665. * @param result The vector3 that the world direction will be copied to
  87666. */
  87667. Bone.prototype.getDirectionToRef = function (localAxis, mesh, result) {
  87668. if (mesh === void 0) { mesh = null; }
  87669. var wm = null;
  87670. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  87671. if (mesh) {
  87672. wm = mesh.getWorldMatrix();
  87673. }
  87674. this._skeleton.computeAbsoluteTransforms();
  87675. var mat = Bone._tmpMats[0];
  87676. mat.copyFrom(this.getAbsoluteTransform());
  87677. if (mesh && wm) {
  87678. mat.multiplyToRef(wm, mat);
  87679. }
  87680. BABYLON.Vector3.TransformNormalToRef(localAxis, mat, result);
  87681. result.normalize();
  87682. };
  87683. /**
  87684. * Get the euler rotation of the bone in local or world space
  87685. * @param space The space that the rotation should be in
  87686. * @param mesh The mesh that this bone is attached to. This is only used in world space
  87687. * @returns The euler rotation
  87688. */
  87689. Bone.prototype.getRotation = function (space, mesh) {
  87690. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  87691. if (mesh === void 0) { mesh = null; }
  87692. var result = BABYLON.Vector3.Zero();
  87693. this.getRotationToRef(space, mesh, result);
  87694. return result;
  87695. };
  87696. /**
  87697. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  87698. * @param space The space that the rotation should be in
  87699. * @param mesh The mesh that this bone is attached to. This is only used in world space
  87700. * @param result The vector3 that the rotation should be copied to
  87701. */
  87702. Bone.prototype.getRotationToRef = function (space, mesh, result) {
  87703. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  87704. if (mesh === void 0) { mesh = null; }
  87705. var quat = Bone._tmpQuat;
  87706. this.getRotationQuaternionToRef(space, mesh, quat);
  87707. quat.toEulerAnglesToRef(result);
  87708. };
  87709. /**
  87710. * Get the quaternion rotation of the bone in either local or world space
  87711. * @param space The space that the rotation should be in
  87712. * @param mesh The mesh that this bone is attached to. This is only used in world space
  87713. * @returns The quaternion rotation
  87714. */
  87715. Bone.prototype.getRotationQuaternion = function (space, mesh) {
  87716. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  87717. if (mesh === void 0) { mesh = null; }
  87718. var result = BABYLON.Quaternion.Identity();
  87719. this.getRotationQuaternionToRef(space, mesh, result);
  87720. return result;
  87721. };
  87722. /**
  87723. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  87724. * @param space The space that the rotation should be in
  87725. * @param mesh The mesh that this bone is attached to. This is only used in world space
  87726. * @param result The quaternion that the rotation should be copied to
  87727. */
  87728. Bone.prototype.getRotationQuaternionToRef = function (space, mesh, result) {
  87729. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  87730. if (mesh === void 0) { mesh = null; }
  87731. if (space == BABYLON.Space.LOCAL) {
  87732. this._decompose();
  87733. result.copyFrom(this._localRotation);
  87734. }
  87735. else {
  87736. var mat = Bone._tmpMats[0];
  87737. var amat = this.getAbsoluteTransform();
  87738. if (mesh) {
  87739. amat.multiplyToRef(mesh.getWorldMatrix(), mat);
  87740. }
  87741. else {
  87742. mat.copyFrom(amat);
  87743. }
  87744. mat.m[0] *= this._scalingDeterminant;
  87745. mat.m[1] *= this._scalingDeterminant;
  87746. mat.m[2] *= this._scalingDeterminant;
  87747. mat.decompose(undefined, result, undefined);
  87748. }
  87749. };
  87750. /**
  87751. * Get the rotation matrix of the bone in local or world space
  87752. * @param space The space that the rotation should be in
  87753. * @param mesh The mesh that this bone is attached to. This is only used in world space
  87754. * @returns The rotation matrix
  87755. */
  87756. Bone.prototype.getRotationMatrix = function (space, mesh) {
  87757. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  87758. var result = BABYLON.Matrix.Identity();
  87759. this.getRotationMatrixToRef(space, mesh, result);
  87760. return result;
  87761. };
  87762. /**
  87763. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  87764. * @param space The space that the rotation should be in
  87765. * @param mesh The mesh that this bone is attached to. This is only used in world space
  87766. * @param result The quaternion that the rotation should be copied to
  87767. */
  87768. Bone.prototype.getRotationMatrixToRef = function (space, mesh, result) {
  87769. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  87770. if (space == BABYLON.Space.LOCAL) {
  87771. this.getLocalMatrix().getRotationMatrixToRef(result);
  87772. }
  87773. else {
  87774. var mat = Bone._tmpMats[0];
  87775. var amat = this.getAbsoluteTransform();
  87776. if (mesh) {
  87777. amat.multiplyToRef(mesh.getWorldMatrix(), mat);
  87778. }
  87779. else {
  87780. mat.copyFrom(amat);
  87781. }
  87782. mat.m[0] *= this._scalingDeterminant;
  87783. mat.m[1] *= this._scalingDeterminant;
  87784. mat.m[2] *= this._scalingDeterminant;
  87785. mat.getRotationMatrixToRef(result);
  87786. }
  87787. };
  87788. /**
  87789. * Get the world position of a point that is in the local space of the bone
  87790. * @param position The local position
  87791. * @param mesh The mesh that this bone is attached to
  87792. * @returns The world position
  87793. */
  87794. Bone.prototype.getAbsolutePositionFromLocal = function (position, mesh) {
  87795. if (mesh === void 0) { mesh = null; }
  87796. var result = BABYLON.Vector3.Zero();
  87797. this.getAbsolutePositionFromLocalToRef(position, mesh, result);
  87798. return result;
  87799. };
  87800. /**
  87801. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  87802. * @param position The local position
  87803. * @param mesh The mesh that this bone is attached to
  87804. * @param result The vector3 that the world position should be copied to
  87805. */
  87806. Bone.prototype.getAbsolutePositionFromLocalToRef = function (position, mesh, result) {
  87807. if (mesh === void 0) { mesh = null; }
  87808. var wm = null;
  87809. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  87810. if (mesh) {
  87811. wm = mesh.getWorldMatrix();
  87812. }
  87813. this._skeleton.computeAbsoluteTransforms();
  87814. var tmat = Bone._tmpMats[0];
  87815. if (mesh && wm) {
  87816. tmat.copyFrom(this.getAbsoluteTransform());
  87817. tmat.multiplyToRef(wm, tmat);
  87818. }
  87819. else {
  87820. tmat = this.getAbsoluteTransform();
  87821. }
  87822. BABYLON.Vector3.TransformCoordinatesToRef(position, tmat, result);
  87823. };
  87824. /**
  87825. * Get the local position of a point that is in world space
  87826. * @param position The world position
  87827. * @param mesh The mesh that this bone is attached to
  87828. * @returns The local position
  87829. */
  87830. Bone.prototype.getLocalPositionFromAbsolute = function (position, mesh) {
  87831. if (mesh === void 0) { mesh = null; }
  87832. var result = BABYLON.Vector3.Zero();
  87833. this.getLocalPositionFromAbsoluteToRef(position, mesh, result);
  87834. return result;
  87835. };
  87836. /**
  87837. * Get the local position of a point that is in world space and copy it to the result param
  87838. * @param position The world position
  87839. * @param mesh The mesh that this bone is attached to
  87840. * @param result The vector3 that the local position should be copied to
  87841. */
  87842. Bone.prototype.getLocalPositionFromAbsoluteToRef = function (position, mesh, result) {
  87843. if (mesh === void 0) { mesh = null; }
  87844. var wm = null;
  87845. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  87846. if (mesh) {
  87847. wm = mesh.getWorldMatrix();
  87848. }
  87849. this._skeleton.computeAbsoluteTransforms();
  87850. var tmat = Bone._tmpMats[0];
  87851. tmat.copyFrom(this.getAbsoluteTransform());
  87852. if (mesh && wm) {
  87853. tmat.multiplyToRef(wm, tmat);
  87854. }
  87855. tmat.invert();
  87856. BABYLON.Vector3.TransformCoordinatesToRef(position, tmat, result);
  87857. };
  87858. Bone._tmpVecs = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  87859. Bone._tmpQuat = BABYLON.Quaternion.Identity();
  87860. Bone._tmpMats = [BABYLON.Matrix.Identity(), BABYLON.Matrix.Identity(), BABYLON.Matrix.Identity(), BABYLON.Matrix.Identity(), BABYLON.Matrix.Identity()];
  87861. return Bone;
  87862. }(BABYLON.Node));
  87863. BABYLON.Bone = Bone;
  87864. })(BABYLON || (BABYLON = {}));
  87865. //# sourceMappingURL=babylon.bone.js.map
  87866. var BABYLON;
  87867. (function (BABYLON) {
  87868. /**
  87869. * Class used to apply inverse kinematics to bones
  87870. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  87871. */
  87872. var BoneIKController = /** @class */ (function () {
  87873. /**
  87874. * Creates a new BoneIKController
  87875. * @param mesh defines the mesh to control
  87876. * @param bone defines the bone to control
  87877. * @param options defines options to set up the controller
  87878. */
  87879. function BoneIKController(mesh, bone, options) {
  87880. /**
  87881. * Gets or sets the target position
  87882. */
  87883. this.targetPosition = BABYLON.Vector3.Zero();
  87884. /**
  87885. * Gets or sets the pole target position
  87886. */
  87887. this.poleTargetPosition = BABYLON.Vector3.Zero();
  87888. /**
  87889. * Gets or sets the pole target local offset
  87890. */
  87891. this.poleTargetLocalOffset = BABYLON.Vector3.Zero();
  87892. /**
  87893. * Gets or sets the pole angle
  87894. */
  87895. this.poleAngle = 0;
  87896. /**
  87897. * 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)
  87898. */
  87899. this.slerpAmount = 1;
  87900. this._bone1Quat = BABYLON.Quaternion.Identity();
  87901. this._bone1Mat = BABYLON.Matrix.Identity();
  87902. this._bone2Ang = Math.PI;
  87903. this._maxAngle = Math.PI;
  87904. this._rightHandedSystem = false;
  87905. this._bendAxis = BABYLON.Vector3.Right();
  87906. this._slerping = false;
  87907. this._adjustRoll = 0;
  87908. this._bone2 = bone;
  87909. this._bone1 = bone.getParent();
  87910. if (!this._bone1) {
  87911. return;
  87912. }
  87913. this.mesh = mesh;
  87914. var bonePos = bone.getPosition();
  87915. if (bone.getAbsoluteTransform().determinant() > 0) {
  87916. this._rightHandedSystem = true;
  87917. this._bendAxis.x = 0;
  87918. this._bendAxis.y = 0;
  87919. this._bendAxis.z = -1;
  87920. if (bonePos.x > bonePos.y && bonePos.x > bonePos.z) {
  87921. this._adjustRoll = Math.PI * .5;
  87922. this._bendAxis.z = 1;
  87923. }
  87924. }
  87925. if (this._bone1.length) {
  87926. var boneScale1 = this._bone1.getScale();
  87927. var boneScale2 = this._bone2.getScale();
  87928. this._bone1Length = this._bone1.length * boneScale1.y * this.mesh.scaling.y;
  87929. this._bone2Length = this._bone2.length * boneScale2.y * this.mesh.scaling.y;
  87930. }
  87931. else if (this._bone1.children[0]) {
  87932. mesh.computeWorldMatrix(true);
  87933. var pos1 = this._bone2.children[0].getAbsolutePosition(mesh);
  87934. var pos2 = this._bone2.getAbsolutePosition(mesh);
  87935. var pos3 = this._bone1.getAbsolutePosition(mesh);
  87936. this._bone1Length = BABYLON.Vector3.Distance(pos1, pos2);
  87937. this._bone2Length = BABYLON.Vector3.Distance(pos2, pos3);
  87938. }
  87939. this._bone1.getRotationMatrixToRef(BABYLON.Space.WORLD, mesh, this._bone1Mat);
  87940. this.maxAngle = Math.PI;
  87941. if (options) {
  87942. if (options.targetMesh) {
  87943. this.targetMesh = options.targetMesh;
  87944. this.targetMesh.computeWorldMatrix(true);
  87945. }
  87946. if (options.poleTargetMesh) {
  87947. this.poleTargetMesh = options.poleTargetMesh;
  87948. this.poleTargetMesh.computeWorldMatrix(true);
  87949. }
  87950. else if (options.poleTargetBone) {
  87951. this.poleTargetBone = options.poleTargetBone;
  87952. }
  87953. else if (this._bone1.getParent()) {
  87954. this.poleTargetBone = this._bone1.getParent();
  87955. }
  87956. if (options.poleTargetLocalOffset) {
  87957. this.poleTargetLocalOffset.copyFrom(options.poleTargetLocalOffset);
  87958. }
  87959. if (options.poleAngle) {
  87960. this.poleAngle = options.poleAngle;
  87961. }
  87962. if (options.bendAxis) {
  87963. this._bendAxis.copyFrom(options.bendAxis);
  87964. }
  87965. if (options.maxAngle) {
  87966. this.maxAngle = options.maxAngle;
  87967. }
  87968. if (options.slerpAmount) {
  87969. this.slerpAmount = options.slerpAmount;
  87970. }
  87971. }
  87972. }
  87973. Object.defineProperty(BoneIKController.prototype, "maxAngle", {
  87974. /**
  87975. * Gets or sets maximum allowed angle
  87976. */
  87977. get: function () {
  87978. return this._maxAngle;
  87979. },
  87980. set: function (value) {
  87981. this._setMaxAngle(value);
  87982. },
  87983. enumerable: true,
  87984. configurable: true
  87985. });
  87986. BoneIKController.prototype._setMaxAngle = function (ang) {
  87987. if (ang < 0) {
  87988. ang = 0;
  87989. }
  87990. if (ang > Math.PI || ang == undefined) {
  87991. ang = Math.PI;
  87992. }
  87993. this._maxAngle = ang;
  87994. var a = this._bone1Length;
  87995. var b = this._bone2Length;
  87996. this._maxReach = Math.sqrt(a * a + b * b - 2 * a * b * Math.cos(ang));
  87997. };
  87998. /**
  87999. * Force the controller to update the bones
  88000. */
  88001. BoneIKController.prototype.update = function () {
  88002. var bone1 = this._bone1;
  88003. if (!bone1) {
  88004. return;
  88005. }
  88006. var target = this.targetPosition;
  88007. var poleTarget = this.poleTargetPosition;
  88008. var mat1 = BoneIKController._tmpMats[0];
  88009. var mat2 = BoneIKController._tmpMats[1];
  88010. if (this.targetMesh) {
  88011. target.copyFrom(this.targetMesh.getAbsolutePosition());
  88012. }
  88013. if (this.poleTargetBone) {
  88014. this.poleTargetBone.getAbsolutePositionFromLocalToRef(this.poleTargetLocalOffset, this.mesh, poleTarget);
  88015. }
  88016. else if (this.poleTargetMesh) {
  88017. BABYLON.Vector3.TransformCoordinatesToRef(this.poleTargetLocalOffset, this.poleTargetMesh.getWorldMatrix(), poleTarget);
  88018. }
  88019. var bonePos = BoneIKController._tmpVecs[0];
  88020. var zaxis = BoneIKController._tmpVecs[1];
  88021. var xaxis = BoneIKController._tmpVecs[2];
  88022. var yaxis = BoneIKController._tmpVecs[3];
  88023. var upAxis = BoneIKController._tmpVecs[4];
  88024. var _tmpQuat = BoneIKController._tmpQuat;
  88025. bone1.getAbsolutePositionToRef(this.mesh, bonePos);
  88026. poleTarget.subtractToRef(bonePos, upAxis);
  88027. if (upAxis.x == 0 && upAxis.y == 0 && upAxis.z == 0) {
  88028. upAxis.y = 1;
  88029. }
  88030. else {
  88031. upAxis.normalize();
  88032. }
  88033. target.subtractToRef(bonePos, yaxis);
  88034. yaxis.normalize();
  88035. BABYLON.Vector3.CrossToRef(yaxis, upAxis, zaxis);
  88036. zaxis.normalize();
  88037. BABYLON.Vector3.CrossToRef(yaxis, zaxis, xaxis);
  88038. xaxis.normalize();
  88039. BABYLON.Matrix.FromXYZAxesToRef(xaxis, yaxis, zaxis, mat1);
  88040. var a = this._bone1Length;
  88041. var b = this._bone2Length;
  88042. var c = BABYLON.Vector3.Distance(bonePos, target);
  88043. if (this._maxReach > 0) {
  88044. c = Math.min(this._maxReach, c);
  88045. }
  88046. var acosa = (b * b + c * c - a * a) / (2 * b * c);
  88047. var acosb = (c * c + a * a - b * b) / (2 * c * a);
  88048. if (acosa > 1) {
  88049. acosa = 1;
  88050. }
  88051. if (acosb > 1) {
  88052. acosb = 1;
  88053. }
  88054. if (acosa < -1) {
  88055. acosa = -1;
  88056. }
  88057. if (acosb < -1) {
  88058. acosb = -1;
  88059. }
  88060. var angA = Math.acos(acosa);
  88061. var angB = Math.acos(acosb);
  88062. var angC = -angA - angB;
  88063. if (this._rightHandedSystem) {
  88064. BABYLON.Matrix.RotationYawPitchRollToRef(0, 0, this._adjustRoll, mat2);
  88065. mat2.multiplyToRef(mat1, mat1);
  88066. BABYLON.Matrix.RotationAxisToRef(this._bendAxis, angB, mat2);
  88067. mat2.multiplyToRef(mat1, mat1);
  88068. }
  88069. else {
  88070. var _tmpVec = BoneIKController._tmpVecs[5];
  88071. _tmpVec.copyFrom(this._bendAxis);
  88072. _tmpVec.x *= -1;
  88073. BABYLON.Matrix.RotationAxisToRef(_tmpVec, -angB, mat2);
  88074. mat2.multiplyToRef(mat1, mat1);
  88075. }
  88076. if (this.poleAngle) {
  88077. BABYLON.Matrix.RotationAxisToRef(yaxis, this.poleAngle, mat2);
  88078. mat1.multiplyToRef(mat2, mat1);
  88079. }
  88080. if (this._bone1) {
  88081. if (this.slerpAmount < 1) {
  88082. if (!this._slerping) {
  88083. BABYLON.Quaternion.FromRotationMatrixToRef(this._bone1Mat, this._bone1Quat);
  88084. }
  88085. BABYLON.Quaternion.FromRotationMatrixToRef(mat1, _tmpQuat);
  88086. BABYLON.Quaternion.SlerpToRef(this._bone1Quat, _tmpQuat, this.slerpAmount, this._bone1Quat);
  88087. angC = this._bone2Ang * (1.0 - this.slerpAmount) + angC * this.slerpAmount;
  88088. this._bone1.setRotationQuaternion(this._bone1Quat, BABYLON.Space.WORLD, this.mesh);
  88089. this._slerping = true;
  88090. }
  88091. else {
  88092. this._bone1.setRotationMatrix(mat1, BABYLON.Space.WORLD, this.mesh);
  88093. this._bone1Mat.copyFrom(mat1);
  88094. this._slerping = false;
  88095. }
  88096. }
  88097. this._bone2.setAxisAngle(this._bendAxis, angC, BABYLON.Space.LOCAL);
  88098. this._bone2Ang = angC;
  88099. };
  88100. BoneIKController._tmpVecs = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  88101. BoneIKController._tmpQuat = BABYLON.Quaternion.Identity();
  88102. BoneIKController._tmpMats = [BABYLON.Matrix.Identity(), BABYLON.Matrix.Identity()];
  88103. return BoneIKController;
  88104. }());
  88105. BABYLON.BoneIKController = BoneIKController;
  88106. })(BABYLON || (BABYLON = {}));
  88107. //# sourceMappingURL=babylon.boneIKController.js.map
  88108. var BABYLON;
  88109. (function (BABYLON) {
  88110. /**
  88111. * Class used to make a bone look toward a point in space
  88112. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  88113. */
  88114. var BoneLookController = /** @class */ (function () {
  88115. /**
  88116. * Create a BoneLookController
  88117. * @param mesh the mesh that the bone belongs to
  88118. * @param bone the bone that will be looking to the target
  88119. * @param target the target Vector3 to look at
  88120. * @param settings optional settings:
  88121. * * maxYaw: the maximum angle the bone will yaw to
  88122. * * minYaw: the minimum angle the bone will yaw to
  88123. * * maxPitch: the maximum angle the bone will pitch to
  88124. * * minPitch: the minimum angle the bone will yaw to
  88125. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  88126. * * upAxis: the up axis of the coordinate system
  88127. * * upAxisSpace: the space that the up axis is in - BABYLON.Space.BONE, BABYLON.Space.LOCAL (default), or BABYLON.Space.WORLD.
  88128. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  88129. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  88130. * * adjustYaw: used to make an adjustment to the yaw of the bone
  88131. * * adjustPitch: used to make an adjustment to the pitch of the bone
  88132. * * adjustRoll: used to make an adjustment to the roll of the bone
  88133. **/
  88134. function BoneLookController(mesh, bone, target, options) {
  88135. /**
  88136. * The up axis of the coordinate system that is used when the bone is rotated
  88137. */
  88138. this.upAxis = BABYLON.Vector3.Up();
  88139. /**
  88140. * The space that the up axis is in - BABYLON.Space.BONE, BABYLON.Space.LOCAL (default), or BABYLON.Space.WORLD
  88141. */
  88142. this.upAxisSpace = BABYLON.Space.LOCAL;
  88143. /**
  88144. * Used to make an adjustment to the yaw of the bone
  88145. */
  88146. this.adjustYaw = 0;
  88147. /**
  88148. * Used to make an adjustment to the pitch of the bone
  88149. */
  88150. this.adjustPitch = 0;
  88151. /**
  88152. * Used to make an adjustment to the roll of the bone
  88153. */
  88154. this.adjustRoll = 0;
  88155. /**
  88156. * 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)
  88157. */
  88158. this.slerpAmount = 1;
  88159. this._boneQuat = BABYLON.Quaternion.Identity();
  88160. this._slerping = false;
  88161. this._firstFrameSkipped = false;
  88162. this._fowardAxis = BABYLON.Vector3.Forward();
  88163. this.mesh = mesh;
  88164. this.bone = bone;
  88165. this.target = target;
  88166. if (options) {
  88167. if (options.adjustYaw) {
  88168. this.adjustYaw = options.adjustYaw;
  88169. }
  88170. if (options.adjustPitch) {
  88171. this.adjustPitch = options.adjustPitch;
  88172. }
  88173. if (options.adjustRoll) {
  88174. this.adjustRoll = options.adjustRoll;
  88175. }
  88176. if (options.maxYaw != null) {
  88177. this.maxYaw = options.maxYaw;
  88178. }
  88179. else {
  88180. this.maxYaw = Math.PI;
  88181. }
  88182. if (options.minYaw != null) {
  88183. this.minYaw = options.minYaw;
  88184. }
  88185. else {
  88186. this.minYaw = -Math.PI;
  88187. }
  88188. if (options.maxPitch != null) {
  88189. this.maxPitch = options.maxPitch;
  88190. }
  88191. else {
  88192. this.maxPitch = Math.PI;
  88193. }
  88194. if (options.minPitch != null) {
  88195. this.minPitch = options.minPitch;
  88196. }
  88197. else {
  88198. this.minPitch = -Math.PI;
  88199. }
  88200. if (options.slerpAmount != null) {
  88201. this.slerpAmount = options.slerpAmount;
  88202. }
  88203. if (options.upAxis != null) {
  88204. this.upAxis = options.upAxis;
  88205. }
  88206. if (options.upAxisSpace != null) {
  88207. this.upAxisSpace = options.upAxisSpace;
  88208. }
  88209. if (options.yawAxis != null || options.pitchAxis != null) {
  88210. var newYawAxis = BABYLON.Axis.Y;
  88211. var newPitchAxis = BABYLON.Axis.X;
  88212. if (options.yawAxis != null) {
  88213. newYawAxis = options.yawAxis.clone();
  88214. newYawAxis.normalize();
  88215. }
  88216. if (options.pitchAxis != null) {
  88217. newPitchAxis = options.pitchAxis.clone();
  88218. newPitchAxis.normalize();
  88219. }
  88220. var newRollAxis = BABYLON.Vector3.Cross(newPitchAxis, newYawAxis);
  88221. this._transformYawPitch = BABYLON.Matrix.Identity();
  88222. BABYLON.Matrix.FromXYZAxesToRef(newPitchAxis, newYawAxis, newRollAxis, this._transformYawPitch);
  88223. this._transformYawPitchInv = this._transformYawPitch.clone();
  88224. this._transformYawPitch.invert();
  88225. }
  88226. }
  88227. if (!bone.getParent() && this.upAxisSpace == BABYLON.Space.BONE) {
  88228. this.upAxisSpace = BABYLON.Space.LOCAL;
  88229. }
  88230. }
  88231. Object.defineProperty(BoneLookController.prototype, "minYaw", {
  88232. /**
  88233. * Gets or sets the minimum yaw angle that the bone can look to
  88234. */
  88235. get: function () {
  88236. return this._minYaw;
  88237. },
  88238. set: function (value) {
  88239. this._minYaw = value;
  88240. this._minYawSin = Math.sin(value);
  88241. this._minYawCos = Math.cos(value);
  88242. if (this._maxYaw != null) {
  88243. this._midYawConstraint = this._getAngleDiff(this._minYaw, this._maxYaw) * .5 + this._minYaw;
  88244. this._yawRange = this._maxYaw - this._minYaw;
  88245. }
  88246. },
  88247. enumerable: true,
  88248. configurable: true
  88249. });
  88250. Object.defineProperty(BoneLookController.prototype, "maxYaw", {
  88251. /**
  88252. * Gets or sets the maximum yaw angle that the bone can look to
  88253. */
  88254. get: function () {
  88255. return this._maxYaw;
  88256. },
  88257. set: function (value) {
  88258. this._maxYaw = value;
  88259. this._maxYawSin = Math.sin(value);
  88260. this._maxYawCos = Math.cos(value);
  88261. if (this._minYaw != null) {
  88262. this._midYawConstraint = this._getAngleDiff(this._minYaw, this._maxYaw) * .5 + this._minYaw;
  88263. this._yawRange = this._maxYaw - this._minYaw;
  88264. }
  88265. },
  88266. enumerable: true,
  88267. configurable: true
  88268. });
  88269. Object.defineProperty(BoneLookController.prototype, "minPitch", {
  88270. /**
  88271. * Gets or sets the minimum pitch angle that the bone can look to
  88272. */
  88273. get: function () {
  88274. return this._minPitch;
  88275. },
  88276. set: function (value) {
  88277. this._minPitch = value;
  88278. this._minPitchTan = Math.tan(value);
  88279. },
  88280. enumerable: true,
  88281. configurable: true
  88282. });
  88283. Object.defineProperty(BoneLookController.prototype, "maxPitch", {
  88284. /**
  88285. * Gets or sets the maximum pitch angle that the bone can look to
  88286. */
  88287. get: function () {
  88288. return this._maxPitch;
  88289. },
  88290. set: function (value) {
  88291. this._maxPitch = value;
  88292. this._maxPitchTan = Math.tan(value);
  88293. },
  88294. enumerable: true,
  88295. configurable: true
  88296. });
  88297. /**
  88298. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  88299. */
  88300. BoneLookController.prototype.update = function () {
  88301. //skip the first frame when slerping so that the mesh rotation is correct
  88302. if (this.slerpAmount < 1 && !this._firstFrameSkipped) {
  88303. this._firstFrameSkipped = true;
  88304. return;
  88305. }
  88306. var bone = this.bone;
  88307. var bonePos = BoneLookController._tmpVecs[0];
  88308. bone.getAbsolutePositionToRef(this.mesh, bonePos);
  88309. var target = this.target;
  88310. var _tmpMat1 = BoneLookController._tmpMats[0];
  88311. var _tmpMat2 = BoneLookController._tmpMats[1];
  88312. var mesh = this.mesh;
  88313. var parentBone = bone.getParent();
  88314. var upAxis = BoneLookController._tmpVecs[1];
  88315. upAxis.copyFrom(this.upAxis);
  88316. if (this.upAxisSpace == BABYLON.Space.BONE && parentBone) {
  88317. if (this._transformYawPitch) {
  88318. BABYLON.Vector3.TransformCoordinatesToRef(upAxis, this._transformYawPitchInv, upAxis);
  88319. }
  88320. parentBone.getDirectionToRef(upAxis, this.mesh, upAxis);
  88321. }
  88322. else if (this.upAxisSpace == BABYLON.Space.LOCAL) {
  88323. mesh.getDirectionToRef(upAxis, upAxis);
  88324. if (mesh.scaling.x != 1 || mesh.scaling.y != 1 || mesh.scaling.z != 1) {
  88325. upAxis.normalize();
  88326. }
  88327. }
  88328. var checkYaw = false;
  88329. var checkPitch = false;
  88330. if (this._maxYaw != Math.PI || this._minYaw != -Math.PI) {
  88331. checkYaw = true;
  88332. }
  88333. if (this._maxPitch != Math.PI || this._minPitch != -Math.PI) {
  88334. checkPitch = true;
  88335. }
  88336. if (checkYaw || checkPitch) {
  88337. var spaceMat = BoneLookController._tmpMats[2];
  88338. var spaceMatInv = BoneLookController._tmpMats[3];
  88339. if (this.upAxisSpace == BABYLON.Space.BONE && upAxis.y == 1 && parentBone) {
  88340. parentBone.getRotationMatrixToRef(BABYLON.Space.WORLD, this.mesh, spaceMat);
  88341. }
  88342. else if (this.upAxisSpace == BABYLON.Space.LOCAL && upAxis.y == 1 && !parentBone) {
  88343. spaceMat.copyFrom(mesh.getWorldMatrix());
  88344. }
  88345. else {
  88346. var forwardAxis = BoneLookController._tmpVecs[2];
  88347. forwardAxis.copyFrom(this._fowardAxis);
  88348. if (this._transformYawPitch) {
  88349. BABYLON.Vector3.TransformCoordinatesToRef(forwardAxis, this._transformYawPitchInv, forwardAxis);
  88350. }
  88351. if (parentBone) {
  88352. parentBone.getDirectionToRef(forwardAxis, this.mesh, forwardAxis);
  88353. }
  88354. else {
  88355. mesh.getDirectionToRef(forwardAxis, forwardAxis);
  88356. }
  88357. var rightAxis = BABYLON.Vector3.Cross(upAxis, forwardAxis);
  88358. rightAxis.normalize();
  88359. var forwardAxis = BABYLON.Vector3.Cross(rightAxis, upAxis);
  88360. BABYLON.Matrix.FromXYZAxesToRef(rightAxis, upAxis, forwardAxis, spaceMat);
  88361. }
  88362. spaceMat.invertToRef(spaceMatInv);
  88363. var xzlen = null;
  88364. if (checkPitch) {
  88365. var localTarget = BoneLookController._tmpVecs[3];
  88366. target.subtractToRef(bonePos, localTarget);
  88367. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMatInv, localTarget);
  88368. xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);
  88369. var pitch = Math.atan2(localTarget.y, xzlen);
  88370. var newPitch = pitch;
  88371. if (pitch > this._maxPitch) {
  88372. localTarget.y = this._maxPitchTan * xzlen;
  88373. newPitch = this._maxPitch;
  88374. }
  88375. else if (pitch < this._minPitch) {
  88376. localTarget.y = this._minPitchTan * xzlen;
  88377. newPitch = this._minPitch;
  88378. }
  88379. if (pitch != newPitch) {
  88380. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMat, localTarget);
  88381. localTarget.addInPlace(bonePos);
  88382. target = localTarget;
  88383. }
  88384. }
  88385. if (checkYaw) {
  88386. var localTarget = BoneLookController._tmpVecs[4];
  88387. target.subtractToRef(bonePos, localTarget);
  88388. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMatInv, localTarget);
  88389. var yaw = Math.atan2(localTarget.x, localTarget.z);
  88390. var newYaw = yaw;
  88391. if (yaw > this._maxYaw || yaw < this._minYaw) {
  88392. if (xzlen == null) {
  88393. xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);
  88394. }
  88395. if (this._yawRange > Math.PI) {
  88396. if (this._isAngleBetween(yaw, this._maxYaw, this._midYawConstraint)) {
  88397. localTarget.z = this._maxYawCos * xzlen;
  88398. localTarget.x = this._maxYawSin * xzlen;
  88399. newYaw = this._maxYaw;
  88400. }
  88401. else if (this._isAngleBetween(yaw, this._midYawConstraint, this._minYaw)) {
  88402. localTarget.z = this._minYawCos * xzlen;
  88403. localTarget.x = this._minYawSin * xzlen;
  88404. newYaw = this._minYaw;
  88405. }
  88406. }
  88407. else {
  88408. if (yaw > this._maxYaw) {
  88409. localTarget.z = this._maxYawCos * xzlen;
  88410. localTarget.x = this._maxYawSin * xzlen;
  88411. newYaw = this._maxYaw;
  88412. }
  88413. else if (yaw < this._minYaw) {
  88414. localTarget.z = this._minYawCos * xzlen;
  88415. localTarget.x = this._minYawSin * xzlen;
  88416. newYaw = this._minYaw;
  88417. }
  88418. }
  88419. }
  88420. if (this._slerping && this._yawRange > Math.PI) {
  88421. //are we going to be crossing into the min/max region?
  88422. var boneFwd = BoneLookController._tmpVecs[8];
  88423. boneFwd.copyFrom(BABYLON.Axis.Z);
  88424. if (this._transformYawPitch) {
  88425. BABYLON.Vector3.TransformCoordinatesToRef(boneFwd, this._transformYawPitchInv, boneFwd);
  88426. }
  88427. var boneRotMat = BoneLookController._tmpMats[4];
  88428. this._boneQuat.toRotationMatrix(boneRotMat);
  88429. this.mesh.getWorldMatrix().multiplyToRef(boneRotMat, boneRotMat);
  88430. BABYLON.Vector3.TransformCoordinatesToRef(boneFwd, boneRotMat, boneFwd);
  88431. BABYLON.Vector3.TransformCoordinatesToRef(boneFwd, spaceMatInv, boneFwd);
  88432. var boneYaw = Math.atan2(boneFwd.x, boneFwd.z);
  88433. var angBtwTar = this._getAngleBetween(boneYaw, yaw);
  88434. var angBtwMidYaw = this._getAngleBetween(boneYaw, this._midYawConstraint);
  88435. if (angBtwTar > angBtwMidYaw) {
  88436. if (xzlen == null) {
  88437. xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);
  88438. }
  88439. var angBtwMax = this._getAngleBetween(boneYaw, this._maxYaw);
  88440. var angBtwMin = this._getAngleBetween(boneYaw, this._minYaw);
  88441. if (angBtwMin < angBtwMax) {
  88442. newYaw = boneYaw + Math.PI * .75;
  88443. localTarget.z = Math.cos(newYaw) * xzlen;
  88444. localTarget.x = Math.sin(newYaw) * xzlen;
  88445. }
  88446. else {
  88447. newYaw = boneYaw - Math.PI * .75;
  88448. localTarget.z = Math.cos(newYaw) * xzlen;
  88449. localTarget.x = Math.sin(newYaw) * xzlen;
  88450. }
  88451. }
  88452. }
  88453. if (yaw != newYaw) {
  88454. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMat, localTarget);
  88455. localTarget.addInPlace(bonePos);
  88456. target = localTarget;
  88457. }
  88458. }
  88459. }
  88460. var zaxis = BoneLookController._tmpVecs[5];
  88461. var xaxis = BoneLookController._tmpVecs[6];
  88462. var yaxis = BoneLookController._tmpVecs[7];
  88463. var _tmpQuat = BoneLookController._tmpQuat;
  88464. target.subtractToRef(bonePos, zaxis);
  88465. zaxis.normalize();
  88466. BABYLON.Vector3.CrossToRef(upAxis, zaxis, xaxis);
  88467. xaxis.normalize();
  88468. BABYLON.Vector3.CrossToRef(zaxis, xaxis, yaxis);
  88469. yaxis.normalize();
  88470. BABYLON.Matrix.FromXYZAxesToRef(xaxis, yaxis, zaxis, _tmpMat1);
  88471. if (xaxis.x === 0 && xaxis.y === 0 && xaxis.z === 0) {
  88472. return;
  88473. }
  88474. if (yaxis.x === 0 && yaxis.y === 0 && yaxis.z === 0) {
  88475. return;
  88476. }
  88477. if (zaxis.x === 0 && zaxis.y === 0 && zaxis.z === 0) {
  88478. return;
  88479. }
  88480. if (this.adjustYaw || this.adjustPitch || this.adjustRoll) {
  88481. BABYLON.Matrix.RotationYawPitchRollToRef(this.adjustYaw, this.adjustPitch, this.adjustRoll, _tmpMat2);
  88482. _tmpMat2.multiplyToRef(_tmpMat1, _tmpMat1);
  88483. }
  88484. if (this.slerpAmount < 1) {
  88485. if (!this._slerping) {
  88486. this.bone.getRotationQuaternionToRef(BABYLON.Space.WORLD, this.mesh, this._boneQuat);
  88487. }
  88488. if (this._transformYawPitch) {
  88489. this._transformYawPitch.multiplyToRef(_tmpMat1, _tmpMat1);
  88490. }
  88491. BABYLON.Quaternion.FromRotationMatrixToRef(_tmpMat1, _tmpQuat);
  88492. BABYLON.Quaternion.SlerpToRef(this._boneQuat, _tmpQuat, this.slerpAmount, this._boneQuat);
  88493. this.bone.setRotationQuaternion(this._boneQuat, BABYLON.Space.WORLD, this.mesh);
  88494. this._slerping = true;
  88495. }
  88496. else {
  88497. if (this._transformYawPitch) {
  88498. this._transformYawPitch.multiplyToRef(_tmpMat1, _tmpMat1);
  88499. }
  88500. this.bone.setRotationMatrix(_tmpMat1, BABYLON.Space.WORLD, this.mesh);
  88501. this._slerping = false;
  88502. }
  88503. };
  88504. BoneLookController.prototype._getAngleDiff = function (ang1, ang2) {
  88505. var angDiff = ang2 - ang1;
  88506. angDiff %= Math.PI * 2;
  88507. if (angDiff > Math.PI) {
  88508. angDiff -= Math.PI * 2;
  88509. }
  88510. else if (angDiff < -Math.PI) {
  88511. angDiff += Math.PI * 2;
  88512. }
  88513. return angDiff;
  88514. };
  88515. BoneLookController.prototype._getAngleBetween = function (ang1, ang2) {
  88516. ang1 %= (2 * Math.PI);
  88517. ang1 = (ang1 < 0) ? ang1 + (2 * Math.PI) : ang1;
  88518. ang2 %= (2 * Math.PI);
  88519. ang2 = (ang2 < 0) ? ang2 + (2 * Math.PI) : ang2;
  88520. var ab = 0;
  88521. if (ang1 < ang2) {
  88522. ab = ang2 - ang1;
  88523. }
  88524. else {
  88525. ab = ang1 - ang2;
  88526. }
  88527. if (ab > Math.PI) {
  88528. ab = Math.PI * 2 - ab;
  88529. }
  88530. return ab;
  88531. };
  88532. BoneLookController.prototype._isAngleBetween = function (ang, ang1, ang2) {
  88533. ang %= (2 * Math.PI);
  88534. ang = (ang < 0) ? ang + (2 * Math.PI) : ang;
  88535. ang1 %= (2 * Math.PI);
  88536. ang1 = (ang1 < 0) ? ang1 + (2 * Math.PI) : ang1;
  88537. ang2 %= (2 * Math.PI);
  88538. ang2 = (ang2 < 0) ? ang2 + (2 * Math.PI) : ang2;
  88539. if (ang1 < ang2) {
  88540. if (ang > ang1 && ang < ang2) {
  88541. return true;
  88542. }
  88543. }
  88544. else {
  88545. if (ang > ang2 && ang < ang1) {
  88546. return true;
  88547. }
  88548. }
  88549. return false;
  88550. };
  88551. BoneLookController._tmpVecs = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  88552. BoneLookController._tmpQuat = BABYLON.Quaternion.Identity();
  88553. BoneLookController._tmpMats = [BABYLON.Matrix.Identity(), BABYLON.Matrix.Identity(), BABYLON.Matrix.Identity(), BABYLON.Matrix.Identity(), BABYLON.Matrix.Identity()];
  88554. return BoneLookController;
  88555. }());
  88556. BABYLON.BoneLookController = BoneLookController;
  88557. })(BABYLON || (BABYLON = {}));
  88558. //# sourceMappingURL=babylon.boneLookController.js.map
  88559. var BABYLON;
  88560. (function (BABYLON) {
  88561. /**
  88562. * Class used to handle skinning animations
  88563. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  88564. */
  88565. var Skeleton = /** @class */ (function () {
  88566. /**
  88567. * Creates a new skeleton
  88568. * @param name defines the skeleton name
  88569. * @param id defines the skeleton Id
  88570. * @param scene defines the hosting scene
  88571. */
  88572. function Skeleton(
  88573. /** defines the skeleton name */
  88574. name,
  88575. /** defines the skeleton Id */
  88576. id, scene) {
  88577. this.name = name;
  88578. this.id = id;
  88579. /**
  88580. * Gets the list of child bones
  88581. */
  88582. this.bones = new Array();
  88583. /**
  88584. * Gets a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  88585. */
  88586. this.needInitialSkinMatrix = false;
  88587. this._isDirty = true;
  88588. this._meshesWithPoseMatrix = new Array();
  88589. this._identity = BABYLON.Matrix.Identity();
  88590. this._ranges = {};
  88591. this._lastAbsoluteTransformsUpdateId = -1;
  88592. /**
  88593. * Specifies if the skeleton should be serialized
  88594. */
  88595. this.doNotSerialize = false;
  88596. this._animationPropertiesOverride = null;
  88597. // Events
  88598. /**
  88599. * An observable triggered before computing the skeleton's matrices
  88600. */
  88601. this.onBeforeComputeObservable = new BABYLON.Observable();
  88602. this.bones = [];
  88603. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  88604. scene.skeletons.push(this);
  88605. //make sure it will recalculate the matrix next time prepare is called.
  88606. this._isDirty = true;
  88607. }
  88608. Object.defineProperty(Skeleton.prototype, "animationPropertiesOverride", {
  88609. /**
  88610. * Gets or sets the animation properties override
  88611. */
  88612. get: function () {
  88613. if (!this._animationPropertiesOverride) {
  88614. return this._scene.animationPropertiesOverride;
  88615. }
  88616. return this._animationPropertiesOverride;
  88617. },
  88618. set: function (value) {
  88619. this._animationPropertiesOverride = value;
  88620. },
  88621. enumerable: true,
  88622. configurable: true
  88623. });
  88624. // Members
  88625. /**
  88626. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  88627. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  88628. * @returns a Float32Array containing matrices data
  88629. */
  88630. Skeleton.prototype.getTransformMatrices = function (mesh) {
  88631. if (this.needInitialSkinMatrix && mesh._bonesTransformMatrices) {
  88632. return mesh._bonesTransformMatrices;
  88633. }
  88634. if (!this._transformMatrices) {
  88635. this.prepare();
  88636. }
  88637. return this._transformMatrices;
  88638. };
  88639. /**
  88640. * Gets the current hosting scene
  88641. * @returns a scene object
  88642. */
  88643. Skeleton.prototype.getScene = function () {
  88644. return this._scene;
  88645. };
  88646. // Methods
  88647. /**
  88648. * Gets a string representing the current skeleton data
  88649. * @param fullDetails defines a boolean indicating if we want a verbose version
  88650. * @returns a string representing the current skeleton data
  88651. */
  88652. Skeleton.prototype.toString = function (fullDetails) {
  88653. var ret = "Name: " + this.name + ", nBones: " + this.bones.length;
  88654. ret += ", nAnimationRanges: " + (this._ranges ? Object.keys(this._ranges).length : "none");
  88655. if (fullDetails) {
  88656. ret += ", Ranges: {";
  88657. var first = true;
  88658. for (var name_1 in this._ranges) {
  88659. if (first) {
  88660. ret += ", ";
  88661. first = false;
  88662. }
  88663. ret += name_1;
  88664. }
  88665. ret += "}";
  88666. }
  88667. return ret;
  88668. };
  88669. /**
  88670. * Get bone's index searching by name
  88671. * @param name defines bone's name to search for
  88672. * @return the indice of the bone. Returns -1 if not found
  88673. */
  88674. Skeleton.prototype.getBoneIndexByName = function (name) {
  88675. for (var boneIndex = 0, cache = this.bones.length; boneIndex < cache; boneIndex++) {
  88676. if (this.bones[boneIndex].name === name) {
  88677. return boneIndex;
  88678. }
  88679. }
  88680. return -1;
  88681. };
  88682. /**
  88683. * Creater a new animation range
  88684. * @param name defines the name of the range
  88685. * @param from defines the start key
  88686. * @param to defines the end key
  88687. */
  88688. Skeleton.prototype.createAnimationRange = function (name, from, to) {
  88689. // check name not already in use
  88690. if (!this._ranges[name]) {
  88691. this._ranges[name] = new BABYLON.AnimationRange(name, from, to);
  88692. for (var i = 0, nBones = this.bones.length; i < nBones; i++) {
  88693. if (this.bones[i].animations[0]) {
  88694. this.bones[i].animations[0].createRange(name, from, to);
  88695. }
  88696. }
  88697. }
  88698. };
  88699. /**
  88700. * Delete a specific animation range
  88701. * @param name defines the name of the range
  88702. * @param deleteFrames defines if frames must be removed as well
  88703. */
  88704. Skeleton.prototype.deleteAnimationRange = function (name, deleteFrames) {
  88705. if (deleteFrames === void 0) { deleteFrames = true; }
  88706. for (var i = 0, nBones = this.bones.length; i < nBones; i++) {
  88707. if (this.bones[i].animations[0]) {
  88708. this.bones[i].animations[0].deleteRange(name, deleteFrames);
  88709. }
  88710. }
  88711. this._ranges[name] = null; // said much faster than 'delete this._range[name]'
  88712. };
  88713. /**
  88714. * Gets a specific animation range
  88715. * @param name defines the name of the range to look for
  88716. * @returns the requested animation range or null if not found
  88717. */
  88718. Skeleton.prototype.getAnimationRange = function (name) {
  88719. return this._ranges[name];
  88720. };
  88721. /**
  88722. * Gets the list of all animation ranges defined on this skeleton
  88723. * @returns an array
  88724. */
  88725. Skeleton.prototype.getAnimationRanges = function () {
  88726. var animationRanges = [];
  88727. var name;
  88728. var i = 0;
  88729. for (name in this._ranges) {
  88730. animationRanges[i] = this._ranges[name];
  88731. i++;
  88732. }
  88733. return animationRanges;
  88734. };
  88735. /**
  88736. * Copy animation range from a source skeleton.
  88737. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  88738. * @param source defines the source skeleton
  88739. * @param name defines the name of the range to copy
  88740. * @param rescaleAsRequired defines if rescaling must be applied if required
  88741. * @returns true if operation was successful
  88742. */
  88743. Skeleton.prototype.copyAnimationRange = function (source, name, rescaleAsRequired) {
  88744. if (rescaleAsRequired === void 0) { rescaleAsRequired = false; }
  88745. if (this._ranges[name] || !source.getAnimationRange(name)) {
  88746. return false;
  88747. }
  88748. var ret = true;
  88749. var frameOffset = this._getHighestAnimationFrame() + 1;
  88750. // make a dictionary of source skeleton's bones, so exact same order or doublely nested loop is not required
  88751. var boneDict = {};
  88752. var sourceBones = source.bones;
  88753. var nBones;
  88754. var i;
  88755. for (i = 0, nBones = sourceBones.length; i < nBones; i++) {
  88756. boneDict[sourceBones[i].name] = sourceBones[i];
  88757. }
  88758. if (this.bones.length !== sourceBones.length) {
  88759. BABYLON.Tools.Warn("copyAnimationRange: this rig has " + this.bones.length + " bones, while source as " + sourceBones.length);
  88760. ret = false;
  88761. }
  88762. var skelDimensionsRatio = (rescaleAsRequired && this.dimensionsAtRest && source.dimensionsAtRest) ? this.dimensionsAtRest.divide(source.dimensionsAtRest) : null;
  88763. for (i = 0, nBones = this.bones.length; i < nBones; i++) {
  88764. var boneName = this.bones[i].name;
  88765. var sourceBone = boneDict[boneName];
  88766. if (sourceBone) {
  88767. ret = ret && this.bones[i].copyAnimationRange(sourceBone, name, frameOffset, rescaleAsRequired, skelDimensionsRatio);
  88768. }
  88769. else {
  88770. BABYLON.Tools.Warn("copyAnimationRange: not same rig, missing source bone " + boneName);
  88771. ret = false;
  88772. }
  88773. }
  88774. // do not call createAnimationRange(), since it also is done to bones, which was already done
  88775. var range = source.getAnimationRange(name);
  88776. if (range) {
  88777. this._ranges[name] = new BABYLON.AnimationRange(name, range.from + frameOffset, range.to + frameOffset);
  88778. }
  88779. return ret;
  88780. };
  88781. /**
  88782. * Forces the skeleton to go to rest pose
  88783. */
  88784. Skeleton.prototype.returnToRest = function () {
  88785. for (var index = 0; index < this.bones.length; index++) {
  88786. this.bones[index].returnToRest();
  88787. }
  88788. };
  88789. Skeleton.prototype._getHighestAnimationFrame = function () {
  88790. var ret = 0;
  88791. for (var i = 0, nBones = this.bones.length; i < nBones; i++) {
  88792. if (this.bones[i].animations[0]) {
  88793. var highest = this.bones[i].animations[0].getHighestFrame();
  88794. if (ret < highest) {
  88795. ret = highest;
  88796. }
  88797. }
  88798. }
  88799. return ret;
  88800. };
  88801. /**
  88802. * Begin a specific animation range
  88803. * @param name defines the name of the range to start
  88804. * @param loop defines if looping must be turned on (false by default)
  88805. * @param speedRatio defines the speed ratio to apply (1 by default)
  88806. * @param onAnimationEnd defines a callback which will be called when animation will end
  88807. * @returns a new animatable
  88808. */
  88809. Skeleton.prototype.beginAnimation = function (name, loop, speedRatio, onAnimationEnd) {
  88810. var range = this.getAnimationRange(name);
  88811. if (!range) {
  88812. return null;
  88813. }
  88814. return this._scene.beginAnimation(this, range.from, range.to, loop, speedRatio, onAnimationEnd);
  88815. };
  88816. /** @hidden */
  88817. Skeleton.prototype._markAsDirty = function () {
  88818. this._isDirty = true;
  88819. };
  88820. /** @hidden */
  88821. Skeleton.prototype._registerMeshWithPoseMatrix = function (mesh) {
  88822. this._meshesWithPoseMatrix.push(mesh);
  88823. };
  88824. /** @hidden */
  88825. Skeleton.prototype._unregisterMeshWithPoseMatrix = function (mesh) {
  88826. var index = this._meshesWithPoseMatrix.indexOf(mesh);
  88827. if (index > -1) {
  88828. this._meshesWithPoseMatrix.splice(index, 1);
  88829. }
  88830. };
  88831. /** @hidden */
  88832. Skeleton.prototype._computeTransformMatrices = function (targetMatrix, initialSkinMatrix) {
  88833. this.onBeforeComputeObservable.notifyObservers(this);
  88834. for (var index = 0; index < this.bones.length; index++) {
  88835. var bone = this.bones[index];
  88836. var parentBone = bone.getParent();
  88837. if (parentBone) {
  88838. bone.getLocalMatrix().multiplyToRef(parentBone.getWorldMatrix(), bone.getWorldMatrix());
  88839. }
  88840. else {
  88841. if (initialSkinMatrix) {
  88842. bone.getLocalMatrix().multiplyToRef(initialSkinMatrix, bone.getWorldMatrix());
  88843. }
  88844. else {
  88845. bone.getWorldMatrix().copyFrom(bone.getLocalMatrix());
  88846. }
  88847. }
  88848. if (bone._index !== -1) {
  88849. var mappedIndex = bone._index === null ? index : bone._index;
  88850. bone.getInvertedAbsoluteTransform().multiplyToArray(bone.getWorldMatrix(), targetMatrix, mappedIndex * 16);
  88851. }
  88852. }
  88853. this._identity.copyToArray(targetMatrix, this.bones.length * 16);
  88854. };
  88855. /**
  88856. * Build all resources required to render a skeleton
  88857. */
  88858. Skeleton.prototype.prepare = function () {
  88859. if (!this._isDirty) {
  88860. return;
  88861. }
  88862. if (this.needInitialSkinMatrix) {
  88863. for (var index = 0; index < this._meshesWithPoseMatrix.length; index++) {
  88864. var mesh = this._meshesWithPoseMatrix[index];
  88865. var poseMatrix = mesh.getPoseMatrix();
  88866. if (!mesh._bonesTransformMatrices || mesh._bonesTransformMatrices.length !== 16 * (this.bones.length + 1)) {
  88867. mesh._bonesTransformMatrices = new Float32Array(16 * (this.bones.length + 1));
  88868. }
  88869. if (this._synchronizedWithMesh !== mesh) {
  88870. this._synchronizedWithMesh = mesh;
  88871. // Prepare bones
  88872. for (var boneIndex = 0; boneIndex < this.bones.length; boneIndex++) {
  88873. var bone = this.bones[boneIndex];
  88874. if (!bone.getParent()) {
  88875. var matrix = bone.getBaseMatrix();
  88876. matrix.multiplyToRef(poseMatrix, BABYLON.Tmp.Matrix[1]);
  88877. bone._updateDifferenceMatrix(BABYLON.Tmp.Matrix[1]);
  88878. }
  88879. }
  88880. }
  88881. this._computeTransformMatrices(mesh._bonesTransformMatrices, poseMatrix);
  88882. }
  88883. }
  88884. else {
  88885. if (!this._transformMatrices || this._transformMatrices.length !== 16 * (this.bones.length + 1)) {
  88886. this._transformMatrices = new Float32Array(16 * (this.bones.length + 1));
  88887. }
  88888. this._computeTransformMatrices(this._transformMatrices, null);
  88889. }
  88890. this._isDirty = false;
  88891. this._scene._activeBones.addCount(this.bones.length, false);
  88892. };
  88893. /**
  88894. * Gets the list of animatables currently running for this skeleton
  88895. * @returns an array of animatables
  88896. */
  88897. Skeleton.prototype.getAnimatables = function () {
  88898. if (!this._animatables || this._animatables.length !== this.bones.length) {
  88899. this._animatables = [];
  88900. for (var index = 0; index < this.bones.length; index++) {
  88901. this._animatables.push(this.bones[index]);
  88902. }
  88903. }
  88904. return this._animatables;
  88905. };
  88906. /**
  88907. * Clone the current skeleton
  88908. * @param name defines the name of the new skeleton
  88909. * @param id defines the id of the enw skeleton
  88910. * @returns the new skeleton
  88911. */
  88912. Skeleton.prototype.clone = function (name, id) {
  88913. var result = new Skeleton(name, id || name, this._scene);
  88914. result.needInitialSkinMatrix = this.needInitialSkinMatrix;
  88915. for (var index = 0; index < this.bones.length; index++) {
  88916. var source = this.bones[index];
  88917. var parentBone = null;
  88918. var parent_1 = source.getParent();
  88919. if (parent_1) {
  88920. var parentIndex = this.bones.indexOf(parent_1);
  88921. parentBone = result.bones[parentIndex];
  88922. }
  88923. var bone = new BABYLON.Bone(source.name, result, parentBone, source.getBaseMatrix().clone(), source.getRestPose().clone());
  88924. BABYLON.Tools.DeepCopy(source.animations, bone.animations);
  88925. }
  88926. if (this._ranges) {
  88927. result._ranges = {};
  88928. for (var rangeName in this._ranges) {
  88929. var range = this._ranges[rangeName];
  88930. if (range) {
  88931. result._ranges[rangeName] = range.clone();
  88932. }
  88933. }
  88934. }
  88935. this._isDirty = true;
  88936. return result;
  88937. };
  88938. /**
  88939. * Enable animation blending for this skeleton
  88940. * @param blendingSpeed defines the blending speed to apply
  88941. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  88942. */
  88943. Skeleton.prototype.enableBlending = function (blendingSpeed) {
  88944. if (blendingSpeed === void 0) { blendingSpeed = 0.01; }
  88945. this.bones.forEach(function (bone) {
  88946. bone.animations.forEach(function (animation) {
  88947. animation.enableBlending = true;
  88948. animation.blendingSpeed = blendingSpeed;
  88949. });
  88950. });
  88951. };
  88952. /**
  88953. * Releases all resources associated with the current skeleton
  88954. */
  88955. Skeleton.prototype.dispose = function () {
  88956. this._meshesWithPoseMatrix = [];
  88957. // Animations
  88958. this.getScene().stopAnimation(this);
  88959. // Remove from scene
  88960. this.getScene().removeSkeleton(this);
  88961. };
  88962. /**
  88963. * Serialize the skeleton in a JSON object
  88964. * @returns a JSON object
  88965. */
  88966. Skeleton.prototype.serialize = function () {
  88967. var serializationObject = {};
  88968. serializationObject.name = this.name;
  88969. serializationObject.id = this.id;
  88970. if (this.dimensionsAtRest) {
  88971. serializationObject.dimensionsAtRest = this.dimensionsAtRest.asArray();
  88972. }
  88973. serializationObject.bones = [];
  88974. serializationObject.needInitialSkinMatrix = this.needInitialSkinMatrix;
  88975. for (var index = 0; index < this.bones.length; index++) {
  88976. var bone = this.bones[index];
  88977. var parent_2 = bone.getParent();
  88978. var serializedBone = {
  88979. parentBoneIndex: parent_2 ? this.bones.indexOf(parent_2) : -1,
  88980. name: bone.name,
  88981. matrix: bone.getBaseMatrix().toArray(),
  88982. rest: bone.getRestPose().toArray()
  88983. };
  88984. serializationObject.bones.push(serializedBone);
  88985. if (bone.length) {
  88986. serializedBone.length = bone.length;
  88987. }
  88988. if (bone.metadata) {
  88989. serializedBone.metadata = bone.metadata;
  88990. }
  88991. if (bone.animations && bone.animations.length > 0) {
  88992. serializedBone.animation = bone.animations[0].serialize();
  88993. }
  88994. serializationObject.ranges = [];
  88995. for (var name in this._ranges) {
  88996. var source = this._ranges[name];
  88997. if (!source) {
  88998. continue;
  88999. }
  89000. var range = {};
  89001. range.name = name;
  89002. range.from = source.from;
  89003. range.to = source.to;
  89004. serializationObject.ranges.push(range);
  89005. }
  89006. }
  89007. return serializationObject;
  89008. };
  89009. /**
  89010. * Creates a new skeleton from serialized data
  89011. * @param parsedSkeleton defines the serialized data
  89012. * @param scene defines the hosting scene
  89013. * @returns a new skeleton
  89014. */
  89015. Skeleton.Parse = function (parsedSkeleton, scene) {
  89016. var skeleton = new Skeleton(parsedSkeleton.name, parsedSkeleton.id, scene);
  89017. if (parsedSkeleton.dimensionsAtRest) {
  89018. skeleton.dimensionsAtRest = BABYLON.Vector3.FromArray(parsedSkeleton.dimensionsAtRest);
  89019. }
  89020. skeleton.needInitialSkinMatrix = parsedSkeleton.needInitialSkinMatrix;
  89021. var index;
  89022. for (index = 0; index < parsedSkeleton.bones.length; index++) {
  89023. var parsedBone = parsedSkeleton.bones[index];
  89024. var parentBone = null;
  89025. if (parsedBone.parentBoneIndex > -1) {
  89026. parentBone = skeleton.bones[parsedBone.parentBoneIndex];
  89027. }
  89028. var rest = parsedBone.rest ? BABYLON.Matrix.FromArray(parsedBone.rest) : null;
  89029. var bone = new BABYLON.Bone(parsedBone.name, skeleton, parentBone, BABYLON.Matrix.FromArray(parsedBone.matrix), rest);
  89030. if (parsedBone.id !== undefined && parsedBone.id !== null) {
  89031. bone.id = parsedBone.id;
  89032. }
  89033. if (parsedBone.length) {
  89034. bone.length = parsedBone.length;
  89035. }
  89036. if (parsedBone.metadata) {
  89037. bone.metadata = parsedBone.metadata;
  89038. }
  89039. if (parsedBone.animation) {
  89040. bone.animations.push(BABYLON.Animation.Parse(parsedBone.animation));
  89041. }
  89042. }
  89043. // placed after bones, so createAnimationRange can cascade down
  89044. if (parsedSkeleton.ranges) {
  89045. for (index = 0; index < parsedSkeleton.ranges.length; index++) {
  89046. var data = parsedSkeleton.ranges[index];
  89047. skeleton.createAnimationRange(data.name, data.from, data.to);
  89048. }
  89049. }
  89050. return skeleton;
  89051. };
  89052. /**
  89053. * Compute all node absolute transforms
  89054. * @param forceUpdate defines if computation must be done even if cache is up to date
  89055. */
  89056. Skeleton.prototype.computeAbsoluteTransforms = function (forceUpdate) {
  89057. if (forceUpdate === void 0) { forceUpdate = false; }
  89058. var renderId = this._scene.getRenderId();
  89059. if (this._lastAbsoluteTransformsUpdateId != renderId || forceUpdate) {
  89060. this.bones[0].computeAbsoluteTransforms();
  89061. this._lastAbsoluteTransformsUpdateId = renderId;
  89062. }
  89063. };
  89064. /**
  89065. * Gets the root pose matrix
  89066. * @returns a matrix
  89067. */
  89068. Skeleton.prototype.getPoseMatrix = function () {
  89069. var poseMatrix = null;
  89070. if (this._meshesWithPoseMatrix.length > 0) {
  89071. poseMatrix = this._meshesWithPoseMatrix[0].getPoseMatrix();
  89072. }
  89073. return poseMatrix;
  89074. };
  89075. /**
  89076. * Sorts bones per internal index
  89077. */
  89078. Skeleton.prototype.sortBones = function () {
  89079. var bones = new Array();
  89080. var visited = new Array(this.bones.length);
  89081. for (var index = 0; index < this.bones.length; index++) {
  89082. this._sortBones(index, bones, visited);
  89083. }
  89084. this.bones = bones;
  89085. };
  89086. Skeleton.prototype._sortBones = function (index, bones, visited) {
  89087. if (visited[index]) {
  89088. return;
  89089. }
  89090. visited[index] = true;
  89091. var bone = this.bones[index];
  89092. if (bone._index === undefined) {
  89093. bone._index = index;
  89094. }
  89095. var parentBone = bone.getParent();
  89096. if (parentBone) {
  89097. this._sortBones(this.bones.indexOf(parentBone), bones, visited);
  89098. }
  89099. bones.push(bone);
  89100. };
  89101. return Skeleton;
  89102. }());
  89103. BABYLON.Skeleton = Skeleton;
  89104. })(BABYLON || (BABYLON = {}));
  89105. //# sourceMappingURL=babylon.skeleton.js.map
  89106. var BABYLON;
  89107. (function (BABYLON) {
  89108. ;
  89109. /**
  89110. * This groups tools to convert HDR texture to native colors array.
  89111. */
  89112. var HDRTools = /** @class */ (function () {
  89113. function HDRTools() {
  89114. }
  89115. HDRTools.Ldexp = function (mantissa, exponent) {
  89116. if (exponent > 1023) {
  89117. return mantissa * Math.pow(2, 1023) * Math.pow(2, exponent - 1023);
  89118. }
  89119. if (exponent < -1074) {
  89120. return mantissa * Math.pow(2, -1074) * Math.pow(2, exponent + 1074);
  89121. }
  89122. return mantissa * Math.pow(2, exponent);
  89123. };
  89124. HDRTools.Rgbe2float = function (float32array, red, green, blue, exponent, index) {
  89125. if (exponent > 0) { /*nonzero pixel*/
  89126. exponent = this.Ldexp(1.0, exponent - (128 + 8));
  89127. float32array[index + 0] = red * exponent;
  89128. float32array[index + 1] = green * exponent;
  89129. float32array[index + 2] = blue * exponent;
  89130. }
  89131. else {
  89132. float32array[index + 0] = 0;
  89133. float32array[index + 1] = 0;
  89134. float32array[index + 2] = 0;
  89135. }
  89136. };
  89137. HDRTools.readStringLine = function (uint8array, startIndex) {
  89138. var line = "";
  89139. var character = "";
  89140. for (var i = startIndex; i < uint8array.length - startIndex; i++) {
  89141. character = String.fromCharCode(uint8array[i]);
  89142. if (character == "\n") {
  89143. break;
  89144. }
  89145. line += character;
  89146. }
  89147. return line;
  89148. };
  89149. /**
  89150. * Reads header information from an RGBE texture stored in a native array.
  89151. * More information on this format are available here:
  89152. * https://en.wikipedia.org/wiki/RGBE_image_format
  89153. *
  89154. * @param uint8array The binary file stored in native array.
  89155. * @return The header information.
  89156. */
  89157. HDRTools.RGBE_ReadHeader = function (uint8array) {
  89158. var height = 0;
  89159. var width = 0;
  89160. var line = this.readStringLine(uint8array, 0);
  89161. if (line[0] != '#' || line[1] != '?') {
  89162. throw "Bad HDR Format.";
  89163. }
  89164. var endOfHeader = false;
  89165. var findFormat = false;
  89166. var lineIndex = 0;
  89167. do {
  89168. lineIndex += (line.length + 1);
  89169. line = this.readStringLine(uint8array, lineIndex);
  89170. if (line == "FORMAT=32-bit_rle_rgbe") {
  89171. findFormat = true;
  89172. }
  89173. else if (line.length == 0) {
  89174. endOfHeader = true;
  89175. }
  89176. } while (!endOfHeader);
  89177. if (!findFormat) {
  89178. throw "HDR Bad header format, unsupported FORMAT";
  89179. }
  89180. lineIndex += (line.length + 1);
  89181. line = this.readStringLine(uint8array, lineIndex);
  89182. var sizeRegexp = /^\-Y (.*) \+X (.*)$/g;
  89183. var match = sizeRegexp.exec(line);
  89184. // TODO. Support +Y and -X if needed.
  89185. if (!match || match.length < 3) {
  89186. throw "HDR Bad header format, no size";
  89187. }
  89188. width = parseInt(match[2]);
  89189. height = parseInt(match[1]);
  89190. if (width < 8 || width > 0x7fff) {
  89191. throw "HDR Bad header format, unsupported size";
  89192. }
  89193. lineIndex += (line.length + 1);
  89194. return {
  89195. height: height,
  89196. width: width,
  89197. dataPosition: lineIndex
  89198. };
  89199. };
  89200. /**
  89201. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  89202. * This RGBE texture needs to store the information as a panorama.
  89203. *
  89204. * More information on this format are available here:
  89205. * https://en.wikipedia.org/wiki/RGBE_image_format
  89206. *
  89207. * @param buffer The binary file stored in an array buffer.
  89208. * @param size The expected size of the extracted cubemap.
  89209. * @return The Cube Map information.
  89210. */
  89211. HDRTools.GetCubeMapTextureData = function (buffer, size) {
  89212. var uint8array = new Uint8Array(buffer);
  89213. var hdrInfo = this.RGBE_ReadHeader(uint8array);
  89214. var data = this.RGBE_ReadPixels_RLE(uint8array, hdrInfo);
  89215. var cubeMapData = BABYLON.PanoramaToCubeMapTools.ConvertPanoramaToCubemap(data, hdrInfo.width, hdrInfo.height, size);
  89216. return cubeMapData;
  89217. };
  89218. /**
  89219. * Returns the pixels data extracted from an RGBE texture.
  89220. * This pixels will be stored left to right up to down in the R G B order in one array.
  89221. *
  89222. * More information on this format are available here:
  89223. * https://en.wikipedia.org/wiki/RGBE_image_format
  89224. *
  89225. * @param uint8array The binary file stored in an array buffer.
  89226. * @param hdrInfo The header information of the file.
  89227. * @return The pixels data in RGB right to left up to down order.
  89228. */
  89229. HDRTools.RGBE_ReadPixels = function (uint8array, hdrInfo) {
  89230. // Keep for multi format supports.
  89231. return this.RGBE_ReadPixels_RLE(uint8array, hdrInfo);
  89232. };
  89233. HDRTools.RGBE_ReadPixels_RLE = function (uint8array, hdrInfo) {
  89234. var num_scanlines = hdrInfo.height;
  89235. var scanline_width = hdrInfo.width;
  89236. var a, b, c, d, count;
  89237. var dataIndex = hdrInfo.dataPosition;
  89238. var index = 0, endIndex = 0, i = 0;
  89239. var scanLineArrayBuffer = new ArrayBuffer(scanline_width * 4); // four channel R G B E
  89240. var scanLineArray = new Uint8Array(scanLineArrayBuffer);
  89241. // 3 channels of 4 bytes per pixel in float.
  89242. var resultBuffer = new ArrayBuffer(hdrInfo.width * hdrInfo.height * 4 * 3);
  89243. var resultArray = new Float32Array(resultBuffer);
  89244. // read in each successive scanline
  89245. while (num_scanlines > 0) {
  89246. a = uint8array[dataIndex++];
  89247. b = uint8array[dataIndex++];
  89248. c = uint8array[dataIndex++];
  89249. d = uint8array[dataIndex++];
  89250. if (a != 2 || b != 2 || (c & 0x80)) {
  89251. // this file is not run length encoded
  89252. throw "HDR Bad header format, not RLE";
  89253. }
  89254. if (((c << 8) | d) != scanline_width) {
  89255. throw "HDR Bad header format, wrong scan line width";
  89256. }
  89257. index = 0;
  89258. // read each of the four channels for the scanline into the buffer
  89259. for (i = 0; i < 4; i++) {
  89260. endIndex = (i + 1) * scanline_width;
  89261. while (index < endIndex) {
  89262. a = uint8array[dataIndex++];
  89263. b = uint8array[dataIndex++];
  89264. if (a > 128) {
  89265. // a run of the same value
  89266. count = a - 128;
  89267. if ((count == 0) || (count > endIndex - index)) {
  89268. throw "HDR Bad Format, bad scanline data (run)";
  89269. }
  89270. while (count-- > 0) {
  89271. scanLineArray[index++] = b;
  89272. }
  89273. }
  89274. else {
  89275. // a non-run
  89276. count = a;
  89277. if ((count == 0) || (count > endIndex - index)) {
  89278. throw "HDR Bad Format, bad scanline data (non-run)";
  89279. }
  89280. scanLineArray[index++] = b;
  89281. if (--count > 0) {
  89282. for (var j = 0; j < count; j++) {
  89283. scanLineArray[index++] = uint8array[dataIndex++];
  89284. }
  89285. }
  89286. }
  89287. }
  89288. }
  89289. // now convert data from buffer into floats
  89290. for (i = 0; i < scanline_width; i++) {
  89291. a = scanLineArray[i];
  89292. b = scanLineArray[i + scanline_width];
  89293. c = scanLineArray[i + 2 * scanline_width];
  89294. d = scanLineArray[i + 3 * scanline_width];
  89295. this.Rgbe2float(resultArray, a, b, c, d, (hdrInfo.height - num_scanlines) * scanline_width * 3 + i * 3);
  89296. }
  89297. num_scanlines--;
  89298. }
  89299. return resultArray;
  89300. };
  89301. return HDRTools;
  89302. }());
  89303. BABYLON.HDRTools = HDRTools;
  89304. })(BABYLON || (BABYLON = {}));
  89305. //# sourceMappingURL=babylon.hdr.js.map
  89306. var BABYLON;
  89307. (function (BABYLON) {
  89308. /**
  89309. * This represents a texture coming from an HDR input.
  89310. *
  89311. * The only supported format is currently panorama picture stored in RGBE format.
  89312. * Example of such files can be found on HDRLib: http://hdrlib.com/
  89313. */
  89314. var HDRCubeTexture = /** @class */ (function (_super) {
  89315. __extends(HDRCubeTexture, _super);
  89316. /**
  89317. * Instantiates an HDRTexture from the following parameters.
  89318. *
  89319. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  89320. * @param scene The scene the texture will be used in
  89321. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  89322. * @param noMipmap Forces to not generate the mipmap if true
  89323. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  89324. * @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)
  89325. * @param reserved Reserved flag for internal use.
  89326. */
  89327. function HDRCubeTexture(url, scene, size, noMipmap, generateHarmonics, gammaSpace, reserved, onLoad, onError) {
  89328. if (noMipmap === void 0) { noMipmap = false; }
  89329. if (generateHarmonics === void 0) { generateHarmonics = true; }
  89330. if (gammaSpace === void 0) { gammaSpace = false; }
  89331. if (reserved === void 0) { reserved = false; }
  89332. if (onLoad === void 0) { onLoad = null; }
  89333. if (onError === void 0) { onError = null; }
  89334. var _this = _super.call(this, scene) || this;
  89335. _this._generateHarmonics = true;
  89336. _this._onLoad = null;
  89337. _this._onError = null;
  89338. /**
  89339. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  89340. */
  89341. _this.coordinatesMode = BABYLON.Texture.CUBIC_MODE;
  89342. _this._isBlocking = true;
  89343. _this._rotationY = 0;
  89344. /**
  89345. * Gets or sets the center of the bounding box associated with the cube texture
  89346. * It must define where the camera used to render the texture was set
  89347. */
  89348. _this.boundingBoxPosition = BABYLON.Vector3.Zero();
  89349. if (!url) {
  89350. return _this;
  89351. }
  89352. _this.name = url;
  89353. _this.url = url;
  89354. _this.hasAlpha = false;
  89355. _this.isCube = true;
  89356. _this._textureMatrix = BABYLON.Matrix.Identity();
  89357. _this._onLoad = onLoad;
  89358. _this._onError = onError;
  89359. _this.gammaSpace = gammaSpace;
  89360. _this._noMipmap = noMipmap;
  89361. _this._size = size;
  89362. _this._texture = _this._getFromCache(url, _this._noMipmap);
  89363. if (!_this._texture) {
  89364. if (!scene.useDelayedTextureLoading) {
  89365. _this.loadTexture();
  89366. }
  89367. else {
  89368. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  89369. }
  89370. }
  89371. return _this;
  89372. }
  89373. Object.defineProperty(HDRCubeTexture.prototype, "isBlocking", {
  89374. /**
  89375. * Gets wether or not the texture is blocking during loading.
  89376. */
  89377. get: function () {
  89378. return this._isBlocking;
  89379. },
  89380. /**
  89381. * Sets wether or not the texture is blocking during loading.
  89382. */
  89383. set: function (value) {
  89384. this._isBlocking = value;
  89385. },
  89386. enumerable: true,
  89387. configurable: true
  89388. });
  89389. Object.defineProperty(HDRCubeTexture.prototype, "rotationY", {
  89390. /**
  89391. * Gets texture matrix rotation angle around Y axis radians.
  89392. */
  89393. get: function () {
  89394. return this._rotationY;
  89395. },
  89396. /**
  89397. * Sets texture matrix rotation angle around Y axis in radians.
  89398. */
  89399. set: function (value) {
  89400. this._rotationY = value;
  89401. this.setReflectionTextureMatrix(BABYLON.Matrix.RotationY(this._rotationY));
  89402. },
  89403. enumerable: true,
  89404. configurable: true
  89405. });
  89406. Object.defineProperty(HDRCubeTexture.prototype, "boundingBoxSize", {
  89407. get: function () {
  89408. return this._boundingBoxSize;
  89409. },
  89410. /**
  89411. * Gets or sets the size of the bounding box associated with the cube texture
  89412. * When defined, the cubemap will switch to local mode
  89413. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  89414. * @example https://www.babylonjs-playground.com/#RNASML
  89415. */
  89416. set: function (value) {
  89417. if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {
  89418. return;
  89419. }
  89420. this._boundingBoxSize = value;
  89421. var scene = this.getScene();
  89422. if (scene) {
  89423. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  89424. }
  89425. },
  89426. enumerable: true,
  89427. configurable: true
  89428. });
  89429. /**
  89430. * Occurs when the file is raw .hdr file.
  89431. */
  89432. HDRCubeTexture.prototype.loadTexture = function () {
  89433. var _this = this;
  89434. var callback = function (buffer) {
  89435. _this.lodGenerationOffset = 0.0;
  89436. _this.lodGenerationScale = 0.8;
  89437. var scene = _this.getScene();
  89438. if (!scene) {
  89439. return null;
  89440. }
  89441. // Extract the raw linear data.
  89442. var data = BABYLON.HDRTools.GetCubeMapTextureData(buffer, _this._size);
  89443. // Generate harmonics if needed.
  89444. if (_this._generateHarmonics) {
  89445. var sphericalPolynomial = BABYLON.CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial(data);
  89446. _this.sphericalPolynomial = sphericalPolynomial;
  89447. }
  89448. var results = [];
  89449. var byteArray = null;
  89450. // Push each faces.
  89451. for (var j = 0; j < 6; j++) {
  89452. // Create uintarray fallback.
  89453. if (!scene.getEngine().getCaps().textureFloat) {
  89454. // 3 channels of 1 bytes per pixel in bytes.
  89455. var byteBuffer = new ArrayBuffer(_this._size * _this._size * 3);
  89456. byteArray = new Uint8Array(byteBuffer);
  89457. }
  89458. var dataFace = (data[HDRCubeTexture._facesMapping[j]]);
  89459. // If special cases.
  89460. if (_this.gammaSpace || byteArray) {
  89461. for (var i = 0; i < _this._size * _this._size; i++) {
  89462. // Put in gamma space if requested.
  89463. if (_this.gammaSpace) {
  89464. dataFace[(i * 3) + 0] = Math.pow(dataFace[(i * 3) + 0], BABYLON.ToGammaSpace);
  89465. dataFace[(i * 3) + 1] = Math.pow(dataFace[(i * 3) + 1], BABYLON.ToGammaSpace);
  89466. dataFace[(i * 3) + 2] = Math.pow(dataFace[(i * 3) + 2], BABYLON.ToGammaSpace);
  89467. }
  89468. // Convert to int texture for fallback.
  89469. if (byteArray) {
  89470. var r = Math.max(dataFace[(i * 3) + 0] * 255, 0);
  89471. var g = Math.max(dataFace[(i * 3) + 1] * 255, 0);
  89472. var b = Math.max(dataFace[(i * 3) + 2] * 255, 0);
  89473. // May use luminance instead if the result is not accurate.
  89474. var max = Math.max(Math.max(r, g), b);
  89475. if (max > 255) {
  89476. var scale = 255 / max;
  89477. r *= scale;
  89478. g *= scale;
  89479. b *= scale;
  89480. }
  89481. byteArray[(i * 3) + 0] = r;
  89482. byteArray[(i * 3) + 1] = g;
  89483. byteArray[(i * 3) + 2] = b;
  89484. }
  89485. }
  89486. }
  89487. if (byteArray) {
  89488. results.push(byteArray);
  89489. }
  89490. else {
  89491. results.push(dataFace);
  89492. }
  89493. }
  89494. return results;
  89495. };
  89496. var scene = this.getScene();
  89497. if (scene) {
  89498. 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);
  89499. }
  89500. };
  89501. HDRCubeTexture.prototype.clone = function () {
  89502. var scene = this.getScene();
  89503. if (!scene) {
  89504. return this;
  89505. }
  89506. var newTexture = new HDRCubeTexture(this.url, scene, this._size, this._noMipmap, this._generateHarmonics, this.gammaSpace);
  89507. // Base texture
  89508. newTexture.level = this.level;
  89509. newTexture.wrapU = this.wrapU;
  89510. newTexture.wrapV = this.wrapV;
  89511. newTexture.coordinatesIndex = this.coordinatesIndex;
  89512. newTexture.coordinatesMode = this.coordinatesMode;
  89513. return newTexture;
  89514. };
  89515. // Methods
  89516. HDRCubeTexture.prototype.delayLoad = function () {
  89517. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  89518. return;
  89519. }
  89520. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  89521. this._texture = this._getFromCache(this.url, this._noMipmap);
  89522. if (!this._texture) {
  89523. this.loadTexture();
  89524. }
  89525. };
  89526. HDRCubeTexture.prototype.getReflectionTextureMatrix = function () {
  89527. return this._textureMatrix;
  89528. };
  89529. HDRCubeTexture.prototype.setReflectionTextureMatrix = function (value) {
  89530. this._textureMatrix = value;
  89531. };
  89532. HDRCubeTexture.Parse = function (parsedTexture, scene, rootUrl) {
  89533. var texture = null;
  89534. if (parsedTexture.name && !parsedTexture.isRenderTarget) {
  89535. texture = new HDRCubeTexture(rootUrl + parsedTexture.name, scene, parsedTexture.size, parsedTexture.noMipmap, parsedTexture.generateHarmonics, parsedTexture.useInGammaSpace);
  89536. texture.name = parsedTexture.name;
  89537. texture.hasAlpha = parsedTexture.hasAlpha;
  89538. texture.level = parsedTexture.level;
  89539. texture.coordinatesMode = parsedTexture.coordinatesMode;
  89540. texture.isBlocking = parsedTexture.isBlocking;
  89541. }
  89542. if (texture) {
  89543. if (parsedTexture.boundingBoxPosition) {
  89544. texture.boundingBoxPosition = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxPosition);
  89545. }
  89546. if (parsedTexture.boundingBoxSize) {
  89547. texture.boundingBoxSize = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxSize);
  89548. }
  89549. if (parsedTexture.rotationY) {
  89550. texture.rotationY = parsedTexture.rotationY;
  89551. }
  89552. }
  89553. return texture;
  89554. };
  89555. HDRCubeTexture.prototype.serialize = function () {
  89556. if (!this.name) {
  89557. return null;
  89558. }
  89559. var serializationObject = {};
  89560. serializationObject.name = this.name;
  89561. serializationObject.hasAlpha = this.hasAlpha;
  89562. serializationObject.isCube = true;
  89563. serializationObject.level = this.level;
  89564. serializationObject.size = this._size;
  89565. serializationObject.coordinatesMode = this.coordinatesMode;
  89566. serializationObject.useInGammaSpace = this.gammaSpace;
  89567. serializationObject.generateHarmonics = this._generateHarmonics;
  89568. serializationObject.customType = "BABYLON.HDRCubeTexture";
  89569. serializationObject.noMipmap = this._noMipmap;
  89570. serializationObject.isBlocking = this._isBlocking;
  89571. serializationObject.rotationY = this._rotationY;
  89572. return serializationObject;
  89573. };
  89574. HDRCubeTexture._facesMapping = [
  89575. "right",
  89576. "left",
  89577. "up",
  89578. "down",
  89579. "front",
  89580. "back"
  89581. ];
  89582. return HDRCubeTexture;
  89583. }(BABYLON.BaseTexture));
  89584. BABYLON.HDRCubeTexture = HDRCubeTexture;
  89585. })(BABYLON || (BABYLON = {}));
  89586. //# sourceMappingURL=babylon.hdrCubeTexture.js.map
  89587. var BABYLON;
  89588. (function (BABYLON) {
  89589. /**
  89590. * Helper class usefull to convert panorama picture to their cubemap representation in 6 faces.
  89591. */
  89592. var PanoramaToCubeMapTools = /** @class */ (function () {
  89593. function PanoramaToCubeMapTools() {
  89594. }
  89595. /**
  89596. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  89597. *
  89598. * @param float32Array The source data.
  89599. * @param inputWidth The width of the input panorama.
  89600. * @param inputhHeight The height of the input panorama.
  89601. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  89602. * @return The cubemap data
  89603. */
  89604. PanoramaToCubeMapTools.ConvertPanoramaToCubemap = function (float32Array, inputWidth, inputHeight, size) {
  89605. if (!float32Array) {
  89606. throw "ConvertPanoramaToCubemap: input cannot be null";
  89607. }
  89608. if (float32Array.length != inputWidth * inputHeight * 3) {
  89609. throw "ConvertPanoramaToCubemap: input size is wrong";
  89610. }
  89611. var textureFront = this.CreateCubemapTexture(size, this.FACE_FRONT, float32Array, inputWidth, inputHeight);
  89612. var textureBack = this.CreateCubemapTexture(size, this.FACE_BACK, float32Array, inputWidth, inputHeight);
  89613. var textureLeft = this.CreateCubemapTexture(size, this.FACE_LEFT, float32Array, inputWidth, inputHeight);
  89614. var textureRight = this.CreateCubemapTexture(size, this.FACE_RIGHT, float32Array, inputWidth, inputHeight);
  89615. var textureUp = this.CreateCubemapTexture(size, this.FACE_UP, float32Array, inputWidth, inputHeight);
  89616. var textureDown = this.CreateCubemapTexture(size, this.FACE_DOWN, float32Array, inputWidth, inputHeight);
  89617. return {
  89618. front: textureFront,
  89619. back: textureBack,
  89620. left: textureLeft,
  89621. right: textureRight,
  89622. up: textureUp,
  89623. down: textureDown,
  89624. size: size,
  89625. type: BABYLON.Engine.TEXTURETYPE_FLOAT,
  89626. format: BABYLON.Engine.TEXTUREFORMAT_RGB,
  89627. gammaSpace: false,
  89628. };
  89629. };
  89630. PanoramaToCubeMapTools.CreateCubemapTexture = function (texSize, faceData, float32Array, inputWidth, inputHeight) {
  89631. var buffer = new ArrayBuffer(texSize * texSize * 4 * 3);
  89632. var textureArray = new Float32Array(buffer);
  89633. var rotDX1 = faceData[1].subtract(faceData[0]).scale(1 / texSize);
  89634. var rotDX2 = faceData[3].subtract(faceData[2]).scale(1 / texSize);
  89635. var dy = 1 / texSize;
  89636. var fy = 0;
  89637. for (var y = 0; y < texSize; y++) {
  89638. var xv1 = faceData[0];
  89639. var xv2 = faceData[2];
  89640. for (var x = 0; x < texSize; x++) {
  89641. var v = xv2.subtract(xv1).scale(fy).add(xv1);
  89642. v.normalize();
  89643. var color = this.CalcProjectionSpherical(v, float32Array, inputWidth, inputHeight);
  89644. // 3 channels per pixels
  89645. textureArray[y * texSize * 3 + (x * 3) + 0] = color.r;
  89646. textureArray[y * texSize * 3 + (x * 3) + 1] = color.g;
  89647. textureArray[y * texSize * 3 + (x * 3) + 2] = color.b;
  89648. xv1 = xv1.add(rotDX1);
  89649. xv2 = xv2.add(rotDX2);
  89650. }
  89651. fy += dy;
  89652. }
  89653. return textureArray;
  89654. };
  89655. PanoramaToCubeMapTools.CalcProjectionSpherical = function (vDir, float32Array, inputWidth, inputHeight) {
  89656. var theta = Math.atan2(vDir.z, vDir.x);
  89657. var phi = Math.acos(vDir.y);
  89658. while (theta < -Math.PI)
  89659. theta += 2 * Math.PI;
  89660. while (theta > Math.PI)
  89661. theta -= 2 * Math.PI;
  89662. var dx = theta / Math.PI;
  89663. var dy = phi / Math.PI;
  89664. // recenter.
  89665. dx = dx * 0.5 + 0.5;
  89666. var px = Math.round(dx * inputWidth);
  89667. if (px < 0)
  89668. px = 0;
  89669. else if (px >= inputWidth)
  89670. px = inputWidth - 1;
  89671. var py = Math.round(dy * inputHeight);
  89672. if (py < 0)
  89673. py = 0;
  89674. else if (py >= inputHeight)
  89675. py = inputHeight - 1;
  89676. var inputY = (inputHeight - py - 1);
  89677. var r = float32Array[inputY * inputWidth * 3 + (px * 3) + 0];
  89678. var g = float32Array[inputY * inputWidth * 3 + (px * 3) + 1];
  89679. var b = float32Array[inputY * inputWidth * 3 + (px * 3) + 2];
  89680. return {
  89681. r: r,
  89682. g: g,
  89683. b: b
  89684. };
  89685. };
  89686. PanoramaToCubeMapTools.FACE_FRONT = [
  89687. new BABYLON.Vector3(-1.0, -1.0, -1.0),
  89688. new BABYLON.Vector3(1.0, -1.0, -1.0),
  89689. new BABYLON.Vector3(-1.0, 1.0, -1.0),
  89690. new BABYLON.Vector3(1.0, 1.0, -1.0)
  89691. ];
  89692. PanoramaToCubeMapTools.FACE_BACK = [
  89693. new BABYLON.Vector3(1.0, -1.0, 1.0),
  89694. new BABYLON.Vector3(-1.0, -1.0, 1.0),
  89695. new BABYLON.Vector3(1.0, 1.0, 1.0),
  89696. new BABYLON.Vector3(-1.0, 1.0, 1.0)
  89697. ];
  89698. PanoramaToCubeMapTools.FACE_RIGHT = [
  89699. new BABYLON.Vector3(1.0, -1.0, -1.0),
  89700. new BABYLON.Vector3(1.0, -1.0, 1.0),
  89701. new BABYLON.Vector3(1.0, 1.0, -1.0),
  89702. new BABYLON.Vector3(1.0, 1.0, 1.0)
  89703. ];
  89704. PanoramaToCubeMapTools.FACE_LEFT = [
  89705. new BABYLON.Vector3(-1.0, -1.0, 1.0),
  89706. new BABYLON.Vector3(-1.0, -1.0, -1.0),
  89707. new BABYLON.Vector3(-1.0, 1.0, 1.0),
  89708. new BABYLON.Vector3(-1.0, 1.0, -1.0)
  89709. ];
  89710. PanoramaToCubeMapTools.FACE_DOWN = [
  89711. new BABYLON.Vector3(-1.0, 1.0, -1.0),
  89712. new BABYLON.Vector3(1.0, 1.0, -1.0),
  89713. new BABYLON.Vector3(-1.0, 1.0, 1.0),
  89714. new BABYLON.Vector3(1.0, 1.0, 1.0)
  89715. ];
  89716. PanoramaToCubeMapTools.FACE_UP = [
  89717. new BABYLON.Vector3(-1.0, -1.0, 1.0),
  89718. new BABYLON.Vector3(1.0, -1.0, 1.0),
  89719. new BABYLON.Vector3(-1.0, -1.0, -1.0),
  89720. new BABYLON.Vector3(1.0, -1.0, -1.0)
  89721. ];
  89722. return PanoramaToCubeMapTools;
  89723. }());
  89724. BABYLON.PanoramaToCubeMapTools = PanoramaToCubeMapTools;
  89725. })(BABYLON || (BABYLON = {}));
  89726. //# sourceMappingURL=babylon.panoramaToCubemap.js.map
  89727. var BABYLON;
  89728. (function (BABYLON) {
  89729. var IndexedVector2 = /** @class */ (function (_super) {
  89730. __extends(IndexedVector2, _super);
  89731. function IndexedVector2(original, index) {
  89732. var _this = _super.call(this, original.x, original.y) || this;
  89733. _this.index = index;
  89734. return _this;
  89735. }
  89736. return IndexedVector2;
  89737. }(BABYLON.Vector2));
  89738. var PolygonPoints = /** @class */ (function () {
  89739. function PolygonPoints() {
  89740. this.elements = new Array();
  89741. }
  89742. PolygonPoints.prototype.add = function (originalPoints) {
  89743. var _this = this;
  89744. var result = new Array();
  89745. originalPoints.forEach(function (point) {
  89746. if (result.length === 0 || !point.equalsWithEpsilon(result[0])) {
  89747. var newPoint = new IndexedVector2(point, _this.elements.length);
  89748. result.push(newPoint);
  89749. _this.elements.push(newPoint);
  89750. }
  89751. });
  89752. return result;
  89753. };
  89754. PolygonPoints.prototype.computeBounds = function () {
  89755. var lmin = new BABYLON.Vector2(this.elements[0].x, this.elements[0].y);
  89756. var lmax = new BABYLON.Vector2(this.elements[0].x, this.elements[0].y);
  89757. this.elements.forEach(function (point) {
  89758. // x
  89759. if (point.x < lmin.x) {
  89760. lmin.x = point.x;
  89761. }
  89762. else if (point.x > lmax.x) {
  89763. lmax.x = point.x;
  89764. }
  89765. // y
  89766. if (point.y < lmin.y) {
  89767. lmin.y = point.y;
  89768. }
  89769. else if (point.y > lmax.y) {
  89770. lmax.y = point.y;
  89771. }
  89772. });
  89773. return {
  89774. min: lmin,
  89775. max: lmax,
  89776. width: lmax.x - lmin.x,
  89777. height: lmax.y - lmin.y
  89778. };
  89779. };
  89780. return PolygonPoints;
  89781. }());
  89782. var Polygon = /** @class */ (function () {
  89783. function Polygon() {
  89784. }
  89785. Polygon.Rectangle = function (xmin, ymin, xmax, ymax) {
  89786. return [
  89787. new BABYLON.Vector2(xmin, ymin),
  89788. new BABYLON.Vector2(xmax, ymin),
  89789. new BABYLON.Vector2(xmax, ymax),
  89790. new BABYLON.Vector2(xmin, ymax)
  89791. ];
  89792. };
  89793. Polygon.Circle = function (radius, cx, cy, numberOfSides) {
  89794. if (cx === void 0) { cx = 0; }
  89795. if (cy === void 0) { cy = 0; }
  89796. if (numberOfSides === void 0) { numberOfSides = 32; }
  89797. var result = new Array();
  89798. var angle = 0;
  89799. var increment = (Math.PI * 2) / numberOfSides;
  89800. for (var i = 0; i < numberOfSides; i++) {
  89801. result.push(new BABYLON.Vector2(cx + Math.cos(angle) * radius, cy + Math.sin(angle) * radius));
  89802. angle -= increment;
  89803. }
  89804. return result;
  89805. };
  89806. Polygon.Parse = function (input) {
  89807. var floats = input.split(/[^-+eE\.\d]+/).map(parseFloat).filter(function (val) { return (!isNaN(val)); });
  89808. var i, result = [];
  89809. for (i = 0; i < (floats.length & 0x7FFFFFFE); i += 2) {
  89810. result.push(new BABYLON.Vector2(floats[i], floats[i + 1]));
  89811. }
  89812. return result;
  89813. };
  89814. Polygon.StartingAt = function (x, y) {
  89815. return BABYLON.Path2.StartingAt(x, y);
  89816. };
  89817. return Polygon;
  89818. }());
  89819. BABYLON.Polygon = Polygon;
  89820. var PolygonMeshBuilder = /** @class */ (function () {
  89821. function PolygonMeshBuilder(name, contours, scene) {
  89822. this._points = new PolygonPoints();
  89823. this._outlinepoints = new PolygonPoints();
  89824. this._holes = new Array();
  89825. this._epoints = new Array();
  89826. this._eholes = new Array();
  89827. this._name = name;
  89828. this._scene = scene;
  89829. var points;
  89830. if (contours instanceof BABYLON.Path2) {
  89831. points = contours.getPoints();
  89832. }
  89833. else {
  89834. points = contours;
  89835. }
  89836. this._addToepoint(points);
  89837. this._points.add(points);
  89838. this._outlinepoints.add(points);
  89839. if (typeof earcut === 'undefined') {
  89840. BABYLON.Tools.Warn("Earcut was not found, the polygon will not be built.");
  89841. }
  89842. }
  89843. PolygonMeshBuilder.prototype._addToepoint = function (points) {
  89844. for (var _i = 0, points_1 = points; _i < points_1.length; _i++) {
  89845. var p = points_1[_i];
  89846. this._epoints.push(p.x, p.y);
  89847. }
  89848. };
  89849. PolygonMeshBuilder.prototype.addHole = function (hole) {
  89850. this._points.add(hole);
  89851. var holepoints = new PolygonPoints();
  89852. holepoints.add(hole);
  89853. this._holes.push(holepoints);
  89854. this._eholes.push(this._epoints.length / 2);
  89855. this._addToepoint(hole);
  89856. return this;
  89857. };
  89858. PolygonMeshBuilder.prototype.build = function (updatable, depth) {
  89859. var _this = this;
  89860. if (updatable === void 0) { updatable = false; }
  89861. if (depth === void 0) { depth = 0; }
  89862. var result = new BABYLON.Mesh(this._name, this._scene);
  89863. var normals = new Array();
  89864. var positions = new Array();
  89865. var uvs = new Array();
  89866. var bounds = this._points.computeBounds();
  89867. this._points.elements.forEach(function (p) {
  89868. normals.push(0, 1.0, 0);
  89869. positions.push(p.x, 0, p.y);
  89870. uvs.push((p.x - bounds.min.x) / bounds.width, (p.y - bounds.min.y) / bounds.height);
  89871. });
  89872. var indices = new Array();
  89873. var res = earcut(this._epoints, this._eholes, 2);
  89874. for (var i = 0; i < res.length; i++) {
  89875. indices.push(res[i]);
  89876. }
  89877. if (depth > 0) {
  89878. var positionscount = (positions.length / 3); //get the current pointcount
  89879. this._points.elements.forEach(function (p) {
  89880. normals.push(0, -1.0, 0);
  89881. positions.push(p.x, -depth, p.y);
  89882. uvs.push(1 - (p.x - bounds.min.x) / bounds.width, 1 - (p.y - bounds.min.y) / bounds.height);
  89883. });
  89884. var totalCount = indices.length;
  89885. for (var i = 0; i < totalCount; i += 3) {
  89886. var i0 = indices[i + 0];
  89887. var i1 = indices[i + 1];
  89888. var i2 = indices[i + 2];
  89889. indices.push(i2 + positionscount);
  89890. indices.push(i1 + positionscount);
  89891. indices.push(i0 + positionscount);
  89892. }
  89893. //Add the sides
  89894. this.addSide(positions, normals, uvs, indices, bounds, this._outlinepoints, depth, false);
  89895. this._holes.forEach(function (hole) {
  89896. _this.addSide(positions, normals, uvs, indices, bounds, hole, depth, true);
  89897. });
  89898. }
  89899. result.setVerticesData(BABYLON.VertexBuffer.PositionKind, positions, updatable);
  89900. result.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatable);
  89901. result.setVerticesData(BABYLON.VertexBuffer.UVKind, uvs, updatable);
  89902. result.setIndices(indices);
  89903. return result;
  89904. };
  89905. PolygonMeshBuilder.prototype.addSide = function (positions, normals, uvs, indices, bounds, points, depth, flip) {
  89906. var StartIndex = positions.length / 3;
  89907. var ulength = 0;
  89908. for (var i = 0; i < points.elements.length; i++) {
  89909. var p = points.elements[i];
  89910. var p1;
  89911. if ((i + 1) > points.elements.length - 1) {
  89912. p1 = points.elements[0];
  89913. }
  89914. else {
  89915. p1 = points.elements[i + 1];
  89916. }
  89917. positions.push(p.x, 0, p.y);
  89918. positions.push(p.x, -depth, p.y);
  89919. positions.push(p1.x, 0, p1.y);
  89920. positions.push(p1.x, -depth, p1.y);
  89921. var v1 = new BABYLON.Vector3(p.x, 0, p.y);
  89922. var v2 = new BABYLON.Vector3(p1.x, 0, p1.y);
  89923. var v3 = v2.subtract(v1);
  89924. var v4 = new BABYLON.Vector3(0, 1, 0);
  89925. var vn = BABYLON.Vector3.Cross(v3, v4);
  89926. vn = vn.normalize();
  89927. uvs.push(ulength / bounds.width, 0);
  89928. uvs.push(ulength / bounds.width, 1);
  89929. ulength += v3.length();
  89930. uvs.push((ulength / bounds.width), 0);
  89931. uvs.push((ulength / bounds.width), 1);
  89932. if (!flip) {
  89933. normals.push(-vn.x, -vn.y, -vn.z);
  89934. normals.push(-vn.x, -vn.y, -vn.z);
  89935. normals.push(-vn.x, -vn.y, -vn.z);
  89936. normals.push(-vn.x, -vn.y, -vn.z);
  89937. indices.push(StartIndex);
  89938. indices.push(StartIndex + 1);
  89939. indices.push(StartIndex + 2);
  89940. indices.push(StartIndex + 1);
  89941. indices.push(StartIndex + 3);
  89942. indices.push(StartIndex + 2);
  89943. }
  89944. else {
  89945. normals.push(vn.x, vn.y, vn.z);
  89946. normals.push(vn.x, vn.y, vn.z);
  89947. normals.push(vn.x, vn.y, vn.z);
  89948. normals.push(vn.x, vn.y, vn.z);
  89949. indices.push(StartIndex);
  89950. indices.push(StartIndex + 2);
  89951. indices.push(StartIndex + 1);
  89952. indices.push(StartIndex + 1);
  89953. indices.push(StartIndex + 2);
  89954. indices.push(StartIndex + 3);
  89955. }
  89956. StartIndex += 4;
  89957. }
  89958. ;
  89959. };
  89960. return PolygonMeshBuilder;
  89961. }());
  89962. BABYLON.PolygonMeshBuilder = PolygonMeshBuilder;
  89963. })(BABYLON || (BABYLON = {}));
  89964. //# sourceMappingURL=babylon.polygonMesh.js.map
  89965. var BABYLON;
  89966. (function (BABYLON) {
  89967. /**
  89968. * Unique ID when we import meshes from Babylon to CSG
  89969. */
  89970. var currentCSGMeshId = 0;
  89971. /**
  89972. * Represents a vertex of a polygon. Use your own vertex class instead of this
  89973. * one to provide additional features like texture coordinates and vertex
  89974. * colors. Custom vertex classes need to provide a `pos` property and `clone()`,
  89975. * `flip()`, and `interpolate()` methods that behave analogous to the ones
  89976. * defined by `BABYLON.CSG.Vertex`. This class provides `normal` so convenience
  89977. * functions like `BABYLON.CSG.sphere()` can return a smooth vertex normal, but `normal`
  89978. * is not used anywhere else.
  89979. * Same goes for uv, it allows to keep the original vertex uv coordinates of the 2 meshes
  89980. */
  89981. var Vertex = /** @class */ (function () {
  89982. /**
  89983. * Initializes the vertex
  89984. * @param pos The position of the vertex
  89985. * @param normal The normal of the vertex
  89986. * @param uv The texture coordinate of the vertex
  89987. */
  89988. function Vertex(
  89989. /**
  89990. * The position of the vertex
  89991. */
  89992. pos,
  89993. /**
  89994. * The normal of the vertex
  89995. */
  89996. normal,
  89997. /**
  89998. * The texture coordinate of the vertex
  89999. */
  90000. uv) {
  90001. this.pos = pos;
  90002. this.normal = normal;
  90003. this.uv = uv;
  90004. }
  90005. /**
  90006. * Make a clone, or deep copy, of the vertex
  90007. * @returns A new Vertex
  90008. */
  90009. Vertex.prototype.clone = function () {
  90010. return new Vertex(this.pos.clone(), this.normal.clone(), this.uv.clone());
  90011. };
  90012. /**
  90013. * Invert all orientation-specific data (e.g. vertex normal). Called when the
  90014. * orientation of a polygon is flipped.
  90015. */
  90016. Vertex.prototype.flip = function () {
  90017. this.normal = this.normal.scale(-1);
  90018. };
  90019. /**
  90020. * Create a new vertex between this vertex and `other` by linearly
  90021. * interpolating all properties using a parameter of `t`. Subclasses should
  90022. * override this to interpolate additional properties.
  90023. * @param other the vertex to interpolate against
  90024. * @param t The factor used to linearly interpolate between the vertices
  90025. */
  90026. Vertex.prototype.interpolate = function (other, t) {
  90027. 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));
  90028. };
  90029. return Vertex;
  90030. }());
  90031. /**
  90032. * Represents a plane in 3D space.
  90033. */
  90034. var Plane = /** @class */ (function () {
  90035. /**
  90036. * Initializes the plane
  90037. * @param normal The normal for the plane
  90038. * @param w
  90039. */
  90040. function Plane(normal, w) {
  90041. this.normal = normal;
  90042. this.w = w;
  90043. }
  90044. /**
  90045. * Construct a plane from three points
  90046. * @param a Point a
  90047. * @param b Point b
  90048. * @param c Point c
  90049. */
  90050. Plane.FromPoints = function (a, b, c) {
  90051. var v0 = c.subtract(a);
  90052. var v1 = b.subtract(a);
  90053. if (v0.lengthSquared() === 0 || v1.lengthSquared() === 0) {
  90054. return null;
  90055. }
  90056. var n = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(v0, v1));
  90057. return new Plane(n, BABYLON.Vector3.Dot(n, a));
  90058. };
  90059. /**
  90060. * Clone, or make a deep copy of the plane
  90061. * @returns a new Plane
  90062. */
  90063. Plane.prototype.clone = function () {
  90064. return new Plane(this.normal.clone(), this.w);
  90065. };
  90066. /**
  90067. * Flip the face of the plane
  90068. */
  90069. Plane.prototype.flip = function () {
  90070. this.normal.scaleInPlace(-1);
  90071. this.w = -this.w;
  90072. };
  90073. /**
  90074. * Split `polygon` by this plane if needed, then put the polygon or polygon
  90075. * fragments in the appropriate lists. Coplanar polygons go into either
  90076. `* coplanarFront` or `coplanarBack` depending on their orientation with
  90077. * respect to this plane. Polygons in front or in back of this plane go into
  90078. * either `front` or `back`
  90079. * @param polygon The polygon to be split
  90080. * @param coplanarFront Will contain polygons coplanar with the plane that are oriented to the front of the plane
  90081. * @param coplanarBack Will contain polygons coplanar with the plane that are oriented to the back of the plane
  90082. * @param front Will contain the polygons in front of the plane
  90083. * @param back Will contain the polygons begind the plane
  90084. */
  90085. Plane.prototype.splitPolygon = function (polygon, coplanarFront, coplanarBack, front, back) {
  90086. var COPLANAR = 0;
  90087. var FRONT = 1;
  90088. var BACK = 2;
  90089. var SPANNING = 3;
  90090. // Classify each point as well as the entire polygon into one of the above
  90091. // four classes.
  90092. var polygonType = 0;
  90093. var types = [];
  90094. var i;
  90095. var t;
  90096. for (i = 0; i < polygon.vertices.length; i++) {
  90097. t = BABYLON.Vector3.Dot(this.normal, polygon.vertices[i].pos) - this.w;
  90098. var type = (t < -Plane.EPSILON) ? BACK : (t > Plane.EPSILON) ? FRONT : COPLANAR;
  90099. polygonType |= type;
  90100. types.push(type);
  90101. }
  90102. // Put the polygon in the correct list, splitting it when necessary
  90103. switch (polygonType) {
  90104. case COPLANAR:
  90105. (BABYLON.Vector3.Dot(this.normal, polygon.plane.normal) > 0 ? coplanarFront : coplanarBack).push(polygon);
  90106. break;
  90107. case FRONT:
  90108. front.push(polygon);
  90109. break;
  90110. case BACK:
  90111. back.push(polygon);
  90112. break;
  90113. case SPANNING:
  90114. var f = [], b = [];
  90115. for (i = 0; i < polygon.vertices.length; i++) {
  90116. var j = (i + 1) % polygon.vertices.length;
  90117. var ti = types[i], tj = types[j];
  90118. var vi = polygon.vertices[i], vj = polygon.vertices[j];
  90119. if (ti !== BACK)
  90120. f.push(vi);
  90121. if (ti !== FRONT)
  90122. b.push(ti !== BACK ? vi.clone() : vi);
  90123. if ((ti | tj) === SPANNING) {
  90124. t = (this.w - BABYLON.Vector3.Dot(this.normal, vi.pos)) / BABYLON.Vector3.Dot(this.normal, vj.pos.subtract(vi.pos));
  90125. var v = vi.interpolate(vj, t);
  90126. f.push(v);
  90127. b.push(v.clone());
  90128. }
  90129. }
  90130. var poly;
  90131. if (f.length >= 3) {
  90132. poly = new Polygon(f, polygon.shared);
  90133. if (poly.plane)
  90134. front.push(poly);
  90135. }
  90136. if (b.length >= 3) {
  90137. poly = new Polygon(b, polygon.shared);
  90138. if (poly.plane)
  90139. back.push(poly);
  90140. }
  90141. break;
  90142. }
  90143. };
  90144. /**
  90145. * `BABYLON.CSG.Plane.EPSILON` is the tolerance used by `splitPolygon()` to decide if a
  90146. * point is on the plane
  90147. */
  90148. Plane.EPSILON = 1e-5;
  90149. return Plane;
  90150. }());
  90151. /**
  90152. * Represents a convex polygon. The vertices used to initialize a polygon must
  90153. * be coplanar and form a convex loop.
  90154. *
  90155. * Each convex polygon has a `shared` property, which is shared between all
  90156. * polygons that are clones of each other or were split from the same polygon.
  90157. * This can be used to define per-polygon properties (such as surface color)
  90158. */
  90159. var Polygon = /** @class */ (function () {
  90160. /**
  90161. * Initializes the polygon
  90162. * @param vertices The vertices of the polygon
  90163. * @param shared The properties shared across all polygons
  90164. */
  90165. function Polygon(vertices, shared) {
  90166. this.vertices = vertices;
  90167. this.shared = shared;
  90168. this.plane = Plane.FromPoints(vertices[0].pos, vertices[1].pos, vertices[2].pos);
  90169. }
  90170. /**
  90171. * Clones, or makes a deep copy, or the polygon
  90172. */
  90173. Polygon.prototype.clone = function () {
  90174. var vertices = this.vertices.map(function (v) { return v.clone(); });
  90175. return new Polygon(vertices, this.shared);
  90176. };
  90177. /**
  90178. * Flips the faces of the polygon
  90179. */
  90180. Polygon.prototype.flip = function () {
  90181. this.vertices.reverse().map(function (v) { v.flip(); });
  90182. this.plane.flip();
  90183. };
  90184. return Polygon;
  90185. }());
  90186. /**
  90187. * Holds a node in a BSP tree. A BSP tree is built from a collection of polygons
  90188. * by picking a polygon to split along. That polygon (and all other coplanar
  90189. * polygons) are added directly to that node and the other polygons are added to
  90190. * the front and/or back subtrees. This is not a leafy BSP tree since there is
  90191. * no distinction between internal and leaf nodes
  90192. */
  90193. var Node = /** @class */ (function () {
  90194. /**
  90195. * Initializes the node
  90196. * @param polygons A collection of polygons held in the node
  90197. */
  90198. function Node(polygons) {
  90199. this.plane = null;
  90200. this.front = null;
  90201. this.back = null;
  90202. this.polygons = new Array();
  90203. if (polygons) {
  90204. this.build(polygons);
  90205. }
  90206. }
  90207. /**
  90208. * Clones, or makes a deep copy, of the node
  90209. * @returns The cloned node
  90210. */
  90211. Node.prototype.clone = function () {
  90212. var node = new Node();
  90213. node.plane = this.plane && this.plane.clone();
  90214. node.front = this.front && this.front.clone();
  90215. node.back = this.back && this.back.clone();
  90216. node.polygons = this.polygons.map(function (p) { return p.clone(); });
  90217. return node;
  90218. };
  90219. /**
  90220. * Convert solid space to empty space and empty space to solid space
  90221. */
  90222. Node.prototype.invert = function () {
  90223. for (var i = 0; i < this.polygons.length; i++) {
  90224. this.polygons[i].flip();
  90225. }
  90226. if (this.plane) {
  90227. this.plane.flip();
  90228. }
  90229. if (this.front) {
  90230. this.front.invert();
  90231. }
  90232. if (this.back) {
  90233. this.back.invert();
  90234. }
  90235. var temp = this.front;
  90236. this.front = this.back;
  90237. this.back = temp;
  90238. };
  90239. /**
  90240. * Recursively remove all polygons in `polygons` that are inside this BSP
  90241. * tree.
  90242. * @param polygons Polygons to remove from the BSP
  90243. * @returns Polygons clipped from the BSP
  90244. */
  90245. Node.prototype.clipPolygons = function (polygons) {
  90246. if (!this.plane)
  90247. return polygons.slice();
  90248. var front = new Array(), back = new Array();
  90249. for (var i = 0; i < polygons.length; i++) {
  90250. this.plane.splitPolygon(polygons[i], front, back, front, back);
  90251. }
  90252. if (this.front) {
  90253. front = this.front.clipPolygons(front);
  90254. }
  90255. if (this.back) {
  90256. back = this.back.clipPolygons(back);
  90257. }
  90258. else {
  90259. back = [];
  90260. }
  90261. return front.concat(back);
  90262. };
  90263. /**
  90264. * Remove all polygons in this BSP tree that are inside the other BSP tree
  90265. * `bsp`.
  90266. * @param bsp BSP containing polygons to remove from this BSP
  90267. */
  90268. Node.prototype.clipTo = function (bsp) {
  90269. this.polygons = bsp.clipPolygons(this.polygons);
  90270. if (this.front)
  90271. this.front.clipTo(bsp);
  90272. if (this.back)
  90273. this.back.clipTo(bsp);
  90274. };
  90275. /**
  90276. * Return a list of all polygons in this BSP tree
  90277. * @returns List of all polygons in this BSP tree
  90278. */
  90279. Node.prototype.allPolygons = function () {
  90280. var polygons = this.polygons.slice();
  90281. if (this.front)
  90282. polygons = polygons.concat(this.front.allPolygons());
  90283. if (this.back)
  90284. polygons = polygons.concat(this.back.allPolygons());
  90285. return polygons;
  90286. };
  90287. /**
  90288. * Build a BSP tree out of `polygons`. When called on an existing tree, the
  90289. * new polygons are filtered down to the bottom of the tree and become new
  90290. * nodes there. Each set of polygons is partitioned using the first polygon
  90291. * (no heuristic is used to pick a good split)
  90292. * @param polygons Polygons used to construct the BSP tree
  90293. */
  90294. Node.prototype.build = function (polygons) {
  90295. if (!polygons.length)
  90296. return;
  90297. if (!this.plane)
  90298. this.plane = polygons[0].plane.clone();
  90299. var front = new Array(), back = new Array();
  90300. for (var i = 0; i < polygons.length; i++) {
  90301. this.plane.splitPolygon(polygons[i], this.polygons, this.polygons, front, back);
  90302. }
  90303. if (front.length) {
  90304. if (!this.front)
  90305. this.front = new Node();
  90306. this.front.build(front);
  90307. }
  90308. if (back.length) {
  90309. if (!this.back)
  90310. this.back = new Node();
  90311. this.back.build(back);
  90312. }
  90313. };
  90314. return Node;
  90315. }());
  90316. /**
  90317. * Class for building Constructive Solid Geometry
  90318. */
  90319. var CSG = /** @class */ (function () {
  90320. function CSG() {
  90321. this.polygons = new Array();
  90322. }
  90323. /**
  90324. * Convert the BABYLON.Mesh to BABYLON.CSG
  90325. * @param mesh The BABYLON.Mesh to convert to BABYLON.CSG
  90326. * @returns A new BABYLON.CSG from the BABYLON.Mesh
  90327. */
  90328. CSG.FromMesh = function (mesh) {
  90329. var vertex, normal, uv, position, polygon, polygons = new Array(), vertices;
  90330. var matrix, meshPosition, meshRotation, meshRotationQuaternion = null, meshScaling;
  90331. if (mesh instanceof BABYLON.Mesh) {
  90332. mesh.computeWorldMatrix(true);
  90333. matrix = mesh.getWorldMatrix();
  90334. meshPosition = mesh.position.clone();
  90335. meshRotation = mesh.rotation.clone();
  90336. if (mesh.rotationQuaternion) {
  90337. meshRotationQuaternion = mesh.rotationQuaternion.clone();
  90338. }
  90339. meshScaling = mesh.scaling.clone();
  90340. }
  90341. else {
  90342. throw 'BABYLON.CSG: Wrong Mesh type, must be BABYLON.Mesh';
  90343. }
  90344. var indices = mesh.getIndices(), positions = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind), normals = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind), uvs = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  90345. var subMeshes = mesh.subMeshes;
  90346. for (var sm = 0, sml = subMeshes.length; sm < sml; sm++) {
  90347. for (var i = subMeshes[sm].indexStart, il = subMeshes[sm].indexCount + subMeshes[sm].indexStart; i < il; i += 3) {
  90348. vertices = [];
  90349. for (var j = 0; j < 3; j++) {
  90350. var sourceNormal = new BABYLON.Vector3(normals[indices[i + j] * 3], normals[indices[i + j] * 3 + 1], normals[indices[i + j] * 3 + 2]);
  90351. uv = new BABYLON.Vector2(uvs[indices[i + j] * 2], uvs[indices[i + j] * 2 + 1]);
  90352. var sourcePosition = new BABYLON.Vector3(positions[indices[i + j] * 3], positions[indices[i + j] * 3 + 1], positions[indices[i + j] * 3 + 2]);
  90353. position = BABYLON.Vector3.TransformCoordinates(sourcePosition, matrix);
  90354. normal = BABYLON.Vector3.TransformNormal(sourceNormal, matrix);
  90355. vertex = new Vertex(position, normal, uv);
  90356. vertices.push(vertex);
  90357. }
  90358. polygon = new Polygon(vertices, { subMeshId: sm, meshId: currentCSGMeshId, materialIndex: subMeshes[sm].materialIndex });
  90359. // To handle the case of degenerated triangle
  90360. // polygon.plane == null <=> the polygon does not represent 1 single plane <=> the triangle is degenerated
  90361. if (polygon.plane)
  90362. polygons.push(polygon);
  90363. }
  90364. }
  90365. var csg = CSG.FromPolygons(polygons);
  90366. csg.matrix = matrix;
  90367. csg.position = meshPosition;
  90368. csg.rotation = meshRotation;
  90369. csg.scaling = meshScaling;
  90370. csg.rotationQuaternion = meshRotationQuaternion;
  90371. currentCSGMeshId++;
  90372. return csg;
  90373. };
  90374. /**
  90375. * Construct a BABYLON.CSG solid from a list of `BABYLON.CSG.Polygon` instances.
  90376. * @param polygons Polygons used to construct a BABYLON.CSG solid
  90377. */
  90378. CSG.FromPolygons = function (polygons) {
  90379. var csg = new CSG();
  90380. csg.polygons = polygons;
  90381. return csg;
  90382. };
  90383. /**
  90384. * Clones, or makes a deep copy, of the BABYLON.CSG
  90385. * @returns A new BABYLON.CSG
  90386. */
  90387. CSG.prototype.clone = function () {
  90388. var csg = new CSG();
  90389. csg.polygons = this.polygons.map(function (p) { return p.clone(); });
  90390. csg.copyTransformAttributes(this);
  90391. return csg;
  90392. };
  90393. /**
  90394. * Unions this CSG with another CSG
  90395. * @param csg The CSG to union against this CSG
  90396. * @returns The unioned CSG
  90397. */
  90398. CSG.prototype.union = function (csg) {
  90399. var a = new Node(this.clone().polygons);
  90400. var b = new Node(csg.clone().polygons);
  90401. a.clipTo(b);
  90402. b.clipTo(a);
  90403. b.invert();
  90404. b.clipTo(a);
  90405. b.invert();
  90406. a.build(b.allPolygons());
  90407. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  90408. };
  90409. /**
  90410. * Unions this CSG with another CSG in place
  90411. * @param csg The CSG to union against this CSG
  90412. */
  90413. CSG.prototype.unionInPlace = function (csg) {
  90414. var a = new Node(this.polygons);
  90415. var b = new Node(csg.polygons);
  90416. a.clipTo(b);
  90417. b.clipTo(a);
  90418. b.invert();
  90419. b.clipTo(a);
  90420. b.invert();
  90421. a.build(b.allPolygons());
  90422. this.polygons = a.allPolygons();
  90423. };
  90424. /**
  90425. * Subtracts this CSG with another CSG
  90426. * @param csg The CSG to subtract against this CSG
  90427. * @returns A new BABYLON.CSG
  90428. */
  90429. CSG.prototype.subtract = function (csg) {
  90430. var a = new Node(this.clone().polygons);
  90431. var b = new Node(csg.clone().polygons);
  90432. a.invert();
  90433. a.clipTo(b);
  90434. b.clipTo(a);
  90435. b.invert();
  90436. b.clipTo(a);
  90437. b.invert();
  90438. a.build(b.allPolygons());
  90439. a.invert();
  90440. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  90441. };
  90442. /**
  90443. * Subtracts this CSG with another CSG in place
  90444. * @param csg The CSG to subtact against this CSG
  90445. */
  90446. CSG.prototype.subtractInPlace = function (csg) {
  90447. var a = new Node(this.polygons);
  90448. var b = new Node(csg.polygons);
  90449. a.invert();
  90450. a.clipTo(b);
  90451. b.clipTo(a);
  90452. b.invert();
  90453. b.clipTo(a);
  90454. b.invert();
  90455. a.build(b.allPolygons());
  90456. a.invert();
  90457. this.polygons = a.allPolygons();
  90458. };
  90459. /**
  90460. * Intersect this CSG with another CSG
  90461. * @param csg The CSG to intersect against this CSG
  90462. * @returns A new BABYLON.CSG
  90463. */
  90464. CSG.prototype.intersect = function (csg) {
  90465. var a = new Node(this.clone().polygons);
  90466. var b = new Node(csg.clone().polygons);
  90467. a.invert();
  90468. b.clipTo(a);
  90469. b.invert();
  90470. a.clipTo(b);
  90471. b.clipTo(a);
  90472. a.build(b.allPolygons());
  90473. a.invert();
  90474. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  90475. };
  90476. /**
  90477. * Intersects this CSG with another CSG in place
  90478. * @param csg The CSG to intersect against this CSG
  90479. */
  90480. CSG.prototype.intersectInPlace = function (csg) {
  90481. var a = new Node(this.polygons);
  90482. var b = new Node(csg.polygons);
  90483. a.invert();
  90484. b.clipTo(a);
  90485. b.invert();
  90486. a.clipTo(b);
  90487. b.clipTo(a);
  90488. a.build(b.allPolygons());
  90489. a.invert();
  90490. this.polygons = a.allPolygons();
  90491. };
  90492. /**
  90493. * Return a new BABYLON.CSG solid with solid and empty space switched. This solid is
  90494. * not modified.
  90495. * @returns A new BABYLON.CSG solid with solid and empty space switched
  90496. */
  90497. CSG.prototype.inverse = function () {
  90498. var csg = this.clone();
  90499. csg.inverseInPlace();
  90500. return csg;
  90501. };
  90502. /**
  90503. * Inverses the BABYLON.CSG in place
  90504. */
  90505. CSG.prototype.inverseInPlace = function () {
  90506. this.polygons.map(function (p) { p.flip(); });
  90507. };
  90508. /**
  90509. * This is used to keep meshes transformations so they can be restored
  90510. * when we build back a Babylon Mesh
  90511. * NB : All CSG operations are performed in world coordinates
  90512. * @param csg The BABYLON.CSG to copy the transform attributes from
  90513. * @returns This BABYLON.CSG
  90514. */
  90515. CSG.prototype.copyTransformAttributes = function (csg) {
  90516. this.matrix = csg.matrix;
  90517. this.position = csg.position;
  90518. this.rotation = csg.rotation;
  90519. this.scaling = csg.scaling;
  90520. this.rotationQuaternion = csg.rotationQuaternion;
  90521. return this;
  90522. };
  90523. /**
  90524. * Build Raw mesh from CSG
  90525. * Coordinates here are in world space
  90526. * @param name The name of the mesh geometry
  90527. * @param scene The BABYLON.Scene
  90528. * @param keepSubMeshes Specifies if the submeshes should be kept
  90529. * @returns A new BABYLON.Mesh
  90530. */
  90531. CSG.prototype.buildMeshGeometry = function (name, scene, keepSubMeshes) {
  90532. var matrix = this.matrix.clone();
  90533. matrix.invert();
  90534. 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;
  90535. if (keepSubMeshes) {
  90536. // Sort Polygons, since subMeshes are indices range
  90537. polygons.sort(function (a, b) {
  90538. if (a.shared.meshId === b.shared.meshId) {
  90539. return a.shared.subMeshId - b.shared.subMeshId;
  90540. }
  90541. else {
  90542. return a.shared.meshId - b.shared.meshId;
  90543. }
  90544. });
  90545. }
  90546. for (var i = 0, il = polygons.length; i < il; i++) {
  90547. polygon = polygons[i];
  90548. // Building SubMeshes
  90549. if (!subMesh_dict[polygon.shared.meshId]) {
  90550. subMesh_dict[polygon.shared.meshId] = {};
  90551. }
  90552. if (!subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId]) {
  90553. subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId] = {
  90554. indexStart: +Infinity,
  90555. indexEnd: -Infinity,
  90556. materialIndex: polygon.shared.materialIndex
  90557. };
  90558. }
  90559. subMesh_obj = subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId];
  90560. for (var j = 2, jl = polygon.vertices.length; j < jl; j++) {
  90561. polygonIndices[0] = 0;
  90562. polygonIndices[1] = j - 1;
  90563. polygonIndices[2] = j;
  90564. for (var k = 0; k < 3; k++) {
  90565. vertex.copyFrom(polygon.vertices[polygonIndices[k]].pos);
  90566. normal.copyFrom(polygon.vertices[polygonIndices[k]].normal);
  90567. uv.copyFrom(polygon.vertices[polygonIndices[k]].uv);
  90568. var localVertex = BABYLON.Vector3.TransformCoordinates(vertex, matrix);
  90569. var localNormal = BABYLON.Vector3.TransformNormal(normal, matrix);
  90570. vertex_idx = vertice_dict[localVertex.x + ',' + localVertex.y + ',' + localVertex.z];
  90571. // Check if 2 points can be merged
  90572. if (!(typeof vertex_idx !== 'undefined' &&
  90573. normals[vertex_idx * 3] === localNormal.x &&
  90574. normals[vertex_idx * 3 + 1] === localNormal.y &&
  90575. normals[vertex_idx * 3 + 2] === localNormal.z &&
  90576. uvs[vertex_idx * 2] === uv.x &&
  90577. uvs[vertex_idx * 2 + 1] === uv.y)) {
  90578. vertices.push(localVertex.x, localVertex.y, localVertex.z);
  90579. uvs.push(uv.x, uv.y);
  90580. normals.push(normal.x, normal.y, normal.z);
  90581. vertex_idx = vertice_dict[localVertex.x + ',' + localVertex.y + ',' + localVertex.z] = (vertices.length / 3) - 1;
  90582. }
  90583. indices.push(vertex_idx);
  90584. subMesh_obj.indexStart = Math.min(currentIndex, subMesh_obj.indexStart);
  90585. subMesh_obj.indexEnd = Math.max(currentIndex, subMesh_obj.indexEnd);
  90586. currentIndex++;
  90587. }
  90588. }
  90589. }
  90590. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, vertices);
  90591. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  90592. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvs);
  90593. mesh.setIndices(indices, null);
  90594. if (keepSubMeshes) {
  90595. // We offset the materialIndex by the previous number of materials in the CSG mixed meshes
  90596. var materialIndexOffset = 0, materialMaxIndex;
  90597. mesh.subMeshes = new Array();
  90598. for (var m in subMesh_dict) {
  90599. materialMaxIndex = -1;
  90600. for (var sm in subMesh_dict[m]) {
  90601. subMesh_obj = subMesh_dict[m][sm];
  90602. BABYLON.SubMesh.CreateFromIndices(subMesh_obj.materialIndex + materialIndexOffset, subMesh_obj.indexStart, subMesh_obj.indexEnd - subMesh_obj.indexStart + 1, mesh);
  90603. materialMaxIndex = Math.max(subMesh_obj.materialIndex, materialMaxIndex);
  90604. }
  90605. materialIndexOffset += ++materialMaxIndex;
  90606. }
  90607. }
  90608. return mesh;
  90609. };
  90610. /**
  90611. * Build Mesh from CSG taking material and transforms into account
  90612. * @param name The name of the BABYLON.Mesh
  90613. * @param material The material of the BABYLON.Mesh
  90614. * @param scene The BABYLON.Scene
  90615. * @param keepSubMeshes Specifies if submeshes should be kept
  90616. * @returns The new BABYLON.Mesh
  90617. */
  90618. CSG.prototype.toMesh = function (name, material, scene, keepSubMeshes) {
  90619. var mesh = this.buildMeshGeometry(name, scene, keepSubMeshes);
  90620. mesh.material = material;
  90621. mesh.position.copyFrom(this.position);
  90622. mesh.rotation.copyFrom(this.rotation);
  90623. if (this.rotationQuaternion) {
  90624. mesh.rotationQuaternion = this.rotationQuaternion.clone();
  90625. }
  90626. mesh.scaling.copyFrom(this.scaling);
  90627. mesh.computeWorldMatrix(true);
  90628. return mesh;
  90629. };
  90630. return CSG;
  90631. }());
  90632. BABYLON.CSG = CSG;
  90633. })(BABYLON || (BABYLON = {}));
  90634. //# sourceMappingURL=babylon.csg.js.map
  90635. var BABYLON;
  90636. (function (BABYLON) {
  90637. /**
  90638. * This represents one of the lens effect in a `BABYLON.lensFlareSystem`.
  90639. * It controls one of the indiviual texture used in the effect.
  90640. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  90641. */
  90642. var LensFlare = /** @class */ (function () {
  90643. /**
  90644. * Instantiates a new Lens Flare.
  90645. * This represents one of the lens effect in a `BABYLON.lensFlareSystem`.
  90646. * It controls one of the indiviual texture used in the effect.
  90647. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  90648. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  90649. * @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.
  90650. * @param color Define the lens color
  90651. * @param imgUrl Define the lens texture url
  90652. * @param system Define the `lensFlareSystem` this flare is part of
  90653. */
  90654. function LensFlare(
  90655. /**
  90656. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  90657. */
  90658. size,
  90659. /**
  90660. * 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.
  90661. */
  90662. position, color, imgUrl, system) {
  90663. this.size = size;
  90664. this.position = position;
  90665. /**
  90666. * Define the alpha mode to render this particular lens.
  90667. */
  90668. this.alphaMode = BABYLON.Engine.ALPHA_ONEONE;
  90669. this.color = color || new BABYLON.Color3(1, 1, 1);
  90670. this.texture = imgUrl ? new BABYLON.Texture(imgUrl, system.getScene(), true) : null;
  90671. this._system = system;
  90672. system.lensFlares.push(this);
  90673. }
  90674. /**
  90675. * Creates a new Lens Flare.
  90676. * This represents one of the lens effect in a `BABYLON.lensFlareSystem`.
  90677. * It controls one of the indiviual texture used in the effect.
  90678. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  90679. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  90680. * @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.
  90681. * @param color Define the lens color
  90682. * @param imgUrl Define the lens texture url
  90683. * @param system Define the `lensFlareSystem` this flare is part of
  90684. * @returns The newly created Lens Flare
  90685. */
  90686. LensFlare.AddFlare = function (size, position, color, imgUrl, system) {
  90687. return new LensFlare(size, position, color, imgUrl, system);
  90688. };
  90689. /**
  90690. * Dispose and release the lens flare with its associated resources.
  90691. */
  90692. LensFlare.prototype.dispose = function () {
  90693. if (this.texture) {
  90694. this.texture.dispose();
  90695. }
  90696. // Remove from scene
  90697. var index = this._system.lensFlares.indexOf(this);
  90698. this._system.lensFlares.splice(index, 1);
  90699. };
  90700. ;
  90701. return LensFlare;
  90702. }());
  90703. BABYLON.LensFlare = LensFlare;
  90704. })(BABYLON || (BABYLON = {}));
  90705. //# sourceMappingURL=babylon.lensFlare.js.map
  90706. var BABYLON;
  90707. (function (BABYLON) {
  90708. // Adds the parser to the scene parsers.
  90709. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_LENSFLARESYSTEM, function (parsedData, scene, container, rootUrl) {
  90710. // Lens flares
  90711. if (parsedData.lensFlareSystems !== undefined && parsedData.lensFlareSystems !== null) {
  90712. if (!container.lensFlareSystems) {
  90713. container.lensFlareSystems = new Array();
  90714. }
  90715. for (var index = 0, cache = parsedData.lensFlareSystems.length; index < cache; index++) {
  90716. var parsedLensFlareSystem = parsedData.lensFlareSystems[index];
  90717. var lf = BABYLON.LensFlareSystem.Parse(parsedLensFlareSystem, scene, rootUrl);
  90718. container.lensFlareSystems.push(lf);
  90719. }
  90720. }
  90721. });
  90722. BABYLON.AbstractScene.prototype.getLensFlareSystemByName = function (name) {
  90723. for (var index = 0; index < this.lensFlareSystems.length; index++) {
  90724. if (this.lensFlareSystems[index].name === name) {
  90725. return this.lensFlareSystems[index];
  90726. }
  90727. }
  90728. return null;
  90729. };
  90730. BABYLON.AbstractScene.prototype.getLensFlareSystemByID = function (id) {
  90731. for (var index = 0; index < this.lensFlareSystems.length; index++) {
  90732. if (this.lensFlareSystems[index].id === id) {
  90733. return this.lensFlareSystems[index];
  90734. }
  90735. }
  90736. return null;
  90737. };
  90738. BABYLON.AbstractScene.prototype.removeLensFlareSystem = function (toRemove) {
  90739. var index = this.lensFlareSystems.indexOf(toRemove);
  90740. if (index !== -1) {
  90741. this.lensFlareSystems.splice(index, 1);
  90742. }
  90743. return index;
  90744. };
  90745. BABYLON.AbstractScene.prototype.addLensFlareSystem = function (newLensFlareSystem) {
  90746. this.lensFlareSystems.push(newLensFlareSystem);
  90747. };
  90748. /**
  90749. * Defines the lens flare scene component responsible to manage any lens flares
  90750. * in a given scene.
  90751. */
  90752. var LensFlareSystemSceneComponent = /** @class */ (function () {
  90753. /**
  90754. * Creates a new instance of the component for the given scene
  90755. * @param scene Defines the scene to register the component in
  90756. */
  90757. function LensFlareSystemSceneComponent(scene) {
  90758. /**
  90759. * The component name helpfull to identify the component in the list of scene components.
  90760. */
  90761. this.name = BABYLON.SceneComponentConstants.NAME_LENSFLARESYSTEM;
  90762. this.scene = scene;
  90763. scene.lensFlareSystems = new Array();
  90764. }
  90765. /**
  90766. * Registers the component in a given scene
  90767. */
  90768. LensFlareSystemSceneComponent.prototype.register = function () {
  90769. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_LENSFLARESYSTEM, this, this._draw);
  90770. };
  90771. /**
  90772. * Rebuilds the elements related to this component in case of
  90773. * context lost for instance.
  90774. */
  90775. LensFlareSystemSceneComponent.prototype.rebuild = function () {
  90776. // Nothing to do for lens flare
  90777. };
  90778. /**
  90779. * Adds all the element from the container to the scene
  90780. * @param container the container holding the elements
  90781. */
  90782. LensFlareSystemSceneComponent.prototype.addFromContainer = function (container) {
  90783. var _this = this;
  90784. if (!container.lensFlareSystems) {
  90785. return;
  90786. }
  90787. container.lensFlareSystems.forEach(function (o) {
  90788. _this.scene.addLensFlareSystem(o);
  90789. });
  90790. };
  90791. /**
  90792. * Removes all the elements in the container from the scene
  90793. * @param container contains the elements to remove
  90794. */
  90795. LensFlareSystemSceneComponent.prototype.removeFromContainer = function (container) {
  90796. var _this = this;
  90797. if (!container.lensFlareSystems) {
  90798. return;
  90799. }
  90800. container.lensFlareSystems.forEach(function (o) {
  90801. _this.scene.removeLensFlareSystem(o);
  90802. });
  90803. };
  90804. /**
  90805. * Serializes the component data to the specified json object
  90806. * @param serializationObject The object to serialize to
  90807. */
  90808. LensFlareSystemSceneComponent.prototype.serialize = function (serializationObject) {
  90809. // Lens flares
  90810. serializationObject.lensFlareSystems = [];
  90811. var lensFlareSystems = this.scene.lensFlareSystems;
  90812. for (var _i = 0, lensFlareSystems_1 = lensFlareSystems; _i < lensFlareSystems_1.length; _i++) {
  90813. var lensFlareSystem = lensFlareSystems_1[_i];
  90814. serializationObject.lensFlareSystems.push(lensFlareSystem.serialize());
  90815. }
  90816. };
  90817. /**
  90818. * Disposes the component and the associated ressources.
  90819. */
  90820. LensFlareSystemSceneComponent.prototype.dispose = function () {
  90821. var lensFlareSystems = this.scene.lensFlareSystems;
  90822. while (lensFlareSystems.length) {
  90823. lensFlareSystems[0].dispose();
  90824. }
  90825. };
  90826. LensFlareSystemSceneComponent.prototype._draw = function (camera) {
  90827. // Lens flares
  90828. if (this.scene.lensFlaresEnabled) {
  90829. var lensFlareSystems = this.scene.lensFlareSystems;
  90830. BABYLON.Tools.StartPerformanceCounter("Lens flares", lensFlareSystems.length > 0);
  90831. for (var _i = 0, lensFlareSystems_2 = lensFlareSystems; _i < lensFlareSystems_2.length; _i++) {
  90832. var lensFlareSystem = lensFlareSystems_2[_i];
  90833. if ((camera.layerMask & lensFlareSystem.layerMask) !== 0) {
  90834. lensFlareSystem.render();
  90835. }
  90836. }
  90837. BABYLON.Tools.EndPerformanceCounter("Lens flares", lensFlareSystems.length > 0);
  90838. }
  90839. };
  90840. return LensFlareSystemSceneComponent;
  90841. }());
  90842. BABYLON.LensFlareSystemSceneComponent = LensFlareSystemSceneComponent;
  90843. })(BABYLON || (BABYLON = {}));
  90844. //# sourceMappingURL=babylon.lensFlareSystemSceneComponent.js.map
  90845. var BABYLON;
  90846. (function (BABYLON) {
  90847. /**
  90848. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  90849. * It is usually composed of several `BABYLON.lensFlare`.
  90850. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  90851. */
  90852. var LensFlareSystem = /** @class */ (function () {
  90853. /**
  90854. * Instantiates a lens flare system.
  90855. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  90856. * It is usually composed of several `BABYLON.lensFlare`.
  90857. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  90858. * @param name Define the name of the lens flare system in the scene
  90859. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  90860. * @param scene Define the scene the lens flare system belongs to
  90861. */
  90862. function LensFlareSystem(
  90863. /**
  90864. * Define the name of the lens flare system
  90865. */
  90866. name, emitter, scene) {
  90867. this.name = name;
  90868. /**
  90869. * List of lens flares used in this system.
  90870. */
  90871. this.lensFlares = new Array();
  90872. /**
  90873. * Define a limit from the border the lens flare can be visible.
  90874. */
  90875. this.borderLimit = 300;
  90876. /**
  90877. * Define a viewport border we do not want to see the lens flare in.
  90878. */
  90879. this.viewportBorder = 0;
  90880. /**
  90881. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  90882. */
  90883. this.layerMask = 0x0FFFFFFF;
  90884. this._vertexBuffers = {};
  90885. this._isEnabled = true;
  90886. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  90887. var component = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_LENSFLARESYSTEM);
  90888. if (!component) {
  90889. component = new BABYLON.LensFlareSystemSceneComponent(this._scene);
  90890. scene._addComponent(component);
  90891. }
  90892. this._emitter = emitter;
  90893. this.id = name;
  90894. scene.lensFlareSystems.push(this);
  90895. this.meshesSelectionPredicate = function (m) { return (scene.activeCamera && m.material && m.isVisible && m.isEnabled() && m.isBlocker && ((m.layerMask & scene.activeCamera.layerMask) != 0)); };
  90896. var engine = scene.getEngine();
  90897. // VBO
  90898. var vertices = [];
  90899. vertices.push(1, 1);
  90900. vertices.push(-1, 1);
  90901. vertices.push(-1, -1);
  90902. vertices.push(1, -1);
  90903. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  90904. // Indices
  90905. var indices = [];
  90906. indices.push(0);
  90907. indices.push(1);
  90908. indices.push(2);
  90909. indices.push(0);
  90910. indices.push(2);
  90911. indices.push(3);
  90912. this._indexBuffer = engine.createIndexBuffer(indices);
  90913. // Effects
  90914. this._effect = engine.createEffect("lensFlare", [BABYLON.VertexBuffer.PositionKind], ["color", "viewportMatrix"], ["textureSampler"], "");
  90915. }
  90916. Object.defineProperty(LensFlareSystem.prototype, "isEnabled", {
  90917. /**
  90918. * Define if the lens flare system is enabled.
  90919. */
  90920. get: function () {
  90921. return this._isEnabled;
  90922. },
  90923. set: function (value) {
  90924. this._isEnabled = value;
  90925. },
  90926. enumerable: true,
  90927. configurable: true
  90928. });
  90929. /**
  90930. * Get the scene the effects belongs to.
  90931. * @returns the scene holding the lens flare system
  90932. */
  90933. LensFlareSystem.prototype.getScene = function () {
  90934. return this._scene;
  90935. };
  90936. /**
  90937. * Get the emitter of the lens flare system.
  90938. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  90939. * @returns the emitter of the lens flare system
  90940. */
  90941. LensFlareSystem.prototype.getEmitter = function () {
  90942. return this._emitter;
  90943. };
  90944. /**
  90945. * Set the emitter of the lens flare system.
  90946. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  90947. * @param newEmitter Define the new emitter of the system
  90948. */
  90949. LensFlareSystem.prototype.setEmitter = function (newEmitter) {
  90950. this._emitter = newEmitter;
  90951. };
  90952. /**
  90953. * Get the lens flare system emitter position.
  90954. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  90955. * @returns the position
  90956. */
  90957. LensFlareSystem.prototype.getEmitterPosition = function () {
  90958. return this._emitter.getAbsolutePosition ? this._emitter.getAbsolutePosition() : this._emitter.position;
  90959. };
  90960. /**
  90961. * @hidden
  90962. */
  90963. LensFlareSystem.prototype.computeEffectivePosition = function (globalViewport) {
  90964. var position = this.getEmitterPosition();
  90965. position = BABYLON.Vector3.Project(position, BABYLON.Matrix.Identity(), this._scene.getTransformMatrix(), globalViewport);
  90966. this._positionX = position.x;
  90967. this._positionY = position.y;
  90968. position = BABYLON.Vector3.TransformCoordinates(this.getEmitterPosition(), this._scene.getViewMatrix());
  90969. if (this.viewportBorder > 0) {
  90970. globalViewport.x -= this.viewportBorder;
  90971. globalViewport.y -= this.viewportBorder;
  90972. globalViewport.width += this.viewportBorder * 2;
  90973. globalViewport.height += this.viewportBorder * 2;
  90974. position.x += this.viewportBorder;
  90975. position.y += this.viewportBorder;
  90976. this._positionX += this.viewportBorder;
  90977. this._positionY += this.viewportBorder;
  90978. }
  90979. if (position.z > 0) {
  90980. if ((this._positionX > globalViewport.x) && (this._positionX < globalViewport.x + globalViewport.width)) {
  90981. if ((this._positionY > globalViewport.y) && (this._positionY < globalViewport.y + globalViewport.height))
  90982. return true;
  90983. }
  90984. return true;
  90985. }
  90986. return false;
  90987. };
  90988. /** @hidden */
  90989. LensFlareSystem.prototype._isVisible = function () {
  90990. if (!this._isEnabled || !this._scene.activeCamera) {
  90991. return false;
  90992. }
  90993. var emitterPosition = this.getEmitterPosition();
  90994. var direction = emitterPosition.subtract(this._scene.activeCamera.globalPosition);
  90995. var distance = direction.length();
  90996. direction.normalize();
  90997. var ray = new BABYLON.Ray(this._scene.activeCamera.globalPosition, direction);
  90998. var pickInfo = this._scene.pickWithRay(ray, this.meshesSelectionPredicate, true);
  90999. return !pickInfo || !pickInfo.hit || pickInfo.distance > distance;
  91000. };
  91001. /**
  91002. * @hidden
  91003. */
  91004. LensFlareSystem.prototype.render = function () {
  91005. if (!this._effect.isReady() || !this._scene.activeCamera)
  91006. return false;
  91007. var engine = this._scene.getEngine();
  91008. var viewport = this._scene.activeCamera.viewport;
  91009. var globalViewport = viewport.toGlobal(engine.getRenderWidth(true), engine.getRenderHeight(true));
  91010. // Position
  91011. if (!this.computeEffectivePosition(globalViewport)) {
  91012. return false;
  91013. }
  91014. // Visibility
  91015. if (!this._isVisible()) {
  91016. return false;
  91017. }
  91018. // Intensity
  91019. var awayX;
  91020. var awayY;
  91021. if (this._positionX < this.borderLimit + globalViewport.x) {
  91022. awayX = this.borderLimit + globalViewport.x - this._positionX;
  91023. }
  91024. else if (this._positionX > globalViewport.x + globalViewport.width - this.borderLimit) {
  91025. awayX = this._positionX - globalViewport.x - globalViewport.width + this.borderLimit;
  91026. }
  91027. else {
  91028. awayX = 0;
  91029. }
  91030. if (this._positionY < this.borderLimit + globalViewport.y) {
  91031. awayY = this.borderLimit + globalViewport.y - this._positionY;
  91032. }
  91033. else if (this._positionY > globalViewport.y + globalViewport.height - this.borderLimit) {
  91034. awayY = this._positionY - globalViewport.y - globalViewport.height + this.borderLimit;
  91035. }
  91036. else {
  91037. awayY = 0;
  91038. }
  91039. var away = (awayX > awayY) ? awayX : awayY;
  91040. away -= this.viewportBorder;
  91041. if (away > this.borderLimit) {
  91042. away = this.borderLimit;
  91043. }
  91044. var intensity = 1.0 - (away / this.borderLimit);
  91045. if (intensity < 0) {
  91046. return false;
  91047. }
  91048. if (intensity > 1.0) {
  91049. intensity = 1.0;
  91050. }
  91051. if (this.viewportBorder > 0) {
  91052. globalViewport.x += this.viewportBorder;
  91053. globalViewport.y += this.viewportBorder;
  91054. globalViewport.width -= this.viewportBorder * 2;
  91055. globalViewport.height -= this.viewportBorder * 2;
  91056. this._positionX -= this.viewportBorder;
  91057. this._positionY -= this.viewportBorder;
  91058. }
  91059. // Position
  91060. var centerX = globalViewport.x + globalViewport.width / 2;
  91061. var centerY = globalViewport.y + globalViewport.height / 2;
  91062. var distX = centerX - this._positionX;
  91063. var distY = centerY - this._positionY;
  91064. // Effects
  91065. engine.enableEffect(this._effect);
  91066. engine.setState(false);
  91067. engine.setDepthBuffer(false);
  91068. // VBOs
  91069. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);
  91070. // Flares
  91071. for (var index = 0; index < this.lensFlares.length; index++) {
  91072. var flare = this.lensFlares[index];
  91073. engine.setAlphaMode(flare.alphaMode);
  91074. var x = centerX - (distX * flare.position);
  91075. var y = centerY - (distY * flare.position);
  91076. var cw = flare.size;
  91077. var ch = flare.size * engine.getAspectRatio(this._scene.activeCamera, true);
  91078. var cx = 2 * (x / (globalViewport.width + globalViewport.x * 2)) - 1.0;
  91079. var cy = 1.0 - 2 * (y / (globalViewport.height + globalViewport.y * 2));
  91080. var viewportMatrix = BABYLON.Matrix.FromValues(cw / 2, 0, 0, 0, 0, ch / 2, 0, 0, 0, 0, 1, 0, cx, cy, 0, 1);
  91081. this._effect.setMatrix("viewportMatrix", viewportMatrix);
  91082. // Texture
  91083. this._effect.setTexture("textureSampler", flare.texture);
  91084. // Color
  91085. this._effect.setFloat4("color", flare.color.r * intensity, flare.color.g * intensity, flare.color.b * intensity, 1.0);
  91086. // Draw order
  91087. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  91088. }
  91089. engine.setDepthBuffer(true);
  91090. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  91091. return true;
  91092. };
  91093. /**
  91094. * Dispose and release the lens flare with its associated resources.
  91095. */
  91096. LensFlareSystem.prototype.dispose = function () {
  91097. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  91098. if (vertexBuffer) {
  91099. vertexBuffer.dispose();
  91100. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  91101. }
  91102. if (this._indexBuffer) {
  91103. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  91104. this._indexBuffer = null;
  91105. }
  91106. while (this.lensFlares.length) {
  91107. this.lensFlares[0].dispose();
  91108. }
  91109. // Remove from scene
  91110. var index = this._scene.lensFlareSystems.indexOf(this);
  91111. this._scene.lensFlareSystems.splice(index, 1);
  91112. };
  91113. /**
  91114. * Parse a lens flare system from a JSON repressentation
  91115. * @param parsedLensFlareSystem Define the JSON to parse
  91116. * @param scene Define the scene the parsed system should be instantiated in
  91117. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  91118. * @returns the parsed system
  91119. */
  91120. LensFlareSystem.Parse = function (parsedLensFlareSystem, scene, rootUrl) {
  91121. var emitter = scene.getLastEntryByID(parsedLensFlareSystem.emitterId);
  91122. var name = parsedLensFlareSystem.name || "lensFlareSystem#" + parsedLensFlareSystem.emitterId;
  91123. var lensFlareSystem = new LensFlareSystem(name, emitter, scene);
  91124. lensFlareSystem.id = parsedLensFlareSystem.id || name;
  91125. lensFlareSystem.borderLimit = parsedLensFlareSystem.borderLimit;
  91126. for (var index = 0; index < parsedLensFlareSystem.flares.length; index++) {
  91127. var parsedFlare = parsedLensFlareSystem.flares[index];
  91128. BABYLON.LensFlare.AddFlare(parsedFlare.size, parsedFlare.position, BABYLON.Color3.FromArray(parsedFlare.color), parsedFlare.textureName ? rootUrl + parsedFlare.textureName : "", lensFlareSystem);
  91129. }
  91130. return lensFlareSystem;
  91131. };
  91132. /**
  91133. * Serialize the current Lens Flare System into a JSON representation.
  91134. * @returns the serialized JSON
  91135. */
  91136. LensFlareSystem.prototype.serialize = function () {
  91137. var serializationObject = {};
  91138. serializationObject.id = this.id;
  91139. serializationObject.name = this.name;
  91140. serializationObject.emitterId = this.getEmitter().id;
  91141. serializationObject.borderLimit = this.borderLimit;
  91142. serializationObject.flares = [];
  91143. for (var index = 0; index < this.lensFlares.length; index++) {
  91144. var flare = this.lensFlares[index];
  91145. serializationObject.flares.push({
  91146. size: flare.size,
  91147. position: flare.position,
  91148. color: flare.color.asArray(),
  91149. textureName: BABYLON.Tools.GetFilename(flare.texture ? flare.texture.name : "")
  91150. });
  91151. }
  91152. return serializationObject;
  91153. };
  91154. return LensFlareSystem;
  91155. }());
  91156. BABYLON.LensFlareSystem = LensFlareSystem;
  91157. })(BABYLON || (BABYLON = {}));
  91158. //# sourceMappingURL=babylon.lensFlareSystem.js.map
  91159. var BABYLON;
  91160. (function (BABYLON) {
  91161. /**
  91162. * This is a holder class for the physics joint created by the physics plugin.
  91163. * It holds a set of functions to control the underlying joint.
  91164. */
  91165. var PhysicsJoint = /** @class */ (function () {
  91166. function PhysicsJoint(type, jointData) {
  91167. this.type = type;
  91168. this.jointData = jointData;
  91169. jointData.nativeParams = jointData.nativeParams || {};
  91170. }
  91171. Object.defineProperty(PhysicsJoint.prototype, "physicsJoint", {
  91172. get: function () {
  91173. return this._physicsJoint;
  91174. },
  91175. set: function (newJoint) {
  91176. if (this._physicsJoint) {
  91177. //remove from the wolrd
  91178. }
  91179. this._physicsJoint = newJoint;
  91180. },
  91181. enumerable: true,
  91182. configurable: true
  91183. });
  91184. Object.defineProperty(PhysicsJoint.prototype, "physicsPlugin", {
  91185. set: function (physicsPlugin) {
  91186. this._physicsPlugin = physicsPlugin;
  91187. },
  91188. enumerable: true,
  91189. configurable: true
  91190. });
  91191. /**
  91192. * Execute a function that is physics-plugin specific.
  91193. * @param {Function} func the function that will be executed.
  91194. * It accepts two parameters: the physics world and the physics joint.
  91195. */
  91196. PhysicsJoint.prototype.executeNativeFunction = function (func) {
  91197. func(this._physicsPlugin.world, this._physicsJoint);
  91198. };
  91199. //TODO check if the native joints are the same
  91200. //Joint Types
  91201. PhysicsJoint.DistanceJoint = 0;
  91202. PhysicsJoint.HingeJoint = 1;
  91203. PhysicsJoint.BallAndSocketJoint = 2;
  91204. PhysicsJoint.WheelJoint = 3;
  91205. PhysicsJoint.SliderJoint = 4;
  91206. //OIMO
  91207. PhysicsJoint.PrismaticJoint = 5;
  91208. //ENERGY FTW! (compare with this - http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  91209. PhysicsJoint.UniversalJoint = 6;
  91210. PhysicsJoint.Hinge2Joint = PhysicsJoint.WheelJoint;
  91211. //Cannon
  91212. //Similar to a Ball-Joint. Different in params
  91213. PhysicsJoint.PointToPointJoint = 8;
  91214. //Cannon only at the moment
  91215. PhysicsJoint.SpringJoint = 9;
  91216. PhysicsJoint.LockJoint = 10;
  91217. return PhysicsJoint;
  91218. }());
  91219. BABYLON.PhysicsJoint = PhysicsJoint;
  91220. /**
  91221. * A class representing a physics distance joint.
  91222. */
  91223. var DistanceJoint = /** @class */ (function (_super) {
  91224. __extends(DistanceJoint, _super);
  91225. function DistanceJoint(jointData) {
  91226. return _super.call(this, PhysicsJoint.DistanceJoint, jointData) || this;
  91227. }
  91228. /**
  91229. * Update the predefined distance.
  91230. */
  91231. DistanceJoint.prototype.updateDistance = function (maxDistance, minDistance) {
  91232. this._physicsPlugin.updateDistanceJoint(this, maxDistance, minDistance);
  91233. };
  91234. return DistanceJoint;
  91235. }(PhysicsJoint));
  91236. BABYLON.DistanceJoint = DistanceJoint;
  91237. var MotorEnabledJoint = /** @class */ (function (_super) {
  91238. __extends(MotorEnabledJoint, _super);
  91239. function MotorEnabledJoint(type, jointData) {
  91240. return _super.call(this, type, jointData) || this;
  91241. }
  91242. /**
  91243. * Set the motor values.
  91244. * Attention, this function is plugin specific. Engines won't react 100% the same.
  91245. * @param {number} force the force to apply
  91246. * @param {number} maxForce max force for this motor.
  91247. */
  91248. MotorEnabledJoint.prototype.setMotor = function (force, maxForce) {
  91249. this._physicsPlugin.setMotor(this, force || 0, maxForce);
  91250. };
  91251. /**
  91252. * Set the motor's limits.
  91253. * Attention, this function is plugin specific. Engines won't react 100% the same.
  91254. */
  91255. MotorEnabledJoint.prototype.setLimit = function (upperLimit, lowerLimit) {
  91256. this._physicsPlugin.setLimit(this, upperLimit, lowerLimit);
  91257. };
  91258. return MotorEnabledJoint;
  91259. }(PhysicsJoint));
  91260. BABYLON.MotorEnabledJoint = MotorEnabledJoint;
  91261. /**
  91262. * This class represents a single hinge physics joint
  91263. */
  91264. var HingeJoint = /** @class */ (function (_super) {
  91265. __extends(HingeJoint, _super);
  91266. function HingeJoint(jointData) {
  91267. return _super.call(this, PhysicsJoint.HingeJoint, jointData) || this;
  91268. }
  91269. /**
  91270. * Set the motor values.
  91271. * Attention, this function is plugin specific. Engines won't react 100% the same.
  91272. * @param {number} force the force to apply
  91273. * @param {number} maxForce max force for this motor.
  91274. */
  91275. HingeJoint.prototype.setMotor = function (force, maxForce) {
  91276. this._physicsPlugin.setMotor(this, force || 0, maxForce);
  91277. };
  91278. /**
  91279. * Set the motor's limits.
  91280. * Attention, this function is plugin specific. Engines won't react 100% the same.
  91281. */
  91282. HingeJoint.prototype.setLimit = function (upperLimit, lowerLimit) {
  91283. this._physicsPlugin.setLimit(this, upperLimit, lowerLimit);
  91284. };
  91285. return HingeJoint;
  91286. }(MotorEnabledJoint));
  91287. BABYLON.HingeJoint = HingeJoint;
  91288. /**
  91289. * This class represents a dual hinge physics joint (same as wheel joint)
  91290. */
  91291. var Hinge2Joint = /** @class */ (function (_super) {
  91292. __extends(Hinge2Joint, _super);
  91293. function Hinge2Joint(jointData) {
  91294. return _super.call(this, PhysicsJoint.Hinge2Joint, jointData) || this;
  91295. }
  91296. /**
  91297. * Set the motor values.
  91298. * Attention, this function is plugin specific. Engines won't react 100% the same.
  91299. * @param {number} force the force to apply
  91300. * @param {number} maxForce max force for this motor.
  91301. * @param {motorIndex} the motor's index, 0 or 1.
  91302. */
  91303. Hinge2Joint.prototype.setMotor = function (force, maxForce, motorIndex) {
  91304. if (motorIndex === void 0) { motorIndex = 0; }
  91305. this._physicsPlugin.setMotor(this, force || 0, maxForce, motorIndex);
  91306. };
  91307. /**
  91308. * Set the motor limits.
  91309. * Attention, this function is plugin specific. Engines won't react 100% the same.
  91310. * @param {number} upperLimit the upper limit
  91311. * @param {number} lowerLimit lower limit
  91312. * @param {motorIndex} the motor's index, 0 or 1.
  91313. */
  91314. Hinge2Joint.prototype.setLimit = function (upperLimit, lowerLimit, motorIndex) {
  91315. if (motorIndex === void 0) { motorIndex = 0; }
  91316. this._physicsPlugin.setLimit(this, upperLimit, lowerLimit, motorIndex);
  91317. };
  91318. return Hinge2Joint;
  91319. }(MotorEnabledJoint));
  91320. BABYLON.Hinge2Joint = Hinge2Joint;
  91321. })(BABYLON || (BABYLON = {}));
  91322. //# sourceMappingURL=babylon.physicsJoint.js.map
  91323. var BABYLON;
  91324. (function (BABYLON) {
  91325. var PhysicsImpostor = /** @class */ (function () {
  91326. function PhysicsImpostor(object, type, _options, _scene) {
  91327. if (_options === void 0) { _options = { mass: 0 }; }
  91328. var _this = this;
  91329. this.object = object;
  91330. this.type = type;
  91331. this._options = _options;
  91332. this._scene = _scene;
  91333. this._bodyUpdateRequired = false;
  91334. this._onBeforePhysicsStepCallbacks = new Array();
  91335. this._onAfterPhysicsStepCallbacks = new Array();
  91336. this._onPhysicsCollideCallbacks = [];
  91337. this._deltaPosition = BABYLON.Vector3.Zero();
  91338. this._isDisposed = false;
  91339. //temp variables for parent rotation calculations
  91340. //private _mats: Array<Matrix> = [new Matrix(), new Matrix()];
  91341. this._tmpQuat = new BABYLON.Quaternion();
  91342. this._tmpQuat2 = new BABYLON.Quaternion();
  91343. /**
  91344. * this function is executed by the physics engine.
  91345. */
  91346. this.beforeStep = function () {
  91347. if (!_this._physicsEngine) {
  91348. return;
  91349. }
  91350. _this.object.translate(_this._deltaPosition, -1);
  91351. _this._deltaRotationConjugated && _this.object.rotationQuaternion && _this.object.rotationQuaternion.multiplyToRef(_this._deltaRotationConjugated, _this.object.rotationQuaternion);
  91352. _this.object.computeWorldMatrix(false);
  91353. if (_this.object.parent && _this.object.rotationQuaternion) {
  91354. _this.getParentsRotation();
  91355. _this._tmpQuat.multiplyToRef(_this.object.rotationQuaternion, _this._tmpQuat);
  91356. }
  91357. else {
  91358. _this._tmpQuat.copyFrom(_this.object.rotationQuaternion || new BABYLON.Quaternion());
  91359. }
  91360. if (!_this._options.disableBidirectionalTransformation) {
  91361. _this.object.rotationQuaternion && _this._physicsEngine.getPhysicsPlugin().setPhysicsBodyTransformation(_this, /*bInfo.boundingBox.centerWorld*/ _this.object.getAbsolutePivotPoint(), _this._tmpQuat);
  91362. }
  91363. _this._onBeforePhysicsStepCallbacks.forEach(function (func) {
  91364. func(_this);
  91365. });
  91366. };
  91367. /**
  91368. * this function is executed by the physics engine.
  91369. */
  91370. this.afterStep = function () {
  91371. if (!_this._physicsEngine) {
  91372. return;
  91373. }
  91374. _this._onAfterPhysicsStepCallbacks.forEach(function (func) {
  91375. func(_this);
  91376. });
  91377. _this._physicsEngine.getPhysicsPlugin().setTransformationFromPhysicsBody(_this);
  91378. // object has now its world rotation. needs to be converted to local.
  91379. if (_this.object.parent && _this.object.rotationQuaternion) {
  91380. _this.getParentsRotation();
  91381. _this._tmpQuat.conjugateInPlace();
  91382. _this._tmpQuat.multiplyToRef(_this.object.rotationQuaternion, _this.object.rotationQuaternion);
  91383. }
  91384. // take the position set and make it the absolute position of this object.
  91385. _this.object.setAbsolutePosition(_this.object.position);
  91386. _this._deltaRotation && _this.object.rotationQuaternion && _this.object.rotationQuaternion.multiplyToRef(_this._deltaRotation, _this.object.rotationQuaternion);
  91387. _this.object.translate(_this._deltaPosition, 1);
  91388. };
  91389. /**
  91390. * Legacy collision detection event support
  91391. */
  91392. this.onCollideEvent = null;
  91393. //event and body object due to cannon's event-based architecture.
  91394. this.onCollide = function (e) {
  91395. if (!_this._onPhysicsCollideCallbacks.length && !_this.onCollideEvent) {
  91396. return;
  91397. }
  91398. if (!_this._physicsEngine) {
  91399. return;
  91400. }
  91401. var otherImpostor = _this._physicsEngine.getImpostorWithPhysicsBody(e.body);
  91402. if (otherImpostor) {
  91403. // Legacy collision detection event support
  91404. if (_this.onCollideEvent) {
  91405. _this.onCollideEvent(_this, otherImpostor);
  91406. }
  91407. _this._onPhysicsCollideCallbacks.filter(function (obj) {
  91408. return obj.otherImpostors.indexOf(otherImpostor) !== -1;
  91409. }).forEach(function (obj) {
  91410. obj.callback(_this, otherImpostor);
  91411. });
  91412. }
  91413. };
  91414. //sanity check!
  91415. if (!this.object) {
  91416. BABYLON.Tools.Error("No object was provided. A physics object is obligatory");
  91417. return;
  91418. }
  91419. //legacy support for old syntax.
  91420. if (!this._scene && object.getScene) {
  91421. this._scene = object.getScene();
  91422. }
  91423. if (!this._scene) {
  91424. return;
  91425. }
  91426. this._physicsEngine = this._scene.getPhysicsEngine();
  91427. if (!this._physicsEngine) {
  91428. BABYLON.Tools.Error("Physics not enabled. Please use scene.enablePhysics(...) before creating impostors.");
  91429. }
  91430. else {
  91431. //set the object's quaternion, if not set
  91432. if (!this.object.rotationQuaternion) {
  91433. if (this.object.rotation) {
  91434. this.object.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.object.rotation.y, this.object.rotation.x, this.object.rotation.z);
  91435. }
  91436. else {
  91437. this.object.rotationQuaternion = new BABYLON.Quaternion();
  91438. }
  91439. }
  91440. //default options params
  91441. this._options.mass = (_options.mass === void 0) ? 0 : _options.mass;
  91442. this._options.friction = (_options.friction === void 0) ? 0.2 : _options.friction;
  91443. this._options.restitution = (_options.restitution === void 0) ? 0.2 : _options.restitution;
  91444. this._joints = [];
  91445. //If the mesh has a parent, don't initialize the physicsBody. Instead wait for the parent to do that.
  91446. if (!this.object.parent || this._options.ignoreParent) {
  91447. this._init();
  91448. }
  91449. else if (this.object.parent.physicsImpostor) {
  91450. BABYLON.Tools.Warn("You must affect impostors to children before affecting impostor to parent.");
  91451. }
  91452. }
  91453. }
  91454. Object.defineProperty(PhysicsImpostor.prototype, "isDisposed", {
  91455. get: function () {
  91456. return this._isDisposed;
  91457. },
  91458. enumerable: true,
  91459. configurable: true
  91460. });
  91461. Object.defineProperty(PhysicsImpostor.prototype, "mass", {
  91462. get: function () {
  91463. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyMass(this) : 0;
  91464. },
  91465. set: function (value) {
  91466. this.setMass(value);
  91467. },
  91468. enumerable: true,
  91469. configurable: true
  91470. });
  91471. Object.defineProperty(PhysicsImpostor.prototype, "friction", {
  91472. get: function () {
  91473. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyFriction(this) : 0;
  91474. },
  91475. set: function (value) {
  91476. if (!this._physicsEngine) {
  91477. return;
  91478. }
  91479. this._physicsEngine.getPhysicsPlugin().setBodyFriction(this, value);
  91480. },
  91481. enumerable: true,
  91482. configurable: true
  91483. });
  91484. Object.defineProperty(PhysicsImpostor.prototype, "restitution", {
  91485. get: function () {
  91486. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyRestitution(this) : 0;
  91487. },
  91488. set: function (value) {
  91489. if (!this._physicsEngine) {
  91490. return;
  91491. }
  91492. this._physicsEngine.getPhysicsPlugin().setBodyRestitution(this, value);
  91493. },
  91494. enumerable: true,
  91495. configurable: true
  91496. });
  91497. /**
  91498. * This function will completly initialize this impostor.
  91499. * It will create a new body - but only if this mesh has no parent.
  91500. * If it has, this impostor will not be used other than to define the impostor
  91501. * of the child mesh.
  91502. * @hidden
  91503. */
  91504. PhysicsImpostor.prototype._init = function () {
  91505. if (!this._physicsEngine) {
  91506. return;
  91507. }
  91508. this._physicsEngine.removeImpostor(this);
  91509. this.physicsBody = null;
  91510. this._parent = this._parent || this._getPhysicsParent();
  91511. if (!this._isDisposed && (!this.parent || this._options.ignoreParent)) {
  91512. this._physicsEngine.addImpostor(this);
  91513. }
  91514. };
  91515. PhysicsImpostor.prototype._getPhysicsParent = function () {
  91516. if (this.object.parent instanceof BABYLON.AbstractMesh) {
  91517. var parentMesh = this.object.parent;
  91518. return parentMesh.physicsImpostor;
  91519. }
  91520. return null;
  91521. };
  91522. /**
  91523. * Should a new body be generated.
  91524. */
  91525. PhysicsImpostor.prototype.isBodyInitRequired = function () {
  91526. return this._bodyUpdateRequired || (!this._physicsBody && !this._parent);
  91527. };
  91528. PhysicsImpostor.prototype.setScalingUpdated = function (updated) {
  91529. this.forceUpdate();
  91530. };
  91531. /**
  91532. * Force a regeneration of this or the parent's impostor's body.
  91533. * Use under cautious - This will remove all joints already implemented.
  91534. */
  91535. PhysicsImpostor.prototype.forceUpdate = function () {
  91536. this._init();
  91537. if (this.parent && !this._options.ignoreParent) {
  91538. this.parent.forceUpdate();
  91539. }
  91540. };
  91541. Object.defineProperty(PhysicsImpostor.prototype, "physicsBody", {
  91542. /*public get mesh(): AbstractMesh {
  91543. return this._mesh;
  91544. }*/
  91545. /**
  91546. * Gets the body that holds this impostor. Either its own, or its parent.
  91547. */
  91548. get: function () {
  91549. return (this._parent && !this._options.ignoreParent) ? this._parent.physicsBody : this._physicsBody;
  91550. },
  91551. /**
  91552. * Set the physics body. Used mainly by the physics engine/plugin
  91553. */
  91554. set: function (physicsBody) {
  91555. if (this._physicsBody && this._physicsEngine) {
  91556. this._physicsEngine.getPhysicsPlugin().removePhysicsBody(this);
  91557. }
  91558. this._physicsBody = physicsBody;
  91559. this.resetUpdateFlags();
  91560. },
  91561. enumerable: true,
  91562. configurable: true
  91563. });
  91564. Object.defineProperty(PhysicsImpostor.prototype, "parent", {
  91565. get: function () {
  91566. return !this._options.ignoreParent && this._parent ? this._parent : null;
  91567. },
  91568. set: function (value) {
  91569. this._parent = value;
  91570. },
  91571. enumerable: true,
  91572. configurable: true
  91573. });
  91574. PhysicsImpostor.prototype.resetUpdateFlags = function () {
  91575. this._bodyUpdateRequired = false;
  91576. };
  91577. PhysicsImpostor.prototype.getObjectExtendSize = function () {
  91578. if (this.object.getBoundingInfo) {
  91579. var q = this.object.rotationQuaternion;
  91580. //reset rotation
  91581. this.object.rotationQuaternion = PhysicsImpostor.IDENTITY_QUATERNION;
  91582. //calculate the world matrix with no rotation
  91583. this.object.computeWorldMatrix && this.object.computeWorldMatrix(true);
  91584. var boundingInfo = this.object.getBoundingInfo();
  91585. var size = boundingInfo.boundingBox.extendSizeWorld.scale(2);
  91586. //bring back the rotation
  91587. this.object.rotationQuaternion = q;
  91588. //calculate the world matrix with the new rotation
  91589. this.object.computeWorldMatrix && this.object.computeWorldMatrix(true);
  91590. return size;
  91591. }
  91592. else {
  91593. return PhysicsImpostor.DEFAULT_OBJECT_SIZE;
  91594. }
  91595. };
  91596. PhysicsImpostor.prototype.getObjectCenter = function () {
  91597. if (this.object.getBoundingInfo) {
  91598. var boundingInfo = this.object.getBoundingInfo();
  91599. return boundingInfo.boundingBox.centerWorld;
  91600. }
  91601. else {
  91602. return this.object.position;
  91603. }
  91604. };
  91605. /**
  91606. * Get a specific parametes from the options parameter.
  91607. */
  91608. PhysicsImpostor.prototype.getParam = function (paramName) {
  91609. return this._options[paramName];
  91610. };
  91611. /**
  91612. * Sets a specific parameter in the options given to the physics plugin
  91613. */
  91614. PhysicsImpostor.prototype.setParam = function (paramName, value) {
  91615. this._options[paramName] = value;
  91616. this._bodyUpdateRequired = true;
  91617. };
  91618. /**
  91619. * Specifically change the body's mass option. Won't recreate the physics body object
  91620. */
  91621. PhysicsImpostor.prototype.setMass = function (mass) {
  91622. if (this.getParam("mass") !== mass) {
  91623. this.setParam("mass", mass);
  91624. }
  91625. if (this._physicsEngine) {
  91626. this._physicsEngine.getPhysicsPlugin().setBodyMass(this, mass);
  91627. }
  91628. };
  91629. PhysicsImpostor.prototype.getLinearVelocity = function () {
  91630. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getLinearVelocity(this) : BABYLON.Vector3.Zero();
  91631. };
  91632. PhysicsImpostor.prototype.setLinearVelocity = function (velocity) {
  91633. if (this._physicsEngine) {
  91634. this._physicsEngine.getPhysicsPlugin().setLinearVelocity(this, velocity);
  91635. }
  91636. };
  91637. PhysicsImpostor.prototype.getAngularVelocity = function () {
  91638. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getAngularVelocity(this) : BABYLON.Vector3.Zero();
  91639. };
  91640. PhysicsImpostor.prototype.setAngularVelocity = function (velocity) {
  91641. if (this._physicsEngine) {
  91642. this._physicsEngine.getPhysicsPlugin().setAngularVelocity(this, velocity);
  91643. }
  91644. };
  91645. /**
  91646. * Execute a function with the physics plugin native code.
  91647. * Provide a function the will have two variables - the world object and the physics body object.
  91648. */
  91649. PhysicsImpostor.prototype.executeNativeFunction = function (func) {
  91650. if (this._physicsEngine) {
  91651. func(this._physicsEngine.getPhysicsPlugin().world, this.physicsBody);
  91652. }
  91653. };
  91654. /**
  91655. * Register a function that will be executed before the physics world is stepping forward.
  91656. */
  91657. PhysicsImpostor.prototype.registerBeforePhysicsStep = function (func) {
  91658. this._onBeforePhysicsStepCallbacks.push(func);
  91659. };
  91660. PhysicsImpostor.prototype.unregisterBeforePhysicsStep = function (func) {
  91661. var index = this._onBeforePhysicsStepCallbacks.indexOf(func);
  91662. if (index > -1) {
  91663. this._onBeforePhysicsStepCallbacks.splice(index, 1);
  91664. }
  91665. else {
  91666. BABYLON.Tools.Warn("Function to remove was not found");
  91667. }
  91668. };
  91669. /**
  91670. * Register a function that will be executed after the physics step
  91671. */
  91672. PhysicsImpostor.prototype.registerAfterPhysicsStep = function (func) {
  91673. this._onAfterPhysicsStepCallbacks.push(func);
  91674. };
  91675. PhysicsImpostor.prototype.unregisterAfterPhysicsStep = function (func) {
  91676. var index = this._onAfterPhysicsStepCallbacks.indexOf(func);
  91677. if (index > -1) {
  91678. this._onAfterPhysicsStepCallbacks.splice(index, 1);
  91679. }
  91680. else {
  91681. BABYLON.Tools.Warn("Function to remove was not found");
  91682. }
  91683. };
  91684. /**
  91685. * register a function that will be executed when this impostor collides against a different body.
  91686. */
  91687. PhysicsImpostor.prototype.registerOnPhysicsCollide = function (collideAgainst, func) {
  91688. var collidedAgainstList = collideAgainst instanceof Array ? collideAgainst : [collideAgainst];
  91689. this._onPhysicsCollideCallbacks.push({ callback: func, otherImpostors: collidedAgainstList });
  91690. };
  91691. PhysicsImpostor.prototype.unregisterOnPhysicsCollide = function (collideAgainst, func) {
  91692. var collidedAgainstList = collideAgainst instanceof Array ? collideAgainst : [collideAgainst];
  91693. var index = -1;
  91694. var found = this._onPhysicsCollideCallbacks.some(function (cbDef, idx) {
  91695. if (cbDef.callback === func && cbDef.otherImpostors.length === collidedAgainstList.length) {
  91696. // chcek the arrays match
  91697. var sameList = cbDef.otherImpostors.every(function (impostor) {
  91698. return collidedAgainstList.indexOf(impostor) > -1;
  91699. });
  91700. if (sameList) {
  91701. index = idx;
  91702. }
  91703. return sameList;
  91704. }
  91705. return false;
  91706. });
  91707. if (found) {
  91708. this._onPhysicsCollideCallbacks.splice(index, 1);
  91709. }
  91710. else {
  91711. BABYLON.Tools.Warn("Function to remove was not found");
  91712. }
  91713. };
  91714. PhysicsImpostor.prototype.getParentsRotation = function () {
  91715. var parent = this.object.parent;
  91716. this._tmpQuat.copyFromFloats(0, 0, 0, 1);
  91717. while (parent) {
  91718. if (parent.rotationQuaternion) {
  91719. this._tmpQuat2.copyFrom(parent.rotationQuaternion);
  91720. }
  91721. else {
  91722. BABYLON.Quaternion.RotationYawPitchRollToRef(parent.rotation.y, parent.rotation.x, parent.rotation.z, this._tmpQuat2);
  91723. }
  91724. this._tmpQuat.multiplyToRef(this._tmpQuat2, this._tmpQuat);
  91725. parent = parent.parent;
  91726. }
  91727. return this._tmpQuat;
  91728. };
  91729. /**
  91730. * Apply a force
  91731. */
  91732. PhysicsImpostor.prototype.applyForce = function (force, contactPoint) {
  91733. if (this._physicsEngine) {
  91734. this._physicsEngine.getPhysicsPlugin().applyForce(this, force, contactPoint);
  91735. }
  91736. return this;
  91737. };
  91738. /**
  91739. * Apply an impulse
  91740. */
  91741. PhysicsImpostor.prototype.applyImpulse = function (force, contactPoint) {
  91742. if (this._physicsEngine) {
  91743. this._physicsEngine.getPhysicsPlugin().applyImpulse(this, force, contactPoint);
  91744. }
  91745. return this;
  91746. };
  91747. /**
  91748. * A help function to create a joint.
  91749. */
  91750. PhysicsImpostor.prototype.createJoint = function (otherImpostor, jointType, jointData) {
  91751. var joint = new BABYLON.PhysicsJoint(jointType, jointData);
  91752. this.addJoint(otherImpostor, joint);
  91753. return this;
  91754. };
  91755. /**
  91756. * Add a joint to this impostor with a different impostor.
  91757. */
  91758. PhysicsImpostor.prototype.addJoint = function (otherImpostor, joint) {
  91759. this._joints.push({
  91760. otherImpostor: otherImpostor,
  91761. joint: joint
  91762. });
  91763. if (this._physicsEngine) {
  91764. this._physicsEngine.addJoint(this, otherImpostor, joint);
  91765. }
  91766. return this;
  91767. };
  91768. /**
  91769. * Will keep this body still, in a sleep mode.
  91770. */
  91771. PhysicsImpostor.prototype.sleep = function () {
  91772. if (this._physicsEngine) {
  91773. this._physicsEngine.getPhysicsPlugin().sleepBody(this);
  91774. }
  91775. return this;
  91776. };
  91777. /**
  91778. * Wake the body up.
  91779. */
  91780. PhysicsImpostor.prototype.wakeUp = function () {
  91781. if (this._physicsEngine) {
  91782. this._physicsEngine.getPhysicsPlugin().wakeUpBody(this);
  91783. }
  91784. return this;
  91785. };
  91786. PhysicsImpostor.prototype.clone = function (newObject) {
  91787. if (!newObject)
  91788. return null;
  91789. return new PhysicsImpostor(newObject, this.type, this._options, this._scene);
  91790. };
  91791. PhysicsImpostor.prototype.dispose = function ( /*disposeChildren: boolean = true*/) {
  91792. var _this = this;
  91793. //no dispose if no physics engine is available.
  91794. if (!this._physicsEngine) {
  91795. return;
  91796. }
  91797. this._joints.forEach(function (j) {
  91798. if (_this._physicsEngine) {
  91799. _this._physicsEngine.removeJoint(_this, j.otherImpostor, j.joint);
  91800. }
  91801. });
  91802. //dispose the physics body
  91803. this._physicsEngine.removeImpostor(this);
  91804. if (this.parent) {
  91805. this.parent.forceUpdate();
  91806. }
  91807. else {
  91808. /*this._object.getChildMeshes().forEach(function(mesh) {
  91809. if (mesh.physicsImpostor) {
  91810. if (disposeChildren) {
  91811. mesh.physicsImpostor.dispose();
  91812. mesh.physicsImpostor = null;
  91813. }
  91814. }
  91815. })*/
  91816. }
  91817. this._isDisposed = true;
  91818. };
  91819. PhysicsImpostor.prototype.setDeltaPosition = function (position) {
  91820. this._deltaPosition.copyFrom(position);
  91821. };
  91822. PhysicsImpostor.prototype.setDeltaRotation = function (rotation) {
  91823. if (!this._deltaRotation) {
  91824. this._deltaRotation = new BABYLON.Quaternion();
  91825. }
  91826. this._deltaRotation.copyFrom(rotation);
  91827. this._deltaRotationConjugated = this._deltaRotation.conjugate();
  91828. };
  91829. PhysicsImpostor.prototype.getBoxSizeToRef = function (result) {
  91830. if (this._physicsEngine) {
  91831. this._physicsEngine.getPhysicsPlugin().getBoxSizeToRef(this, result);
  91832. }
  91833. return this;
  91834. };
  91835. PhysicsImpostor.prototype.getRadius = function () {
  91836. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getRadius(this) : 0;
  91837. };
  91838. /**
  91839. * Sync a bone with this impostor
  91840. * @param bone The bone to sync to the impostor.
  91841. * @param boneMesh The mesh that the bone is influencing.
  91842. * @param jointPivot The pivot of the joint / bone in local space.
  91843. * @param distToJoint Optional distance from the impostor to the joint.
  91844. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  91845. */
  91846. PhysicsImpostor.prototype.syncBoneWithImpostor = function (bone, boneMesh, jointPivot, distToJoint, adjustRotation) {
  91847. var tempVec = PhysicsImpostor._tmpVecs[0];
  91848. var mesh = this.object;
  91849. if (mesh.rotationQuaternion) {
  91850. if (adjustRotation) {
  91851. var tempQuat = PhysicsImpostor._tmpQuat;
  91852. mesh.rotationQuaternion.multiplyToRef(adjustRotation, tempQuat);
  91853. bone.setRotationQuaternion(tempQuat, BABYLON.Space.WORLD, boneMesh);
  91854. }
  91855. else {
  91856. bone.setRotationQuaternion(mesh.rotationQuaternion, BABYLON.Space.WORLD, boneMesh);
  91857. }
  91858. }
  91859. tempVec.x = 0;
  91860. tempVec.y = 0;
  91861. tempVec.z = 0;
  91862. if (jointPivot) {
  91863. tempVec.x = jointPivot.x;
  91864. tempVec.y = jointPivot.y;
  91865. tempVec.z = jointPivot.z;
  91866. bone.getDirectionToRef(tempVec, boneMesh, tempVec);
  91867. if (distToJoint === undefined || distToJoint === null) {
  91868. distToJoint = jointPivot.length();
  91869. }
  91870. tempVec.x *= distToJoint;
  91871. tempVec.y *= distToJoint;
  91872. tempVec.z *= distToJoint;
  91873. }
  91874. if (bone.getParent()) {
  91875. tempVec.addInPlace(mesh.getAbsolutePosition());
  91876. bone.setAbsolutePosition(tempVec, boneMesh);
  91877. }
  91878. else {
  91879. boneMesh.setAbsolutePosition(mesh.getAbsolutePosition());
  91880. boneMesh.position.x -= tempVec.x;
  91881. boneMesh.position.y -= tempVec.y;
  91882. boneMesh.position.z -= tempVec.z;
  91883. }
  91884. };
  91885. /**
  91886. * Sync impostor to a bone
  91887. * @param bone The bone that the impostor will be synced to.
  91888. * @param boneMesh The mesh that the bone is influencing.
  91889. * @param jointPivot The pivot of the joint / bone in local space.
  91890. * @param distToJoint Optional distance from the impostor to the joint.
  91891. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  91892. * @param boneAxis Optional vector3 axis the bone is aligned with
  91893. */
  91894. PhysicsImpostor.prototype.syncImpostorWithBone = function (bone, boneMesh, jointPivot, distToJoint, adjustRotation, boneAxis) {
  91895. var mesh = this.object;
  91896. if (mesh.rotationQuaternion) {
  91897. if (adjustRotation) {
  91898. var tempQuat = PhysicsImpostor._tmpQuat;
  91899. bone.getRotationQuaternionToRef(BABYLON.Space.WORLD, boneMesh, tempQuat);
  91900. tempQuat.multiplyToRef(adjustRotation, mesh.rotationQuaternion);
  91901. }
  91902. else {
  91903. bone.getRotationQuaternionToRef(BABYLON.Space.WORLD, boneMesh, mesh.rotationQuaternion);
  91904. }
  91905. }
  91906. var pos = PhysicsImpostor._tmpVecs[0];
  91907. var boneDir = PhysicsImpostor._tmpVecs[1];
  91908. if (!boneAxis) {
  91909. boneAxis = PhysicsImpostor._tmpVecs[2];
  91910. boneAxis.x = 0;
  91911. boneAxis.y = 1;
  91912. boneAxis.z = 0;
  91913. }
  91914. bone.getDirectionToRef(boneAxis, boneMesh, boneDir);
  91915. bone.getAbsolutePositionToRef(boneMesh, pos);
  91916. if ((distToJoint === undefined || distToJoint === null) && jointPivot) {
  91917. distToJoint = jointPivot.length();
  91918. }
  91919. if (distToJoint !== undefined && distToJoint !== null) {
  91920. pos.x += boneDir.x * distToJoint;
  91921. pos.y += boneDir.y * distToJoint;
  91922. pos.z += boneDir.z * distToJoint;
  91923. }
  91924. mesh.setAbsolutePosition(pos);
  91925. };
  91926. PhysicsImpostor.DEFAULT_OBJECT_SIZE = new BABYLON.Vector3(1, 1, 1);
  91927. PhysicsImpostor.IDENTITY_QUATERNION = BABYLON.Quaternion.Identity();
  91928. PhysicsImpostor._tmpVecs = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  91929. PhysicsImpostor._tmpQuat = BABYLON.Quaternion.Identity();
  91930. //Impostor types
  91931. PhysicsImpostor.NoImpostor = 0;
  91932. PhysicsImpostor.SphereImpostor = 1;
  91933. PhysicsImpostor.BoxImpostor = 2;
  91934. PhysicsImpostor.PlaneImpostor = 3;
  91935. PhysicsImpostor.MeshImpostor = 4;
  91936. PhysicsImpostor.CylinderImpostor = 7;
  91937. PhysicsImpostor.ParticleImpostor = 8;
  91938. PhysicsImpostor.HeightmapImpostor = 9;
  91939. return PhysicsImpostor;
  91940. }());
  91941. BABYLON.PhysicsImpostor = PhysicsImpostor;
  91942. })(BABYLON || (BABYLON = {}));
  91943. //# sourceMappingURL=babylon.physicsImpostor.js.map
  91944. var BABYLON;
  91945. (function (BABYLON) {
  91946. /**
  91947. * Class used to control physics engine
  91948. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  91949. */
  91950. var PhysicsEngine = /** @class */ (function () {
  91951. /**
  91952. * Creates a new Physics Engine
  91953. * @param gravity defines the gravity vector used by the simulation
  91954. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  91955. */
  91956. function PhysicsEngine(gravity, _physicsPlugin) {
  91957. if (_physicsPlugin === void 0) { _physicsPlugin = new BABYLON.CannonJSPlugin(); }
  91958. this._physicsPlugin = _physicsPlugin;
  91959. this._impostors = [];
  91960. this._joints = [];
  91961. if (!this._physicsPlugin.isSupported()) {
  91962. throw new Error("Physics Engine " + this._physicsPlugin.name + " cannot be found. "
  91963. + "Please make sure it is included.");
  91964. }
  91965. gravity = gravity || new BABYLON.Vector3(0, -9.807, 0);
  91966. this.setGravity(gravity);
  91967. this.setTimeStep();
  91968. }
  91969. /**
  91970. * Sets the gravity vector used by the simulation
  91971. * @param gravity defines the gravity vector to use
  91972. */
  91973. PhysicsEngine.prototype.setGravity = function (gravity) {
  91974. this.gravity = gravity;
  91975. this._physicsPlugin.setGravity(this.gravity);
  91976. };
  91977. /**
  91978. * Set the time step of the physics engine.
  91979. * Default is 1/60.
  91980. * To slow it down, enter 1/600 for example.
  91981. * To speed it up, 1/30
  91982. * @param newTimeStep defines the new timestep to apply to this world.
  91983. */
  91984. PhysicsEngine.prototype.setTimeStep = function (newTimeStep) {
  91985. if (newTimeStep === void 0) { newTimeStep = 1 / 60; }
  91986. this._physicsPlugin.setTimeStep(newTimeStep);
  91987. };
  91988. /**
  91989. * Get the time step of the physics engine.
  91990. * @returns the current time step
  91991. */
  91992. PhysicsEngine.prototype.getTimeStep = function () {
  91993. return this._physicsPlugin.getTimeStep();
  91994. };
  91995. /**
  91996. * Release all resources
  91997. */
  91998. PhysicsEngine.prototype.dispose = function () {
  91999. this._impostors.forEach(function (impostor) {
  92000. impostor.dispose();
  92001. });
  92002. this._physicsPlugin.dispose();
  92003. };
  92004. /**
  92005. * Gets the name of the current physics plugin
  92006. * @returns the name of the plugin
  92007. */
  92008. PhysicsEngine.prototype.getPhysicsPluginName = function () {
  92009. return this._physicsPlugin.name;
  92010. };
  92011. /**
  92012. * Adding a new impostor for the impostor tracking.
  92013. * This will be done by the impostor itself.
  92014. * @param impostor the impostor to add
  92015. */
  92016. PhysicsEngine.prototype.addImpostor = function (impostor) {
  92017. impostor.uniqueId = this._impostors.push(impostor);
  92018. //if no parent, generate the body
  92019. if (!impostor.parent) {
  92020. this._physicsPlugin.generatePhysicsBody(impostor);
  92021. }
  92022. };
  92023. /**
  92024. * Remove an impostor from the engine.
  92025. * This impostor and its mesh will not longer be updated by the physics engine.
  92026. * @param impostor the impostor to remove
  92027. */
  92028. PhysicsEngine.prototype.removeImpostor = function (impostor) {
  92029. var index = this._impostors.indexOf(impostor);
  92030. if (index > -1) {
  92031. var removed = this._impostors.splice(index, 1);
  92032. //Is it needed?
  92033. if (removed.length) {
  92034. //this will also remove it from the world.
  92035. removed[0].physicsBody = null;
  92036. }
  92037. }
  92038. };
  92039. /**
  92040. * Add a joint to the physics engine
  92041. * @param mainImpostor defines the main impostor to which the joint is added.
  92042. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  92043. * @param joint defines the joint that will connect both impostors.
  92044. */
  92045. PhysicsEngine.prototype.addJoint = function (mainImpostor, connectedImpostor, joint) {
  92046. var impostorJoint = {
  92047. mainImpostor: mainImpostor,
  92048. connectedImpostor: connectedImpostor,
  92049. joint: joint
  92050. };
  92051. joint.physicsPlugin = this._physicsPlugin;
  92052. this._joints.push(impostorJoint);
  92053. this._physicsPlugin.generateJoint(impostorJoint);
  92054. };
  92055. /**
  92056. * Removes a joint from the simulation
  92057. * @param mainImpostor defines the impostor used with the joint
  92058. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  92059. * @param joint defines the joint to remove
  92060. */
  92061. PhysicsEngine.prototype.removeJoint = function (mainImpostor, connectedImpostor, joint) {
  92062. var matchingJoints = this._joints.filter(function (impostorJoint) {
  92063. return (impostorJoint.connectedImpostor === connectedImpostor
  92064. && impostorJoint.joint === joint
  92065. && impostorJoint.mainImpostor === mainImpostor);
  92066. });
  92067. if (matchingJoints.length) {
  92068. this._physicsPlugin.removeJoint(matchingJoints[0]);
  92069. //TODO remove it from the list as well
  92070. }
  92071. };
  92072. /**
  92073. * Called by the scene. No need to call it.
  92074. * @param delta defines the timespam between frames
  92075. */
  92076. PhysicsEngine.prototype._step = function (delta) {
  92077. var _this = this;
  92078. //check if any mesh has no body / requires an update
  92079. this._impostors.forEach(function (impostor) {
  92080. if (impostor.isBodyInitRequired()) {
  92081. _this._physicsPlugin.generatePhysicsBody(impostor);
  92082. }
  92083. });
  92084. if (delta > 0.1) {
  92085. delta = 0.1;
  92086. }
  92087. else if (delta <= 0) {
  92088. delta = 1.0 / 60.0;
  92089. }
  92090. this._physicsPlugin.executeStep(delta, this._impostors);
  92091. };
  92092. /**
  92093. * Gets the current plugin used to run the simulation
  92094. * @returns current plugin
  92095. */
  92096. PhysicsEngine.prototype.getPhysicsPlugin = function () {
  92097. return this._physicsPlugin;
  92098. };
  92099. /**
  92100. * Gets the list of physic impostors
  92101. * @returns an array of PhysicsImpostor
  92102. */
  92103. PhysicsEngine.prototype.getImpostors = function () {
  92104. return this._impostors;
  92105. };
  92106. /**
  92107. * Gets the impostor for a physics enabled object
  92108. * @param object defines the object impersonated by the impostor
  92109. * @returns the PhysicsImpostor or null if not found
  92110. */
  92111. PhysicsEngine.prototype.getImpostorForPhysicsObject = function (object) {
  92112. for (var i = 0; i < this._impostors.length; ++i) {
  92113. if (this._impostors[i].object === object) {
  92114. return this._impostors[i];
  92115. }
  92116. }
  92117. return null;
  92118. };
  92119. /**
  92120. * Gets the impostor for a physics body object
  92121. * @param body defines physics body used by the impostor
  92122. * @returns the PhysicsImpostor or null if not found
  92123. */
  92124. PhysicsEngine.prototype.getImpostorWithPhysicsBody = function (body) {
  92125. for (var i = 0; i < this._impostors.length; ++i) {
  92126. if (this._impostors[i].physicsBody === body) {
  92127. return this._impostors[i];
  92128. }
  92129. }
  92130. return null;
  92131. };
  92132. /**
  92133. * Global value used to control the smallest number supported by the simulation
  92134. */
  92135. PhysicsEngine.Epsilon = 0.001;
  92136. return PhysicsEngine;
  92137. }());
  92138. BABYLON.PhysicsEngine = PhysicsEngine;
  92139. })(BABYLON || (BABYLON = {}));
  92140. //# sourceMappingURL=babylon.physicsEngine.js.map
  92141. var BABYLON;
  92142. (function (BABYLON) {
  92143. var PhysicsHelper = /** @class */ (function () {
  92144. function PhysicsHelper(scene) {
  92145. this._scene = scene;
  92146. this._physicsEngine = this._scene.getPhysicsEngine();
  92147. if (!this._physicsEngine) {
  92148. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you can use the methods.');
  92149. }
  92150. }
  92151. /**
  92152. * @param {Vector3} origin the origin of the explosion
  92153. * @param {number} radius the explosion radius
  92154. * @param {number} strength the explosion strength
  92155. * @param {PhysicsRadialImpulseFalloff} falloff possible options: Constant & Linear. Defaults to Constant
  92156. */
  92157. PhysicsHelper.prototype.applyRadialExplosionImpulse = function (origin, radius, strength, falloff) {
  92158. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  92159. if (!this._physicsEngine) {
  92160. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call this method.');
  92161. return null;
  92162. }
  92163. var impostors = this._physicsEngine.getImpostors();
  92164. if (impostors.length === 0) {
  92165. return null;
  92166. }
  92167. var event = new PhysicsRadialExplosionEvent(this._scene);
  92168. impostors.forEach(function (impostor) {
  92169. var impostorForceAndContactPoint = event.getImpostorForceAndContactPoint(impostor, origin, radius, strength, falloff);
  92170. if (!impostorForceAndContactPoint) {
  92171. return;
  92172. }
  92173. impostor.applyImpulse(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  92174. });
  92175. event.dispose(false);
  92176. return event;
  92177. };
  92178. /**
  92179. * @param {Vector3} origin the origin of the explosion
  92180. * @param {number} radius the explosion radius
  92181. * @param {number} strength the explosion strength
  92182. * @param {PhysicsRadialImpulseFalloff} falloff possible options: Constant & Linear. Defaults to Constant
  92183. */
  92184. PhysicsHelper.prototype.applyRadialExplosionForce = function (origin, radius, strength, falloff) {
  92185. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  92186. if (!this._physicsEngine) {
  92187. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  92188. return null;
  92189. }
  92190. var impostors = this._physicsEngine.getImpostors();
  92191. if (impostors.length === 0) {
  92192. return null;
  92193. }
  92194. var event = new PhysicsRadialExplosionEvent(this._scene);
  92195. impostors.forEach(function (impostor) {
  92196. var impostorForceAndContactPoint = event.getImpostorForceAndContactPoint(impostor, origin, radius, strength, falloff);
  92197. if (!impostorForceAndContactPoint) {
  92198. return;
  92199. }
  92200. impostor.applyForce(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  92201. });
  92202. event.dispose(false);
  92203. return event;
  92204. };
  92205. /**
  92206. * @param {Vector3} origin the origin of the explosion
  92207. * @param {number} radius the explosion radius
  92208. * @param {number} strength the explosion strength
  92209. * @param {PhysicsRadialImpulseFalloff} falloff possible options: Constant & Linear. Defaults to Constant
  92210. */
  92211. PhysicsHelper.prototype.gravitationalField = function (origin, radius, strength, falloff) {
  92212. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  92213. if (!this._physicsEngine) {
  92214. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  92215. return null;
  92216. }
  92217. var impostors = this._physicsEngine.getImpostors();
  92218. if (impostors.length === 0) {
  92219. return null;
  92220. }
  92221. var event = new PhysicsGravitationalFieldEvent(this, this._scene, origin, radius, strength, falloff);
  92222. event.dispose(false);
  92223. return event;
  92224. };
  92225. /**
  92226. * @param {Vector3} origin the origin of the updraft
  92227. * @param {number} radius the radius of the updraft
  92228. * @param {number} strength the strength of the updraft
  92229. * @param {number} height the height of the updraft
  92230. * @param {PhysicsUpdraftMode} updraftMode possible options: Center & Perpendicular. Defaults to Center
  92231. */
  92232. PhysicsHelper.prototype.updraft = function (origin, radius, strength, height, updraftMode) {
  92233. if (updraftMode === void 0) { updraftMode = PhysicsUpdraftMode.Center; }
  92234. if (!this._physicsEngine) {
  92235. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  92236. return null;
  92237. }
  92238. if (this._physicsEngine.getImpostors().length === 0) {
  92239. return null;
  92240. }
  92241. var event = new PhysicsUpdraftEvent(this._scene, origin, radius, strength, height, updraftMode);
  92242. event.dispose(false);
  92243. return event;
  92244. };
  92245. /**
  92246. * @param {Vector3} origin the of the vortex
  92247. * @param {number} radius the radius of the vortex
  92248. * @param {number} strength the strength of the vortex
  92249. * @param {number} height the height of the vortex
  92250. */
  92251. PhysicsHelper.prototype.vortex = function (origin, radius, strength, height) {
  92252. if (!this._physicsEngine) {
  92253. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  92254. return null;
  92255. }
  92256. if (this._physicsEngine.getImpostors().length === 0) {
  92257. return null;
  92258. }
  92259. var event = new PhysicsVortexEvent(this._scene, origin, radius, strength, height);
  92260. event.dispose(false);
  92261. return event;
  92262. };
  92263. return PhysicsHelper;
  92264. }());
  92265. BABYLON.PhysicsHelper = PhysicsHelper;
  92266. /***** Radial explosion *****/
  92267. var PhysicsRadialExplosionEvent = /** @class */ (function () {
  92268. function PhysicsRadialExplosionEvent(scene) {
  92269. this._sphereOptions = { segments: 32, diameter: 1 }; // TODO: make configurable
  92270. this._rays = [];
  92271. this._dataFetched = false; // check if the data has been fetched. If not, do cleanup
  92272. this._scene = scene;
  92273. }
  92274. /**
  92275. * Returns the data related to the radial explosion event (sphere & rays).
  92276. * @returns {PhysicsRadialExplosionEventData}
  92277. */
  92278. PhysicsRadialExplosionEvent.prototype.getData = function () {
  92279. this._dataFetched = true;
  92280. return {
  92281. sphere: this._sphere,
  92282. rays: this._rays,
  92283. };
  92284. };
  92285. /**
  92286. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  92287. * @param impostor
  92288. * @param {Vector3} origin the origin of the explosion
  92289. * @param {number} radius the explosion radius
  92290. * @param {number} strength the explosion strength
  92291. * @param {PhysicsRadialImpulseFalloff} falloff possible options: Constant & Linear
  92292. * @returns {Nullable<PhysicsForceAndContactPoint>}
  92293. */
  92294. PhysicsRadialExplosionEvent.prototype.getImpostorForceAndContactPoint = function (impostor, origin, radius, strength, falloff) {
  92295. if (impostor.mass === 0) {
  92296. return null;
  92297. }
  92298. if (!this._intersectsWithSphere(impostor, origin, radius)) {
  92299. return null;
  92300. }
  92301. if (impostor.object.getClassName() !== 'Mesh' && impostor.object.getClassName() !== 'InstancedMesh') {
  92302. return null;
  92303. }
  92304. var impostorObjectCenter = impostor.getObjectCenter();
  92305. var direction = impostorObjectCenter.subtract(origin);
  92306. var ray = new BABYLON.Ray(origin, direction, radius);
  92307. this._rays.push(ray);
  92308. var hit = ray.intersectsMesh(impostor.object);
  92309. var contactPoint = hit.pickedPoint;
  92310. if (!contactPoint) {
  92311. return null;
  92312. }
  92313. var distanceFromOrigin = BABYLON.Vector3.Distance(origin, contactPoint);
  92314. if (distanceFromOrigin > radius) {
  92315. return null;
  92316. }
  92317. var multiplier = falloff === PhysicsRadialImpulseFalloff.Constant
  92318. ? strength
  92319. : strength * (1 - (distanceFromOrigin / radius));
  92320. var force = direction.multiplyByFloats(multiplier, multiplier, multiplier);
  92321. return { force: force, contactPoint: contactPoint };
  92322. };
  92323. /**
  92324. * Disposes the sphere.
  92325. * @param {bolean} force
  92326. */
  92327. PhysicsRadialExplosionEvent.prototype.dispose = function (force) {
  92328. var _this = this;
  92329. if (force === void 0) { force = true; }
  92330. if (force) {
  92331. this._sphere.dispose();
  92332. }
  92333. else {
  92334. setTimeout(function () {
  92335. if (!_this._dataFetched) {
  92336. _this._sphere.dispose();
  92337. }
  92338. }, 0);
  92339. }
  92340. };
  92341. /*** Helpers ***/
  92342. PhysicsRadialExplosionEvent.prototype._prepareSphere = function () {
  92343. if (!this._sphere) {
  92344. this._sphere = BABYLON.MeshBuilder.CreateSphere("radialExplosionEventSphere", this._sphereOptions, this._scene);
  92345. this._sphere.isVisible = false;
  92346. }
  92347. };
  92348. PhysicsRadialExplosionEvent.prototype._intersectsWithSphere = function (impostor, origin, radius) {
  92349. var impostorObject = impostor.object;
  92350. this._prepareSphere();
  92351. this._sphere.position = origin;
  92352. this._sphere.scaling = new BABYLON.Vector3(radius * 2, radius * 2, radius * 2);
  92353. this._sphere._updateBoundingInfo();
  92354. this._sphere.computeWorldMatrix(true);
  92355. return this._sphere.intersectsMesh(impostorObject, true);
  92356. };
  92357. return PhysicsRadialExplosionEvent;
  92358. }());
  92359. BABYLON.PhysicsRadialExplosionEvent = PhysicsRadialExplosionEvent;
  92360. /***** Gravitational Field *****/
  92361. var PhysicsGravitationalFieldEvent = /** @class */ (function () {
  92362. function PhysicsGravitationalFieldEvent(physicsHelper, scene, origin, radius, strength, falloff) {
  92363. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  92364. this._dataFetched = false; // check if the has been fetched the data. If not, do cleanup
  92365. this._physicsHelper = physicsHelper;
  92366. this._scene = scene;
  92367. this._origin = origin;
  92368. this._radius = radius;
  92369. this._strength = strength;
  92370. this._falloff = falloff;
  92371. this._tickCallback = this._tick.bind(this);
  92372. }
  92373. /**
  92374. * Returns the data related to the gravitational field event (sphere).
  92375. * @returns {PhysicsGravitationalFieldEventData}
  92376. */
  92377. PhysicsGravitationalFieldEvent.prototype.getData = function () {
  92378. this._dataFetched = true;
  92379. return {
  92380. sphere: this._sphere,
  92381. };
  92382. };
  92383. /**
  92384. * Enables the gravitational field.
  92385. */
  92386. PhysicsGravitationalFieldEvent.prototype.enable = function () {
  92387. this._tickCallback.call(this);
  92388. this._scene.registerBeforeRender(this._tickCallback);
  92389. };
  92390. /**
  92391. * Disables the gravitational field.
  92392. */
  92393. PhysicsGravitationalFieldEvent.prototype.disable = function () {
  92394. this._scene.unregisterBeforeRender(this._tickCallback);
  92395. };
  92396. /**
  92397. * Disposes the sphere.
  92398. * @param {bolean} force
  92399. */
  92400. PhysicsGravitationalFieldEvent.prototype.dispose = function (force) {
  92401. var _this = this;
  92402. if (force === void 0) { force = true; }
  92403. if (force) {
  92404. this._sphere.dispose();
  92405. }
  92406. else {
  92407. setTimeout(function () {
  92408. if (!_this._dataFetched) {
  92409. _this._sphere.dispose();
  92410. }
  92411. }, 0);
  92412. }
  92413. };
  92414. PhysicsGravitationalFieldEvent.prototype._tick = function () {
  92415. // Since the params won't change, we fetch the event only once
  92416. if (this._sphere) {
  92417. this._physicsHelper.applyRadialExplosionForce(this._origin, this._radius, this._strength * -1, this._falloff);
  92418. }
  92419. else {
  92420. var radialExplosionEvent = this._physicsHelper.applyRadialExplosionForce(this._origin, this._radius, this._strength * -1, this._falloff);
  92421. if (radialExplosionEvent) {
  92422. this._sphere = radialExplosionEvent.getData().sphere.clone('radialExplosionEventSphereClone');
  92423. }
  92424. }
  92425. };
  92426. return PhysicsGravitationalFieldEvent;
  92427. }());
  92428. BABYLON.PhysicsGravitationalFieldEvent = PhysicsGravitationalFieldEvent;
  92429. /***** Updraft *****/
  92430. var PhysicsUpdraftEvent = /** @class */ (function () {
  92431. function PhysicsUpdraftEvent(_scene, _origin, _radius, _strength, _height, _updraftMode) {
  92432. this._scene = _scene;
  92433. this._origin = _origin;
  92434. this._radius = _radius;
  92435. this._strength = _strength;
  92436. this._height = _height;
  92437. this._updraftMode = _updraftMode;
  92438. this._originTop = BABYLON.Vector3.Zero(); // the most upper part of the cylinder
  92439. this._originDirection = BABYLON.Vector3.Zero(); // used if the updraftMode is perpendicular
  92440. this._cylinderPosition = BABYLON.Vector3.Zero(); // to keep the cylinders position, because normally the origin is in the center and not on the bottom
  92441. this._dataFetched = false; // check if the has been fetched the data. If not, do cleanup
  92442. this._physicsEngine = this._scene.getPhysicsEngine();
  92443. this._origin.addToRef(new BABYLON.Vector3(0, this._height / 2, 0), this._cylinderPosition);
  92444. this._origin.addToRef(new BABYLON.Vector3(0, this._height, 0), this._originTop);
  92445. if (this._updraftMode === PhysicsUpdraftMode.Perpendicular) {
  92446. this._originDirection = this._origin.subtract(this._originTop).normalize();
  92447. }
  92448. this._tickCallback = this._tick.bind(this);
  92449. }
  92450. /**
  92451. * Returns the data related to the updraft event (cylinder).
  92452. * @returns {PhysicsUpdraftEventData}
  92453. */
  92454. PhysicsUpdraftEvent.prototype.getData = function () {
  92455. this._dataFetched = true;
  92456. return {
  92457. cylinder: this._cylinder,
  92458. };
  92459. };
  92460. /**
  92461. * Enables the updraft.
  92462. */
  92463. PhysicsUpdraftEvent.prototype.enable = function () {
  92464. this._tickCallback.call(this);
  92465. this._scene.registerBeforeRender(this._tickCallback);
  92466. };
  92467. /**
  92468. * Disables the cortex.
  92469. */
  92470. PhysicsUpdraftEvent.prototype.disable = function () {
  92471. this._scene.unregisterBeforeRender(this._tickCallback);
  92472. };
  92473. /**
  92474. * Disposes the sphere.
  92475. * @param {bolean} force
  92476. */
  92477. PhysicsUpdraftEvent.prototype.dispose = function (force) {
  92478. var _this = this;
  92479. if (force === void 0) { force = true; }
  92480. if (force) {
  92481. this._cylinder.dispose();
  92482. }
  92483. else {
  92484. setTimeout(function () {
  92485. if (!_this._dataFetched) {
  92486. _this._cylinder.dispose();
  92487. }
  92488. }, 0);
  92489. }
  92490. };
  92491. PhysicsUpdraftEvent.prototype.getImpostorForceAndContactPoint = function (impostor) {
  92492. if (impostor.mass === 0) {
  92493. return null;
  92494. }
  92495. if (!this._intersectsWithCylinder(impostor)) {
  92496. return null;
  92497. }
  92498. var impostorObjectCenter = impostor.getObjectCenter();
  92499. if (this._updraftMode === PhysicsUpdraftMode.Perpendicular) {
  92500. var direction = this._originDirection;
  92501. }
  92502. else {
  92503. var direction = impostorObjectCenter.subtract(this._originTop);
  92504. }
  92505. var multiplier = this._strength * -1;
  92506. var force = direction.multiplyByFloats(multiplier, multiplier, multiplier);
  92507. return { force: force, contactPoint: impostorObjectCenter };
  92508. };
  92509. PhysicsUpdraftEvent.prototype._tick = function () {
  92510. var _this = this;
  92511. this._physicsEngine.getImpostors().forEach(function (impostor) {
  92512. var impostorForceAndContactPoint = _this.getImpostorForceAndContactPoint(impostor);
  92513. if (!impostorForceAndContactPoint) {
  92514. return;
  92515. }
  92516. impostor.applyForce(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  92517. });
  92518. };
  92519. /*** Helpers ***/
  92520. PhysicsUpdraftEvent.prototype._prepareCylinder = function () {
  92521. if (!this._cylinder) {
  92522. this._cylinder = BABYLON.MeshBuilder.CreateCylinder("updraftEventCylinder", {
  92523. height: this._height,
  92524. diameter: this._radius * 2,
  92525. }, this._scene);
  92526. this._cylinder.isVisible = false;
  92527. }
  92528. };
  92529. PhysicsUpdraftEvent.prototype._intersectsWithCylinder = function (impostor) {
  92530. var impostorObject = impostor.object;
  92531. this._prepareCylinder();
  92532. this._cylinder.position = this._cylinderPosition;
  92533. return this._cylinder.intersectsMesh(impostorObject, true);
  92534. };
  92535. return PhysicsUpdraftEvent;
  92536. }());
  92537. BABYLON.PhysicsUpdraftEvent = PhysicsUpdraftEvent;
  92538. /***** Vortex *****/
  92539. var PhysicsVortexEvent = /** @class */ (function () {
  92540. function PhysicsVortexEvent(_scene, _origin, _radius, _strength, _height) {
  92541. this._scene = _scene;
  92542. this._origin = _origin;
  92543. this._radius = _radius;
  92544. this._strength = _strength;
  92545. this._height = _height;
  92546. this._originTop = BABYLON.Vector3.Zero(); // the most upper part of the cylinder
  92547. this._centripetalForceThreshold = 0.7; // at which distance, relative to the radius the centripetal forces should kick in
  92548. this._updraftMultiplier = 0.02;
  92549. this._cylinderPosition = BABYLON.Vector3.Zero(); // to keep the cylinders position, because normally the origin is in the center and not on the bottom
  92550. this._dataFetched = false; // check if the has been fetched the data. If not, do cleanup
  92551. this._physicsEngine = this._scene.getPhysicsEngine();
  92552. this._origin.addToRef(new BABYLON.Vector3(0, this._height / 2, 0), this._cylinderPosition);
  92553. this._origin.addToRef(new BABYLON.Vector3(0, this._height, 0), this._originTop);
  92554. this._tickCallback = this._tick.bind(this);
  92555. }
  92556. /**
  92557. * Returns the data related to the vortex event (cylinder).
  92558. * @returns {PhysicsVortexEventData}
  92559. */
  92560. PhysicsVortexEvent.prototype.getData = function () {
  92561. this._dataFetched = true;
  92562. return {
  92563. cylinder: this._cylinder,
  92564. };
  92565. };
  92566. /**
  92567. * Enables the vortex.
  92568. */
  92569. PhysicsVortexEvent.prototype.enable = function () {
  92570. this._tickCallback.call(this);
  92571. this._scene.registerBeforeRender(this._tickCallback);
  92572. };
  92573. /**
  92574. * Disables the cortex.
  92575. */
  92576. PhysicsVortexEvent.prototype.disable = function () {
  92577. this._scene.unregisterBeforeRender(this._tickCallback);
  92578. };
  92579. /**
  92580. * Disposes the sphere.
  92581. * @param {bolean} force
  92582. */
  92583. PhysicsVortexEvent.prototype.dispose = function (force) {
  92584. var _this = this;
  92585. if (force === void 0) { force = true; }
  92586. if (force) {
  92587. this._cylinder.dispose();
  92588. }
  92589. else {
  92590. setTimeout(function () {
  92591. if (!_this._dataFetched) {
  92592. _this._cylinder.dispose();
  92593. }
  92594. }, 0);
  92595. }
  92596. };
  92597. PhysicsVortexEvent.prototype.getImpostorForceAndContactPoint = function (impostor) {
  92598. if (impostor.mass === 0) {
  92599. return null;
  92600. }
  92601. if (!this._intersectsWithCylinder(impostor)) {
  92602. return null;
  92603. }
  92604. if (impostor.object.getClassName() !== 'Mesh' && impostor.object.getClassName() !== 'InstancedMesh') {
  92605. return null;
  92606. }
  92607. var impostorObjectCenter = impostor.getObjectCenter();
  92608. 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)
  92609. var originToImpostorDirection = impostorObjectCenter.subtract(originOnPlane);
  92610. var ray = new BABYLON.Ray(originOnPlane, originToImpostorDirection, this._radius);
  92611. var hit = ray.intersectsMesh(impostor.object);
  92612. var contactPoint = hit.pickedPoint;
  92613. if (!contactPoint) {
  92614. return null;
  92615. }
  92616. var absoluteDistanceFromOrigin = hit.distance / this._radius;
  92617. var perpendicularDirection = BABYLON.Vector3.Cross(originOnPlane, impostorObjectCenter).normalize();
  92618. var directionToOrigin = contactPoint.normalize();
  92619. if (absoluteDistanceFromOrigin > this._centripetalForceThreshold) {
  92620. directionToOrigin = directionToOrigin.negate();
  92621. }
  92622. // TODO: find a more physically based solution
  92623. if (absoluteDistanceFromOrigin > this._centripetalForceThreshold) {
  92624. var forceX = directionToOrigin.x * this._strength / 8;
  92625. var forceY = directionToOrigin.y * this._updraftMultiplier;
  92626. var forceZ = directionToOrigin.z * this._strength / 8;
  92627. }
  92628. else {
  92629. var forceX = (perpendicularDirection.x + directionToOrigin.x) / 2;
  92630. var forceY = this._originTop.y * this._updraftMultiplier;
  92631. var forceZ = (perpendicularDirection.z + directionToOrigin.z) / 2;
  92632. }
  92633. var force = new BABYLON.Vector3(forceX, forceY, forceZ);
  92634. force = force.multiplyByFloats(this._strength, this._strength, this._strength);
  92635. return { force: force, contactPoint: impostorObjectCenter };
  92636. };
  92637. PhysicsVortexEvent.prototype._tick = function () {
  92638. var _this = this;
  92639. this._physicsEngine.getImpostors().forEach(function (impostor) {
  92640. var impostorForceAndContactPoint = _this.getImpostorForceAndContactPoint(impostor);
  92641. if (!impostorForceAndContactPoint) {
  92642. return;
  92643. }
  92644. impostor.applyForce(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  92645. });
  92646. };
  92647. /*** Helpers ***/
  92648. PhysicsVortexEvent.prototype._prepareCylinder = function () {
  92649. if (!this._cylinder) {
  92650. this._cylinder = BABYLON.MeshBuilder.CreateCylinder("vortexEventCylinder", {
  92651. height: this._height,
  92652. diameter: this._radius * 2,
  92653. }, this._scene);
  92654. this._cylinder.isVisible = false;
  92655. }
  92656. };
  92657. PhysicsVortexEvent.prototype._intersectsWithCylinder = function (impostor) {
  92658. var impostorObject = impostor.object;
  92659. this._prepareCylinder();
  92660. this._cylinder.position = this._cylinderPosition;
  92661. return this._cylinder.intersectsMesh(impostorObject, true);
  92662. };
  92663. return PhysicsVortexEvent;
  92664. }());
  92665. BABYLON.PhysicsVortexEvent = PhysicsVortexEvent;
  92666. /***** Enums *****/
  92667. /**
  92668. * The strenght of the force in correspondence to the distance of the affected object
  92669. */
  92670. var PhysicsRadialImpulseFalloff;
  92671. (function (PhysicsRadialImpulseFalloff) {
  92672. /** Defines that impulse is constant in strength across it's whole radius */
  92673. PhysicsRadialImpulseFalloff[PhysicsRadialImpulseFalloff["Constant"] = 0] = "Constant";
  92674. /** DEfines that impulse gets weaker if it's further from the origin */
  92675. PhysicsRadialImpulseFalloff[PhysicsRadialImpulseFalloff["Linear"] = 1] = "Linear";
  92676. })(PhysicsRadialImpulseFalloff = BABYLON.PhysicsRadialImpulseFalloff || (BABYLON.PhysicsRadialImpulseFalloff = {}));
  92677. /**
  92678. * The strenght of the force in correspondence to the distance of the affected object
  92679. */
  92680. var PhysicsUpdraftMode;
  92681. (function (PhysicsUpdraftMode) {
  92682. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  92683. PhysicsUpdraftMode[PhysicsUpdraftMode["Center"] = 0] = "Center";
  92684. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  92685. PhysicsUpdraftMode[PhysicsUpdraftMode["Perpendicular"] = 1] = "Perpendicular";
  92686. })(PhysicsUpdraftMode = BABYLON.PhysicsUpdraftMode || (BABYLON.PhysicsUpdraftMode = {}));
  92687. })(BABYLON || (BABYLON = {}));
  92688. //# sourceMappingURL=babylon.physicsHelper.js.map
  92689. var BABYLON;
  92690. (function (BABYLON) {
  92691. /** @hidden */
  92692. var CannonJSPlugin = /** @class */ (function () {
  92693. function CannonJSPlugin(_useDeltaForWorldStep, iterations) {
  92694. if (_useDeltaForWorldStep === void 0) { _useDeltaForWorldStep = true; }
  92695. if (iterations === void 0) { iterations = 10; }
  92696. this._useDeltaForWorldStep = _useDeltaForWorldStep;
  92697. this.name = "CannonJSPlugin";
  92698. this._physicsMaterials = new Array();
  92699. this._fixedTimeStep = 1 / 60;
  92700. //See https://github.com/schteppe/CANNON.js/blob/gh-pages/demos/collisionFilter.html
  92701. this.BJSCANNON = CANNON;
  92702. this._minus90X = new BABYLON.Quaternion(-0.7071067811865475, 0, 0, 0.7071067811865475);
  92703. this._plus90X = new BABYLON.Quaternion(0.7071067811865475, 0, 0, 0.7071067811865475);
  92704. this._tmpPosition = BABYLON.Vector3.Zero();
  92705. this._tmpDeltaPosition = BABYLON.Vector3.Zero();
  92706. this._tmpUnityRotation = new BABYLON.Quaternion();
  92707. if (!this.isSupported()) {
  92708. BABYLON.Tools.Error("CannonJS is not available. Please make sure you included the js file.");
  92709. return;
  92710. }
  92711. this._extendNamespace();
  92712. this.world = new this.BJSCANNON.World();
  92713. this.world.broadphase = new this.BJSCANNON.NaiveBroadphase();
  92714. this.world.solver.iterations = iterations;
  92715. }
  92716. CannonJSPlugin.prototype.setGravity = function (gravity) {
  92717. this.world.gravity.copy(gravity);
  92718. };
  92719. CannonJSPlugin.prototype.setTimeStep = function (timeStep) {
  92720. this._fixedTimeStep = timeStep;
  92721. };
  92722. CannonJSPlugin.prototype.getTimeStep = function () {
  92723. return this._fixedTimeStep;
  92724. };
  92725. CannonJSPlugin.prototype.executeStep = function (delta, impostors) {
  92726. this.world.step(this._fixedTimeStep, this._useDeltaForWorldStep ? delta : 0, 3);
  92727. };
  92728. CannonJSPlugin.prototype.applyImpulse = function (impostor, force, contactPoint) {
  92729. var worldPoint = new this.BJSCANNON.Vec3(contactPoint.x, contactPoint.y, contactPoint.z);
  92730. var impulse = new this.BJSCANNON.Vec3(force.x, force.y, force.z);
  92731. impostor.physicsBody.applyImpulse(impulse, worldPoint);
  92732. };
  92733. CannonJSPlugin.prototype.applyForce = function (impostor, force, contactPoint) {
  92734. var worldPoint = new this.BJSCANNON.Vec3(contactPoint.x, contactPoint.y, contactPoint.z);
  92735. var impulse = new this.BJSCANNON.Vec3(force.x, force.y, force.z);
  92736. impostor.physicsBody.applyForce(impulse, worldPoint);
  92737. };
  92738. CannonJSPlugin.prototype.generatePhysicsBody = function (impostor) {
  92739. //parent-child relationship. Does this impostor has a parent impostor?
  92740. if (impostor.parent) {
  92741. if (impostor.physicsBody) {
  92742. this.removePhysicsBody(impostor);
  92743. //TODO is that needed?
  92744. impostor.forceUpdate();
  92745. }
  92746. return;
  92747. }
  92748. //should a new body be created for this impostor?
  92749. if (impostor.isBodyInitRequired()) {
  92750. var shape = this._createShape(impostor);
  92751. //unregister events, if body is being changed
  92752. var oldBody = impostor.physicsBody;
  92753. if (oldBody) {
  92754. this.removePhysicsBody(impostor);
  92755. }
  92756. //create the body and material
  92757. var material = this._addMaterial("mat-" + impostor.uniqueId, impostor.getParam("friction"), impostor.getParam("restitution"));
  92758. var bodyCreationObject = {
  92759. mass: impostor.getParam("mass"),
  92760. material: material
  92761. };
  92762. // A simple extend, in case native options were used.
  92763. var nativeOptions = impostor.getParam("nativeOptions");
  92764. for (var key in nativeOptions) {
  92765. if (nativeOptions.hasOwnProperty(key)) {
  92766. bodyCreationObject[key] = nativeOptions[key];
  92767. }
  92768. }
  92769. impostor.physicsBody = new this.BJSCANNON.Body(bodyCreationObject);
  92770. impostor.physicsBody.addEventListener("collide", impostor.onCollide);
  92771. this.world.addEventListener("preStep", impostor.beforeStep);
  92772. this.world.addEventListener("postStep", impostor.afterStep);
  92773. impostor.physicsBody.addShape(shape);
  92774. this.world.add(impostor.physicsBody);
  92775. //try to keep the body moving in the right direction by taking old properties.
  92776. //Should be tested!
  92777. if (oldBody) {
  92778. ['force', 'torque', 'velocity', 'angularVelocity'].forEach(function (param) {
  92779. impostor.physicsBody[param].copy(oldBody[param]);
  92780. });
  92781. }
  92782. this._processChildMeshes(impostor);
  92783. }
  92784. //now update the body's transformation
  92785. this._updatePhysicsBodyTransformation(impostor);
  92786. };
  92787. CannonJSPlugin.prototype._processChildMeshes = function (mainImpostor) {
  92788. var _this = this;
  92789. var meshChildren = mainImpostor.object.getChildMeshes ? mainImpostor.object.getChildMeshes(true) : [];
  92790. var currentRotation = mainImpostor.object.rotationQuaternion;
  92791. if (meshChildren.length) {
  92792. var processMesh = function (localPosition, mesh) {
  92793. if (!currentRotation || !mesh.rotationQuaternion) {
  92794. return;
  92795. }
  92796. var childImpostor = mesh.getPhysicsImpostor();
  92797. if (childImpostor) {
  92798. var parent = childImpostor.parent;
  92799. if (parent !== mainImpostor) {
  92800. var pPosition = mesh.getAbsolutePosition().subtract(mainImpostor.object.getAbsolutePosition());
  92801. var localRotation = mesh.rotationQuaternion.multiply(BABYLON.Quaternion.Inverse(currentRotation));
  92802. if (childImpostor.physicsBody) {
  92803. _this.removePhysicsBody(childImpostor);
  92804. childImpostor.physicsBody = null;
  92805. }
  92806. childImpostor.parent = mainImpostor;
  92807. childImpostor.resetUpdateFlags();
  92808. 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));
  92809. //Add the mass of the children.
  92810. mainImpostor.physicsBody.mass += childImpostor.getParam("mass");
  92811. }
  92812. }
  92813. currentRotation.multiplyInPlace(mesh.rotationQuaternion);
  92814. mesh.getChildMeshes(true).filter(function (m) { return !!m.physicsImpostor; }).forEach(processMesh.bind(_this, mesh.getAbsolutePosition()));
  92815. };
  92816. meshChildren.filter(function (m) { return !!m.physicsImpostor; }).forEach(processMesh.bind(this, mainImpostor.object.getAbsolutePosition()));
  92817. }
  92818. };
  92819. CannonJSPlugin.prototype.removePhysicsBody = function (impostor) {
  92820. impostor.physicsBody.removeEventListener("collide", impostor.onCollide);
  92821. this.world.removeEventListener("preStep", impostor.beforeStep);
  92822. this.world.removeEventListener("postStep", impostor.afterStep);
  92823. this.world.remove(impostor.physicsBody);
  92824. };
  92825. CannonJSPlugin.prototype.generateJoint = function (impostorJoint) {
  92826. var mainBody = impostorJoint.mainImpostor.physicsBody;
  92827. var connectedBody = impostorJoint.connectedImpostor.physicsBody;
  92828. if (!mainBody || !connectedBody) {
  92829. return;
  92830. }
  92831. var constraint;
  92832. var jointData = impostorJoint.joint.jointData;
  92833. //TODO - https://github.com/schteppe/this.BJSCANNON.js/blob/gh-pages/demos/collisionFilter.html
  92834. var constraintData = {
  92835. pivotA: jointData.mainPivot ? new this.BJSCANNON.Vec3().copy(jointData.mainPivot) : null,
  92836. pivotB: jointData.connectedPivot ? new this.BJSCANNON.Vec3().copy(jointData.connectedPivot) : null,
  92837. axisA: jointData.mainAxis ? new this.BJSCANNON.Vec3().copy(jointData.mainAxis) : null,
  92838. axisB: jointData.connectedAxis ? new this.BJSCANNON.Vec3().copy(jointData.connectedAxis) : null,
  92839. maxForce: jointData.nativeParams.maxForce,
  92840. collideConnected: !!jointData.collision
  92841. };
  92842. switch (impostorJoint.joint.type) {
  92843. case BABYLON.PhysicsJoint.HingeJoint:
  92844. case BABYLON.PhysicsJoint.Hinge2Joint:
  92845. constraint = new this.BJSCANNON.HingeConstraint(mainBody, connectedBody, constraintData);
  92846. break;
  92847. case BABYLON.PhysicsJoint.DistanceJoint:
  92848. constraint = new this.BJSCANNON.DistanceConstraint(mainBody, connectedBody, jointData.maxDistance || 2);
  92849. break;
  92850. case BABYLON.PhysicsJoint.SpringJoint:
  92851. var springData = jointData;
  92852. constraint = new this.BJSCANNON.Spring(mainBody, connectedBody, {
  92853. restLength: springData.length,
  92854. stiffness: springData.stiffness,
  92855. damping: springData.damping,
  92856. localAnchorA: constraintData.pivotA,
  92857. localAnchorB: constraintData.pivotB
  92858. });
  92859. break;
  92860. case BABYLON.PhysicsJoint.LockJoint:
  92861. constraint = new this.BJSCANNON.LockConstraint(mainBody, connectedBody, constraintData);
  92862. break;
  92863. case BABYLON.PhysicsJoint.PointToPointJoint:
  92864. case BABYLON.PhysicsJoint.BallAndSocketJoint:
  92865. default:
  92866. constraint = new this.BJSCANNON.PointToPointConstraint(mainBody, constraintData.pivotA, connectedBody, constraintData.pivotA, constraintData.maxForce);
  92867. break;
  92868. }
  92869. //set the collideConnected flag after the creation, since DistanceJoint ignores it.
  92870. constraint.collideConnected = !!jointData.collision;
  92871. impostorJoint.joint.physicsJoint = constraint;
  92872. //don't add spring as constraint, as it is not one.
  92873. if (impostorJoint.joint.type !== BABYLON.PhysicsJoint.SpringJoint) {
  92874. this.world.addConstraint(constraint);
  92875. }
  92876. else {
  92877. impostorJoint.joint.jointData.forceApplicationCallback = impostorJoint.joint.jointData.forceApplicationCallback || function () {
  92878. constraint.applyForce();
  92879. };
  92880. impostorJoint.mainImpostor.registerAfterPhysicsStep(impostorJoint.joint.jointData.forceApplicationCallback);
  92881. }
  92882. };
  92883. CannonJSPlugin.prototype.removeJoint = function (impostorJoint) {
  92884. if (impostorJoint.joint.type !== BABYLON.PhysicsJoint.SpringJoint) {
  92885. this.world.removeConstraint(impostorJoint.joint.physicsJoint);
  92886. }
  92887. else {
  92888. impostorJoint.mainImpostor.unregisterAfterPhysicsStep(impostorJoint.joint.jointData.forceApplicationCallback);
  92889. }
  92890. };
  92891. CannonJSPlugin.prototype._addMaterial = function (name, friction, restitution) {
  92892. var index;
  92893. var mat;
  92894. for (index = 0; index < this._physicsMaterials.length; index++) {
  92895. mat = this._physicsMaterials[index];
  92896. if (mat.friction === friction && mat.restitution === restitution) {
  92897. return mat;
  92898. }
  92899. }
  92900. var currentMat = new this.BJSCANNON.Material(name);
  92901. currentMat.friction = friction;
  92902. currentMat.restitution = restitution;
  92903. this._physicsMaterials.push(currentMat);
  92904. return currentMat;
  92905. };
  92906. CannonJSPlugin.prototype._checkWithEpsilon = function (value) {
  92907. return value < BABYLON.PhysicsEngine.Epsilon ? BABYLON.PhysicsEngine.Epsilon : value;
  92908. };
  92909. CannonJSPlugin.prototype._createShape = function (impostor) {
  92910. var object = impostor.object;
  92911. var returnValue;
  92912. var extendSize = impostor.getObjectExtendSize();
  92913. switch (impostor.type) {
  92914. case BABYLON.PhysicsImpostor.SphereImpostor:
  92915. var radiusX = extendSize.x;
  92916. var radiusY = extendSize.y;
  92917. var radiusZ = extendSize.z;
  92918. returnValue = new this.BJSCANNON.Sphere(Math.max(this._checkWithEpsilon(radiusX), this._checkWithEpsilon(radiusY), this._checkWithEpsilon(radiusZ)) / 2);
  92919. break;
  92920. //TMP also for cylinder - TODO Cannon supports cylinder natively.
  92921. case BABYLON.PhysicsImpostor.CylinderImpostor:
  92922. returnValue = new this.BJSCANNON.Cylinder(this._checkWithEpsilon(extendSize.x) / 2, this._checkWithEpsilon(extendSize.x) / 2, this._checkWithEpsilon(extendSize.y), 16);
  92923. break;
  92924. case BABYLON.PhysicsImpostor.BoxImpostor:
  92925. var box = extendSize.scale(0.5);
  92926. returnValue = new this.BJSCANNON.Box(new this.BJSCANNON.Vec3(this._checkWithEpsilon(box.x), this._checkWithEpsilon(box.y), this._checkWithEpsilon(box.z)));
  92927. break;
  92928. case BABYLON.PhysicsImpostor.PlaneImpostor:
  92929. BABYLON.Tools.Warn("Attention, PlaneImposter might not behave as you expect. Consider using BoxImposter instead");
  92930. returnValue = new this.BJSCANNON.Plane();
  92931. break;
  92932. case BABYLON.PhysicsImpostor.MeshImpostor:
  92933. // should transform the vertex data to world coordinates!!
  92934. var rawVerts = object.getVerticesData ? object.getVerticesData(BABYLON.VertexBuffer.PositionKind) : [];
  92935. var rawFaces = object.getIndices ? object.getIndices() : [];
  92936. if (!rawVerts)
  92937. return;
  92938. // get only scale! so the object could transform correctly.
  92939. var oldPosition = object.position.clone();
  92940. var oldRotation = object.rotation && object.rotation.clone();
  92941. var oldQuaternion = object.rotationQuaternion && object.rotationQuaternion.clone();
  92942. object.position.copyFromFloats(0, 0, 0);
  92943. object.rotation && object.rotation.copyFromFloats(0, 0, 0);
  92944. object.rotationQuaternion && object.rotationQuaternion.copyFrom(impostor.getParentsRotation());
  92945. object.rotationQuaternion && object.parent && object.rotationQuaternion.conjugateInPlace();
  92946. var transform = object.computeWorldMatrix(true);
  92947. // convert rawVerts to object space
  92948. var temp = new Array();
  92949. var index;
  92950. for (index = 0; index < rawVerts.length; index += 3) {
  92951. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(rawVerts, index), transform).toArray(temp, index);
  92952. }
  92953. BABYLON.Tools.Warn("MeshImpostor only collides against spheres.");
  92954. returnValue = new this.BJSCANNON.Trimesh(temp, rawFaces);
  92955. //now set back the transformation!
  92956. object.position.copyFrom(oldPosition);
  92957. oldRotation && object.rotation && object.rotation.copyFrom(oldRotation);
  92958. oldQuaternion && object.rotationQuaternion && object.rotationQuaternion.copyFrom(oldQuaternion);
  92959. break;
  92960. case BABYLON.PhysicsImpostor.HeightmapImpostor:
  92961. var oldPosition2 = object.position.clone();
  92962. var oldRotation2 = object.rotation && object.rotation.clone();
  92963. var oldQuaternion2 = object.rotationQuaternion && object.rotationQuaternion.clone();
  92964. object.position.copyFromFloats(0, 0, 0);
  92965. object.rotation && object.rotation.copyFromFloats(0, 0, 0);
  92966. object.rotationQuaternion && object.rotationQuaternion.copyFrom(impostor.getParentsRotation());
  92967. object.rotationQuaternion && object.parent && object.rotationQuaternion.conjugateInPlace();
  92968. object.rotationQuaternion && object.rotationQuaternion.multiplyInPlace(this._minus90X);
  92969. returnValue = this._createHeightmap(object);
  92970. object.position.copyFrom(oldPosition2);
  92971. oldRotation2 && object.rotation && object.rotation.copyFrom(oldRotation2);
  92972. oldQuaternion2 && object.rotationQuaternion && object.rotationQuaternion.copyFrom(oldQuaternion2);
  92973. object.computeWorldMatrix(true);
  92974. break;
  92975. case BABYLON.PhysicsImpostor.ParticleImpostor:
  92976. returnValue = new this.BJSCANNON.Particle();
  92977. break;
  92978. }
  92979. return returnValue;
  92980. };
  92981. CannonJSPlugin.prototype._createHeightmap = function (object, pointDepth) {
  92982. var pos = (object.getVerticesData(BABYLON.VertexBuffer.PositionKind));
  92983. var transform = object.computeWorldMatrix(true);
  92984. // convert rawVerts to object space
  92985. var temp = new Array();
  92986. var index;
  92987. for (index = 0; index < pos.length; index += 3) {
  92988. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(pos, index), transform).toArray(temp, index);
  92989. }
  92990. pos = temp;
  92991. var matrix = new Array();
  92992. //For now pointDepth will not be used and will be automatically calculated.
  92993. //Future reference - try and find the best place to add a reference to the pointDepth variable.
  92994. var arraySize = pointDepth || ~~(Math.sqrt(pos.length / 3) - 1);
  92995. var boundingInfo = object.getBoundingInfo();
  92996. var dim = Math.min(boundingInfo.boundingBox.extendSizeWorld.x, boundingInfo.boundingBox.extendSizeWorld.y);
  92997. var minY = boundingInfo.boundingBox.extendSizeWorld.z;
  92998. var elementSize = dim * 2 / arraySize;
  92999. for (var i = 0; i < pos.length; i = i + 3) {
  93000. var x = Math.round((pos[i + 0]) / elementSize + arraySize / 2);
  93001. var z = Math.round(((pos[i + 1]) / elementSize - arraySize / 2) * -1);
  93002. var y = -pos[i + 2] + minY;
  93003. if (!matrix[x]) {
  93004. matrix[x] = [];
  93005. }
  93006. if (!matrix[x][z]) {
  93007. matrix[x][z] = y;
  93008. }
  93009. matrix[x][z] = Math.max(y, matrix[x][z]);
  93010. }
  93011. for (var x = 0; x <= arraySize; ++x) {
  93012. if (!matrix[x]) {
  93013. var loc = 1;
  93014. while (!matrix[(x + loc) % arraySize]) {
  93015. loc++;
  93016. }
  93017. matrix[x] = matrix[(x + loc) % arraySize].slice();
  93018. //console.log("missing x", x);
  93019. }
  93020. for (var z = 0; z <= arraySize; ++z) {
  93021. if (!matrix[x][z]) {
  93022. var loc = 1;
  93023. var newValue;
  93024. while (newValue === undefined) {
  93025. newValue = matrix[x][(z + loc++) % arraySize];
  93026. }
  93027. matrix[x][z] = newValue;
  93028. }
  93029. }
  93030. }
  93031. var shape = new this.BJSCANNON.Heightfield(matrix, {
  93032. elementSize: elementSize
  93033. });
  93034. //For future reference, needed for body transformation
  93035. shape.minY = minY;
  93036. return shape;
  93037. };
  93038. CannonJSPlugin.prototype._updatePhysicsBodyTransformation = function (impostor) {
  93039. var object = impostor.object;
  93040. //make sure it is updated...
  93041. object.computeWorldMatrix && object.computeWorldMatrix(true);
  93042. // The delta between the mesh position and the mesh bounding box center
  93043. var bInfo = object.getBoundingInfo();
  93044. if (!bInfo)
  93045. return;
  93046. var center = impostor.getObjectCenter();
  93047. //m.getAbsolutePosition().subtract(m.getBoundingInfo().boundingBox.centerWorld)
  93048. this._tmpDeltaPosition.copyFrom(object.getAbsolutePivotPoint().subtract(center));
  93049. this._tmpDeltaPosition.divideInPlace(impostor.object.scaling);
  93050. this._tmpPosition.copyFrom(center);
  93051. var quaternion = object.rotationQuaternion;
  93052. if (!quaternion) {
  93053. return;
  93054. }
  93055. //is shape is a plane or a heightmap, it must be rotated 90 degs in the X axis.
  93056. if (impostor.type === BABYLON.PhysicsImpostor.PlaneImpostor || impostor.type === BABYLON.PhysicsImpostor.HeightmapImpostor || impostor.type === BABYLON.PhysicsImpostor.CylinderImpostor) {
  93057. //-90 DEG in X, precalculated
  93058. quaternion = quaternion.multiply(this._minus90X);
  93059. //Invert! (Precalculated, 90 deg in X)
  93060. //No need to clone. this will never change.
  93061. impostor.setDeltaRotation(this._plus90X);
  93062. }
  93063. //If it is a heightfield, if should be centered.
  93064. if (impostor.type === BABYLON.PhysicsImpostor.HeightmapImpostor) {
  93065. var mesh = object;
  93066. var boundingInfo = mesh.getBoundingInfo();
  93067. //calculate the correct body position:
  93068. var rotationQuaternion = mesh.rotationQuaternion;
  93069. mesh.rotationQuaternion = this._tmpUnityRotation;
  93070. mesh.computeWorldMatrix(true);
  93071. //get original center with no rotation
  93072. var c = center.clone();
  93073. var oldPivot = mesh.getPivotMatrix() || BABYLON.Matrix.Translation(0, 0, 0);
  93074. //calculate the new center using a pivot (since this.BJSCANNON.js doesn't center height maps)
  93075. var p = BABYLON.Matrix.Translation(boundingInfo.boundingBox.extendSizeWorld.x, 0, -boundingInfo.boundingBox.extendSizeWorld.z);
  93076. mesh.setPreTransformMatrix(p);
  93077. mesh.computeWorldMatrix(true);
  93078. //calculate the translation
  93079. var translation = boundingInfo.boundingBox.centerWorld.subtract(center).subtract(mesh.position).negate();
  93080. this._tmpPosition.copyFromFloats(translation.x, translation.y - boundingInfo.boundingBox.extendSizeWorld.y, translation.z);
  93081. //add it inverted to the delta
  93082. this._tmpDeltaPosition.copyFrom(boundingInfo.boundingBox.centerWorld.subtract(c));
  93083. this._tmpDeltaPosition.y += boundingInfo.boundingBox.extendSizeWorld.y;
  93084. //rotation is back
  93085. mesh.rotationQuaternion = rotationQuaternion;
  93086. mesh.setPreTransformMatrix(oldPivot);
  93087. mesh.computeWorldMatrix(true);
  93088. }
  93089. else if (impostor.type === BABYLON.PhysicsImpostor.MeshImpostor) {
  93090. this._tmpDeltaPosition.copyFromFloats(0, 0, 0);
  93091. //this._tmpPosition.copyFrom(object.position);
  93092. }
  93093. impostor.setDeltaPosition(this._tmpDeltaPosition);
  93094. //Now update the impostor object
  93095. impostor.physicsBody.position.copy(this._tmpPosition);
  93096. impostor.physicsBody.quaternion.copy(quaternion);
  93097. };
  93098. CannonJSPlugin.prototype.setTransformationFromPhysicsBody = function (impostor) {
  93099. impostor.object.position.copyFrom(impostor.physicsBody.position);
  93100. if (impostor.object.rotationQuaternion) {
  93101. impostor.object.rotationQuaternion.copyFrom(impostor.physicsBody.quaternion);
  93102. }
  93103. };
  93104. CannonJSPlugin.prototype.setPhysicsBodyTransformation = function (impostor, newPosition, newRotation) {
  93105. impostor.physicsBody.position.copy(newPosition);
  93106. impostor.physicsBody.quaternion.copy(newRotation);
  93107. };
  93108. CannonJSPlugin.prototype.isSupported = function () {
  93109. return this.BJSCANNON !== undefined;
  93110. };
  93111. CannonJSPlugin.prototype.setLinearVelocity = function (impostor, velocity) {
  93112. impostor.physicsBody.velocity.copy(velocity);
  93113. };
  93114. CannonJSPlugin.prototype.setAngularVelocity = function (impostor, velocity) {
  93115. impostor.physicsBody.angularVelocity.copy(velocity);
  93116. };
  93117. CannonJSPlugin.prototype.getLinearVelocity = function (impostor) {
  93118. var v = impostor.physicsBody.velocity;
  93119. if (!v) {
  93120. return null;
  93121. }
  93122. return new BABYLON.Vector3(v.x, v.y, v.z);
  93123. };
  93124. CannonJSPlugin.prototype.getAngularVelocity = function (impostor) {
  93125. var v = impostor.physicsBody.angularVelocity;
  93126. if (!v) {
  93127. return null;
  93128. }
  93129. return new BABYLON.Vector3(v.x, v.y, v.z);
  93130. };
  93131. CannonJSPlugin.prototype.setBodyMass = function (impostor, mass) {
  93132. impostor.physicsBody.mass = mass;
  93133. impostor.physicsBody.updateMassProperties();
  93134. };
  93135. CannonJSPlugin.prototype.getBodyMass = function (impostor) {
  93136. return impostor.physicsBody.mass;
  93137. };
  93138. CannonJSPlugin.prototype.getBodyFriction = function (impostor) {
  93139. return impostor.physicsBody.material.friction;
  93140. };
  93141. CannonJSPlugin.prototype.setBodyFriction = function (impostor, friction) {
  93142. impostor.physicsBody.material.friction = friction;
  93143. };
  93144. CannonJSPlugin.prototype.getBodyRestitution = function (impostor) {
  93145. return impostor.physicsBody.material.restitution;
  93146. };
  93147. CannonJSPlugin.prototype.setBodyRestitution = function (impostor, restitution) {
  93148. impostor.physicsBody.material.restitution = restitution;
  93149. };
  93150. CannonJSPlugin.prototype.sleepBody = function (impostor) {
  93151. impostor.physicsBody.sleep();
  93152. };
  93153. CannonJSPlugin.prototype.wakeUpBody = function (impostor) {
  93154. impostor.physicsBody.wakeUp();
  93155. };
  93156. CannonJSPlugin.prototype.updateDistanceJoint = function (joint, maxDistance, minDistance) {
  93157. joint.physicsJoint.distance = maxDistance;
  93158. };
  93159. // private enableMotor(joint: IMotorEnabledJoint, motorIndex?: number) {
  93160. // if (!motorIndex) {
  93161. // joint.physicsJoint.enableMotor();
  93162. // }
  93163. // }
  93164. // private disableMotor(joint: IMotorEnabledJoint, motorIndex?: number) {
  93165. // if (!motorIndex) {
  93166. // joint.physicsJoint.disableMotor();
  93167. // }
  93168. // }
  93169. CannonJSPlugin.prototype.setMotor = function (joint, speed, maxForce, motorIndex) {
  93170. if (!motorIndex) {
  93171. joint.physicsJoint.enableMotor();
  93172. joint.physicsJoint.setMotorSpeed(speed);
  93173. if (maxForce) {
  93174. this.setLimit(joint, maxForce);
  93175. }
  93176. }
  93177. };
  93178. CannonJSPlugin.prototype.setLimit = function (joint, upperLimit, lowerLimit) {
  93179. joint.physicsJoint.motorEquation.maxForce = upperLimit;
  93180. joint.physicsJoint.motorEquation.minForce = lowerLimit === void 0 ? -upperLimit : lowerLimit;
  93181. };
  93182. CannonJSPlugin.prototype.syncMeshWithImpostor = function (mesh, impostor) {
  93183. var body = impostor.physicsBody;
  93184. mesh.position.x = body.position.x;
  93185. mesh.position.y = body.position.y;
  93186. mesh.position.z = body.position.z;
  93187. if (mesh.rotationQuaternion) {
  93188. mesh.rotationQuaternion.x = body.quaternion.x;
  93189. mesh.rotationQuaternion.y = body.quaternion.y;
  93190. mesh.rotationQuaternion.z = body.quaternion.z;
  93191. mesh.rotationQuaternion.w = body.quaternion.w;
  93192. }
  93193. };
  93194. CannonJSPlugin.prototype.getRadius = function (impostor) {
  93195. var shape = impostor.physicsBody.shapes[0];
  93196. return shape.boundingSphereRadius;
  93197. };
  93198. CannonJSPlugin.prototype.getBoxSizeToRef = function (impostor, result) {
  93199. var shape = impostor.physicsBody.shapes[0];
  93200. result.x = shape.halfExtents.x * 2;
  93201. result.y = shape.halfExtents.y * 2;
  93202. result.z = shape.halfExtents.z * 2;
  93203. };
  93204. CannonJSPlugin.prototype.dispose = function () {
  93205. };
  93206. CannonJSPlugin.prototype._extendNamespace = function () {
  93207. //this will force cannon to execute at least one step when using interpolation
  93208. var step_tmp1 = new this.BJSCANNON.Vec3();
  93209. var Engine = this.BJSCANNON;
  93210. this.BJSCANNON.World.prototype.step = function (dt, timeSinceLastCalled, maxSubSteps) {
  93211. maxSubSteps = maxSubSteps || 10;
  93212. timeSinceLastCalled = timeSinceLastCalled || 0;
  93213. if (timeSinceLastCalled === 0) {
  93214. this.internalStep(dt);
  93215. this.time += dt;
  93216. }
  93217. else {
  93218. var internalSteps = Math.floor((this.time + timeSinceLastCalled) / dt) - Math.floor(this.time / dt);
  93219. internalSteps = Math.min(internalSteps, maxSubSteps) || 1;
  93220. var t0 = performance.now();
  93221. for (var i = 0; i !== internalSteps; i++) {
  93222. this.internalStep(dt);
  93223. if (performance.now() - t0 > dt * 1000) {
  93224. break;
  93225. }
  93226. }
  93227. this.time += timeSinceLastCalled;
  93228. var h = this.time % dt;
  93229. var h_div_dt = h / dt;
  93230. var interpvelo = step_tmp1;
  93231. var bodies = this.bodies;
  93232. for (var j = 0; j !== bodies.length; j++) {
  93233. var b = bodies[j];
  93234. if (b.type !== Engine.Body.STATIC && b.sleepState !== Engine.Body.SLEEPING) {
  93235. b.position.vsub(b.previousPosition, interpvelo);
  93236. interpvelo.scale(h_div_dt, interpvelo);
  93237. b.position.vadd(interpvelo, b.interpolatedPosition);
  93238. }
  93239. else {
  93240. b.interpolatedPosition.copy(b.position);
  93241. b.interpolatedQuaternion.copy(b.quaternion);
  93242. }
  93243. }
  93244. }
  93245. };
  93246. };
  93247. return CannonJSPlugin;
  93248. }());
  93249. BABYLON.CannonJSPlugin = CannonJSPlugin;
  93250. })(BABYLON || (BABYLON = {}));
  93251. //# sourceMappingURL=babylon.cannonJSPlugin.js.map
  93252. var BABYLON;
  93253. (function (BABYLON) {
  93254. /** @hidden */
  93255. var OimoJSPlugin = /** @class */ (function () {
  93256. function OimoJSPlugin(iterations) {
  93257. this.name = "OimoJSPlugin";
  93258. this._tmpImpostorsArray = [];
  93259. this._tmpPositionVector = BABYLON.Vector3.Zero();
  93260. this.BJSOIMO = OIMO;
  93261. this.world = new this.BJSOIMO.World({
  93262. iterations: iterations
  93263. });
  93264. this.world.clear();
  93265. }
  93266. OimoJSPlugin.prototype.setGravity = function (gravity) {
  93267. this.world.gravity.copy(gravity);
  93268. };
  93269. OimoJSPlugin.prototype.setTimeStep = function (timeStep) {
  93270. this.world.timeStep = timeStep;
  93271. };
  93272. OimoJSPlugin.prototype.getTimeStep = function () {
  93273. return this.world.timeStep;
  93274. };
  93275. OimoJSPlugin.prototype.executeStep = function (delta, impostors) {
  93276. var _this = this;
  93277. impostors.forEach(function (impostor) {
  93278. impostor.beforeStep();
  93279. });
  93280. this.world.step();
  93281. impostors.forEach(function (impostor) {
  93282. impostor.afterStep();
  93283. //update the ordered impostors array
  93284. _this._tmpImpostorsArray[impostor.uniqueId] = impostor;
  93285. });
  93286. //check for collisions
  93287. var contact = this.world.contacts;
  93288. while (contact !== null) {
  93289. if (contact.touching && !contact.body1.sleeping && !contact.body2.sleeping) {
  93290. contact = contact.next;
  93291. continue;
  93292. }
  93293. //is this body colliding with any other? get the impostor
  93294. var mainImpostor = this._tmpImpostorsArray[+contact.body1.name];
  93295. var collidingImpostor = this._tmpImpostorsArray[+contact.body2.name];
  93296. if (!mainImpostor || !collidingImpostor) {
  93297. contact = contact.next;
  93298. continue;
  93299. }
  93300. mainImpostor.onCollide({ body: collidingImpostor.physicsBody });
  93301. collidingImpostor.onCollide({ body: mainImpostor.physicsBody });
  93302. contact = contact.next;
  93303. }
  93304. };
  93305. OimoJSPlugin.prototype.applyImpulse = function (impostor, force, contactPoint) {
  93306. var mass = impostor.physicsBody.mass;
  93307. impostor.physicsBody.applyImpulse(contactPoint.scale(this.world.invScale), force.scale(this.world.invScale * mass));
  93308. };
  93309. OimoJSPlugin.prototype.applyForce = function (impostor, force, contactPoint) {
  93310. BABYLON.Tools.Warn("Oimo doesn't support applying force. Using impule instead.");
  93311. this.applyImpulse(impostor, force, contactPoint);
  93312. };
  93313. OimoJSPlugin.prototype.generatePhysicsBody = function (impostor) {
  93314. var _this = this;
  93315. //parent-child relationship. Does this impostor has a parent impostor?
  93316. if (impostor.parent) {
  93317. if (impostor.physicsBody) {
  93318. this.removePhysicsBody(impostor);
  93319. //TODO is that needed?
  93320. impostor.forceUpdate();
  93321. }
  93322. return;
  93323. }
  93324. if (impostor.isBodyInitRequired()) {
  93325. var bodyConfig = {
  93326. name: impostor.uniqueId,
  93327. //Oimo must have mass, also for static objects.
  93328. config: [impostor.getParam("mass") || 1, impostor.getParam("friction"), impostor.getParam("restitution")],
  93329. size: [],
  93330. type: [],
  93331. pos: [],
  93332. posShape: [],
  93333. rot: [],
  93334. rotShape: [],
  93335. move: impostor.getParam("mass") !== 0,
  93336. density: impostor.getParam("mass"),
  93337. friction: impostor.getParam("friction"),
  93338. restitution: impostor.getParam("restitution"),
  93339. //Supporting older versions of Oimo
  93340. world: this.world
  93341. };
  93342. var impostors = [impostor];
  93343. var addToArray = function (parent) {
  93344. if (!parent.getChildMeshes)
  93345. return;
  93346. parent.getChildMeshes().forEach(function (m) {
  93347. if (m.physicsImpostor) {
  93348. impostors.push(m.physicsImpostor);
  93349. //m.physicsImpostor._init();
  93350. }
  93351. });
  93352. };
  93353. addToArray(impostor.object);
  93354. var checkWithEpsilon_1 = function (value) {
  93355. return Math.max(value, BABYLON.PhysicsEngine.Epsilon);
  93356. };
  93357. var globalQuaternion_1 = new BABYLON.Quaternion();
  93358. impostors.forEach(function (i) {
  93359. if (!i.object.rotationQuaternion) {
  93360. return;
  93361. }
  93362. //get the correct bounding box
  93363. var oldQuaternion = i.object.rotationQuaternion;
  93364. globalQuaternion_1 = oldQuaternion.clone();
  93365. var rot = oldQuaternion.toEulerAngles();
  93366. var extendSize = i.getObjectExtendSize();
  93367. var radToDeg = 57.295779513082320876;
  93368. if (i === impostor) {
  93369. var center = impostor.getObjectCenter();
  93370. impostor.object.getAbsolutePivotPoint().subtractToRef(center, _this._tmpPositionVector);
  93371. _this._tmpPositionVector.divideInPlace(impostor.object.scaling);
  93372. //Can also use Array.prototype.push.apply
  93373. bodyConfig.pos.push(center.x);
  93374. bodyConfig.pos.push(center.y);
  93375. bodyConfig.pos.push(center.z);
  93376. bodyConfig.posShape.push(0, 0, 0);
  93377. //tmp solution
  93378. bodyConfig.rot.push(0);
  93379. bodyConfig.rot.push(0);
  93380. bodyConfig.rot.push(0);
  93381. bodyConfig.rotShape.push(0, 0, 0);
  93382. }
  93383. else {
  93384. var localPosition = i.object.getAbsolutePosition().subtract(impostor.object.getAbsolutePosition());
  93385. bodyConfig.posShape.push(localPosition.x);
  93386. bodyConfig.posShape.push(localPosition.y);
  93387. bodyConfig.posShape.push(localPosition.z);
  93388. bodyConfig.pos.push(0, 0, 0);
  93389. //tmp solution until https://github.com/lo-th/OIMO.js/pull/37 is merged
  93390. bodyConfig.rot.push(0);
  93391. bodyConfig.rot.push(0);
  93392. bodyConfig.rot.push(0);
  93393. bodyConfig.rotShape.push(rot.x * radToDeg);
  93394. bodyConfig.rotShape.push(rot.y * radToDeg);
  93395. bodyConfig.rotShape.push(rot.z * radToDeg);
  93396. }
  93397. // register mesh
  93398. switch (i.type) {
  93399. case BABYLON.PhysicsImpostor.ParticleImpostor:
  93400. BABYLON.Tools.Warn("No Particle support in OIMO.js. using SphereImpostor instead");
  93401. case BABYLON.PhysicsImpostor.SphereImpostor:
  93402. var radiusX = extendSize.x;
  93403. var radiusY = extendSize.y;
  93404. var radiusZ = extendSize.z;
  93405. var size = Math.max(checkWithEpsilon_1(radiusX), checkWithEpsilon_1(radiusY), checkWithEpsilon_1(radiusZ)) / 2;
  93406. bodyConfig.type.push('sphere');
  93407. //due to the way oimo works with compounds, add 3 times
  93408. bodyConfig.size.push(size);
  93409. bodyConfig.size.push(size);
  93410. bodyConfig.size.push(size);
  93411. break;
  93412. case BABYLON.PhysicsImpostor.CylinderImpostor:
  93413. var sizeX = checkWithEpsilon_1(extendSize.x) / 2;
  93414. var sizeY = checkWithEpsilon_1(extendSize.y);
  93415. bodyConfig.type.push('cylinder');
  93416. bodyConfig.size.push(sizeX);
  93417. bodyConfig.size.push(sizeY);
  93418. //due to the way oimo works with compounds, add one more value.
  93419. bodyConfig.size.push(sizeY);
  93420. break;
  93421. case BABYLON.PhysicsImpostor.PlaneImpostor:
  93422. case BABYLON.PhysicsImpostor.BoxImpostor:
  93423. default:
  93424. var sizeX = checkWithEpsilon_1(extendSize.x);
  93425. var sizeY = checkWithEpsilon_1(extendSize.y);
  93426. var sizeZ = checkWithEpsilon_1(extendSize.z);
  93427. bodyConfig.type.push('box');
  93428. //if (i === impostor) {
  93429. bodyConfig.size.push(sizeX);
  93430. bodyConfig.size.push(sizeY);
  93431. bodyConfig.size.push(sizeZ);
  93432. //} else {
  93433. // bodyConfig.size.push(0,0,0);
  93434. //}
  93435. break;
  93436. }
  93437. //actually not needed, but hey...
  93438. i.object.rotationQuaternion = oldQuaternion;
  93439. });
  93440. impostor.physicsBody = this.world.add(bodyConfig);
  93441. // set the quaternion, ignoring the previously defined (euler) rotation
  93442. impostor.physicsBody.resetQuaternion(globalQuaternion_1);
  93443. // update with delta 0, so the body will reveive the new rotation.
  93444. impostor.physicsBody.updatePosition(0);
  93445. }
  93446. else {
  93447. this._tmpPositionVector.copyFromFloats(0, 0, 0);
  93448. }
  93449. impostor.setDeltaPosition(this._tmpPositionVector);
  93450. //this._tmpPositionVector.addInPlace(impostor.mesh.getBoundingInfo().boundingBox.center);
  93451. //this.setPhysicsBodyTransformation(impostor, this._tmpPositionVector, impostor.mesh.rotationQuaternion);
  93452. };
  93453. OimoJSPlugin.prototype.removePhysicsBody = function (impostor) {
  93454. //impostor.physicsBody.dispose();
  93455. //Same as : (older oimo versions)
  93456. this.world.removeRigidBody(impostor.physicsBody);
  93457. };
  93458. OimoJSPlugin.prototype.generateJoint = function (impostorJoint) {
  93459. var mainBody = impostorJoint.mainImpostor.physicsBody;
  93460. var connectedBody = impostorJoint.connectedImpostor.physicsBody;
  93461. if (!mainBody || !connectedBody) {
  93462. return;
  93463. }
  93464. var jointData = impostorJoint.joint.jointData;
  93465. var options = jointData.nativeParams || {};
  93466. var type;
  93467. var nativeJointData = {
  93468. body1: mainBody,
  93469. body2: connectedBody,
  93470. axe1: options.axe1 || (jointData.mainAxis ? jointData.mainAxis.asArray() : null),
  93471. axe2: options.axe2 || (jointData.connectedAxis ? jointData.connectedAxis.asArray() : null),
  93472. pos1: options.pos1 || (jointData.mainPivot ? jointData.mainPivot.asArray() : null),
  93473. pos2: options.pos2 || (jointData.connectedPivot ? jointData.connectedPivot.asArray() : null),
  93474. min: options.min,
  93475. max: options.max,
  93476. collision: options.collision || jointData.collision,
  93477. spring: options.spring,
  93478. //supporting older version of Oimo
  93479. world: this.world
  93480. };
  93481. switch (impostorJoint.joint.type) {
  93482. case BABYLON.PhysicsJoint.BallAndSocketJoint:
  93483. type = "jointBall";
  93484. break;
  93485. case BABYLON.PhysicsJoint.SpringJoint:
  93486. BABYLON.Tools.Warn("OIMO.js doesn't support Spring Constraint. Simulating using DistanceJoint instead");
  93487. var springData = jointData;
  93488. nativeJointData.min = springData.length || nativeJointData.min;
  93489. //Max should also be set, just make sure it is at least min
  93490. nativeJointData.max = Math.max(nativeJointData.min, nativeJointData.max);
  93491. case BABYLON.PhysicsJoint.DistanceJoint:
  93492. type = "jointDistance";
  93493. nativeJointData.max = jointData.maxDistance;
  93494. break;
  93495. case BABYLON.PhysicsJoint.PrismaticJoint:
  93496. type = "jointPrisme";
  93497. break;
  93498. case BABYLON.PhysicsJoint.SliderJoint:
  93499. type = "jointSlide";
  93500. break;
  93501. case BABYLON.PhysicsJoint.WheelJoint:
  93502. type = "jointWheel";
  93503. break;
  93504. case BABYLON.PhysicsJoint.HingeJoint:
  93505. default:
  93506. type = "jointHinge";
  93507. break;
  93508. }
  93509. nativeJointData.type = type;
  93510. impostorJoint.joint.physicsJoint = this.world.add(nativeJointData);
  93511. };
  93512. OimoJSPlugin.prototype.removeJoint = function (impostorJoint) {
  93513. //Bug in Oimo prevents us from disposing a joint in the playground
  93514. //joint.joint.physicsJoint.dispose();
  93515. //So we will bruteforce it!
  93516. try {
  93517. this.world.removeJoint(impostorJoint.joint.physicsJoint);
  93518. }
  93519. catch (e) {
  93520. BABYLON.Tools.Warn(e);
  93521. }
  93522. };
  93523. OimoJSPlugin.prototype.isSupported = function () {
  93524. return this.BJSOIMO !== undefined;
  93525. };
  93526. OimoJSPlugin.prototype.setTransformationFromPhysicsBody = function (impostor) {
  93527. if (!impostor.physicsBody.sleeping) {
  93528. //TODO check that
  93529. /*if (impostor.physicsBody.shapes.next) {
  93530. var parentShape = this._getLastShape(impostor.physicsBody);
  93531. impostor.object.position.copyFrom(parentShape.position);
  93532. console.log(parentShape.position);
  93533. } else {*/
  93534. impostor.object.position.copyFrom(impostor.physicsBody.getPosition());
  93535. //}
  93536. if (impostor.object.rotationQuaternion) {
  93537. impostor.object.rotationQuaternion.copyFrom(impostor.physicsBody.getQuaternion());
  93538. }
  93539. }
  93540. };
  93541. OimoJSPlugin.prototype.setPhysicsBodyTransformation = function (impostor, newPosition, newRotation) {
  93542. var body = impostor.physicsBody;
  93543. body.position.copy(newPosition);
  93544. body.orientation.copy(newRotation);
  93545. body.syncShapes();
  93546. body.awake();
  93547. };
  93548. /*private _getLastShape(body: any): any {
  93549. var lastShape = body.shapes;
  93550. while (lastShape.next) {
  93551. lastShape = lastShape.next;
  93552. }
  93553. return lastShape;
  93554. }*/
  93555. OimoJSPlugin.prototype.setLinearVelocity = function (impostor, velocity) {
  93556. impostor.physicsBody.linearVelocity.copy(velocity);
  93557. };
  93558. OimoJSPlugin.prototype.setAngularVelocity = function (impostor, velocity) {
  93559. impostor.physicsBody.angularVelocity.copy(velocity);
  93560. };
  93561. OimoJSPlugin.prototype.getLinearVelocity = function (impostor) {
  93562. var v = impostor.physicsBody.linearVelocity;
  93563. if (!v) {
  93564. return null;
  93565. }
  93566. return new BABYLON.Vector3(v.x, v.y, v.z);
  93567. };
  93568. OimoJSPlugin.prototype.getAngularVelocity = function (impostor) {
  93569. var v = impostor.physicsBody.angularVelocity;
  93570. if (!v) {
  93571. return null;
  93572. }
  93573. return new BABYLON.Vector3(v.x, v.y, v.z);
  93574. };
  93575. OimoJSPlugin.prototype.setBodyMass = function (impostor, mass) {
  93576. var staticBody = mass === 0;
  93577. //this will actually set the body's density and not its mass.
  93578. //But this is how oimo treats the mass variable.
  93579. impostor.physicsBody.shapes.density = staticBody ? 1 : mass;
  93580. impostor.physicsBody.setupMass(staticBody ? 0x2 : 0x1);
  93581. };
  93582. OimoJSPlugin.prototype.getBodyMass = function (impostor) {
  93583. return impostor.physicsBody.shapes.density;
  93584. };
  93585. OimoJSPlugin.prototype.getBodyFriction = function (impostor) {
  93586. return impostor.physicsBody.shapes.friction;
  93587. };
  93588. OimoJSPlugin.prototype.setBodyFriction = function (impostor, friction) {
  93589. impostor.physicsBody.shapes.friction = friction;
  93590. };
  93591. OimoJSPlugin.prototype.getBodyRestitution = function (impostor) {
  93592. return impostor.physicsBody.shapes.restitution;
  93593. };
  93594. OimoJSPlugin.prototype.setBodyRestitution = function (impostor, restitution) {
  93595. impostor.physicsBody.shapes.restitution = restitution;
  93596. };
  93597. OimoJSPlugin.prototype.sleepBody = function (impostor) {
  93598. impostor.physicsBody.sleep();
  93599. };
  93600. OimoJSPlugin.prototype.wakeUpBody = function (impostor) {
  93601. impostor.physicsBody.awake();
  93602. };
  93603. OimoJSPlugin.prototype.updateDistanceJoint = function (joint, maxDistance, minDistance) {
  93604. joint.physicsJoint.limitMotor.upperLimit = maxDistance;
  93605. if (minDistance !== void 0) {
  93606. joint.physicsJoint.limitMotor.lowerLimit = minDistance;
  93607. }
  93608. };
  93609. OimoJSPlugin.prototype.setMotor = function (joint, speed, maxForce, motorIndex) {
  93610. //TODO separate rotational and transational motors.
  93611. var motor = motorIndex ? joint.physicsJoint.rotationalLimitMotor2 : joint.physicsJoint.rotationalLimitMotor1 || joint.physicsJoint.rotationalLimitMotor || joint.physicsJoint.limitMotor;
  93612. if (motor) {
  93613. motor.setMotor(speed, maxForce);
  93614. }
  93615. };
  93616. OimoJSPlugin.prototype.setLimit = function (joint, upperLimit, lowerLimit, motorIndex) {
  93617. //TODO separate rotational and transational motors.
  93618. var motor = motorIndex ? joint.physicsJoint.rotationalLimitMotor2 : joint.physicsJoint.rotationalLimitMotor1 || joint.physicsJoint.rotationalLimitMotor || joint.physicsJoint.limitMotor;
  93619. if (motor) {
  93620. motor.setLimit(upperLimit, lowerLimit === void 0 ? -upperLimit : lowerLimit);
  93621. }
  93622. };
  93623. OimoJSPlugin.prototype.syncMeshWithImpostor = function (mesh, impostor) {
  93624. var body = impostor.physicsBody;
  93625. mesh.position.x = body.position.x;
  93626. mesh.position.y = body.position.y;
  93627. mesh.position.z = body.position.z;
  93628. if (mesh.rotationQuaternion) {
  93629. mesh.rotationQuaternion.x = body.orientation.x;
  93630. mesh.rotationQuaternion.y = body.orientation.y;
  93631. mesh.rotationQuaternion.z = body.orientation.z;
  93632. mesh.rotationQuaternion.w = body.orientation.s;
  93633. }
  93634. };
  93635. OimoJSPlugin.prototype.getRadius = function (impostor) {
  93636. return impostor.physicsBody.shapes.radius;
  93637. };
  93638. OimoJSPlugin.prototype.getBoxSizeToRef = function (impostor, result) {
  93639. var shape = impostor.physicsBody.shapes;
  93640. result.x = shape.halfWidth * 2;
  93641. result.y = shape.halfHeight * 2;
  93642. result.z = shape.halfDepth * 2;
  93643. };
  93644. OimoJSPlugin.prototype.dispose = function () {
  93645. this.world.clear();
  93646. };
  93647. return OimoJSPlugin;
  93648. }());
  93649. BABYLON.OimoJSPlugin = OimoJSPlugin;
  93650. })(BABYLON || (BABYLON = {}));
  93651. //# sourceMappingURL=babylon.oimoJSPlugin.js.map
  93652. var BABYLON;
  93653. (function (BABYLON) {
  93654. /**
  93655. * Gets the current physics engine
  93656. * @returns a IPhysicsEngine or null if none attached
  93657. */
  93658. BABYLON.Scene.prototype.getPhysicsEngine = function () {
  93659. return this._physicsEngine;
  93660. };
  93661. /**
  93662. * Enables physics to the current scene
  93663. * @param gravity defines the scene's gravity for the physics engine
  93664. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  93665. * @return a boolean indicating if the physics engine was initialized
  93666. */
  93667. BABYLON.Scene.prototype.enablePhysics = function (gravity, plugin) {
  93668. if (gravity === void 0) { gravity = null; }
  93669. if (this._physicsEngine) {
  93670. return true;
  93671. }
  93672. // Register the component to the scene
  93673. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_PHYSICSENGINE);
  93674. if (!component) {
  93675. component = new PhysicsEngineSceneComponent(this);
  93676. this._addComponent(component);
  93677. }
  93678. try {
  93679. this._physicsEngine = new BABYLON.PhysicsEngine(gravity, plugin);
  93680. return true;
  93681. }
  93682. catch (e) {
  93683. BABYLON.Tools.Error(e.message);
  93684. return false;
  93685. }
  93686. };
  93687. /**
  93688. * Disables and disposes the physics engine associated with the scene
  93689. */
  93690. BABYLON.Scene.prototype.disablePhysicsEngine = function () {
  93691. if (!this._physicsEngine) {
  93692. return;
  93693. }
  93694. this._physicsEngine.dispose();
  93695. this._physicsEngine = null;
  93696. };
  93697. /**
  93698. * Gets a boolean indicating if there is an active physics engine
  93699. * @returns a boolean indicating if there is an active physics engine
  93700. */
  93701. BABYLON.Scene.prototype.isPhysicsEnabled = function () {
  93702. return this._physicsEngine !== undefined;
  93703. };
  93704. /**
  93705. * Deletes a physics compound impostor
  93706. * @param compound defines the compound to delete
  93707. */
  93708. BABYLON.Scene.prototype.deleteCompoundImpostor = function (compound) {
  93709. var mesh = compound.parts[0].mesh;
  93710. if (mesh.physicsImpostor) {
  93711. mesh.physicsImpostor.dispose( /*true*/);
  93712. mesh.physicsImpostor = null;
  93713. }
  93714. };
  93715. /** @hidden */
  93716. BABYLON.Scene.prototype._advancePhysicsEngineStep = function (step) {
  93717. if (this._physicsEngine) {
  93718. this.onBeforePhysicsObservable.notifyObservers(this);
  93719. this._physicsEngine._step(step / 1000);
  93720. this.onAfterPhysicsObservable.notifyObservers(this);
  93721. }
  93722. };
  93723. Object.defineProperty(BABYLON.AbstractMesh.prototype, "physicsImpostor", {
  93724. get: function () {
  93725. return this._physicsImpostor;
  93726. },
  93727. set: function (value) {
  93728. var _this = this;
  93729. if (this._physicsImpostor === value) {
  93730. return;
  93731. }
  93732. if (this._disposePhysicsObserver) {
  93733. this.onDisposeObservable.remove(this._disposePhysicsObserver);
  93734. }
  93735. this._physicsImpostor = value;
  93736. if (value) {
  93737. this._disposePhysicsObserver = this.onDisposeObservable.add(function () {
  93738. // Physics
  93739. if (_this.physicsImpostor) {
  93740. _this.physicsImpostor.dispose( /*!doNotRecurse*/);
  93741. _this.physicsImpostor = null;
  93742. }
  93743. });
  93744. }
  93745. },
  93746. enumerable: true,
  93747. configurable: true
  93748. });
  93749. /**
  93750. * Gets the current physics impostor
  93751. * @see http://doc.babylonjs.com/features/physics_engine
  93752. * @returns a physics impostor or null
  93753. */
  93754. BABYLON.AbstractMesh.prototype.getPhysicsImpostor = function () {
  93755. return this.physicsImpostor;
  93756. };
  93757. /**
  93758. * Apply a physic impulse to the mesh
  93759. * @param force defines the force to apply
  93760. * @param contactPoint defines where to apply the force
  93761. * @returns the current mesh
  93762. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  93763. */
  93764. BABYLON.AbstractMesh.prototype.applyImpulse = function (force, contactPoint) {
  93765. if (!this.physicsImpostor) {
  93766. return this;
  93767. }
  93768. this.physicsImpostor.applyImpulse(force, contactPoint);
  93769. return this;
  93770. };
  93771. /**
  93772. * Creates a physic joint between two meshes
  93773. * @param otherMesh defines the other mesh to use
  93774. * @param pivot1 defines the pivot to use on this mesh
  93775. * @param pivot2 defines the pivot to use on the other mesh
  93776. * @param options defines additional options (can be plugin dependent)
  93777. * @returns the current mesh
  93778. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  93779. */
  93780. BABYLON.AbstractMesh.prototype.setPhysicsLinkWith = function (otherMesh, pivot1, pivot2, options) {
  93781. if (!this.physicsImpostor || !otherMesh.physicsImpostor) {
  93782. return this;
  93783. }
  93784. this.physicsImpostor.createJoint(otherMesh.physicsImpostor, BABYLON.PhysicsJoint.HingeJoint, {
  93785. mainPivot: pivot1,
  93786. connectedPivot: pivot2,
  93787. nativeParams: options
  93788. });
  93789. return this;
  93790. };
  93791. /**
  93792. * Defines the physics engine scene component responsible to manage a physics engine
  93793. */
  93794. var PhysicsEngineSceneComponent = /** @class */ (function () {
  93795. /**
  93796. * Creates a new instance of the component for the given scene
  93797. * @param scene Defines the scene to register the component in
  93798. */
  93799. function PhysicsEngineSceneComponent(scene) {
  93800. var _this = this;
  93801. /**
  93802. * The component name helpful to identify the component in the list of scene components.
  93803. */
  93804. this.name = BABYLON.SceneComponentConstants.NAME_PHYSICSENGINE;
  93805. this.scene = scene;
  93806. this.scene.onBeforePhysicsObservable = new BABYLON.Observable();
  93807. this.scene.onAfterPhysicsObservable = new BABYLON.Observable();
  93808. // Replace the function used to get the deterministic frame time
  93809. this.scene.getDeterministicFrameTime = function () {
  93810. if (_this.scene._physicsEngine) {
  93811. return _this.scene._physicsEngine.getTimeStep() * 1000;
  93812. }
  93813. return 1000.0 / 60.0;
  93814. };
  93815. }
  93816. /**
  93817. * Registers the component in a given scene
  93818. */
  93819. PhysicsEngineSceneComponent.prototype.register = function () {
  93820. };
  93821. /**
  93822. * Rebuilds the elements related to this component in case of
  93823. * context lost for instance.
  93824. */
  93825. PhysicsEngineSceneComponent.prototype.rebuild = function () {
  93826. // Nothing to do for this component
  93827. };
  93828. /**
  93829. * Disposes the component and the associated ressources
  93830. */
  93831. PhysicsEngineSceneComponent.prototype.dispose = function () {
  93832. this.scene.onBeforePhysicsObservable.clear();
  93833. this.scene.onAfterPhysicsObservable.clear();
  93834. if (this.scene._physicsEngine) {
  93835. this.scene.disablePhysicsEngine();
  93836. }
  93837. };
  93838. return PhysicsEngineSceneComponent;
  93839. }());
  93840. BABYLON.PhysicsEngineSceneComponent = PhysicsEngineSceneComponent;
  93841. })(BABYLON || (BABYLON = {}));
  93842. //# sourceMappingURL=babylon.physicsEngineComponent.js.map
  93843. var BABYLON;
  93844. (function (BABYLON) {
  93845. // Based on demo done by Brandon Jones - http://media.tojicode.com/webgl-samples/dds.html
  93846. // All values and structures referenced from:
  93847. // http://msdn.microsoft.com/en-us/library/bb943991.aspx/
  93848. var DDS_MAGIC = 0x20534444;
  93849. var
  93850. //DDSD_CAPS = 0x1,
  93851. //DDSD_HEIGHT = 0x2,
  93852. //DDSD_WIDTH = 0x4,
  93853. //DDSD_PITCH = 0x8,
  93854. //DDSD_PIXELFORMAT = 0x1000,
  93855. DDSD_MIPMAPCOUNT = 0x20000;
  93856. //DDSD_LINEARSIZE = 0x80000,
  93857. //DDSD_DEPTH = 0x800000;
  93858. // var DDSCAPS_COMPLEX = 0x8,
  93859. // DDSCAPS_MIPMAP = 0x400000,
  93860. // DDSCAPS_TEXTURE = 0x1000;
  93861. var DDSCAPS2_CUBEMAP = 0x200;
  93862. // DDSCAPS2_CUBEMAP_POSITIVEX = 0x400,
  93863. // DDSCAPS2_CUBEMAP_NEGATIVEX = 0x800,
  93864. // DDSCAPS2_CUBEMAP_POSITIVEY = 0x1000,
  93865. // DDSCAPS2_CUBEMAP_NEGATIVEY = 0x2000,
  93866. // DDSCAPS2_CUBEMAP_POSITIVEZ = 0x4000,
  93867. // DDSCAPS2_CUBEMAP_NEGATIVEZ = 0x8000,
  93868. // DDSCAPS2_VOLUME = 0x200000;
  93869. var
  93870. //DDPF_ALPHAPIXELS = 0x1,
  93871. //DDPF_ALPHA = 0x2,
  93872. DDPF_FOURCC = 0x4, DDPF_RGB = 0x40,
  93873. //DDPF_YUV = 0x200,
  93874. DDPF_LUMINANCE = 0x20000;
  93875. function FourCCToInt32(value) {
  93876. return value.charCodeAt(0) +
  93877. (value.charCodeAt(1) << 8) +
  93878. (value.charCodeAt(2) << 16) +
  93879. (value.charCodeAt(3) << 24);
  93880. }
  93881. function Int32ToFourCC(value) {
  93882. return String.fromCharCode(value & 0xff, (value >> 8) & 0xff, (value >> 16) & 0xff, (value >> 24) & 0xff);
  93883. }
  93884. var FOURCC_DXT1 = FourCCToInt32("DXT1");
  93885. var FOURCC_DXT3 = FourCCToInt32("DXT3");
  93886. var FOURCC_DXT5 = FourCCToInt32("DXT5");
  93887. var FOURCC_DX10 = FourCCToInt32("DX10");
  93888. var FOURCC_D3DFMT_R16G16B16A16F = 113;
  93889. var FOURCC_D3DFMT_R32G32B32A32F = 116;
  93890. var DXGI_FORMAT_R16G16B16A16_FLOAT = 10;
  93891. var DXGI_FORMAT_B8G8R8X8_UNORM = 88;
  93892. var headerLengthInt = 31; // The header length in 32 bit ints
  93893. // Offsets into the header array
  93894. var off_magic = 0;
  93895. var off_size = 1;
  93896. var off_flags = 2;
  93897. var off_height = 3;
  93898. var off_width = 4;
  93899. var off_mipmapCount = 7;
  93900. var off_pfFlags = 20;
  93901. var off_pfFourCC = 21;
  93902. var off_RGBbpp = 22;
  93903. var off_RMask = 23;
  93904. var off_GMask = 24;
  93905. var off_BMask = 25;
  93906. var off_AMask = 26;
  93907. // var off_caps1 = 27;
  93908. var off_caps2 = 28;
  93909. // var off_caps3 = 29;
  93910. // var off_caps4 = 30;
  93911. var off_dxgiFormat = 32;
  93912. ;
  93913. var DDSTools = /** @class */ (function () {
  93914. function DDSTools() {
  93915. }
  93916. DDSTools.GetDDSInfo = function (arrayBuffer) {
  93917. var header = new Int32Array(arrayBuffer, 0, headerLengthInt);
  93918. var extendedHeader = new Int32Array(arrayBuffer, 0, headerLengthInt + 4);
  93919. var mipmapCount = 1;
  93920. if (header[off_flags] & DDSD_MIPMAPCOUNT) {
  93921. mipmapCount = Math.max(1, header[off_mipmapCount]);
  93922. }
  93923. var fourCC = header[off_pfFourCC];
  93924. var dxgiFormat = (fourCC === FOURCC_DX10) ? extendedHeader[off_dxgiFormat] : 0;
  93925. var textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  93926. switch (fourCC) {
  93927. case FOURCC_D3DFMT_R16G16B16A16F:
  93928. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  93929. break;
  93930. case FOURCC_D3DFMT_R32G32B32A32F:
  93931. textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  93932. break;
  93933. case FOURCC_DX10:
  93934. if (dxgiFormat === DXGI_FORMAT_R16G16B16A16_FLOAT) {
  93935. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  93936. break;
  93937. }
  93938. }
  93939. return {
  93940. width: header[off_width],
  93941. height: header[off_height],
  93942. mipmapCount: mipmapCount,
  93943. isFourCC: (header[off_pfFlags] & DDPF_FOURCC) === DDPF_FOURCC,
  93944. isRGB: (header[off_pfFlags] & DDPF_RGB) === DDPF_RGB,
  93945. isLuminance: (header[off_pfFlags] & DDPF_LUMINANCE) === DDPF_LUMINANCE,
  93946. isCube: (header[off_caps2] & DDSCAPS2_CUBEMAP) === DDSCAPS2_CUBEMAP,
  93947. isCompressed: (fourCC === FOURCC_DXT1 || fourCC === FOURCC_DXT3 || fourCC === FOURCC_DXT5),
  93948. dxgiFormat: dxgiFormat,
  93949. textureType: textureType
  93950. };
  93951. };
  93952. DDSTools._ToHalfFloat = function (value) {
  93953. if (!DDSTools._FloatView) {
  93954. DDSTools._FloatView = new Float32Array(1);
  93955. DDSTools._Int32View = new Int32Array(DDSTools._FloatView.buffer);
  93956. }
  93957. DDSTools._FloatView[0] = value;
  93958. var x = DDSTools._Int32View[0];
  93959. var bits = (x >> 16) & 0x8000; /* Get the sign */
  93960. var m = (x >> 12) & 0x07ff; /* Keep one extra bit for rounding */
  93961. var e = (x >> 23) & 0xff; /* Using int is faster here */
  93962. /* If zero, or denormal, or exponent underflows too much for a denormal
  93963. * half, return signed zero. */
  93964. if (e < 103) {
  93965. return bits;
  93966. }
  93967. /* If NaN, return NaN. If Inf or exponent overflow, return Inf. */
  93968. if (e > 142) {
  93969. bits |= 0x7c00;
  93970. /* If exponent was 0xff and one mantissa bit was set, it means NaN,
  93971. * not Inf, so make sure we set one mantissa bit too. */
  93972. bits |= ((e == 255) ? 0 : 1) && (x & 0x007fffff);
  93973. return bits;
  93974. }
  93975. /* If exponent underflows but not too much, return a denormal */
  93976. if (e < 113) {
  93977. m |= 0x0800;
  93978. /* Extra rounding may overflow and set mantissa to 0 and exponent
  93979. * to 1, which is OK. */
  93980. bits |= (m >> (114 - e)) + ((m >> (113 - e)) & 1);
  93981. return bits;
  93982. }
  93983. bits |= ((e - 112) << 10) | (m >> 1);
  93984. bits += m & 1;
  93985. return bits;
  93986. };
  93987. DDSTools._FromHalfFloat = function (value) {
  93988. var s = (value & 0x8000) >> 15;
  93989. var e = (value & 0x7C00) >> 10;
  93990. var f = value & 0x03FF;
  93991. if (e === 0) {
  93992. return (s ? -1 : 1) * Math.pow(2, -14) * (f / Math.pow(2, 10));
  93993. }
  93994. else if (e == 0x1F) {
  93995. return f ? NaN : ((s ? -1 : 1) * Infinity);
  93996. }
  93997. return (s ? -1 : 1) * Math.pow(2, e - 15) * (1 + (f / Math.pow(2, 10)));
  93998. };
  93999. DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  94000. var destArray = new Float32Array(dataLength);
  94001. var srcData = new Uint16Array(arrayBuffer, dataOffset);
  94002. var index = 0;
  94003. for (var y = 0; y < height; y++) {
  94004. for (var x = 0; x < width; x++) {
  94005. var srcPos = (x + y * width) * 4;
  94006. destArray[index] = DDSTools._FromHalfFloat(srcData[srcPos]);
  94007. destArray[index + 1] = DDSTools._FromHalfFloat(srcData[srcPos + 1]);
  94008. destArray[index + 2] = DDSTools._FromHalfFloat(srcData[srcPos + 2]);
  94009. if (DDSTools.StoreLODInAlphaChannel) {
  94010. destArray[index + 3] = lod;
  94011. }
  94012. else {
  94013. destArray[index + 3] = DDSTools._FromHalfFloat(srcData[srcPos + 3]);
  94014. }
  94015. index += 4;
  94016. }
  94017. }
  94018. return destArray;
  94019. };
  94020. DDSTools._GetHalfFloatRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  94021. if (DDSTools.StoreLODInAlphaChannel) {
  94022. var destArray = new Uint16Array(dataLength);
  94023. var srcData = new Uint16Array(arrayBuffer, dataOffset);
  94024. var index = 0;
  94025. for (var y = 0; y < height; y++) {
  94026. for (var x = 0; x < width; x++) {
  94027. var srcPos = (x + y * width) * 4;
  94028. destArray[index] = srcData[srcPos];
  94029. destArray[index + 1] = srcData[srcPos + 1];
  94030. destArray[index + 2] = srcData[srcPos + 2];
  94031. destArray[index + 3] = DDSTools._ToHalfFloat(lod);
  94032. index += 4;
  94033. }
  94034. }
  94035. return destArray;
  94036. }
  94037. return new Uint16Array(arrayBuffer, dataOffset, dataLength);
  94038. };
  94039. DDSTools._GetFloatRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  94040. if (DDSTools.StoreLODInAlphaChannel) {
  94041. var destArray = new Float32Array(dataLength);
  94042. var srcData = new Float32Array(arrayBuffer, dataOffset);
  94043. var index = 0;
  94044. for (var y = 0; y < height; y++) {
  94045. for (var x = 0; x < width; x++) {
  94046. var srcPos = (x + y * width) * 4;
  94047. destArray[index] = srcData[srcPos];
  94048. destArray[index + 1] = srcData[srcPos + 1];
  94049. destArray[index + 2] = srcData[srcPos + 2];
  94050. destArray[index + 3] = lod;
  94051. index += 4;
  94052. }
  94053. }
  94054. return destArray;
  94055. }
  94056. return new Float32Array(arrayBuffer, dataOffset, dataLength);
  94057. };
  94058. DDSTools._GetFloatAsUIntRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  94059. var destArray = new Uint8Array(dataLength);
  94060. var srcData = new Float32Array(arrayBuffer, dataOffset);
  94061. var index = 0;
  94062. for (var y = 0; y < height; y++) {
  94063. for (var x = 0; x < width; x++) {
  94064. var srcPos = (x + y * width) * 4;
  94065. destArray[index] = BABYLON.Scalar.Clamp(srcData[srcPos]) * 255;
  94066. destArray[index + 1] = BABYLON.Scalar.Clamp(srcData[srcPos + 1]) * 255;
  94067. destArray[index + 2] = BABYLON.Scalar.Clamp(srcData[srcPos + 2]) * 255;
  94068. if (DDSTools.StoreLODInAlphaChannel) {
  94069. destArray[index + 3] = lod;
  94070. }
  94071. else {
  94072. destArray[index + 3] = BABYLON.Scalar.Clamp(srcData[srcPos + 3]) * 255;
  94073. }
  94074. index += 4;
  94075. }
  94076. }
  94077. return destArray;
  94078. };
  94079. DDSTools._GetHalfFloatAsUIntRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  94080. var destArray = new Uint8Array(dataLength);
  94081. var srcData = new Uint16Array(arrayBuffer, dataOffset);
  94082. var index = 0;
  94083. for (var y = 0; y < height; y++) {
  94084. for (var x = 0; x < width; x++) {
  94085. var srcPos = (x + y * width) * 4;
  94086. destArray[index] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos])) * 255;
  94087. destArray[index + 1] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos + 1])) * 255;
  94088. destArray[index + 2] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos + 2])) * 255;
  94089. if (DDSTools.StoreLODInAlphaChannel) {
  94090. destArray[index + 3] = lod;
  94091. }
  94092. else {
  94093. destArray[index + 3] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos + 3])) * 255;
  94094. }
  94095. index += 4;
  94096. }
  94097. }
  94098. return destArray;
  94099. };
  94100. DDSTools._GetRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset, aOffset) {
  94101. var byteArray = new Uint8Array(dataLength);
  94102. var srcData = new Uint8Array(arrayBuffer, dataOffset);
  94103. var index = 0;
  94104. for (var y = 0; y < height; y++) {
  94105. for (var x = 0; x < width; x++) {
  94106. var srcPos = (x + y * width) * 4;
  94107. byteArray[index] = srcData[srcPos + rOffset];
  94108. byteArray[index + 1] = srcData[srcPos + gOffset];
  94109. byteArray[index + 2] = srcData[srcPos + bOffset];
  94110. byteArray[index + 3] = srcData[srcPos + aOffset];
  94111. index += 4;
  94112. }
  94113. }
  94114. return byteArray;
  94115. };
  94116. DDSTools._ExtractLongWordOrder = function (value) {
  94117. if (value === 0 || value === 255 || value === -16777216) {
  94118. return 0;
  94119. }
  94120. return 1 + DDSTools._ExtractLongWordOrder(value >> 8);
  94121. };
  94122. DDSTools._GetRGBArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset) {
  94123. var byteArray = new Uint8Array(dataLength);
  94124. var srcData = new Uint8Array(arrayBuffer, dataOffset);
  94125. var index = 0;
  94126. for (var y = 0; y < height; y++) {
  94127. for (var x = 0; x < width; x++) {
  94128. var srcPos = (x + y * width) * 3;
  94129. byteArray[index] = srcData[srcPos + rOffset];
  94130. byteArray[index + 1] = srcData[srcPos + gOffset];
  94131. byteArray[index + 2] = srcData[srcPos + bOffset];
  94132. index += 3;
  94133. }
  94134. }
  94135. return byteArray;
  94136. };
  94137. DDSTools._GetLuminanceArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer) {
  94138. var byteArray = new Uint8Array(dataLength);
  94139. var srcData = new Uint8Array(arrayBuffer, dataOffset);
  94140. var index = 0;
  94141. for (var y = 0; y < height; y++) {
  94142. for (var x = 0; x < width; x++) {
  94143. var srcPos = (x + y * width);
  94144. byteArray[index] = srcData[srcPos];
  94145. index++;
  94146. }
  94147. }
  94148. return byteArray;
  94149. };
  94150. /**
  94151. * Uploads DDS Levels to a Babylon Texture
  94152. * @hidden
  94153. */
  94154. DDSTools.UploadDDSLevels = function (engine, texture, arrayBuffer, info, loadMipmaps, faces, lodIndex, currentFace) {
  94155. if (lodIndex === void 0) { lodIndex = -1; }
  94156. var sphericalPolynomialFaces = null;
  94157. if (info.sphericalPolynomial) {
  94158. sphericalPolynomialFaces = new Array();
  94159. }
  94160. var ext = engine.getCaps().s3tc;
  94161. var header = new Int32Array(arrayBuffer, 0, headerLengthInt);
  94162. var fourCC, width, height, dataLength = 0, dataOffset;
  94163. var byteArray, mipmapCount, mip;
  94164. var internalCompressedFormat = 0;
  94165. var blockBytes = 1;
  94166. if (header[off_magic] !== DDS_MAGIC) {
  94167. BABYLON.Tools.Error("Invalid magic number in DDS header");
  94168. return;
  94169. }
  94170. if (!info.isFourCC && !info.isRGB && !info.isLuminance) {
  94171. BABYLON.Tools.Error("Unsupported format, must contain a FourCC, RGB or LUMINANCE code");
  94172. return;
  94173. }
  94174. if (info.isCompressed && !ext) {
  94175. BABYLON.Tools.Error("Compressed textures are not supported on this platform.");
  94176. return;
  94177. }
  94178. var bpp = header[off_RGBbpp];
  94179. dataOffset = header[off_size] + 4;
  94180. var computeFormats = false;
  94181. if (info.isFourCC) {
  94182. fourCC = header[off_pfFourCC];
  94183. switch (fourCC) {
  94184. case FOURCC_DXT1:
  94185. blockBytes = 8;
  94186. internalCompressedFormat = ext.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  94187. break;
  94188. case FOURCC_DXT3:
  94189. blockBytes = 16;
  94190. internalCompressedFormat = ext.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  94191. break;
  94192. case FOURCC_DXT5:
  94193. blockBytes = 16;
  94194. internalCompressedFormat = ext.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  94195. break;
  94196. case FOURCC_D3DFMT_R16G16B16A16F:
  94197. computeFormats = true;
  94198. break;
  94199. case FOURCC_D3DFMT_R32G32B32A32F:
  94200. computeFormats = true;
  94201. break;
  94202. case FOURCC_DX10:
  94203. // There is an additionnal header so dataOffset need to be changed
  94204. dataOffset += 5 * 4; // 5 uints
  94205. var supported = false;
  94206. switch (info.dxgiFormat) {
  94207. case DXGI_FORMAT_R16G16B16A16_FLOAT:
  94208. computeFormats = true;
  94209. supported = true;
  94210. break;
  94211. case DXGI_FORMAT_B8G8R8X8_UNORM:
  94212. info.isRGB = true;
  94213. info.isFourCC = false;
  94214. bpp = 32;
  94215. supported = true;
  94216. break;
  94217. }
  94218. if (supported) {
  94219. break;
  94220. }
  94221. default:
  94222. console.error("Unsupported FourCC code:", Int32ToFourCC(fourCC));
  94223. return;
  94224. }
  94225. }
  94226. var rOffset = DDSTools._ExtractLongWordOrder(header[off_RMask]);
  94227. var gOffset = DDSTools._ExtractLongWordOrder(header[off_GMask]);
  94228. var bOffset = DDSTools._ExtractLongWordOrder(header[off_BMask]);
  94229. var aOffset = DDSTools._ExtractLongWordOrder(header[off_AMask]);
  94230. if (computeFormats) {
  94231. internalCompressedFormat = engine._getRGBABufferInternalSizedFormat(info.textureType);
  94232. }
  94233. mipmapCount = 1;
  94234. if (header[off_flags] & DDSD_MIPMAPCOUNT && loadMipmaps !== false) {
  94235. mipmapCount = Math.max(1, header[off_mipmapCount]);
  94236. }
  94237. for (var face = 0; face < faces; face++) {
  94238. width = header[off_width];
  94239. height = header[off_height];
  94240. for (mip = 0; mip < mipmapCount; ++mip) {
  94241. if (lodIndex === -1 || lodIndex === mip) {
  94242. // In case of fixed LOD, if the lod has just been uploaded, early exit.
  94243. var i = (lodIndex === -1) ? mip : 0;
  94244. if (!info.isCompressed && info.isFourCC) {
  94245. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  94246. dataLength = width * height * 4;
  94247. var floatArray = null;
  94248. if (engine._badOS || engine._badDesktopOS || (!engine.getCaps().textureHalfFloat && !engine.getCaps().textureFloat)) { // Required because iOS has many issues with float and half float generation
  94249. if (bpp === 128) {
  94250. floatArray = DDSTools._GetFloatAsUIntRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  94251. if (sphericalPolynomialFaces && i == 0) {
  94252. sphericalPolynomialFaces.push(DDSTools._GetFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i));
  94253. }
  94254. }
  94255. else if (bpp === 64) {
  94256. floatArray = DDSTools._GetHalfFloatAsUIntRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  94257. if (sphericalPolynomialFaces && i == 0) {
  94258. sphericalPolynomialFaces.push(DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i));
  94259. }
  94260. }
  94261. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  94262. }
  94263. else {
  94264. if (bpp === 128) {
  94265. texture.type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  94266. floatArray = DDSTools._GetFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  94267. if (sphericalPolynomialFaces && i == 0) {
  94268. sphericalPolynomialFaces.push(floatArray);
  94269. }
  94270. }
  94271. else if (bpp === 64 && !engine.getCaps().textureHalfFloat) {
  94272. texture.type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  94273. floatArray = DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  94274. if (sphericalPolynomialFaces && i == 0) {
  94275. sphericalPolynomialFaces.push(floatArray);
  94276. }
  94277. }
  94278. else { // 64
  94279. texture.type = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  94280. floatArray = DDSTools._GetHalfFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  94281. if (sphericalPolynomialFaces && i == 0) {
  94282. sphericalPolynomialFaces.push(DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i));
  94283. }
  94284. }
  94285. }
  94286. if (floatArray) {
  94287. engine._uploadDataToTextureDirectly(texture, floatArray, face, i);
  94288. }
  94289. }
  94290. else if (info.isRGB) {
  94291. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  94292. if (bpp === 24) {
  94293. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGB;
  94294. dataLength = width * height * 3;
  94295. byteArray = DDSTools._GetRGBArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset);
  94296. engine._uploadDataToTextureDirectly(texture, byteArray, face, i);
  94297. }
  94298. else { // 32
  94299. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  94300. dataLength = width * height * 4;
  94301. byteArray = DDSTools._GetRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset, aOffset);
  94302. engine._uploadDataToTextureDirectly(texture, byteArray, face, i);
  94303. }
  94304. }
  94305. else if (info.isLuminance) {
  94306. var unpackAlignment = engine._getUnpackAlignement();
  94307. var unpaddedRowSize = width;
  94308. var paddedRowSize = Math.floor((width + unpackAlignment - 1) / unpackAlignment) * unpackAlignment;
  94309. dataLength = paddedRowSize * (height - 1) + unpaddedRowSize;
  94310. byteArray = DDSTools._GetLuminanceArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  94311. texture.format = BABYLON.Engine.TEXTUREFORMAT_LUMINANCE;
  94312. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  94313. engine._uploadDataToTextureDirectly(texture, byteArray, face, i);
  94314. }
  94315. else {
  94316. dataLength = Math.max(4, width) / 4 * Math.max(4, height) / 4 * blockBytes;
  94317. byteArray = new Uint8Array(arrayBuffer, dataOffset, dataLength);
  94318. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  94319. engine._uploadCompressedDataToTextureDirectly(texture, internalCompressedFormat, width, height, byteArray, face, i);
  94320. }
  94321. }
  94322. dataOffset += bpp ? (width * height * (bpp / 8)) : dataLength;
  94323. width *= 0.5;
  94324. height *= 0.5;
  94325. width = Math.max(1.0, width);
  94326. height = Math.max(1.0, height);
  94327. }
  94328. if (currentFace !== undefined) {
  94329. // Loading a single face
  94330. break;
  94331. }
  94332. }
  94333. if (sphericalPolynomialFaces && sphericalPolynomialFaces.length > 0) {
  94334. info.sphericalPolynomial = BABYLON.CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial({
  94335. size: header[off_width],
  94336. right: sphericalPolynomialFaces[0],
  94337. left: sphericalPolynomialFaces[1],
  94338. up: sphericalPolynomialFaces[2],
  94339. down: sphericalPolynomialFaces[3],
  94340. front: sphericalPolynomialFaces[4],
  94341. back: sphericalPolynomialFaces[5],
  94342. format: BABYLON.Engine.TEXTUREFORMAT_RGBA,
  94343. type: BABYLON.Engine.TEXTURETYPE_FLOAT,
  94344. gammaSpace: false,
  94345. });
  94346. }
  94347. else {
  94348. info.sphericalPolynomial = undefined;
  94349. }
  94350. };
  94351. DDSTools.StoreLODInAlphaChannel = false;
  94352. return DDSTools;
  94353. }());
  94354. BABYLON.DDSTools = DDSTools;
  94355. })(BABYLON || (BABYLON = {}));
  94356. //# sourceMappingURL=babylon.dds.js.map
  94357. var BABYLON;
  94358. (function (BABYLON) {
  94359. /**
  94360. * Implementation of the DDS Texture Loader.
  94361. */
  94362. var DDSTextureLoader = /** @class */ (function () {
  94363. function DDSTextureLoader() {
  94364. /**
  94365. * Defines wether the loader supports cascade loading the different faces.
  94366. */
  94367. this.supportCascades = true;
  94368. }
  94369. /**
  94370. * This returns if the loader support the current file information.
  94371. * @param extension defines the file extension of the file being loaded
  94372. * @param textureFormatInUse defines the current compressed format in use iun the engine
  94373. * @param fallback defines the fallback internal texture if any
  94374. * @param isBase64 defines whether the texture is encoded as a base64
  94375. * @param isBuffer defines whether the texture data are stored as a buffer
  94376. * @returns true if the loader can load the specified file
  94377. */
  94378. DDSTextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  94379. return extension.indexOf(".dds") === 0;
  94380. };
  94381. /**
  94382. * Transform the url before loading if required.
  94383. * @param rootUrl the url of the texture
  94384. * @param textureFormatInUse defines the current compressed format in use iun the engine
  94385. * @returns the transformed texture
  94386. */
  94387. DDSTextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  94388. return rootUrl;
  94389. };
  94390. /**
  94391. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  94392. * @param rootUrl the url of the texture
  94393. * @param textureFormatInUse defines the current compressed format in use iun the engine
  94394. * @returns the fallback texture
  94395. */
  94396. DDSTextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  94397. return null;
  94398. };
  94399. /**
  94400. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  94401. * @param data contains the texture data
  94402. * @param texture defines the BabylonJS internal texture
  94403. * @param createPolynomials will be true if polynomials have been requested
  94404. * @param onLoad defines the callback to trigger once the texture is ready
  94405. * @param onError defines the callback to trigger in case of error
  94406. */
  94407. DDSTextureLoader.prototype.loadCubeData = function (imgs, texture, createPolynomials, onLoad, onError) {
  94408. var engine = texture.getEngine();
  94409. var info;
  94410. var loadMipmap = false;
  94411. if (Array.isArray(imgs)) {
  94412. for (var index = 0; index < imgs.length; index++) {
  94413. var data_1 = imgs[index];
  94414. info = BABYLON.DDSTools.GetDDSInfo(data_1);
  94415. texture.width = info.width;
  94416. texture.height = info.height;
  94417. loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps;
  94418. engine._unpackFlipY(info.isCompressed);
  94419. BABYLON.DDSTools.UploadDDSLevels(engine, texture, data_1, info, loadMipmap, 6, -1, index);
  94420. if (!info.isFourCC && info.mipmapCount === 1) {
  94421. engine.generateMipMapsForCubemap(texture);
  94422. }
  94423. }
  94424. }
  94425. else {
  94426. var data = imgs;
  94427. info = BABYLON.DDSTools.GetDDSInfo(data);
  94428. texture.width = info.width;
  94429. texture.height = info.height;
  94430. if (createPolynomials) {
  94431. info.sphericalPolynomial = new BABYLON.SphericalPolynomial();
  94432. }
  94433. loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps;
  94434. engine._unpackFlipY(info.isCompressed);
  94435. BABYLON.DDSTools.UploadDDSLevels(engine, texture, data, info, loadMipmap, 6);
  94436. if (!info.isFourCC && info.mipmapCount === 1) {
  94437. engine.generateMipMapsForCubemap(texture);
  94438. }
  94439. }
  94440. engine._setCubeMapTextureParams(loadMipmap);
  94441. texture.isReady = true;
  94442. if (onLoad) {
  94443. onLoad({ isDDS: true, width: texture.width, info: info, data: imgs, texture: texture });
  94444. }
  94445. };
  94446. /**
  94447. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  94448. * @param data contains the texture data
  94449. * @param texture defines the BabylonJS internal texture
  94450. * @param callback defines the method to call once ready to upload
  94451. */
  94452. DDSTextureLoader.prototype.loadData = function (data, texture, callback) {
  94453. var info = BABYLON.DDSTools.GetDDSInfo(data);
  94454. var loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps && ((info.width >> (info.mipmapCount - 1)) === 1);
  94455. callback(info.width, info.height, loadMipmap, info.isFourCC, function () {
  94456. BABYLON.DDSTools.UploadDDSLevels(texture.getEngine(), texture, data, info, loadMipmap, 1);
  94457. });
  94458. };
  94459. return DDSTextureLoader;
  94460. }());
  94461. // Register the loader.
  94462. BABYLON.Engine._TextureLoaders.push(new DDSTextureLoader());
  94463. })(BABYLON || (BABYLON = {}));
  94464. //# sourceMappingURL=babylon.ddsTextureLoader.js.map
  94465. var BABYLON;
  94466. (function (BABYLON) {
  94467. /*
  94468. * Based on jsTGALoader - Javascript loader for TGA file
  94469. * By Vincent Thibault
  94470. * @blog http://blog.robrowser.com/javascript-tga-loader.html
  94471. */
  94472. var TGATools = /** @class */ (function () {
  94473. function TGATools() {
  94474. }
  94475. TGATools.GetTGAHeader = function (data) {
  94476. var offset = 0;
  94477. var header = {
  94478. id_length: data[offset++],
  94479. colormap_type: data[offset++],
  94480. image_type: data[offset++],
  94481. colormap_index: data[offset++] | data[offset++] << 8,
  94482. colormap_length: data[offset++] | data[offset++] << 8,
  94483. colormap_size: data[offset++],
  94484. origin: [
  94485. data[offset++] | data[offset++] << 8,
  94486. data[offset++] | data[offset++] << 8
  94487. ],
  94488. width: data[offset++] | data[offset++] << 8,
  94489. height: data[offset++] | data[offset++] << 8,
  94490. pixel_size: data[offset++],
  94491. flags: data[offset++]
  94492. };
  94493. return header;
  94494. };
  94495. /**
  94496. * Uploads TGA content to a Babylon Texture
  94497. * @hidden
  94498. */
  94499. TGATools.UploadContent = function (texture, data) {
  94500. // Not enough data to contain header ?
  94501. if (data.length < 19) {
  94502. BABYLON.Tools.Error("Unable to load TGA file - Not enough data to contain header");
  94503. return;
  94504. }
  94505. // Read Header
  94506. var offset = 18;
  94507. var header = TGATools.GetTGAHeader(data);
  94508. // Assume it's a valid Targa file.
  94509. if (header.id_length + offset > data.length) {
  94510. BABYLON.Tools.Error("Unable to load TGA file - Not enough data");
  94511. return;
  94512. }
  94513. // Skip not needed data
  94514. offset += header.id_length;
  94515. var use_rle = false;
  94516. var use_pal = false;
  94517. var use_grey = false;
  94518. // Get some informations.
  94519. switch (header.image_type) {
  94520. case TGATools._TYPE_RLE_INDEXED:
  94521. use_rle = true;
  94522. case TGATools._TYPE_INDEXED:
  94523. use_pal = true;
  94524. break;
  94525. case TGATools._TYPE_RLE_RGB:
  94526. use_rle = true;
  94527. case TGATools._TYPE_RGB:
  94528. // use_rgb = true;
  94529. break;
  94530. case TGATools._TYPE_RLE_GREY:
  94531. use_rle = true;
  94532. case TGATools._TYPE_GREY:
  94533. use_grey = true;
  94534. break;
  94535. }
  94536. var pixel_data;
  94537. // var numAlphaBits = header.flags & 0xf;
  94538. var pixel_size = header.pixel_size >> 3;
  94539. var pixel_total = header.width * header.height * pixel_size;
  94540. // Read palettes
  94541. var palettes;
  94542. if (use_pal) {
  94543. palettes = data.subarray(offset, offset += header.colormap_length * (header.colormap_size >> 3));
  94544. }
  94545. // Read LRE
  94546. if (use_rle) {
  94547. pixel_data = new Uint8Array(pixel_total);
  94548. var c, count, i;
  94549. var localOffset = 0;
  94550. var pixels = new Uint8Array(pixel_size);
  94551. while (offset < pixel_total && localOffset < pixel_total) {
  94552. c = data[offset++];
  94553. count = (c & 0x7f) + 1;
  94554. // RLE pixels
  94555. if (c & 0x80) {
  94556. // Bind pixel tmp array
  94557. for (i = 0; i < pixel_size; ++i) {
  94558. pixels[i] = data[offset++];
  94559. }
  94560. // Copy pixel array
  94561. for (i = 0; i < count; ++i) {
  94562. pixel_data.set(pixels, localOffset + i * pixel_size);
  94563. }
  94564. localOffset += pixel_size * count;
  94565. }
  94566. // Raw pixels
  94567. else {
  94568. count *= pixel_size;
  94569. for (i = 0; i < count; ++i) {
  94570. pixel_data[localOffset + i] = data[offset++];
  94571. }
  94572. localOffset += count;
  94573. }
  94574. }
  94575. }
  94576. // RAW Pixels
  94577. else {
  94578. pixel_data = data.subarray(offset, offset += (use_pal ? header.width * header.height : pixel_total));
  94579. }
  94580. // Load to texture
  94581. var x_start, y_start, x_step, y_step, y_end, x_end;
  94582. switch ((header.flags & TGATools._ORIGIN_MASK) >> TGATools._ORIGIN_SHIFT) {
  94583. default:
  94584. case TGATools._ORIGIN_UL:
  94585. x_start = 0;
  94586. x_step = 1;
  94587. x_end = header.width;
  94588. y_start = 0;
  94589. y_step = 1;
  94590. y_end = header.height;
  94591. break;
  94592. case TGATools._ORIGIN_BL:
  94593. x_start = 0;
  94594. x_step = 1;
  94595. x_end = header.width;
  94596. y_start = header.height - 1;
  94597. y_step = -1;
  94598. y_end = -1;
  94599. break;
  94600. case TGATools._ORIGIN_UR:
  94601. x_start = header.width - 1;
  94602. x_step = -1;
  94603. x_end = -1;
  94604. y_start = 0;
  94605. y_step = 1;
  94606. y_end = header.height;
  94607. break;
  94608. case TGATools._ORIGIN_BR:
  94609. x_start = header.width - 1;
  94610. x_step = -1;
  94611. x_end = -1;
  94612. y_start = header.height - 1;
  94613. y_step = -1;
  94614. y_end = -1;
  94615. break;
  94616. }
  94617. // Load the specify method
  94618. var func = '_getImageData' + (use_grey ? 'Grey' : '') + (header.pixel_size) + 'bits';
  94619. var imageData = TGATools[func](header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end);
  94620. var engine = texture.getEngine();
  94621. engine._uploadDataToTextureDirectly(texture, imageData);
  94622. };
  94623. TGATools._getImageData8bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  94624. var image = pixel_data, colormap = palettes;
  94625. var width = header.width, height = header.height;
  94626. var color, i = 0, x, y;
  94627. var imageData = new Uint8Array(width * height * 4);
  94628. for (y = y_start; y !== y_end; y += y_step) {
  94629. for (x = x_start; x !== x_end; x += x_step, i++) {
  94630. color = image[i];
  94631. imageData[(x + width * y) * 4 + 3] = 255;
  94632. imageData[(x + width * y) * 4 + 2] = colormap[(color * 3) + 0];
  94633. imageData[(x + width * y) * 4 + 1] = colormap[(color * 3) + 1];
  94634. imageData[(x + width * y) * 4 + 0] = colormap[(color * 3) + 2];
  94635. }
  94636. }
  94637. return imageData;
  94638. };
  94639. TGATools._getImageData16bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  94640. var image = pixel_data;
  94641. var width = header.width, height = header.height;
  94642. var color, i = 0, x, y;
  94643. var imageData = new Uint8Array(width * height * 4);
  94644. for (y = y_start; y !== y_end; y += y_step) {
  94645. for (x = x_start; x !== x_end; x += x_step, i += 2) {
  94646. color = image[i + 0] + (image[i + 1] << 8); // Inversed ?
  94647. var r = (((color & 0x7C00) >> 10) * 255) / 0x1F | 0;
  94648. var g = (((color & 0x03E0) >> 5) * 255) / 0x1F | 0;
  94649. var b = ((color & 0x001F) * 255) / 0x1F | 0;
  94650. imageData[(x + width * y) * 4 + 0] = r;
  94651. imageData[(x + width * y) * 4 + 1] = g;
  94652. imageData[(x + width * y) * 4 + 2] = b;
  94653. imageData[(x + width * y) * 4 + 3] = (color & 0x8000) ? 0 : 255;
  94654. }
  94655. }
  94656. return imageData;
  94657. };
  94658. TGATools._getImageData24bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  94659. var image = pixel_data;
  94660. var width = header.width, height = header.height;
  94661. var i = 0, x, y;
  94662. var imageData = new Uint8Array(width * height * 4);
  94663. for (y = y_start; y !== y_end; y += y_step) {
  94664. for (x = x_start; x !== x_end; x += x_step, i += 3) {
  94665. imageData[(x + width * y) * 4 + 3] = 255;
  94666. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  94667. imageData[(x + width * y) * 4 + 1] = image[i + 1];
  94668. imageData[(x + width * y) * 4 + 0] = image[i + 2];
  94669. }
  94670. }
  94671. return imageData;
  94672. };
  94673. TGATools._getImageData32bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  94674. var image = pixel_data;
  94675. var width = header.width, height = header.height;
  94676. var i = 0, x, y;
  94677. var imageData = new Uint8Array(width * height * 4);
  94678. for (y = y_start; y !== y_end; y += y_step) {
  94679. for (x = x_start; x !== x_end; x += x_step, i += 4) {
  94680. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  94681. imageData[(x + width * y) * 4 + 1] = image[i + 1];
  94682. imageData[(x + width * y) * 4 + 0] = image[i + 2];
  94683. imageData[(x + width * y) * 4 + 3] = image[i + 3];
  94684. }
  94685. }
  94686. return imageData;
  94687. };
  94688. TGATools._getImageDataGrey8bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  94689. var image = pixel_data;
  94690. var width = header.width, height = header.height;
  94691. var color, i = 0, x, y;
  94692. var imageData = new Uint8Array(width * height * 4);
  94693. for (y = y_start; y !== y_end; y += y_step) {
  94694. for (x = x_start; x !== x_end; x += x_step, i++) {
  94695. color = image[i];
  94696. imageData[(x + width * y) * 4 + 0] = color;
  94697. imageData[(x + width * y) * 4 + 1] = color;
  94698. imageData[(x + width * y) * 4 + 2] = color;
  94699. imageData[(x + width * y) * 4 + 3] = 255;
  94700. }
  94701. }
  94702. return imageData;
  94703. };
  94704. TGATools._getImageDataGrey16bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  94705. var image = pixel_data;
  94706. var width = header.width, height = header.height;
  94707. var i = 0, x, y;
  94708. var imageData = new Uint8Array(width * height * 4);
  94709. for (y = y_start; y !== y_end; y += y_step) {
  94710. for (x = x_start; x !== x_end; x += x_step, i += 2) {
  94711. imageData[(x + width * y) * 4 + 0] = image[i + 0];
  94712. imageData[(x + width * y) * 4 + 1] = image[i + 0];
  94713. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  94714. imageData[(x + width * y) * 4 + 3] = image[i + 1];
  94715. }
  94716. }
  94717. return imageData;
  94718. };
  94719. //private static _TYPE_NO_DATA = 0;
  94720. TGATools._TYPE_INDEXED = 1;
  94721. TGATools._TYPE_RGB = 2;
  94722. TGATools._TYPE_GREY = 3;
  94723. TGATools._TYPE_RLE_INDEXED = 9;
  94724. TGATools._TYPE_RLE_RGB = 10;
  94725. TGATools._TYPE_RLE_GREY = 11;
  94726. TGATools._ORIGIN_MASK = 0x30;
  94727. TGATools._ORIGIN_SHIFT = 0x04;
  94728. TGATools._ORIGIN_BL = 0x00;
  94729. TGATools._ORIGIN_BR = 0x01;
  94730. TGATools._ORIGIN_UL = 0x02;
  94731. TGATools._ORIGIN_UR = 0x03;
  94732. return TGATools;
  94733. }());
  94734. BABYLON.TGATools = TGATools;
  94735. })(BABYLON || (BABYLON = {}));
  94736. //# sourceMappingURL=babylon.tga.js.map
  94737. var BABYLON;
  94738. (function (BABYLON) {
  94739. /**
  94740. * Implementation of the TGA Texture Loader.
  94741. */
  94742. var TGATextureLoader = /** @class */ (function () {
  94743. function TGATextureLoader() {
  94744. /**
  94745. * Defines wether the loader supports cascade loading the different faces.
  94746. */
  94747. this.supportCascades = false;
  94748. }
  94749. /**
  94750. * This returns if the loader support the current file information.
  94751. * @param extension defines the file extension of the file being loaded
  94752. * @param textureFormatInUse defines the current compressed format in use iun the engine
  94753. * @param fallback defines the fallback internal texture if any
  94754. * @param isBase64 defines whether the texture is encoded as a base64
  94755. * @param isBuffer defines whether the texture data are stored as a buffer
  94756. * @returns true if the loader can load the specified file
  94757. */
  94758. TGATextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  94759. return extension.indexOf(".tga") === 0;
  94760. };
  94761. /**
  94762. * Transform the url before loading if required.
  94763. * @param rootUrl the url of the texture
  94764. * @param textureFormatInUse defines the current compressed format in use iun the engine
  94765. * @returns the transformed texture
  94766. */
  94767. TGATextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  94768. return rootUrl;
  94769. };
  94770. /**
  94771. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  94772. * @param rootUrl the url of the texture
  94773. * @param textureFormatInUse defines the current compressed format in use iun the engine
  94774. * @returns the fallback texture
  94775. */
  94776. TGATextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  94777. return null;
  94778. };
  94779. /**
  94780. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  94781. * @param data contains the texture data
  94782. * @param texture defines the BabylonJS internal texture
  94783. * @param createPolynomials will be true if polynomials have been requested
  94784. * @param onLoad defines the callback to trigger once the texture is ready
  94785. * @param onError defines the callback to trigger in case of error
  94786. */
  94787. TGATextureLoader.prototype.loadCubeData = function (data, texture, createPolynomials, onLoad, onError) {
  94788. throw ".env not supported in Cube.";
  94789. };
  94790. /**
  94791. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  94792. * @param data contains the texture data
  94793. * @param texture defines the BabylonJS internal texture
  94794. * @param callback defines the method to call once ready to upload
  94795. */
  94796. TGATextureLoader.prototype.loadData = function (data, texture, callback) {
  94797. var uintData = new Uint8Array(data);
  94798. var header = BABYLON.TGATools.GetTGAHeader(uintData);
  94799. callback(header.width, header.height, texture.generateMipMaps, false, function () {
  94800. BABYLON.TGATools.UploadContent(texture, uintData);
  94801. });
  94802. };
  94803. return TGATextureLoader;
  94804. }());
  94805. // Register the loader.
  94806. BABYLON.Engine._TextureLoaders.push(new TGATextureLoader());
  94807. })(BABYLON || (BABYLON = {}));
  94808. //# sourceMappingURL=babylon.tgaTextureLoader.js.map
  94809. var BABYLON;
  94810. (function (BABYLON) {
  94811. /**
  94812. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  94813. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  94814. */
  94815. var KhronosTextureContainer = /** @class */ (function () {
  94816. /**
  94817. * @param {ArrayBuffer} arrayBuffer- contents of the KTX container file
  94818. * @param {number} facesExpected- should be either 1 or 6, based whether a cube texture or or
  94819. * @param {boolean} threeDExpected- provision for indicating that data should be a 3D texture, not implemented
  94820. * @param {boolean} textureArrayExpected- provision for indicating that data should be a texture array, not implemented
  94821. */
  94822. function KhronosTextureContainer(arrayBuffer, facesExpected, threeDExpected, textureArrayExpected) {
  94823. this.arrayBuffer = arrayBuffer;
  94824. // Test that it is a ktx formatted file, based on the first 12 bytes, character representation is:
  94825. // '�', 'K', 'T', 'X', ' ', '1', '1', '�', '\r', '\n', '\x1A', '\n'
  94826. // 0xAB, 0x4B, 0x54, 0x58, 0x20, 0x31, 0x31, 0xBB, 0x0D, 0x0A, 0x1A, 0x0A
  94827. var identifier = new Uint8Array(this.arrayBuffer, 0, 12);
  94828. if (identifier[0] !== 0xAB || identifier[1] !== 0x4B || identifier[2] !== 0x54 || identifier[3] !== 0x58 || identifier[4] !== 0x20 || identifier[5] !== 0x31 ||
  94829. identifier[6] !== 0x31 || identifier[7] !== 0xBB || identifier[8] !== 0x0D || identifier[9] !== 0x0A || identifier[10] !== 0x1A || identifier[11] !== 0x0A) {
  94830. BABYLON.Tools.Error("texture missing KTX identifier");
  94831. return;
  94832. }
  94833. // load the reset of the header in native 32 bit int
  94834. var header = new Int32Array(this.arrayBuffer, 12, 13);
  94835. // determine of the remaining header values are recorded in the opposite endianness & require conversion
  94836. var oppositeEndianess = header[0] === 0x01020304;
  94837. // read all the header elements in order they exist in the file, without modification (sans endainness)
  94838. this.glType = oppositeEndianess ? this.switchEndainness(header[1]) : header[1]; // must be 0 for compressed textures
  94839. this.glTypeSize = oppositeEndianess ? this.switchEndainness(header[2]) : header[2]; // must be 1 for compressed textures
  94840. this.glFormat = oppositeEndianess ? this.switchEndainness(header[3]) : header[3]; // must be 0 for compressed textures
  94841. this.glInternalFormat = oppositeEndianess ? this.switchEndainness(header[4]) : header[4]; // the value of arg passed to gl.compressedTexImage2D(,,x,,,,)
  94842. this.glBaseInternalFormat = oppositeEndianess ? this.switchEndainness(header[5]) : header[5]; // specify GL_RGB, GL_RGBA, GL_ALPHA, etc (un-compressed only)
  94843. this.pixelWidth = oppositeEndianess ? this.switchEndainness(header[6]) : header[6]; // level 0 value of arg passed to gl.compressedTexImage2D(,,,x,,,)
  94844. this.pixelHeight = oppositeEndianess ? this.switchEndainness(header[7]) : header[7]; // level 0 value of arg passed to gl.compressedTexImage2D(,,,,x,,)
  94845. this.pixelDepth = oppositeEndianess ? this.switchEndainness(header[8]) : header[8]; // level 0 value of arg passed to gl.compressedTexImage3D(,,,,,x,,)
  94846. this.numberOfArrayElements = oppositeEndianess ? this.switchEndainness(header[9]) : header[9]; // used for texture arrays
  94847. this.numberOfFaces = oppositeEndianess ? this.switchEndainness(header[10]) : header[10]; // used for cubemap textures, should either be 1 or 6
  94848. this.numberOfMipmapLevels = oppositeEndianess ? this.switchEndainness(header[11]) : header[11]; // number of levels; disregard possibility of 0 for compressed textures
  94849. this.bytesOfKeyValueData = oppositeEndianess ? this.switchEndainness(header[12]) : header[12]; // the amount of space after the header for meta-data
  94850. // Make sure we have a compressed type. Not only reduces work, but probably better to let dev know they are not compressing.
  94851. if (this.glType !== 0) {
  94852. BABYLON.Tools.Error("only compressed formats currently supported");
  94853. return;
  94854. }
  94855. else {
  94856. // value of zero is an indication to generate mipmaps @ runtime. Not usually allowed for compressed, so disregard.
  94857. this.numberOfMipmapLevels = Math.max(1, this.numberOfMipmapLevels);
  94858. }
  94859. if (this.pixelHeight === 0 || this.pixelDepth !== 0) {
  94860. BABYLON.Tools.Error("only 2D textures currently supported");
  94861. return;
  94862. }
  94863. if (this.numberOfArrayElements !== 0) {
  94864. BABYLON.Tools.Error("texture arrays not currently supported");
  94865. return;
  94866. }
  94867. if (this.numberOfFaces !== facesExpected) {
  94868. BABYLON.Tools.Error("number of faces expected" + facesExpected + ", but found " + this.numberOfFaces);
  94869. return;
  94870. }
  94871. // we now have a completely validated file, so could use existence of loadType as success
  94872. // would need to make this more elaborate & adjust checks above to support more than one load type
  94873. this.loadType = KhronosTextureContainer.COMPRESSED_2D;
  94874. }
  94875. // not as fast hardware based, but will probably never need to use
  94876. KhronosTextureContainer.prototype.switchEndainness = function (val) {
  94877. return ((val & 0xFF) << 24)
  94878. | ((val & 0xFF00) << 8)
  94879. | ((val >> 8) & 0xFF00)
  94880. | ((val >> 24) & 0xFF);
  94881. };
  94882. /**
  94883. * Uploads KTX content to a Babylon Texture.
  94884. * It is assumed that the texture has already been created & is currently bound
  94885. * @hidden
  94886. */
  94887. KhronosTextureContainer.prototype.uploadLevels = function (texture, loadMipmaps) {
  94888. switch (this.loadType) {
  94889. case KhronosTextureContainer.COMPRESSED_2D:
  94890. this._upload2DCompressedLevels(texture, loadMipmaps);
  94891. break;
  94892. case KhronosTextureContainer.TEX_2D:
  94893. case KhronosTextureContainer.COMPRESSED_3D:
  94894. case KhronosTextureContainer.TEX_3D:
  94895. }
  94896. };
  94897. KhronosTextureContainer.prototype._upload2DCompressedLevels = function (texture, loadMipmaps) {
  94898. // initialize width & height for level 1
  94899. var dataOffset = KhronosTextureContainer.HEADER_LEN + this.bytesOfKeyValueData;
  94900. var width = this.pixelWidth;
  94901. var height = this.pixelHeight;
  94902. var mipmapCount = loadMipmaps ? this.numberOfMipmapLevels : 1;
  94903. for (var level = 0; level < mipmapCount; level++) {
  94904. var imageSize = new Int32Array(this.arrayBuffer, dataOffset, 1)[0]; // size per face, since not supporting array cubemaps
  94905. dataOffset += 4; //image data starts from next multiple of 4 offset. Each face refers to same imagesize field above.
  94906. for (var face = 0; face < this.numberOfFaces; face++) {
  94907. var byteArray = new Uint8Array(this.arrayBuffer, dataOffset, imageSize);
  94908. var engine = texture.getEngine();
  94909. engine._uploadCompressedDataToTextureDirectly(texture, this.glInternalFormat, width, height, byteArray, face, level);
  94910. dataOffset += imageSize; // add size of the image for the next face/mipmap
  94911. dataOffset += 3 - ((imageSize + 3) % 4); // add padding for odd sized image
  94912. }
  94913. width = Math.max(1.0, width * 0.5);
  94914. height = Math.max(1.0, height * 0.5);
  94915. }
  94916. };
  94917. KhronosTextureContainer.HEADER_LEN = 12 + (13 * 4); // identifier + header elements (not including key value meta-data pairs)
  94918. // load types
  94919. KhronosTextureContainer.COMPRESSED_2D = 0; // uses a gl.compressedTexImage2D()
  94920. KhronosTextureContainer.COMPRESSED_3D = 1; // uses a gl.compressedTexImage3D()
  94921. KhronosTextureContainer.TEX_2D = 2; // uses a gl.texImage2D()
  94922. KhronosTextureContainer.TEX_3D = 3; // uses a gl.texImage3D()
  94923. return KhronosTextureContainer;
  94924. }());
  94925. BABYLON.KhronosTextureContainer = KhronosTextureContainer;
  94926. })(BABYLON || (BABYLON = {}));
  94927. //# sourceMappingURL=babylon.khronosTextureContainer.js.map
  94928. var BABYLON;
  94929. (function (BABYLON) {
  94930. /**
  94931. * Implementation of the KTX Texture Loader.
  94932. */
  94933. var KTXTextureLoader = /** @class */ (function () {
  94934. function KTXTextureLoader() {
  94935. /**
  94936. * Defines wether the loader supports cascade loading the different faces.
  94937. */
  94938. this.supportCascades = false;
  94939. }
  94940. /**
  94941. * This returns if the loader support the current file information.
  94942. * @param extension defines the file extension of the file being loaded
  94943. * @param textureFormatInUse defines the current compressed format in use iun the engine
  94944. * @param fallback defines the fallback internal texture if any
  94945. * @param isBase64 defines whether the texture is encoded as a base64
  94946. * @param isBuffer defines whether the texture data are stored as a buffer
  94947. * @returns true if the loader can load the specified file
  94948. */
  94949. KTXTextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  94950. if (textureFormatInUse && !isBase64 && !fallback && !isBuffer) {
  94951. return true;
  94952. }
  94953. return false;
  94954. };
  94955. /**
  94956. * Transform the url before loading if required.
  94957. * @param rootUrl the url of the texture
  94958. * @param textureFormatInUse defines the current compressed format in use iun the engine
  94959. * @returns the transformed texture
  94960. */
  94961. KTXTextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  94962. var lastDot = rootUrl.lastIndexOf('.');
  94963. return (lastDot > -1 ? rootUrl.substring(0, lastDot) : rootUrl) + textureFormatInUse;
  94964. };
  94965. /**
  94966. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  94967. * @param rootUrl the url of the texture
  94968. * @param textureFormatInUse defines the current compressed format in use iun the engine
  94969. * @returns the fallback texture
  94970. */
  94971. KTXTextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  94972. // remove the format appended to the rootUrl in the original createCubeTexture call.
  94973. var exp = new RegExp("" + textureFormatInUse + "$");
  94974. return rootUrl.replace(exp, "");
  94975. };
  94976. /**
  94977. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  94978. * @param data contains the texture data
  94979. * @param texture defines the BabylonJS internal texture
  94980. * @param createPolynomials will be true if polynomials have been requested
  94981. * @param onLoad defines the callback to trigger once the texture is ready
  94982. * @param onError defines the callback to trigger in case of error
  94983. */
  94984. KTXTextureLoader.prototype.loadCubeData = function (data, texture, createPolynomials, onLoad, onError) {
  94985. if (Array.isArray(data)) {
  94986. return;
  94987. }
  94988. var engine = texture.getEngine();
  94989. var ktx = new BABYLON.KhronosTextureContainer(data, 6);
  94990. var loadMipmap = ktx.numberOfMipmapLevels > 1 && texture.generateMipMaps;
  94991. engine._unpackFlipY(true);
  94992. ktx.uploadLevels(texture, texture.generateMipMaps);
  94993. texture.width = ktx.pixelWidth;
  94994. texture.height = ktx.pixelHeight;
  94995. engine._setCubeMapTextureParams(loadMipmap);
  94996. texture.isReady = true;
  94997. };
  94998. /**
  94999. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  95000. * @param data contains the texture data
  95001. * @param texture defines the BabylonJS internal texture
  95002. * @param callback defines the method to call once ready to upload
  95003. */
  95004. KTXTextureLoader.prototype.loadData = function (data, texture, callback) {
  95005. var ktx = new BABYLON.KhronosTextureContainer(data, 1);
  95006. callback(ktx.pixelWidth, ktx.pixelHeight, false, true, function () {
  95007. ktx.uploadLevels(texture, texture.generateMipMaps);
  95008. });
  95009. };
  95010. return KTXTextureLoader;
  95011. }());
  95012. // Register the loader.
  95013. BABYLON.Engine._TextureLoaders.unshift(new KTXTextureLoader());
  95014. })(BABYLON || (BABYLON = {}));
  95015. //# sourceMappingURL=babylon.ktxTextureLoader.js.map
  95016. var BABYLON;
  95017. (function (BABYLON) {
  95018. /**
  95019. * Sets of helpers addressing the serialization and deserialization of environment texture
  95020. * stored in a BabylonJS env file.
  95021. * Those files are usually stored as .env files.
  95022. */
  95023. var EnvironmentTextureTools = /** @class */ (function () {
  95024. function EnvironmentTextureTools() {
  95025. }
  95026. /**
  95027. * Gets the environment info from an env file.
  95028. * @param data The array buffer containing the .env bytes.
  95029. * @returns the environment file info (the json header) if successfully parsed.
  95030. */
  95031. EnvironmentTextureTools.GetEnvInfo = function (data) {
  95032. var dataView = new DataView(data);
  95033. var pos = 0;
  95034. for (var i = 0; i < EnvironmentTextureTools._MagicBytes.length; i++) {
  95035. if (dataView.getUint8(pos++) !== EnvironmentTextureTools._MagicBytes[i]) {
  95036. BABYLON.Tools.Error('Not a babylon environment map');
  95037. return null;
  95038. }
  95039. }
  95040. // Read json manifest - collect characters up to null terminator
  95041. var manifestString = '';
  95042. var charCode = 0x00;
  95043. while ((charCode = dataView.getUint8(pos++))) {
  95044. manifestString += String.fromCharCode(charCode);
  95045. }
  95046. var manifest = JSON.parse(manifestString);
  95047. if (manifest.specular) {
  95048. // Extend the header with the position of the payload.
  95049. manifest.specular.specularDataPosition = pos;
  95050. // Fallback to 0.8 exactly if lodGenerationScale is not defined for backward compatibility.
  95051. manifest.specular.lodGenerationScale = manifest.specular.lodGenerationScale || 0.8;
  95052. }
  95053. return manifest;
  95054. };
  95055. /**
  95056. * Creates an environment texture from a loaded cube texture.
  95057. * @param texture defines the cube texture to convert in env file
  95058. * @return a promise containing the environment data if succesfull.
  95059. */
  95060. EnvironmentTextureTools.CreateEnvTextureAsync = function (texture) {
  95061. var _this = this;
  95062. var internalTexture = texture.getInternalTexture();
  95063. if (!internalTexture) {
  95064. return Promise.reject("The cube texture is invalid.");
  95065. }
  95066. if (!texture._prefiltered) {
  95067. return Promise.reject("The cube texture is invalid (not prefiltered).");
  95068. }
  95069. var engine = internalTexture.getEngine();
  95070. if (engine && engine.premultipliedAlpha) {
  95071. return Promise.reject("Env texture can only be created when the engine is created with the premultipliedAlpha option set to false.");
  95072. }
  95073. if (texture.textureType === BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  95074. return Promise.reject("The cube texture should allow HDR (Full Float or Half Float).");
  95075. }
  95076. var canvas = engine.getRenderingCanvas();
  95077. if (!canvas) {
  95078. return Promise.reject("Env texture can only be created when the engine is associated to a canvas.");
  95079. }
  95080. var textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  95081. if (!engine.getCaps().textureFloatRender) {
  95082. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  95083. if (!engine.getCaps().textureHalfFloatRender) {
  95084. return Promise.reject("Env texture can only be created when the browser supports half float or full float rendering.");
  95085. }
  95086. }
  95087. var cubeWidth = internalTexture.width;
  95088. var hostingScene = new BABYLON.Scene(engine);
  95089. var specularTextures = {};
  95090. var promises = [];
  95091. // Read and collect all mipmaps data from the cube.
  95092. var mipmapsCount = BABYLON.Scalar.Log2(internalTexture.width);
  95093. mipmapsCount = Math.round(mipmapsCount);
  95094. var _loop_1 = function (i) {
  95095. var faceWidth = Math.pow(2, mipmapsCount - i);
  95096. var _loop_2 = function (face) {
  95097. var data = texture.readPixels(face, i);
  95098. // Creates a temp texture with the face data.
  95099. var tempTexture = engine.createRawTexture(data, faceWidth, faceWidth, BABYLON.Engine.TEXTUREFORMAT_RGBA, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE, null, textureType);
  95100. // And rgbdEncode them.
  95101. var promise = new Promise(function (resolve, reject) {
  95102. 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);
  95103. rgbdPostProcess.getEffect().executeWhenCompiled(function () {
  95104. rgbdPostProcess.onApply = function (effect) {
  95105. effect._bindTexture("textureSampler", tempTexture);
  95106. };
  95107. // As the process needs to happen on the main canvas, keep track of the current size
  95108. var currentW = engine.getRenderWidth();
  95109. var currentH = engine.getRenderHeight();
  95110. // Set the desired size for the texture
  95111. engine.setSize(faceWidth, faceWidth);
  95112. hostingScene.postProcessManager.directRender([rgbdPostProcess], null);
  95113. // Reading datas from WebGL
  95114. BABYLON.Tools.ToBlob(canvas, function (blob) {
  95115. var fileReader = new FileReader();
  95116. fileReader.onload = function (event) {
  95117. var arrayBuffer = event.target.result;
  95118. specularTextures[i * 6 + face] = arrayBuffer;
  95119. resolve();
  95120. };
  95121. fileReader.readAsArrayBuffer(blob);
  95122. });
  95123. // Reapply the previous canvas size
  95124. engine.setSize(currentW, currentH);
  95125. });
  95126. });
  95127. promises.push(promise);
  95128. };
  95129. // All faces of the cube.
  95130. for (var face = 0; face < 6; face++) {
  95131. _loop_2(face);
  95132. }
  95133. };
  95134. for (var i = 0; i <= mipmapsCount; i++) {
  95135. _loop_1(i);
  95136. }
  95137. // Once all the textures haves been collected as RGBD stored in PNGs
  95138. return Promise.all(promises).then(function () {
  95139. // We can delete the hosting scene keeping track of all the creation objects
  95140. hostingScene.dispose();
  95141. // Creates the json header for the env texture
  95142. var info = {
  95143. version: 1,
  95144. width: cubeWidth,
  95145. irradiance: _this._CreateEnvTextureIrradiance(texture),
  95146. specular: {
  95147. mipmaps: [],
  95148. lodGenerationScale: texture.lodGenerationScale
  95149. }
  95150. };
  95151. // Sets the specular image data information
  95152. var position = 0;
  95153. for (var i = 0; i <= mipmapsCount; i++) {
  95154. for (var face = 0; face < 6; face++) {
  95155. var byteLength = specularTextures[i * 6 + face].byteLength;
  95156. info.specular.mipmaps.push({
  95157. length: byteLength,
  95158. position: position
  95159. });
  95160. position += byteLength;
  95161. }
  95162. }
  95163. // Encode the JSON as an array buffer
  95164. var infoString = JSON.stringify(info);
  95165. var infoBuffer = new ArrayBuffer(infoString.length + 1);
  95166. var infoView = new Uint8Array(infoBuffer); // Limited to ascii subset matching unicode.
  95167. for (var i = 0, strLen = infoString.length; i < strLen; i++) {
  95168. infoView[i] = infoString.charCodeAt(i);
  95169. }
  95170. // Ends up with a null terminator for easier parsing
  95171. infoView[infoString.length] = 0x00;
  95172. // Computes the final required size and creates the storage
  95173. var totalSize = EnvironmentTextureTools._MagicBytes.length + position + infoBuffer.byteLength;
  95174. var finalBuffer = new ArrayBuffer(totalSize);
  95175. var finalBufferView = new Uint8Array(finalBuffer);
  95176. var dataView = new DataView(finalBuffer);
  95177. // Copy the magic bytes identifying the file in
  95178. var pos = 0;
  95179. for (var i = 0; i < EnvironmentTextureTools._MagicBytes.length; i++) {
  95180. dataView.setUint8(pos++, EnvironmentTextureTools._MagicBytes[i]);
  95181. }
  95182. // Add the json info
  95183. finalBufferView.set(new Uint8Array(infoBuffer), pos);
  95184. pos += infoBuffer.byteLength;
  95185. // Finally inserts the texture data
  95186. for (var i = 0; i <= mipmapsCount; i++) {
  95187. for (var face = 0; face < 6; face++) {
  95188. var dataBuffer = specularTextures[i * 6 + face];
  95189. finalBufferView.set(new Uint8Array(dataBuffer), pos);
  95190. pos += dataBuffer.byteLength;
  95191. }
  95192. }
  95193. // Voila
  95194. return finalBuffer;
  95195. });
  95196. };
  95197. /**
  95198. * Creates a JSON representation of the spherical data.
  95199. * @param texture defines the texture containing the polynomials
  95200. * @return the JSON representation of the spherical info
  95201. */
  95202. EnvironmentTextureTools._CreateEnvTextureIrradiance = function (texture) {
  95203. var polynmials = texture.sphericalPolynomial;
  95204. if (polynmials == null) {
  95205. return null;
  95206. }
  95207. return {
  95208. x: [polynmials.x.x, polynmials.x.y, polynmials.x.z],
  95209. y: [polynmials.y.x, polynmials.y.y, polynmials.y.z],
  95210. z: [polynmials.z.x, polynmials.z.y, polynmials.z.z],
  95211. xx: [polynmials.xx.x, polynmials.xx.y, polynmials.xx.z],
  95212. yy: [polynmials.yy.x, polynmials.yy.y, polynmials.yy.z],
  95213. zz: [polynmials.zz.x, polynmials.zz.y, polynmials.zz.z],
  95214. yz: [polynmials.yz.x, polynmials.yz.y, polynmials.yz.z],
  95215. zx: [polynmials.zx.x, polynmials.zx.y, polynmials.zx.z],
  95216. xy: [polynmials.xy.x, polynmials.xy.y, polynmials.xy.z]
  95217. };
  95218. };
  95219. /**
  95220. * Uploads the texture info contained in the env file to the GPU.
  95221. * @param texture defines the internal texture to upload to
  95222. * @param arrayBuffer defines the buffer cotaining the data to load
  95223. * @param info defines the texture info retrieved through the GetEnvInfo method
  95224. * @returns a promise
  95225. */
  95226. EnvironmentTextureTools.UploadEnvLevelsAsync = function (texture, arrayBuffer, info) {
  95227. if (info.version !== 1) {
  95228. throw new Error("Unsupported babylon environment map version \"" + info.version + "\"");
  95229. }
  95230. var specularInfo = info.specular;
  95231. if (!specularInfo) {
  95232. // Nothing else parsed so far
  95233. return Promise.resolve();
  95234. }
  95235. // Double checks the enclosed info
  95236. var mipmapsCount = BABYLON.Scalar.Log2(info.width);
  95237. mipmapsCount = Math.round(mipmapsCount) + 1;
  95238. if (specularInfo.mipmaps.length !== 6 * mipmapsCount) {
  95239. throw new Error("Unsupported specular mipmaps number \"" + specularInfo.mipmaps.length + "\"");
  95240. }
  95241. texture._lodGenerationScale = specularInfo.lodGenerationScale;
  95242. var imageData = new Array(mipmapsCount);
  95243. for (var i = 0; i < mipmapsCount; i++) {
  95244. imageData[i] = new Array(6);
  95245. for (var face = 0; face < 6; face++) {
  95246. var imageInfo = specularInfo.mipmaps[i * 6 + face];
  95247. imageData[i][face] = new Uint8Array(arrayBuffer, specularInfo.specularDataPosition + imageInfo.position, imageInfo.length);
  95248. }
  95249. }
  95250. return EnvironmentTextureTools.UploadLevelsAsync(texture, imageData);
  95251. };
  95252. /**
  95253. * Uploads the levels of image data to the GPU.
  95254. * @param texture defines the internal texture to upload to
  95255. * @param imageData defines the array buffer views of image data [mipmap][face]
  95256. * @returns a promise
  95257. */
  95258. EnvironmentTextureTools.UploadLevelsAsync = function (texture, imageData) {
  95259. if (!BABYLON.Tools.IsExponentOfTwo(texture.width)) {
  95260. throw new Error("Texture size must be a power of two");
  95261. }
  95262. var mipmapsCount = Math.round(BABYLON.Scalar.Log2(texture.width)) + 1;
  95263. // Gets everything ready.
  95264. var engine = texture.getEngine();
  95265. var expandTexture = false;
  95266. var generateNonLODTextures = false;
  95267. var rgbdPostProcess = null;
  95268. var cubeRtt = null;
  95269. var lodTextures = null;
  95270. var caps = engine.getCaps();
  95271. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  95272. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  95273. texture.generateMipMaps = true;
  95274. engine.updateTextureSamplingMode(BABYLON.Texture.TRILINEAR_SAMPLINGMODE, texture);
  95275. // Add extra process if texture lod is not supported
  95276. if (!caps.textureLOD) {
  95277. expandTexture = false;
  95278. generateNonLODTextures = true;
  95279. lodTextures = {};
  95280. }
  95281. // in webgl 1 there are no ways to either render or copy lod level information for float textures.
  95282. else if (engine.webGLVersion < 2) {
  95283. expandTexture = false;
  95284. }
  95285. // If half float available we can uncompress the texture
  95286. else if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {
  95287. expandTexture = true;
  95288. texture.type = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  95289. }
  95290. // If full float available we can uncompress the texture
  95291. else if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {
  95292. expandTexture = true;
  95293. texture.type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  95294. }
  95295. // Expand the texture if possible
  95296. if (expandTexture) {
  95297. // Simply run through the decode PP
  95298. rgbdPostProcess = new BABYLON.PostProcess("rgbdDecode", "rgbdDecode", null, null, 1, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, engine, false, undefined, texture.type, undefined, null, false);
  95299. texture._isRGBD = false;
  95300. texture.invertY = false;
  95301. cubeRtt = engine.createRenderTargetCubeTexture(texture.width, {
  95302. generateDepthBuffer: false,
  95303. generateMipMaps: true,
  95304. generateStencilBuffer: false,
  95305. samplingMode: BABYLON.Texture.TRILINEAR_SAMPLINGMODE,
  95306. type: texture.type,
  95307. format: BABYLON.Engine.TEXTUREFORMAT_RGBA
  95308. });
  95309. }
  95310. else {
  95311. texture._isRGBD = true;
  95312. texture.invertY = true;
  95313. // In case of missing support, applies the same patch than DDS files.
  95314. if (generateNonLODTextures) {
  95315. var mipSlices = 3;
  95316. var scale = texture._lodGenerationScale;
  95317. var offset = texture._lodGenerationOffset;
  95318. for (var i = 0; i < mipSlices; i++) {
  95319. //compute LOD from even spacing in smoothness (matching shader calculation)
  95320. var smoothness = i / (mipSlices - 1);
  95321. var roughness = 1 - smoothness;
  95322. var minLODIndex = offset; // roughness = 0
  95323. var maxLODIndex = (mipmapsCount - 1) * scale + offset; // roughness = 1 (mipmaps start from 0)
  95324. var lodIndex = minLODIndex + (maxLODIndex - minLODIndex) * roughness;
  95325. var mipmapIndex = Math.round(Math.min(Math.max(lodIndex, 0), maxLODIndex));
  95326. var glTextureFromLod = new BABYLON.InternalTexture(engine, BABYLON.InternalTexture.DATASOURCE_TEMP);
  95327. glTextureFromLod.isCube = true;
  95328. glTextureFromLod.invertY = true;
  95329. glTextureFromLod.generateMipMaps = false;
  95330. engine.updateTextureSamplingMode(BABYLON.Texture.LINEAR_LINEAR, glTextureFromLod);
  95331. // Wrap in a base texture for easy binding.
  95332. var lodTexture = new BABYLON.BaseTexture(null);
  95333. lodTexture.isCube = true;
  95334. lodTexture._texture = glTextureFromLod;
  95335. lodTextures[mipmapIndex] = lodTexture;
  95336. switch (i) {
  95337. case 0:
  95338. texture._lodTextureLow = lodTexture;
  95339. break;
  95340. case 1:
  95341. texture._lodTextureMid = lodTexture;
  95342. break;
  95343. case 2:
  95344. texture._lodTextureHigh = lodTexture;
  95345. break;
  95346. }
  95347. }
  95348. }
  95349. }
  95350. var promises = [];
  95351. var _loop_3 = function (i) {
  95352. var _loop_4 = function (face) {
  95353. // Constructs an image element from image data
  95354. var bytes = imageData[i][face];
  95355. var blob = new Blob([bytes], { type: 'image/png' });
  95356. var url = URL.createObjectURL(blob);
  95357. var image = new Image();
  95358. image.src = url;
  95359. // Enqueue promise to upload to the texture.
  95360. var promise = new Promise(function (resolve, reject) {
  95361. image.onload = function () {
  95362. if (expandTexture) {
  95363. var tempTexture_1 = engine.createTexture(null, true, true, null, BABYLON.Texture.NEAREST_SAMPLINGMODE, null, function (message) {
  95364. reject(message);
  95365. }, image);
  95366. rgbdPostProcess.getEffect().executeWhenCompiled(function () {
  95367. // Uncompress the data to a RTT
  95368. rgbdPostProcess.onApply = function (effect) {
  95369. effect._bindTexture("textureSampler", tempTexture_1);
  95370. effect.setFloat2("scale", 1, 1);
  95371. };
  95372. engine.scenes[0].postProcessManager.directRender([rgbdPostProcess], cubeRtt, true, face, i);
  95373. // Cleanup
  95374. engine.restoreDefaultFramebuffer();
  95375. tempTexture_1.dispose();
  95376. window.URL.revokeObjectURL(url);
  95377. resolve();
  95378. });
  95379. }
  95380. else {
  95381. engine._uploadImageToTexture(texture, image, face, i);
  95382. // Upload the face to the non lod texture support
  95383. if (generateNonLODTextures) {
  95384. var lodTexture = lodTextures[i];
  95385. if (lodTexture) {
  95386. engine._uploadImageToTexture(lodTexture._texture, image, face, 0);
  95387. }
  95388. }
  95389. resolve();
  95390. }
  95391. };
  95392. image.onerror = function (error) {
  95393. reject(error);
  95394. };
  95395. });
  95396. promises.push(promise);
  95397. };
  95398. // All faces
  95399. for (var face = 0; face < 6; face++) {
  95400. _loop_4(face);
  95401. }
  95402. };
  95403. // All mipmaps up to provided number of images
  95404. for (var i = 0; i < imageData.length; i++) {
  95405. _loop_3(i);
  95406. }
  95407. // Fill remaining mipmaps with black textures.
  95408. if (imageData.length < mipmapsCount) {
  95409. var data = void 0;
  95410. var size = Math.pow(2, mipmapsCount - 1 - imageData.length);
  95411. var dataLength = size * size * 4;
  95412. switch (texture.type) {
  95413. case BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT: {
  95414. data = new Uint8Array(dataLength);
  95415. break;
  95416. }
  95417. case BABYLON.Engine.TEXTURETYPE_HALF_FLOAT: {
  95418. data = new Uint16Array(dataLength);
  95419. break;
  95420. }
  95421. case BABYLON.Engine.TEXTURETYPE_FLOAT: {
  95422. data = new Float32Array(dataLength);
  95423. break;
  95424. }
  95425. }
  95426. for (var i = imageData.length; i < mipmapsCount; i++) {
  95427. for (var face = 0; face < 6; face++) {
  95428. engine._uploadArrayBufferViewToTexture(texture, data, face, i);
  95429. }
  95430. }
  95431. }
  95432. // Once all done, finishes the cleanup and return
  95433. return Promise.all(promises).then(function () {
  95434. // Release temp RTT.
  95435. if (cubeRtt) {
  95436. engine._releaseFramebufferObjects(cubeRtt);
  95437. cubeRtt._swapAndDie(texture);
  95438. }
  95439. // Release temp Post Process.
  95440. if (rgbdPostProcess) {
  95441. rgbdPostProcess.dispose();
  95442. }
  95443. // Flag internal texture as ready in case they are in use.
  95444. if (generateNonLODTextures) {
  95445. if (texture._lodTextureHigh && texture._lodTextureHigh._texture) {
  95446. texture._lodTextureHigh._texture.isReady = true;
  95447. }
  95448. if (texture._lodTextureMid && texture._lodTextureMid._texture) {
  95449. texture._lodTextureMid._texture.isReady = true;
  95450. }
  95451. if (texture._lodTextureLow && texture._lodTextureLow._texture) {
  95452. texture._lodTextureLow._texture.isReady = true;
  95453. }
  95454. }
  95455. });
  95456. };
  95457. /**
  95458. * Uploads spherical polynomials information to the texture.
  95459. * @param texture defines the texture we are trying to upload the information to
  95460. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  95461. */
  95462. EnvironmentTextureTools.UploadEnvSpherical = function (texture, info) {
  95463. if (info.version !== 1) {
  95464. BABYLON.Tools.Warn('Unsupported babylon environment map version "' + info.version + '"');
  95465. }
  95466. var irradianceInfo = info.irradiance;
  95467. if (!irradianceInfo) {
  95468. return;
  95469. }
  95470. var sp = new BABYLON.SphericalPolynomial();
  95471. BABYLON.Vector3.FromArrayToRef(irradianceInfo.x, 0, sp.x);
  95472. BABYLON.Vector3.FromArrayToRef(irradianceInfo.y, 0, sp.y);
  95473. BABYLON.Vector3.FromArrayToRef(irradianceInfo.z, 0, sp.z);
  95474. BABYLON.Vector3.FromArrayToRef(irradianceInfo.xx, 0, sp.xx);
  95475. BABYLON.Vector3.FromArrayToRef(irradianceInfo.yy, 0, sp.yy);
  95476. BABYLON.Vector3.FromArrayToRef(irradianceInfo.zz, 0, sp.zz);
  95477. BABYLON.Vector3.FromArrayToRef(irradianceInfo.yz, 0, sp.yz);
  95478. BABYLON.Vector3.FromArrayToRef(irradianceInfo.zx, 0, sp.zx);
  95479. BABYLON.Vector3.FromArrayToRef(irradianceInfo.xy, 0, sp.xy);
  95480. texture._sphericalPolynomial = sp;
  95481. };
  95482. /**
  95483. * Magic number identifying the env file.
  95484. */
  95485. EnvironmentTextureTools._MagicBytes = [0x86, 0x16, 0x87, 0x96, 0xf6, 0xd6, 0x96, 0x36];
  95486. return EnvironmentTextureTools;
  95487. }());
  95488. BABYLON.EnvironmentTextureTools = EnvironmentTextureTools;
  95489. })(BABYLON || (BABYLON = {}));
  95490. //# sourceMappingURL=babylon.environmentTextureTools.js.map
  95491. var BABYLON;
  95492. (function (BABYLON) {
  95493. /**
  95494. * Implementation of the ENV Texture Loader.
  95495. */
  95496. var ENVTextureLoader = /** @class */ (function () {
  95497. function ENVTextureLoader() {
  95498. /**
  95499. * Defines wether the loader supports cascade loading the different faces.
  95500. */
  95501. this.supportCascades = false;
  95502. }
  95503. /**
  95504. * This returns if the loader support the current file information.
  95505. * @param extension defines the file extension of the file being loaded
  95506. * @param textureFormatInUse defines the current compressed format in use iun the engine
  95507. * @param fallback defines the fallback internal texture if any
  95508. * @param isBase64 defines whether the texture is encoded as a base64
  95509. * @param isBuffer defines whether the texture data are stored as a buffer
  95510. * @returns true if the loader can load the specified file
  95511. */
  95512. ENVTextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  95513. return extension.indexOf(".env") === 0;
  95514. };
  95515. /**
  95516. * Transform the url before loading if required.
  95517. * @param rootUrl the url of the texture
  95518. * @param textureFormatInUse defines the current compressed format in use iun the engine
  95519. * @returns the transformed texture
  95520. */
  95521. ENVTextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  95522. return rootUrl;
  95523. };
  95524. /**
  95525. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  95526. * @param rootUrl the url of the texture
  95527. * @param textureFormatInUse defines the current compressed format in use iun the engine
  95528. * @returns the fallback texture
  95529. */
  95530. ENVTextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  95531. return null;
  95532. };
  95533. /**
  95534. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  95535. * @param data contains the texture data
  95536. * @param texture defines the BabylonJS internal texture
  95537. * @param createPolynomials will be true if polynomials have been requested
  95538. * @param onLoad defines the callback to trigger once the texture is ready
  95539. * @param onError defines the callback to trigger in case of error
  95540. */
  95541. ENVTextureLoader.prototype.loadCubeData = function (data, texture, createPolynomials, onLoad, onError) {
  95542. if (Array.isArray(data)) {
  95543. return;
  95544. }
  95545. data = data;
  95546. var info = BABYLON.EnvironmentTextureTools.GetEnvInfo(data);
  95547. if (info) {
  95548. texture.width = info.width;
  95549. texture.height = info.width;
  95550. BABYLON.EnvironmentTextureTools.UploadEnvSpherical(texture, info);
  95551. BABYLON.EnvironmentTextureTools.UploadEnvLevelsAsync(texture, data, info).then(function () {
  95552. texture.isReady = true;
  95553. if (onLoad) {
  95554. onLoad();
  95555. }
  95556. });
  95557. }
  95558. else if (onError) {
  95559. onError("Can not parse the environment file", null);
  95560. }
  95561. };
  95562. /**
  95563. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  95564. * @param data contains the texture data
  95565. * @param texture defines the BabylonJS internal texture
  95566. * @param callback defines the method to call once ready to upload
  95567. */
  95568. ENVTextureLoader.prototype.loadData = function (data, texture, callback) {
  95569. throw ".env not supported in 2d.";
  95570. };
  95571. return ENVTextureLoader;
  95572. }());
  95573. // Register the loader.
  95574. BABYLON.Engine._TextureLoaders.push(new ENVTextureLoader());
  95575. })(BABYLON || (BABYLON = {}));
  95576. //# sourceMappingURL=babylon.envTextureLoader.js.map
  95577. var BABYLON;
  95578. (function (BABYLON) {
  95579. /**
  95580. * Renders a layer on top of an existing scene
  95581. */
  95582. var UtilityLayerRenderer = /** @class */ (function () {
  95583. /**
  95584. * Instantiates a UtilityLayerRenderer
  95585. * @param originalScene the original scene that will be rendered on top of
  95586. */
  95587. function UtilityLayerRenderer(
  95588. /** the original scene that will be rendered on top of */
  95589. originalScene) {
  95590. var _this = this;
  95591. this.originalScene = originalScene;
  95592. this._pointerCaptures = {};
  95593. this._lastPointerEvents = {};
  95594. /**
  95595. * If the utility layer should automatically be rendered on top of existing scene
  95596. */
  95597. this.shouldRender = true;
  95598. /**
  95599. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  95600. */
  95601. this.onlyCheckPointerDownEvents = true;
  95602. /**
  95603. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  95604. */
  95605. this.processAllEvents = false;
  95606. /**
  95607. * Observable raised when the pointer move from the utility layer scene to the main scene
  95608. */
  95609. this.onPointerOutObservable = new BABYLON.Observable();
  95610. // Create scene which will be rendered in the foreground and remove it from being referenced by engine to avoid interfering with existing app
  95611. this.utilityLayerScene = new BABYLON.Scene(originalScene.getEngine());
  95612. this.utilityLayerScene.useRightHandedSystem = originalScene.useRightHandedSystem;
  95613. this.utilityLayerScene._allowPostProcessClearColor = false;
  95614. originalScene.getEngine().scenes.pop();
  95615. // Detach controls on utility scene, events will be fired by logic below to handle picking priority
  95616. this.utilityLayerScene.detachControl();
  95617. this._originalPointerObserver = originalScene.onPrePointerObservable.add(function (prePointerInfo, eventState) {
  95618. if (!_this.processAllEvents) {
  95619. if (prePointerInfo.type !== BABYLON.PointerEventTypes.POINTERMOVE
  95620. && prePointerInfo.type !== BABYLON.PointerEventTypes.POINTERUP
  95621. && prePointerInfo.type !== BABYLON.PointerEventTypes.POINTERDOWN) {
  95622. return;
  95623. }
  95624. }
  95625. var pointerEvent = (prePointerInfo.event);
  95626. if (originalScene.isPointerCaptured(pointerEvent.pointerId)) {
  95627. _this._pointerCaptures[pointerEvent.pointerId] = false;
  95628. return;
  95629. }
  95630. var utilityScenePick = prePointerInfo.ray ? _this.utilityLayerScene.pickWithRay(prePointerInfo.ray) : _this.utilityLayerScene.pick(originalScene.pointerX, originalScene.pointerY);
  95631. if (!prePointerInfo.ray && utilityScenePick) {
  95632. prePointerInfo.ray = utilityScenePick.ray;
  95633. }
  95634. // always fire the prepointer oversvable
  95635. _this.utilityLayerScene.onPrePointerObservable.notifyObservers(prePointerInfo);
  95636. // allow every non pointer down event to flow to the utility layer
  95637. if (_this.onlyCheckPointerDownEvents && prePointerInfo.type != BABYLON.PointerEventTypes.POINTERDOWN) {
  95638. if (!prePointerInfo.skipOnPointerObservable) {
  95639. _this.utilityLayerScene.onPointerObservable.notifyObservers(new BABYLON.PointerInfo(prePointerInfo.type, prePointerInfo.event, utilityScenePick));
  95640. }
  95641. if (prePointerInfo.type === BABYLON.PointerEventTypes.POINTERUP && _this._pointerCaptures[pointerEvent.pointerId]) {
  95642. _this._pointerCaptures[pointerEvent.pointerId] = false;
  95643. }
  95644. return;
  95645. }
  95646. if (_this.utilityLayerScene.autoClearDepthAndStencil) {
  95647. // If this layer is an overlay, check if this layer was hit and if so, skip pointer events for the main scene
  95648. if (utilityScenePick && utilityScenePick.hit) {
  95649. if (!prePointerInfo.skipOnPointerObservable) {
  95650. _this.utilityLayerScene.onPointerObservable.notifyObservers(new BABYLON.PointerInfo(prePointerInfo.type, prePointerInfo.event, utilityScenePick));
  95651. }
  95652. prePointerInfo.skipOnPointerObservable = true;
  95653. }
  95654. }
  95655. else {
  95656. var originalScenePick = prePointerInfo.ray ? originalScene.pickWithRay(prePointerInfo.ray) : originalScene.pick(originalScene.pointerX, originalScene.pointerY);
  95657. var pointerEvent_1 = (prePointerInfo.event);
  95658. // If the layer can be occluded by the original scene, only fire pointer events to the first layer that hit they ray
  95659. if (originalScenePick && utilityScenePick) {
  95660. // No pick in utility scene
  95661. if (utilityScenePick.distance === 0 && originalScenePick.pickedMesh) {
  95662. if (_this.mainSceneTrackerPredicate && _this.mainSceneTrackerPredicate(originalScenePick.pickedMesh)) {
  95663. // We touched an utility mesh present in the main scene
  95664. _this._notifyObservers(prePointerInfo, originalScenePick, pointerEvent_1);
  95665. prePointerInfo.skipOnPointerObservable = true;
  95666. }
  95667. else if (prePointerInfo.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  95668. _this._pointerCaptures[pointerEvent_1.pointerId] = true;
  95669. }
  95670. }
  95671. else if (!_this._pointerCaptures[pointerEvent_1.pointerId] && (utilityScenePick.distance < originalScenePick.distance || originalScenePick.distance === 0)) {
  95672. // We pick something in utility scene or the pick in utility is closer than the one in main scene
  95673. _this._notifyObservers(prePointerInfo, utilityScenePick, pointerEvent_1);
  95674. // If a previous utility layer set this, do not unset this
  95675. if (!prePointerInfo.skipOnPointerObservable) {
  95676. prePointerInfo.skipOnPointerObservable = utilityScenePick.distance > 0;
  95677. }
  95678. }
  95679. else if (!_this._pointerCaptures[pointerEvent_1.pointerId] && (utilityScenePick.distance > originalScenePick.distance)) {
  95680. // We have a pick in both scenes but main is closer than utility
  95681. // We touched an utility mesh present in the main scene
  95682. if (_this.mainSceneTrackerPredicate && _this.mainSceneTrackerPredicate(originalScenePick.pickedMesh)) {
  95683. _this._notifyObservers(prePointerInfo, originalScenePick, pointerEvent_1);
  95684. prePointerInfo.skipOnPointerObservable = true;
  95685. }
  95686. else if (_this._lastPointerEvents[pointerEvent_1.pointerId]) {
  95687. // We need to send a last pointerup to the utilityLayerScene to make sure animations can complete
  95688. _this.onPointerOutObservable.notifyObservers(pointerEvent_1.pointerId);
  95689. delete _this._lastPointerEvents[pointerEvent_1.pointerId];
  95690. }
  95691. }
  95692. if (prePointerInfo.type === BABYLON.PointerEventTypes.POINTERUP && _this._pointerCaptures[pointerEvent_1.pointerId]) {
  95693. _this._pointerCaptures[pointerEvent_1.pointerId] = false;
  95694. }
  95695. }
  95696. }
  95697. });
  95698. // Render directly on top of existing scene without clearing
  95699. this.utilityLayerScene.autoClear = false;
  95700. this._afterRenderObserver = this.originalScene.onAfterRenderObservable.add(function () {
  95701. if (_this.shouldRender) {
  95702. _this.render();
  95703. }
  95704. });
  95705. this._sceneDisposeObserver = this.originalScene.onDisposeObservable.add(function () {
  95706. _this.dispose();
  95707. });
  95708. this._updateCamera();
  95709. }
  95710. Object.defineProperty(UtilityLayerRenderer, "DefaultUtilityLayer", {
  95711. /**
  95712. * 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)
  95713. */
  95714. get: function () {
  95715. if (UtilityLayerRenderer._DefaultUtilityLayer == null) {
  95716. UtilityLayerRenderer._DefaultUtilityLayer = new UtilityLayerRenderer(BABYLON.Engine.LastCreatedScene);
  95717. UtilityLayerRenderer._DefaultUtilityLayer.originalScene.onDisposeObservable.addOnce(function () {
  95718. UtilityLayerRenderer._DefaultUtilityLayer = null;
  95719. });
  95720. }
  95721. return UtilityLayerRenderer._DefaultUtilityLayer;
  95722. },
  95723. enumerable: true,
  95724. configurable: true
  95725. });
  95726. Object.defineProperty(UtilityLayerRenderer, "DefaultKeepDepthUtilityLayer", {
  95727. /**
  95728. * 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)
  95729. */
  95730. get: function () {
  95731. if (UtilityLayerRenderer._DefaultKeepDepthUtilityLayer == null) {
  95732. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = new UtilityLayerRenderer(BABYLON.Engine.LastCreatedScene);
  95733. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer.utilityLayerScene.autoClearDepthAndStencil = false;
  95734. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer.originalScene.onDisposeObservable.addOnce(function () {
  95735. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = null;
  95736. });
  95737. }
  95738. return UtilityLayerRenderer._DefaultKeepDepthUtilityLayer;
  95739. },
  95740. enumerable: true,
  95741. configurable: true
  95742. });
  95743. UtilityLayerRenderer.prototype._notifyObservers = function (prePointerInfo, pickInfo, pointerEvent) {
  95744. if (!prePointerInfo.skipOnPointerObservable) {
  95745. this.utilityLayerScene.onPointerObservable.notifyObservers(new BABYLON.PointerInfo(prePointerInfo.type, prePointerInfo.event, pickInfo));
  95746. this._lastPointerEvents[pointerEvent.pointerId] = parseInt(pointerEvent.pointerType);
  95747. }
  95748. };
  95749. /**
  95750. * Renders the utility layers scene on top of the original scene
  95751. */
  95752. UtilityLayerRenderer.prototype.render = function () {
  95753. this._updateCamera();
  95754. if (this.utilityLayerScene.activeCamera) {
  95755. // Set the camera's scene to utility layers scene
  95756. var oldScene = this.utilityLayerScene.activeCamera.getScene();
  95757. var camera = this.utilityLayerScene.activeCamera;
  95758. camera._scene = this.utilityLayerScene;
  95759. if (camera.leftCamera) {
  95760. camera.leftCamera._scene = this.utilityLayerScene;
  95761. }
  95762. if (camera.rightCamera) {
  95763. camera.rightCamera._scene = this.utilityLayerScene;
  95764. }
  95765. this.utilityLayerScene.render(false);
  95766. // Reset camera's scene back to original
  95767. camera._scene = oldScene;
  95768. if (camera.leftCamera) {
  95769. camera.leftCamera._scene = oldScene;
  95770. }
  95771. if (camera.rightCamera) {
  95772. camera.rightCamera._scene = oldScene;
  95773. }
  95774. }
  95775. };
  95776. /**
  95777. * Disposes of the renderer
  95778. */
  95779. UtilityLayerRenderer.prototype.dispose = function () {
  95780. this.onPointerOutObservable.clear();
  95781. if (this._afterRenderObserver) {
  95782. this.originalScene.onAfterRenderObservable.remove(this._afterRenderObserver);
  95783. }
  95784. if (this._sceneDisposeObserver) {
  95785. this.originalScene.onDisposeObservable.remove(this._sceneDisposeObserver);
  95786. }
  95787. if (this._originalPointerObserver) {
  95788. this.originalScene.onPrePointerObservable.remove(this._originalPointerObserver);
  95789. }
  95790. this.utilityLayerScene.dispose();
  95791. };
  95792. UtilityLayerRenderer.prototype._updateCamera = function () {
  95793. this.utilityLayerScene.activeCamera = this.originalScene.activeCamera;
  95794. };
  95795. UtilityLayerRenderer._DefaultUtilityLayer = null;
  95796. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = null;
  95797. return UtilityLayerRenderer;
  95798. }());
  95799. BABYLON.UtilityLayerRenderer = UtilityLayerRenderer;
  95800. })(BABYLON || (BABYLON = {}));
  95801. //# sourceMappingURL=babylon.utilityLayerRenderer.js.map
  95802. //# sourceMappingURL=babylon.behavior.js.map
  95803. var BABYLON;
  95804. (function (BABYLON) {
  95805. /**
  95806. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  95807. */
  95808. var PointerDragBehavior = /** @class */ (function () {
  95809. /**
  95810. * Creates a pointer drag behavior that can be attached to a mesh
  95811. * @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)
  95812. */
  95813. function PointerDragBehavior(options) {
  95814. /**
  95815. * 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)
  95816. */
  95817. this.maxDragAngle = 0;
  95818. /**
  95819. * @hidden
  95820. */
  95821. this._useAlternatePickedPointAboveMaxDragAngle = false;
  95822. /**
  95823. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  95824. */
  95825. this.currentDraggingPointerID = -1;
  95826. /**
  95827. * If the behavior is currently in a dragging state
  95828. */
  95829. this.dragging = false;
  95830. /**
  95831. * 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)
  95832. */
  95833. this.dragDeltaRatio = 0.2;
  95834. /**
  95835. * If the drag plane orientation should be updated during the dragging (Default: true)
  95836. */
  95837. this.updateDragPlane = true;
  95838. // Debug mode will display drag planes to help visualize behavior
  95839. this._debugMode = false;
  95840. this._moving = false;
  95841. /**
  95842. * Fires each time the attached mesh is dragged with the pointer
  95843. * * delta between last drag position and current drag position in world space
  95844. * * dragDistance along the drag axis
  95845. * * dragPlaneNormal normal of the current drag plane used during the drag
  95846. * * dragPlanePoint in world space where the drag intersects the drag plane
  95847. */
  95848. this.onDragObservable = new BABYLON.Observable();
  95849. /**
  95850. * Fires each time a drag begins (eg. mouse down on mesh)
  95851. */
  95852. this.onDragStartObservable = new BABYLON.Observable();
  95853. /**
  95854. * Fires each time a drag ends (eg. mouse release after drag)
  95855. */
  95856. this.onDragEndObservable = new BABYLON.Observable();
  95857. /**
  95858. * If the attached mesh should be moved when dragged
  95859. */
  95860. this.moveAttached = true;
  95861. /**
  95862. * If the drag behavior will react to drag events (Default: true)
  95863. */
  95864. this.enabled = true;
  95865. /**
  95866. * If camera controls should be detached during the drag
  95867. */
  95868. this.detachCameraControls = true;
  95869. /**
  95870. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  95871. */
  95872. this.useObjectOrienationForDragging = true;
  95873. this._tmpVector = new BABYLON.Vector3(0, 0, 0);
  95874. this._alternatePickedPoint = new BABYLON.Vector3(0, 0, 0);
  95875. this._worldDragAxis = new BABYLON.Vector3(0, 0, 0);
  95876. this._targetPosition = new BABYLON.Vector3(0, 0, 0);
  95877. this._attachedElement = null;
  95878. this._startDragRay = new BABYLON.Ray(new BABYLON.Vector3(), new BABYLON.Vector3());
  95879. this._lastPointerRay = {};
  95880. this._dragDelta = new BABYLON.Vector3();
  95881. // Variables to avoid instantiation in the below method
  95882. this._pointA = new BABYLON.Vector3(0, 0, 0);
  95883. this._pointB = new BABYLON.Vector3(0, 0, 0);
  95884. this._pointC = new BABYLON.Vector3(0, 0, 0);
  95885. this._lineA = new BABYLON.Vector3(0, 0, 0);
  95886. this._lineB = new BABYLON.Vector3(0, 0, 0);
  95887. this._localAxis = new BABYLON.Vector3(0, 0, 0);
  95888. this._lookAt = new BABYLON.Vector3(0, 0, 0);
  95889. this._options = options ? options : {};
  95890. var optionCount = 0;
  95891. if (this._options.dragAxis) {
  95892. optionCount++;
  95893. }
  95894. if (this._options.dragPlaneNormal) {
  95895. optionCount++;
  95896. }
  95897. if (optionCount > 1) {
  95898. throw "Multiple drag modes specified in dragBehavior options. Only one expected";
  95899. }
  95900. }
  95901. Object.defineProperty(PointerDragBehavior.prototype, "name", {
  95902. /**
  95903. * The name of the behavior
  95904. */
  95905. get: function () {
  95906. return "PointerDrag";
  95907. },
  95908. enumerable: true,
  95909. configurable: true
  95910. });
  95911. /**
  95912. * Initializes the behavior
  95913. */
  95914. PointerDragBehavior.prototype.init = function () { };
  95915. /**
  95916. * Attaches the drag behavior the passed in mesh
  95917. * @param ownerNode The mesh that will be dragged around once attached
  95918. */
  95919. PointerDragBehavior.prototype.attach = function (ownerNode) {
  95920. var _this = this;
  95921. this._scene = ownerNode.getScene();
  95922. this._attachedNode = ownerNode;
  95923. // Initialize drag plane to not interfere with existing scene
  95924. if (!PointerDragBehavior._planeScene) {
  95925. if (this._debugMode) {
  95926. PointerDragBehavior._planeScene = this._scene;
  95927. }
  95928. else {
  95929. PointerDragBehavior._planeScene = new BABYLON.Scene(this._scene.getEngine());
  95930. PointerDragBehavior._planeScene.detachControl();
  95931. this._scene.getEngine().scenes.pop();
  95932. this._scene.onDisposeObservable.addOnce(function () {
  95933. PointerDragBehavior._planeScene.dispose();
  95934. PointerDragBehavior._planeScene = null;
  95935. });
  95936. }
  95937. }
  95938. this._dragPlane = BABYLON.Mesh.CreatePlane("pointerDragPlane", this._debugMode ? 1 : 10000, PointerDragBehavior._planeScene, false, BABYLON.Mesh.DOUBLESIDE);
  95939. // State of the drag
  95940. this.lastDragPosition = new BABYLON.Vector3(0, 0, 0);
  95941. var pickPredicate = function (m) {
  95942. return _this._attachedNode == m || m.isDescendantOf(_this._attachedNode);
  95943. };
  95944. this._pointerObserver = this._scene.onPointerObservable.add(function (pointerInfo, eventState) {
  95945. if (!_this.enabled) {
  95946. return;
  95947. }
  95948. if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERDOWN) {
  95949. if (!_this.dragging && pointerInfo.pickInfo && pointerInfo.pickInfo.hit && pointerInfo.pickInfo.pickedMesh && pointerInfo.pickInfo.pickedPoint && pointerInfo.pickInfo.ray && pickPredicate(pointerInfo.pickInfo.pickedMesh)) {
  95950. _this._startDrag(pointerInfo.event.pointerId, pointerInfo.pickInfo.ray, pointerInfo.pickInfo.pickedPoint);
  95951. }
  95952. }
  95953. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERUP) {
  95954. if (_this.currentDraggingPointerID == pointerInfo.event.pointerId) {
  95955. _this.releaseDrag();
  95956. }
  95957. }
  95958. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERMOVE) {
  95959. var pointerId = pointerInfo.event.pointerId;
  95960. // If drag was started with anyMouseID specified, set pointerID to the next mouse that moved
  95961. if (_this.currentDraggingPointerID === PointerDragBehavior._AnyMouseID && pointerId !== PointerDragBehavior._AnyMouseID && pointerInfo.event.pointerType == "mouse") {
  95962. if (_this._lastPointerRay[_this.currentDraggingPointerID]) {
  95963. _this._lastPointerRay[pointerId] = _this._lastPointerRay[_this.currentDraggingPointerID];
  95964. delete _this._lastPointerRay[_this.currentDraggingPointerID];
  95965. }
  95966. _this.currentDraggingPointerID = pointerId;
  95967. }
  95968. // Keep track of last pointer ray, this is used simulating the start of a drag in startDrag()
  95969. if (!_this._lastPointerRay[pointerId]) {
  95970. _this._lastPointerRay[pointerId] = new BABYLON.Ray(new BABYLON.Vector3(), new BABYLON.Vector3());
  95971. }
  95972. if (pointerInfo.pickInfo && pointerInfo.pickInfo.ray) {
  95973. _this._lastPointerRay[pointerId].origin.copyFrom(pointerInfo.pickInfo.ray.origin);
  95974. _this._lastPointerRay[pointerId].direction.copyFrom(pointerInfo.pickInfo.ray.direction);
  95975. if (_this.currentDraggingPointerID == pointerId && _this.dragging) {
  95976. _this._moveDrag(pointerInfo.pickInfo.ray);
  95977. }
  95978. }
  95979. }
  95980. });
  95981. this._beforeRenderObserver = this._scene.onBeforeRenderObservable.add(function () {
  95982. if (_this._moving && _this.moveAttached) {
  95983. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(_this._attachedNode);
  95984. // Slowly move mesh to avoid jitter
  95985. _this._targetPosition.subtractToRef((_this._attachedNode).absolutePosition, _this._tmpVector);
  95986. _this._tmpVector.scaleInPlace(_this.dragDeltaRatio);
  95987. (_this._attachedNode).getAbsolutePosition().addToRef(_this._tmpVector, _this._tmpVector);
  95988. (_this._attachedNode).setAbsolutePosition(_this._tmpVector);
  95989. BABYLON.BoundingBoxGizmo._RestorePivotPoint(_this._attachedNode);
  95990. }
  95991. });
  95992. };
  95993. /**
  95994. * Force relase the drag action by code.
  95995. */
  95996. PointerDragBehavior.prototype.releaseDrag = function () {
  95997. this.dragging = false;
  95998. this.onDragEndObservable.notifyObservers({ dragPlanePoint: this.lastDragPosition, pointerId: this.currentDraggingPointerID });
  95999. this.currentDraggingPointerID = -1;
  96000. this._moving = false;
  96001. // Reattach camera controls
  96002. if (this.detachCameraControls && this._attachedElement && this._scene.activeCamera && !this._scene.activeCamera.leftCamera) {
  96003. this._scene.activeCamera.attachControl(this._attachedElement, true);
  96004. }
  96005. };
  96006. /**
  96007. * Simulates the start of a pointer drag event on the behavior
  96008. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  96009. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  96010. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  96011. */
  96012. PointerDragBehavior.prototype.startDrag = function (pointerId, fromRay, startPickedPoint) {
  96013. if (pointerId === void 0) { pointerId = PointerDragBehavior._AnyMouseID; }
  96014. this._startDrag(pointerId, fromRay, startPickedPoint);
  96015. var lastRay = this._lastPointerRay[pointerId];
  96016. if (pointerId === PointerDragBehavior._AnyMouseID) {
  96017. lastRay = this._lastPointerRay[Object.keys(this._lastPointerRay)[0]];
  96018. }
  96019. if (lastRay) {
  96020. // if there was a last pointer ray drag the object there
  96021. this._moveDrag(lastRay);
  96022. }
  96023. };
  96024. PointerDragBehavior.prototype._startDrag = function (pointerId, fromRay, startPickedPoint) {
  96025. if (!this._scene.activeCamera || this.dragging || !this._attachedNode) {
  96026. return;
  96027. }
  96028. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(this._attachedNode);
  96029. // Create start ray from the camera to the object
  96030. if (fromRay) {
  96031. this._startDragRay.direction.copyFrom(fromRay.direction);
  96032. this._startDragRay.origin.copyFrom(fromRay.origin);
  96033. }
  96034. else {
  96035. this._startDragRay.origin.copyFrom(this._scene.activeCamera.position);
  96036. this._attachedNode.getWorldMatrix().getTranslationToRef(this._tmpVector);
  96037. this._tmpVector.subtractToRef(this._scene.activeCamera.position, this._startDragRay.direction);
  96038. }
  96039. this._updateDragPlanePosition(this._startDragRay, startPickedPoint ? startPickedPoint : this._tmpVector);
  96040. var pickedPoint = this._pickWithRayOnDragPlane(this._startDragRay);
  96041. if (pickedPoint) {
  96042. this.dragging = true;
  96043. this.currentDraggingPointerID = pointerId;
  96044. this.lastDragPosition.copyFrom(pickedPoint);
  96045. this.onDragStartObservable.notifyObservers({ dragPlanePoint: pickedPoint, pointerId: this.currentDraggingPointerID });
  96046. this._targetPosition.copyFrom((this._attachedNode).absolutePosition);
  96047. // Detatch camera controls
  96048. if (this.detachCameraControls && this._scene.activeCamera && !this._scene.activeCamera.leftCamera) {
  96049. if (this._scene.activeCamera.inputs.attachedElement) {
  96050. this._attachedElement = this._scene.activeCamera.inputs.attachedElement;
  96051. this._scene.activeCamera.detachControl(this._scene.activeCamera.inputs.attachedElement);
  96052. }
  96053. else {
  96054. this._attachedElement = null;
  96055. }
  96056. }
  96057. }
  96058. BABYLON.BoundingBoxGizmo._RestorePivotPoint(this._attachedNode);
  96059. };
  96060. PointerDragBehavior.prototype._moveDrag = function (ray) {
  96061. this._moving = true;
  96062. var pickedPoint = this._pickWithRayOnDragPlane(ray);
  96063. if (pickedPoint) {
  96064. if (this.updateDragPlane) {
  96065. this._updateDragPlanePosition(ray, pickedPoint);
  96066. }
  96067. var dragLength = 0;
  96068. // depending on the drag mode option drag accordingly
  96069. if (this._options.dragAxis) {
  96070. // Convert local drag axis to world
  96071. BABYLON.Vector3.TransformCoordinatesToRef(this._options.dragAxis, this._attachedNode.getWorldMatrix().getRotationMatrix(), this._worldDragAxis);
  96072. // Project delta drag from the drag plane onto the drag axis
  96073. pickedPoint.subtractToRef(this.lastDragPosition, this._tmpVector);
  96074. dragLength = BABYLON.Vector3.Dot(this._tmpVector, this._worldDragAxis);
  96075. this._worldDragAxis.scaleToRef(dragLength, this._dragDelta);
  96076. }
  96077. else {
  96078. dragLength = this._dragDelta.length();
  96079. pickedPoint.subtractToRef(this.lastDragPosition, this._dragDelta);
  96080. }
  96081. this._targetPosition.addInPlace(this._dragDelta);
  96082. this.onDragObservable.notifyObservers({ dragDistance: dragLength, delta: this._dragDelta, dragPlanePoint: pickedPoint, dragPlaneNormal: this._dragPlane.forward, pointerId: this.currentDraggingPointerID });
  96083. this.lastDragPosition.copyFrom(pickedPoint);
  96084. }
  96085. };
  96086. PointerDragBehavior.prototype._pickWithRayOnDragPlane = function (ray) {
  96087. var _this = this;
  96088. if (!ray) {
  96089. return null;
  96090. }
  96091. // Calculate angle between plane normal and ray
  96092. var angle = Math.acos(BABYLON.Vector3.Dot(this._dragPlane.forward, ray.direction));
  96093. // Correct if ray is casted from oposite side
  96094. if (angle > Math.PI / 2) {
  96095. angle = Math.PI - angle;
  96096. }
  96097. // If the angle is too perpendicular to the plane pick another point on the plane where it is looking
  96098. if (this.maxDragAngle > 0 && angle > this.maxDragAngle) {
  96099. if (this._useAlternatePickedPointAboveMaxDragAngle) {
  96100. // Invert ray direction along the towards object axis
  96101. this._tmpVector.copyFrom(ray.direction);
  96102. (this._attachedNode).absolutePosition.subtractToRef(ray.origin, this._alternatePickedPoint);
  96103. this._alternatePickedPoint.normalize();
  96104. this._alternatePickedPoint.scaleInPlace(-2 * BABYLON.Vector3.Dot(this._alternatePickedPoint, this._tmpVector));
  96105. this._tmpVector.addInPlace(this._alternatePickedPoint);
  96106. // Project resulting vector onto the drag plane and add it to the attached nodes absolute position to get a picked point
  96107. var dot = BABYLON.Vector3.Dot(this._dragPlane.forward, this._tmpVector);
  96108. this._dragPlane.forward.scaleToRef(-dot, this._alternatePickedPoint);
  96109. this._alternatePickedPoint.addInPlace(this._tmpVector);
  96110. this._alternatePickedPoint.addInPlace((this._attachedNode).absolutePosition);
  96111. return this._alternatePickedPoint;
  96112. }
  96113. else {
  96114. return null;
  96115. }
  96116. }
  96117. var pickResult = PointerDragBehavior._planeScene.pickWithRay(ray, function (m) { return m == _this._dragPlane; });
  96118. if (pickResult && pickResult.hit && pickResult.pickedMesh && pickResult.pickedPoint) {
  96119. return pickResult.pickedPoint;
  96120. }
  96121. else {
  96122. return null;
  96123. }
  96124. };
  96125. // Position the drag plane based on the attached mesh position, for single axis rotate the plane along the axis to face the camera
  96126. PointerDragBehavior.prototype._updateDragPlanePosition = function (ray, dragPlanePosition) {
  96127. this._pointA.copyFrom(dragPlanePosition);
  96128. if (this._options.dragAxis) {
  96129. this.useObjectOrienationForDragging ? BABYLON.Vector3.TransformCoordinatesToRef(this._options.dragAxis, this._attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis) : this._localAxis.copyFrom(this._options.dragAxis);
  96130. // Calculate plane normal in direction of camera but perpendicular to drag axis
  96131. this._pointA.addToRef(this._localAxis, this._pointB); // towards drag axis
  96132. ray.origin.subtractToRef(this._pointA, this._pointC);
  96133. this._pointA.addToRef(this._pointC.normalize(), this._pointC); // towards camera
  96134. // Get perpendicular line from direction to camera and drag axis
  96135. this._pointB.subtractToRef(this._pointA, this._lineA);
  96136. this._pointC.subtractToRef(this._pointA, this._lineB);
  96137. BABYLON.Vector3.CrossToRef(this._lineA, this._lineB, this._lookAt);
  96138. // Get perpendicular line from previous result and drag axis to adjust lineB to be perpendiculat to camera
  96139. BABYLON.Vector3.CrossToRef(this._lineA, this._lookAt, this._lookAt);
  96140. this._lookAt.normalize();
  96141. this._dragPlane.position.copyFrom(this._pointA);
  96142. this._pointA.subtractToRef(this._lookAt, this._lookAt);
  96143. this._dragPlane.lookAt(this._lookAt);
  96144. }
  96145. else if (this._options.dragPlaneNormal) {
  96146. this.useObjectOrienationForDragging ? BABYLON.Vector3.TransformCoordinatesToRef(this._options.dragPlaneNormal, this._attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis) : this._localAxis.copyFrom(this._options.dragPlaneNormal);
  96147. this._dragPlane.position.copyFrom(this._pointA);
  96148. this._pointA.subtractToRef(this._localAxis, this._lookAt);
  96149. this._dragPlane.lookAt(this._lookAt);
  96150. }
  96151. else {
  96152. this._dragPlane.position.copyFrom(this._pointA);
  96153. this._dragPlane.lookAt(ray.origin);
  96154. }
  96155. this._dragPlane.computeWorldMatrix(true);
  96156. };
  96157. /**
  96158. * Detaches the behavior from the mesh
  96159. */
  96160. PointerDragBehavior.prototype.detach = function () {
  96161. if (this._pointerObserver) {
  96162. this._scene.onPointerObservable.remove(this._pointerObserver);
  96163. }
  96164. if (this._beforeRenderObserver) {
  96165. this._scene.onBeforeRenderObservable.remove(this._beforeRenderObserver);
  96166. }
  96167. };
  96168. PointerDragBehavior._AnyMouseID = -2;
  96169. return PointerDragBehavior;
  96170. }());
  96171. BABYLON.PointerDragBehavior = PointerDragBehavior;
  96172. })(BABYLON || (BABYLON = {}));
  96173. //# sourceMappingURL=babylon.pointerDragBehavior.js.map
  96174. var BABYLON;
  96175. (function (BABYLON) {
  96176. /**
  96177. * A behavior that when attached to a mesh will allow the mesh to be scaled
  96178. */
  96179. var MultiPointerScaleBehavior = /** @class */ (function () {
  96180. /**
  96181. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  96182. */
  96183. function MultiPointerScaleBehavior() {
  96184. this._startDistance = 0;
  96185. this._initialScale = new BABYLON.Vector3(0, 0, 0);
  96186. this._targetScale = new BABYLON.Vector3(0, 0, 0);
  96187. this._sceneRenderObserver = null;
  96188. this._dragBehaviorA = new BABYLON.PointerDragBehavior({});
  96189. this._dragBehaviorA.moveAttached = false;
  96190. this._dragBehaviorB = new BABYLON.PointerDragBehavior({});
  96191. this._dragBehaviorB.moveAttached = false;
  96192. }
  96193. Object.defineProperty(MultiPointerScaleBehavior.prototype, "name", {
  96194. /**
  96195. * The name of the behavior
  96196. */
  96197. get: function () {
  96198. return "MultiPointerScale";
  96199. },
  96200. enumerable: true,
  96201. configurable: true
  96202. });
  96203. /**
  96204. * Initializes the behavior
  96205. */
  96206. MultiPointerScaleBehavior.prototype.init = function () { };
  96207. MultiPointerScaleBehavior.prototype._getCurrentDistance = function () {
  96208. return this._dragBehaviorA.lastDragPosition.subtract(this._dragBehaviorB.lastDragPosition).length();
  96209. };
  96210. /**
  96211. * Attaches the scale behavior the passed in mesh
  96212. * @param ownerNode The mesh that will be scaled around once attached
  96213. */
  96214. MultiPointerScaleBehavior.prototype.attach = function (ownerNode) {
  96215. var _this = this;
  96216. this._ownerNode = ownerNode;
  96217. // Create 2 drag behaviors such that each will only be triggered by a separate pointer
  96218. this._dragBehaviorA.onDragStartObservable.add(function (e) {
  96219. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  96220. if (_this._dragBehaviorA.currentDraggingPointerID == _this._dragBehaviorB.currentDraggingPointerID) {
  96221. _this._dragBehaviorA.releaseDrag();
  96222. }
  96223. else {
  96224. _this._initialScale.copyFrom(ownerNode.scaling);
  96225. _this._startDistance = _this._getCurrentDistance();
  96226. }
  96227. }
  96228. });
  96229. this._dragBehaviorB.onDragStartObservable.add(function (e) {
  96230. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  96231. if (_this._dragBehaviorA.currentDraggingPointerID == _this._dragBehaviorB.currentDraggingPointerID) {
  96232. _this._dragBehaviorB.releaseDrag();
  96233. }
  96234. else {
  96235. _this._initialScale.copyFrom(ownerNode.scaling);
  96236. _this._startDistance = _this._getCurrentDistance();
  96237. }
  96238. }
  96239. });
  96240. // Once both drag behaviors are active scale based on the distance between the two pointers
  96241. [this._dragBehaviorA, this._dragBehaviorB].forEach(function (behavior) {
  96242. behavior.onDragObservable.add(function () {
  96243. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  96244. var ratio = _this._getCurrentDistance() / _this._startDistance;
  96245. _this._initialScale.scaleToRef(ratio, _this._targetScale);
  96246. }
  96247. });
  96248. });
  96249. ownerNode.addBehavior(this._dragBehaviorA);
  96250. ownerNode.addBehavior(this._dragBehaviorB);
  96251. // On every frame move towards target scaling to avoid jitter caused by vr controllers
  96252. this._sceneRenderObserver = ownerNode.getScene().onBeforeRenderObservable.add(function () {
  96253. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  96254. var change = _this._targetScale.subtract(ownerNode.scaling).scaleInPlace(0.1);
  96255. if (change.length() > 0.01) {
  96256. ownerNode.scaling.addInPlace(change);
  96257. }
  96258. }
  96259. });
  96260. };
  96261. /**
  96262. * Detaches the behavior from the mesh
  96263. */
  96264. MultiPointerScaleBehavior.prototype.detach = function () {
  96265. var _this = this;
  96266. this._ownerNode.getScene().onBeforeRenderObservable.remove(this._sceneRenderObserver);
  96267. [this._dragBehaviorA, this._dragBehaviorB].forEach(function (behavior) {
  96268. behavior.onDragStartObservable.clear();
  96269. behavior.onDragObservable.clear();
  96270. _this._ownerNode.removeBehavior(behavior);
  96271. });
  96272. };
  96273. return MultiPointerScaleBehavior;
  96274. }());
  96275. BABYLON.MultiPointerScaleBehavior = MultiPointerScaleBehavior;
  96276. })(BABYLON || (BABYLON = {}));
  96277. //# sourceMappingURL=babylon.multiPointerScaleBehavior.js.map
  96278. var BABYLON;
  96279. (function (BABYLON) {
  96280. /**
  96281. * 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
  96282. */
  96283. var SixDofDragBehavior = /** @class */ (function () {
  96284. /**
  96285. * 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
  96286. */
  96287. function SixDofDragBehavior() {
  96288. this._sceneRenderObserver = null;
  96289. this._targetPosition = new BABYLON.Vector3(0, 0, 0);
  96290. this._moving = false;
  96291. this._startingOrientation = new BABYLON.Quaternion();
  96292. /**
  96293. * 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)
  96294. */
  96295. this.zDragFactor = 3;
  96296. /**
  96297. * If the behavior is currently in a dragging state
  96298. */
  96299. this.dragging = false;
  96300. /**
  96301. * 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)
  96302. */
  96303. this.dragDeltaRatio = 0.2;
  96304. /**
  96305. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  96306. */
  96307. this.currentDraggingPointerID = -1;
  96308. /**
  96309. * If camera controls should be detached during the drag
  96310. */
  96311. this.detachCameraControls = true;
  96312. /**
  96313. * Fires each time a drag starts
  96314. */
  96315. this.onDragStartObservable = new BABYLON.Observable();
  96316. /**
  96317. * Fires each time a drag ends (eg. mouse release after drag)
  96318. */
  96319. this.onDragEndObservable = new BABYLON.Observable();
  96320. }
  96321. Object.defineProperty(SixDofDragBehavior.prototype, "name", {
  96322. /**
  96323. * The name of the behavior
  96324. */
  96325. get: function () {
  96326. return "SixDofDrag";
  96327. },
  96328. enumerable: true,
  96329. configurable: true
  96330. });
  96331. /**
  96332. * Initializes the behavior
  96333. */
  96334. SixDofDragBehavior.prototype.init = function () { };
  96335. /**
  96336. * Attaches the scale behavior the passed in mesh
  96337. * @param ownerNode The mesh that will be scaled around once attached
  96338. */
  96339. SixDofDragBehavior.prototype.attach = function (ownerNode) {
  96340. var _this = this;
  96341. this._ownerNode = ownerNode;
  96342. this._scene = this._ownerNode.getScene();
  96343. if (!SixDofDragBehavior._virtualScene) {
  96344. SixDofDragBehavior._virtualScene = new BABYLON.Scene(this._scene.getEngine());
  96345. this._scene.getEngine().scenes.pop();
  96346. }
  96347. var pickedMesh = null;
  96348. var lastSixDofOriginPosition = new BABYLON.Vector3(0, 0, 0);
  96349. // Setup virtual meshes to be used for dragging without dirtying the existing scene
  96350. this._virtualOriginMesh = new BABYLON.AbstractMesh("", SixDofDragBehavior._virtualScene);
  96351. this._virtualOriginMesh.rotationQuaternion = new BABYLON.Quaternion();
  96352. this._virtualDragMesh = new BABYLON.AbstractMesh("", SixDofDragBehavior._virtualScene);
  96353. this._virtualDragMesh.rotationQuaternion = new BABYLON.Quaternion();
  96354. var pickPredicate = function (m) {
  96355. return _this._ownerNode == m || m.isDescendantOf(_this._ownerNode);
  96356. };
  96357. var attachedElement = null;
  96358. this._pointerObserver = this._scene.onPointerObservable.add(function (pointerInfo, eventState) {
  96359. if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERDOWN) {
  96360. if (!_this.dragging && pointerInfo.pickInfo && pointerInfo.pickInfo.hit && pointerInfo.pickInfo.pickedMesh && pointerInfo.pickInfo.ray && pickPredicate(pointerInfo.pickInfo.pickedMesh)) {
  96361. if (_this._scene.activeCamera && _this._scene.activeCamera.cameraRigMode == BABYLON.Camera.RIG_MODE_NONE) {
  96362. pointerInfo.pickInfo.ray.origin.copyFrom(_this._scene.activeCamera.position);
  96363. }
  96364. pickedMesh = _this._ownerNode;
  96365. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(pickedMesh);
  96366. lastSixDofOriginPosition.copyFrom(pointerInfo.pickInfo.ray.origin);
  96367. // Set position and orientation of the controller
  96368. _this._virtualOriginMesh.position.copyFrom(pointerInfo.pickInfo.ray.origin);
  96369. _this._virtualOriginMesh.lookAt(pointerInfo.pickInfo.ray.origin.subtract(pointerInfo.pickInfo.ray.direction));
  96370. // Attach the virtual drag mesh to the virtual origin mesh so it can be dragged
  96371. _this._virtualOriginMesh.removeChild(_this._virtualDragMesh);
  96372. pickedMesh.computeWorldMatrix();
  96373. _this._virtualDragMesh.position.copyFrom(pickedMesh.absolutePosition);
  96374. if (!pickedMesh.rotationQuaternion) {
  96375. pickedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(pickedMesh.rotation.y, pickedMesh.rotation.x, pickedMesh.rotation.z);
  96376. }
  96377. var oldParent = pickedMesh.parent;
  96378. pickedMesh.setParent(null);
  96379. _this._virtualDragMesh.rotationQuaternion.copyFrom(pickedMesh.rotationQuaternion);
  96380. pickedMesh.setParent(oldParent);
  96381. _this._virtualOriginMesh.addChild(_this._virtualDragMesh);
  96382. // Update state
  96383. _this._targetPosition.copyFrom(_this._virtualDragMesh.absolutePosition);
  96384. _this.dragging = true;
  96385. _this.currentDraggingPointerID = pointerInfo.event.pointerId;
  96386. // Detatch camera controls
  96387. if (_this.detachCameraControls && _this._scene.activeCamera && !_this._scene.activeCamera.leftCamera) {
  96388. if (_this._scene.activeCamera.inputs.attachedElement) {
  96389. attachedElement = _this._scene.activeCamera.inputs.attachedElement;
  96390. _this._scene.activeCamera.detachControl(_this._scene.activeCamera.inputs.attachedElement);
  96391. }
  96392. else {
  96393. attachedElement = null;
  96394. }
  96395. }
  96396. BABYLON.BoundingBoxGizmo._RestorePivotPoint(pickedMesh);
  96397. _this.onDragStartObservable.notifyObservers({});
  96398. }
  96399. }
  96400. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERUP) {
  96401. if (_this.currentDraggingPointerID == pointerInfo.event.pointerId) {
  96402. _this.dragging = false;
  96403. _this._moving = false;
  96404. _this.currentDraggingPointerID = -1;
  96405. pickedMesh = null;
  96406. _this._virtualOriginMesh.removeChild(_this._virtualDragMesh);
  96407. // Reattach camera controls
  96408. if (_this.detachCameraControls && attachedElement && _this._scene.activeCamera && !_this._scene.activeCamera.leftCamera) {
  96409. _this._scene.activeCamera.attachControl(attachedElement, true);
  96410. }
  96411. _this.onDragEndObservable.notifyObservers({});
  96412. }
  96413. }
  96414. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERMOVE) {
  96415. if (_this.currentDraggingPointerID == pointerInfo.event.pointerId && _this.dragging && pointerInfo.pickInfo && pointerInfo.pickInfo.ray && pickedMesh) {
  96416. var zDragFactor = _this.zDragFactor;
  96417. if (_this._scene.activeCamera && _this._scene.activeCamera.cameraRigMode == BABYLON.Camera.RIG_MODE_NONE) {
  96418. pointerInfo.pickInfo.ray.origin.copyFrom(_this._scene.activeCamera.position);
  96419. zDragFactor = 0;
  96420. }
  96421. // Calculate controller drag distance in controller space
  96422. var originDragDifference = pointerInfo.pickInfo.ray.origin.subtract(lastSixDofOriginPosition);
  96423. lastSixDofOriginPosition.copyFrom(pointerInfo.pickInfo.ray.origin);
  96424. var localOriginDragDifference = -BABYLON.Vector3.Dot(originDragDifference, pointerInfo.pickInfo.ray.direction);
  96425. _this._virtualOriginMesh.addChild(_this._virtualDragMesh);
  96426. // Determine how much the controller moved to/away towards the dragged object and use this to move the object further when its further away
  96427. _this._virtualDragMesh.position.z -= _this._virtualDragMesh.position.z < 1 ? localOriginDragDifference * _this.zDragFactor : localOriginDragDifference * zDragFactor * _this._virtualDragMesh.position.z;
  96428. if (_this._virtualDragMesh.position.z < 0) {
  96429. _this._virtualDragMesh.position.z = 0;
  96430. }
  96431. // Update the controller position
  96432. _this._virtualOriginMesh.position.copyFrom(pointerInfo.pickInfo.ray.origin);
  96433. _this._virtualOriginMesh.lookAt(pointerInfo.pickInfo.ray.origin.subtract(pointerInfo.pickInfo.ray.direction));
  96434. _this._virtualOriginMesh.removeChild(_this._virtualDragMesh);
  96435. // Move the virtualObjectsPosition into the picked mesh's space if needed
  96436. _this._targetPosition.copyFrom(_this._virtualDragMesh.absolutePosition);
  96437. if (pickedMesh.parent) {
  96438. BABYLON.Vector3.TransformCoordinatesToRef(_this._targetPosition, BABYLON.Matrix.Invert(pickedMesh.parent.getWorldMatrix()), _this._targetPosition);
  96439. }
  96440. if (!_this._moving) {
  96441. _this._startingOrientation.copyFrom(_this._virtualDragMesh.rotationQuaternion);
  96442. }
  96443. _this._moving = true;
  96444. }
  96445. }
  96446. });
  96447. var tmpQuaternion = new BABYLON.Quaternion();
  96448. // On every frame move towards target scaling to avoid jitter caused by vr controllers
  96449. this._sceneRenderObserver = ownerNode.getScene().onBeforeRenderObservable.add(function () {
  96450. if (_this.dragging && _this._moving && pickedMesh) {
  96451. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(pickedMesh);
  96452. // Slowly move mesh to avoid jitter
  96453. pickedMesh.position.addInPlace(_this._targetPosition.subtract(pickedMesh.position).scale(_this.dragDeltaRatio));
  96454. // Get change in rotation
  96455. tmpQuaternion.copyFrom(_this._startingOrientation);
  96456. tmpQuaternion.x = -tmpQuaternion.x;
  96457. tmpQuaternion.y = -tmpQuaternion.y;
  96458. tmpQuaternion.z = -tmpQuaternion.z;
  96459. _this._virtualDragMesh.rotationQuaternion.multiplyToRef(tmpQuaternion, tmpQuaternion);
  96460. // Convert change in rotation to only y axis rotation
  96461. BABYLON.Quaternion.RotationYawPitchRollToRef(tmpQuaternion.toEulerAngles("xyz").y, 0, 0, tmpQuaternion);
  96462. tmpQuaternion.multiplyToRef(_this._startingOrientation, tmpQuaternion);
  96463. // Slowly move mesh to avoid jitter
  96464. var oldParent = pickedMesh.parent;
  96465. pickedMesh.setParent(null);
  96466. BABYLON.Quaternion.SlerpToRef(pickedMesh.rotationQuaternion, tmpQuaternion, _this.dragDeltaRatio, pickedMesh.rotationQuaternion);
  96467. pickedMesh.setParent(oldParent);
  96468. BABYLON.BoundingBoxGizmo._RestorePivotPoint(pickedMesh);
  96469. }
  96470. });
  96471. };
  96472. /**
  96473. * Detaches the behavior from the mesh
  96474. */
  96475. SixDofDragBehavior.prototype.detach = function () {
  96476. if (this._scene) {
  96477. this._scene.onPointerObservable.remove(this._pointerObserver);
  96478. }
  96479. if (this._ownerNode) {
  96480. this._ownerNode.getScene().onBeforeRenderObservable.remove(this._sceneRenderObserver);
  96481. }
  96482. if (this._virtualOriginMesh) {
  96483. this._virtualOriginMesh.dispose();
  96484. }
  96485. if (this._virtualDragMesh) {
  96486. this._virtualDragMesh.dispose();
  96487. }
  96488. this.onDragEndObservable.clear();
  96489. this.onDragStartObservable.clear();
  96490. };
  96491. return SixDofDragBehavior;
  96492. }());
  96493. BABYLON.SixDofDragBehavior = SixDofDragBehavior;
  96494. })(BABYLON || (BABYLON = {}));
  96495. //# sourceMappingURL=babylon.sixDofDragBehavior.js.map
  96496. var BABYLON;
  96497. (function (BABYLON) {
  96498. /**
  96499. * @hidden
  96500. */
  96501. var FaceDirectionInfo = /** @class */ (function () {
  96502. function FaceDirectionInfo(direction, rotatedDirection, diff, ignore) {
  96503. if (rotatedDirection === void 0) { rotatedDirection = new BABYLON.Vector3(); }
  96504. if (diff === void 0) { diff = 0; }
  96505. if (ignore === void 0) { ignore = false; }
  96506. this.direction = direction;
  96507. this.rotatedDirection = rotatedDirection;
  96508. this.diff = diff;
  96509. this.ignore = ignore;
  96510. }
  96511. return FaceDirectionInfo;
  96512. }());
  96513. /**
  96514. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  96515. */
  96516. var AttachToBoxBehavior = /** @class */ (function () {
  96517. /**
  96518. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  96519. * @param ui The transform node that should be attched to the mesh
  96520. */
  96521. function AttachToBoxBehavior(ui) {
  96522. this.ui = ui;
  96523. /**
  96524. * The name of the behavior
  96525. */
  96526. this.name = "AttachToBoxBehavior";
  96527. /**
  96528. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  96529. */
  96530. this.distanceAwayFromFace = 0.15;
  96531. /**
  96532. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  96533. */
  96534. this.distanceAwayFromBottomOfFace = 0.15;
  96535. 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))];
  96536. this._tmpMatrix = new BABYLON.Matrix();
  96537. this._tmpVector = new BABYLON.Vector3();
  96538. this._zeroVector = BABYLON.Vector3.Zero();
  96539. this._lookAtTmpMatrix = new BABYLON.Matrix();
  96540. /* Does nothing */
  96541. }
  96542. /**
  96543. * Initializes the behavior
  96544. */
  96545. AttachToBoxBehavior.prototype.init = function () {
  96546. /* Does nothing */
  96547. };
  96548. AttachToBoxBehavior.prototype._closestFace = function (targetDirection) {
  96549. var _this = this;
  96550. // Go over each face and calculate the angle between the face's normal and targetDirection
  96551. this._faceVectors.forEach(function (v) {
  96552. if (!_this._target.rotationQuaternion) {
  96553. _this._target.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this._target.rotation.y, _this._target.rotation.x, _this._target.rotation.z);
  96554. }
  96555. _this._target.rotationQuaternion.toRotationMatrix(_this._tmpMatrix);
  96556. BABYLON.Vector3.TransformCoordinatesToRef(v.direction, _this._tmpMatrix, v.rotatedDirection);
  96557. v.diff = BABYLON.Vector3.GetAngleBetweenVectors(v.rotatedDirection, targetDirection, BABYLON.Vector3.Cross(v.rotatedDirection, targetDirection));
  96558. });
  96559. // Return the face information of the one with the normal closeset to target direction
  96560. return this._faceVectors.reduce(function (min, p) {
  96561. if (min.ignore) {
  96562. return p;
  96563. }
  96564. else if (p.ignore) {
  96565. return min;
  96566. }
  96567. else {
  96568. return min.diff < p.diff ? min : p;
  96569. }
  96570. }, this._faceVectors[0]);
  96571. };
  96572. AttachToBoxBehavior.prototype._lookAtToRef = function (pos, up, ref) {
  96573. if (up === void 0) { up = new BABYLON.Vector3(0, 1, 0); }
  96574. BABYLON.Matrix.LookAtLHToRef(this._zeroVector, pos, up, this._lookAtTmpMatrix);
  96575. this._lookAtTmpMatrix.invert();
  96576. BABYLON.Quaternion.FromRotationMatrixToRef(this._lookAtTmpMatrix, ref);
  96577. };
  96578. /**
  96579. * Attaches the AttachToBoxBehavior to the passed in mesh
  96580. * @param target The mesh that the specified node will be attached to
  96581. */
  96582. AttachToBoxBehavior.prototype.attach = function (target) {
  96583. var _this = this;
  96584. this._target = target;
  96585. this._scene = this._target.getScene();
  96586. // Every frame, update the app bars position
  96587. this._onRenderObserver = this._scene.onBeforeRenderObservable.add(function () {
  96588. if (!_this._scene.activeCamera) {
  96589. return;
  96590. }
  96591. // Find the face closest to the cameras position
  96592. var cameraPos = _this._scene.activeCamera.position;
  96593. if (_this._scene.activeCamera.devicePosition) {
  96594. cameraPos = _this._scene.activeCamera.devicePosition;
  96595. }
  96596. var facing = _this._closestFace(cameraPos.subtract(target.position));
  96597. if (_this._scene.activeCamera.leftCamera) {
  96598. _this._scene.activeCamera.leftCamera.computeWorldMatrix().getRotationMatrixToRef(_this._tmpMatrix);
  96599. }
  96600. else {
  96601. _this._scene.activeCamera.computeWorldMatrix().getRotationMatrixToRef(_this._tmpMatrix);
  96602. }
  96603. // Get camera up direction
  96604. BABYLON.Vector3.TransformCoordinatesToRef(BABYLON.Vector3.Up(), _this._tmpMatrix, _this._tmpVector);
  96605. // Ignore faces to not select a parrelel face for the up vector of the UI
  96606. _this._faceVectors.forEach(function (v) {
  96607. if (facing.direction.x && v.direction.x) {
  96608. v.ignore = true;
  96609. }
  96610. if (facing.direction.y && v.direction.y) {
  96611. v.ignore = true;
  96612. }
  96613. if (facing.direction.z && v.direction.z) {
  96614. v.ignore = true;
  96615. }
  96616. });
  96617. var facingUp = _this._closestFace(_this._tmpVector);
  96618. // Unignore faces
  96619. _this._faceVectors.forEach(function (v) {
  96620. v.ignore = false;
  96621. });
  96622. // Position the app bar on that face
  96623. _this.ui.position.copyFrom(target.position);
  96624. if (facing.direction.x) {
  96625. facing.rotatedDirection.scaleToRef((target.scaling.x / 2) + _this.distanceAwayFromFace, _this._tmpVector);
  96626. _this.ui.position.addInPlace(_this._tmpVector);
  96627. }
  96628. if (facing.direction.y) {
  96629. facing.rotatedDirection.scaleToRef((target.scaling.y / 2) + _this.distanceAwayFromFace, _this._tmpVector);
  96630. _this.ui.position.addInPlace(_this._tmpVector);
  96631. }
  96632. if (facing.direction.z) {
  96633. facing.rotatedDirection.scaleToRef((target.scaling.z / 2) + _this.distanceAwayFromFace, _this._tmpVector);
  96634. _this.ui.position.addInPlace(_this._tmpVector);
  96635. }
  96636. // Rotate to be oriented properly to the camera
  96637. if (!_this.ui.rotationQuaternion) {
  96638. _this.ui.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this.ui.rotation.y, _this.ui.rotation.x, _this.ui.rotation.z);
  96639. }
  96640. facing.rotatedDirection.scaleToRef(-1, _this._tmpVector);
  96641. _this._lookAtToRef(_this._tmpVector, facingUp.rotatedDirection, _this.ui.rotationQuaternion);
  96642. // Place ui the correct distance from the bottom of the mesh
  96643. if (facingUp.direction.x) {
  96644. _this.ui.up.scaleToRef(_this.distanceAwayFromBottomOfFace - target.scaling.x / 2, _this._tmpVector);
  96645. }
  96646. if (facingUp.direction.y) {
  96647. _this.ui.up.scaleToRef(_this.distanceAwayFromBottomOfFace - target.scaling.y / 2, _this._tmpVector);
  96648. }
  96649. if (facingUp.direction.z) {
  96650. _this.ui.up.scaleToRef(_this.distanceAwayFromBottomOfFace - target.scaling.z / 2, _this._tmpVector);
  96651. }
  96652. _this.ui.position.addInPlace(_this._tmpVector);
  96653. });
  96654. };
  96655. /**
  96656. * Detaches the behavior from the mesh
  96657. */
  96658. AttachToBoxBehavior.prototype.detach = function () {
  96659. this._scene.onBeforeRenderObservable.remove(this._onRenderObserver);
  96660. };
  96661. return AttachToBoxBehavior;
  96662. }());
  96663. BABYLON.AttachToBoxBehavior = AttachToBoxBehavior;
  96664. })(BABYLON || (BABYLON = {}));
  96665. //# sourceMappingURL=babylon.attachToBoxBehavior.js.map
  96666. var BABYLON;
  96667. (function (BABYLON) {
  96668. /**
  96669. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  96670. */
  96671. var FadeInOutBehavior = /** @class */ (function () {
  96672. /**
  96673. * Instatiates the FadeInOutBehavior
  96674. */
  96675. function FadeInOutBehavior() {
  96676. var _this = this;
  96677. /**
  96678. * Time in milliseconds to delay before fading in (Default: 0)
  96679. */
  96680. this.delay = 0;
  96681. /**
  96682. * Time in milliseconds for the mesh to fade in (Default: 300)
  96683. */
  96684. this.fadeInTime = 300;
  96685. this._millisecondsPerFrame = 1000 / 60;
  96686. this._hovered = false;
  96687. this._hoverValue = 0;
  96688. this._ownerNode = null;
  96689. this._update = function () {
  96690. if (_this._ownerNode) {
  96691. _this._hoverValue += _this._hovered ? _this._millisecondsPerFrame : -_this._millisecondsPerFrame;
  96692. _this._setAllVisibility(_this._ownerNode, (_this._hoverValue - _this.delay) / _this.fadeInTime);
  96693. if (_this._ownerNode.visibility > 1) {
  96694. _this._setAllVisibility(_this._ownerNode, 1);
  96695. _this._hoverValue = _this.fadeInTime + _this.delay;
  96696. return;
  96697. }
  96698. else if (_this._ownerNode.visibility < 0) {
  96699. _this._setAllVisibility(_this._ownerNode, 0);
  96700. if (_this._hoverValue < 0) {
  96701. _this._hoverValue = 0;
  96702. return;
  96703. }
  96704. }
  96705. setTimeout(_this._update, _this._millisecondsPerFrame);
  96706. }
  96707. };
  96708. }
  96709. Object.defineProperty(FadeInOutBehavior.prototype, "name", {
  96710. /**
  96711. * The name of the behavior
  96712. */
  96713. get: function () {
  96714. return "FadeInOut";
  96715. },
  96716. enumerable: true,
  96717. configurable: true
  96718. });
  96719. /**
  96720. * Initializes the behavior
  96721. */
  96722. FadeInOutBehavior.prototype.init = function () {
  96723. };
  96724. /**
  96725. * Attaches the fade behavior on the passed in mesh
  96726. * @param ownerNode The mesh that will be faded in/out once attached
  96727. */
  96728. FadeInOutBehavior.prototype.attach = function (ownerNode) {
  96729. this._ownerNode = ownerNode;
  96730. this._setAllVisibility(this._ownerNode, 0);
  96731. };
  96732. /**
  96733. * Detaches the behavior from the mesh
  96734. */
  96735. FadeInOutBehavior.prototype.detach = function () {
  96736. this._ownerNode = null;
  96737. };
  96738. /**
  96739. * Triggers the mesh to begin fading in or out
  96740. * @param value if the object should fade in or out (true to fade in)
  96741. */
  96742. FadeInOutBehavior.prototype.fadeIn = function (value) {
  96743. this._hovered = value;
  96744. this._update();
  96745. };
  96746. FadeInOutBehavior.prototype._setAllVisibility = function (mesh, value) {
  96747. var _this = this;
  96748. mesh.visibility = value;
  96749. mesh.getChildMeshes().forEach(function (c) {
  96750. _this._setAllVisibility(c, value);
  96751. });
  96752. };
  96753. return FadeInOutBehavior;
  96754. }());
  96755. BABYLON.FadeInOutBehavior = FadeInOutBehavior;
  96756. })(BABYLON || (BABYLON = {}));
  96757. //# sourceMappingURL=babylon.fadeInOutBehavior.js.map
  96758. var BABYLON;
  96759. (function (BABYLON) {
  96760. /**
  96761. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  96762. */
  96763. var Gizmo = /** @class */ (function () {
  96764. /**
  96765. * Creates a gizmo
  96766. * @param gizmoLayer The utility layer the gizmo will be added to
  96767. */
  96768. function Gizmo(
  96769. /** The utility layer the gizmo will be added to */
  96770. gizmoLayer) {
  96771. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  96772. var _this = this;
  96773. this.gizmoLayer = gizmoLayer;
  96774. /**
  96775. * Ratio for the scale of the gizmo (Default: 1)
  96776. */
  96777. this.scaleRatio = 1;
  96778. this._tmpMatrix = new BABYLON.Matrix();
  96779. /**
  96780. * If a custom mesh has been set (Default: false)
  96781. */
  96782. this._customMeshSet = false;
  96783. /**
  96784. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  96785. */
  96786. this.updateGizmoRotationToMatchAttachedMesh = true;
  96787. /**
  96788. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  96789. */
  96790. this.updateGizmoPositionToMatchAttachedMesh = true;
  96791. /**
  96792. * When set, the gizmo will always appear the same size no matter where the camera is (default: false)
  96793. */
  96794. this._updateScale = true;
  96795. this._interactionsEnabled = true;
  96796. this._tempVector = new BABYLON.Vector3();
  96797. this._rootMesh = new BABYLON.Mesh("gizmoRootNode", gizmoLayer.utilityLayerScene);
  96798. this._beforeRenderObserver = this.gizmoLayer.utilityLayerScene.onBeforeRenderObservable.add(function () {
  96799. _this._update();
  96800. });
  96801. this.attachedMesh = null;
  96802. }
  96803. Object.defineProperty(Gizmo.prototype, "attachedMesh", {
  96804. /**
  96805. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  96806. * * When set, interactions will be enabled
  96807. */
  96808. get: function () {
  96809. return this._attachedMesh;
  96810. },
  96811. set: function (value) {
  96812. this._attachedMesh = value;
  96813. this._rootMesh.setEnabled(value ? true : false);
  96814. this._attachedMeshChanged(value);
  96815. },
  96816. enumerable: true,
  96817. configurable: true
  96818. });
  96819. /**
  96820. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  96821. * @param mesh The mesh to replace the default mesh of the gizmo
  96822. */
  96823. Gizmo.prototype.setCustomMesh = function (mesh) {
  96824. if (mesh.getScene() != this.gizmoLayer.utilityLayerScene) {
  96825. throw "When setting a custom mesh on a gizmo, the custom meshes scene must be the same as the gizmos (eg. gizmo.gizmoLayer.utilityLayerScene)";
  96826. }
  96827. this._rootMesh.getChildMeshes().forEach(function (c) {
  96828. c.dispose();
  96829. });
  96830. mesh.parent = this._rootMesh;
  96831. this._customMeshSet = true;
  96832. };
  96833. Gizmo.prototype._attachedMeshChanged = function (value) {
  96834. };
  96835. /**
  96836. * @hidden
  96837. * Updates the gizmo to match the attached mesh's position/rotation
  96838. */
  96839. Gizmo.prototype._update = function () {
  96840. if (this.attachedMesh) {
  96841. if (this.updateGizmoRotationToMatchAttachedMesh) {
  96842. if (!this._rootMesh.rotationQuaternion) {
  96843. this._rootMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this._rootMesh.rotation.y, this._rootMesh.rotation.x, this._rootMesh.rotation.z);
  96844. }
  96845. // Remove scaling before getting rotation matrix to get rotation matrix unmodified by scale
  96846. this._tempVector.copyFrom(this.attachedMesh.scaling);
  96847. if (this.attachedMesh.scaling.x < 0) {
  96848. this.attachedMesh.scaling.x *= -1;
  96849. }
  96850. if (this.attachedMesh.scaling.y < 0) {
  96851. this.attachedMesh.scaling.y *= -1;
  96852. }
  96853. if (this.attachedMesh.scaling.z < 0) {
  96854. this.attachedMesh.scaling.z *= -1;
  96855. }
  96856. this.attachedMesh.computeWorldMatrix().getRotationMatrixToRef(this._tmpMatrix);
  96857. this.attachedMesh.scaling.copyFrom(this._tempVector);
  96858. this.attachedMesh.computeWorldMatrix();
  96859. BABYLON.Quaternion.FromRotationMatrixToRef(this._tmpMatrix, this._rootMesh.rotationQuaternion);
  96860. }
  96861. else if (this._rootMesh.rotationQuaternion) {
  96862. this._rootMesh.rotationQuaternion.set(0, 0, 0, 1);
  96863. }
  96864. if (this.updateGizmoPositionToMatchAttachedMesh) {
  96865. this._rootMesh.position.copyFrom(this.attachedMesh.absolutePosition);
  96866. }
  96867. if (this._updateScale && this.gizmoLayer.utilityLayerScene.activeCamera && this.attachedMesh) {
  96868. var cameraPosition = this.gizmoLayer.utilityLayerScene.activeCamera.position;
  96869. if (this.gizmoLayer.utilityLayerScene.activeCamera.devicePosition) {
  96870. cameraPosition = this.gizmoLayer.utilityLayerScene.activeCamera.devicePosition;
  96871. }
  96872. this._rootMesh.position.subtractToRef(cameraPosition, this._tempVector);
  96873. var dist = this._tempVector.length() * this.scaleRatio;
  96874. this._rootMesh.scaling.set(dist, dist, dist);
  96875. }
  96876. }
  96877. };
  96878. /**
  96879. * Disposes of the gizmo
  96880. */
  96881. Gizmo.prototype.dispose = function () {
  96882. this._rootMesh.dispose();
  96883. if (this._beforeRenderObserver) {
  96884. this.gizmoLayer.utilityLayerScene.onBeforeRenderObservable.remove(this._beforeRenderObserver);
  96885. }
  96886. };
  96887. return Gizmo;
  96888. }());
  96889. BABYLON.Gizmo = Gizmo;
  96890. })(BABYLON || (BABYLON = {}));
  96891. //# sourceMappingURL=babylon.gizmo.js.map
  96892. var BABYLON;
  96893. (function (BABYLON) {
  96894. /**
  96895. * Single axis drag gizmo
  96896. */
  96897. var AxisDragGizmo = /** @class */ (function (_super) {
  96898. __extends(AxisDragGizmo, _super);
  96899. /**
  96900. * Creates an AxisDragGizmo
  96901. * @param gizmoLayer The utility layer the gizmo will be added to
  96902. * @param dragAxis The axis which the gizmo will be able to drag on
  96903. * @param color The color of the gizmo
  96904. */
  96905. function AxisDragGizmo(dragAxis, color, gizmoLayer) {
  96906. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  96907. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  96908. var _this = _super.call(this, gizmoLayer) || this;
  96909. _this._pointerObserver = null;
  96910. /**
  96911. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  96912. */
  96913. _this.snapDistance = 0;
  96914. /**
  96915. * Event that fires each time the gizmo snaps to a new location.
  96916. * * snapDistance is the the change in distance
  96917. */
  96918. _this.onSnapObservable = new BABYLON.Observable();
  96919. // Create Material
  96920. var coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  96921. coloredMaterial.disableLighting = true;
  96922. coloredMaterial.emissiveColor = color;
  96923. var hoverMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  96924. hoverMaterial.disableLighting = true;
  96925. hoverMaterial.emissiveColor = color.add(new BABYLON.Color3(0.3, 0.3, 0.3));
  96926. // Build mesh on root node
  96927. var arrow = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  96928. var arrowMesh = BABYLON.MeshBuilder.CreateCylinder("yPosMesh", { diameterTop: 0, height: 1.5, diameterBottom: 0.75, tessellation: 96 }, gizmoLayer.utilityLayerScene);
  96929. var arrowTail = BABYLON.MeshBuilder.CreateLines("yPosMesh", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 1.1, 0)] }, gizmoLayer.utilityLayerScene);
  96930. arrowTail.color = coloredMaterial.emissiveColor;
  96931. arrow.addChild(arrowMesh);
  96932. arrow.addChild(arrowTail);
  96933. // Position arrow pointing in its drag axis
  96934. arrowMesh.scaling.scaleInPlace(0.05);
  96935. arrowMesh.material = coloredMaterial;
  96936. arrowMesh.rotation.x = Math.PI / 2;
  96937. arrowMesh.position.z += 0.3;
  96938. arrowTail.scaling.scaleInPlace(0.26);
  96939. arrowTail.rotation.x = Math.PI / 2;
  96940. arrowTail.material = coloredMaterial;
  96941. arrow.lookAt(_this._rootMesh.position.subtract(dragAxis));
  96942. arrow.scaling.scaleInPlace(1 / 3);
  96943. _this._rootMesh.addChild(arrow);
  96944. var currentSnapDragDistance = 0;
  96945. var tmpVector = new BABYLON.Vector3();
  96946. var tmpSnapEvent = { snapDistance: 0 };
  96947. // Add drag behavior to handle events when the gizmo is dragged
  96948. _this.dragBehavior = new BABYLON.PointerDragBehavior({ dragAxis: dragAxis });
  96949. _this.dragBehavior.moveAttached = false;
  96950. _this._rootMesh.addBehavior(_this.dragBehavior);
  96951. var localDelta = new BABYLON.Vector3();
  96952. var tmpMatrix = new BABYLON.Matrix();
  96953. _this.dragBehavior.onDragObservable.add(function (event) {
  96954. if (_this.attachedMesh) {
  96955. // Convert delta to local translation if it has a parent
  96956. if (_this.attachedMesh.parent) {
  96957. _this.attachedMesh.parent.computeWorldMatrix().invertToRef(tmpMatrix);
  96958. tmpMatrix.setTranslationFromFloats(0, 0, 0);
  96959. BABYLON.Vector3.TransformCoordinatesToRef(event.delta, tmpMatrix, localDelta);
  96960. }
  96961. else {
  96962. localDelta.copyFrom(event.delta);
  96963. }
  96964. // Snapping logic
  96965. if (_this.snapDistance == 0) {
  96966. _this.attachedMesh.position.addInPlace(localDelta);
  96967. }
  96968. else {
  96969. currentSnapDragDistance += event.dragDistance;
  96970. if (Math.abs(currentSnapDragDistance) > _this.snapDistance) {
  96971. var dragSteps = Math.floor(Math.abs(currentSnapDragDistance) / _this.snapDistance);
  96972. currentSnapDragDistance = currentSnapDragDistance % _this.snapDistance;
  96973. localDelta.normalizeToRef(tmpVector);
  96974. tmpVector.scaleInPlace(_this.snapDistance * dragSteps);
  96975. _this.attachedMesh.position.addInPlace(tmpVector);
  96976. tmpSnapEvent.snapDistance = _this.snapDistance * dragSteps;
  96977. _this.onSnapObservable.notifyObservers(tmpSnapEvent);
  96978. }
  96979. }
  96980. }
  96981. });
  96982. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  96983. if (_this._customMeshSet) {
  96984. return;
  96985. }
  96986. var isHovered = pointerInfo.pickInfo && (_this._rootMesh.getChildMeshes().indexOf(pointerInfo.pickInfo.pickedMesh) != -1);
  96987. var material = isHovered ? hoverMaterial : coloredMaterial;
  96988. _this._rootMesh.getChildMeshes().forEach(function (m) {
  96989. m.material = material;
  96990. if (m.color) {
  96991. m.color = material.emissiveColor;
  96992. }
  96993. });
  96994. });
  96995. return _this;
  96996. }
  96997. AxisDragGizmo.prototype._attachedMeshChanged = function (value) {
  96998. if (this.dragBehavior) {
  96999. this.dragBehavior.enabled = value ? true : false;
  97000. }
  97001. };
  97002. /**
  97003. * Disposes of the gizmo
  97004. */
  97005. AxisDragGizmo.prototype.dispose = function () {
  97006. this.onSnapObservable.clear();
  97007. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  97008. this.dragBehavior.detach();
  97009. _super.prototype.dispose.call(this);
  97010. };
  97011. return AxisDragGizmo;
  97012. }(BABYLON.Gizmo));
  97013. BABYLON.AxisDragGizmo = AxisDragGizmo;
  97014. })(BABYLON || (BABYLON = {}));
  97015. //# sourceMappingURL=babylon.axisDragGizmo.js.map
  97016. var BABYLON;
  97017. (function (BABYLON) {
  97018. /**
  97019. * Single axis scale gizmo
  97020. */
  97021. var AxisScaleGizmo = /** @class */ (function (_super) {
  97022. __extends(AxisScaleGizmo, _super);
  97023. /**
  97024. * Creates an AxisScaleGizmo
  97025. * @param gizmoLayer The utility layer the gizmo will be added to
  97026. * @param dragAxis The axis which the gizmo will be able to scale on
  97027. * @param color The color of the gizmo
  97028. */
  97029. function AxisScaleGizmo(dragAxis, color, gizmoLayer) {
  97030. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  97031. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  97032. var _this = _super.call(this, gizmoLayer) || this;
  97033. _this._pointerObserver = null;
  97034. /**
  97035. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  97036. */
  97037. _this.snapDistance = 0;
  97038. /**
  97039. * Event that fires each time the gizmo snaps to a new location.
  97040. * * snapDistance is the the change in distance
  97041. */
  97042. _this.onSnapObservable = new BABYLON.Observable();
  97043. /**
  97044. * If the scaling operation should be done on all axis (default: false)
  97045. */
  97046. _this.uniformScaling = false;
  97047. // Create Material
  97048. _this._coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  97049. _this._coloredMaterial.disableLighting = true;
  97050. _this._coloredMaterial.emissiveColor = color;
  97051. var hoverMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  97052. hoverMaterial.disableLighting = true;
  97053. hoverMaterial.emissiveColor = color.add(new BABYLON.Color3(0.3, 0.3, 0.3));
  97054. // Build mesh on root node
  97055. var arrow = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  97056. var arrowMesh = BABYLON.MeshBuilder.CreateBox("yPosMesh", { size: 0.4 }, gizmoLayer.utilityLayerScene);
  97057. var arrowTail = BABYLON.MeshBuilder.CreateLines("yPosMesh", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 1.1, 0)] }, gizmoLayer.utilityLayerScene);
  97058. arrowTail.color = _this._coloredMaterial.emissiveColor;
  97059. arrow.addChild(arrowMesh);
  97060. arrow.addChild(arrowTail);
  97061. // Position arrow pointing in its drag axis
  97062. arrowMesh.scaling.scaleInPlace(0.1);
  97063. arrowMesh.material = _this._coloredMaterial;
  97064. arrowMesh.rotation.x = Math.PI / 2;
  97065. arrowMesh.position.z += 0.3;
  97066. arrowTail.scaling.scaleInPlace(0.26);
  97067. arrowTail.rotation.x = Math.PI / 2;
  97068. arrowTail.material = _this._coloredMaterial;
  97069. arrow.lookAt(_this._rootMesh.position.subtract(dragAxis));
  97070. _this._rootMesh.addChild(arrow);
  97071. arrow.scaling.scaleInPlace(1 / 3);
  97072. // Add drag behavior to handle events when the gizmo is dragged
  97073. _this.dragBehavior = new BABYLON.PointerDragBehavior({ dragAxis: dragAxis });
  97074. _this.dragBehavior.moveAttached = false;
  97075. _this._rootMesh.addBehavior(_this.dragBehavior);
  97076. var currentSnapDragDistance = 0;
  97077. var tmpVector = new BABYLON.Vector3();
  97078. var tmpSnapEvent = { snapDistance: 0 };
  97079. _this.dragBehavior.onDragObservable.add(function (event) {
  97080. if (_this.attachedMesh) {
  97081. // Snapping logic
  97082. var snapped = false;
  97083. var dragSteps = 0;
  97084. if (_this.uniformScaling) {
  97085. _this.attachedMesh.scaling.normalizeToRef(tmpVector);
  97086. if (tmpVector.y < 0) {
  97087. tmpVector.scaleInPlace(-1);
  97088. }
  97089. }
  97090. else {
  97091. tmpVector.copyFrom(dragAxis);
  97092. }
  97093. if (_this.snapDistance == 0) {
  97094. tmpVector.scaleToRef(event.dragDistance, tmpVector);
  97095. }
  97096. else {
  97097. currentSnapDragDistance += event.dragDistance;
  97098. if (Math.abs(currentSnapDragDistance) > _this.snapDistance) {
  97099. dragSteps = Math.floor(currentSnapDragDistance / _this.snapDistance);
  97100. currentSnapDragDistance = currentSnapDragDistance % _this.snapDistance;
  97101. tmpVector.scaleToRef(_this.snapDistance * dragSteps, tmpVector);
  97102. snapped = true;
  97103. }
  97104. else {
  97105. tmpVector.scaleInPlace(0);
  97106. }
  97107. }
  97108. _this.attachedMesh.scaling.addInPlace(tmpVector);
  97109. if (snapped) {
  97110. tmpSnapEvent.snapDistance = _this.snapDistance * dragSteps;
  97111. _this.onSnapObservable.notifyObservers(tmpSnapEvent);
  97112. }
  97113. }
  97114. });
  97115. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  97116. if (_this._customMeshSet) {
  97117. return;
  97118. }
  97119. var isHovered = pointerInfo.pickInfo && (_this._rootMesh.getChildMeshes().indexOf(pointerInfo.pickInfo.pickedMesh) != -1);
  97120. var material = isHovered ? hoverMaterial : _this._coloredMaterial;
  97121. _this._rootMesh.getChildMeshes().forEach(function (m) {
  97122. m.material = material;
  97123. if (m.color) {
  97124. m.color = material.emissiveColor;
  97125. }
  97126. });
  97127. });
  97128. return _this;
  97129. }
  97130. AxisScaleGizmo.prototype._attachedMeshChanged = function (value) {
  97131. if (this.dragBehavior) {
  97132. this.dragBehavior.enabled = value ? true : false;
  97133. }
  97134. };
  97135. /**
  97136. * Disposes of the gizmo
  97137. */
  97138. AxisScaleGizmo.prototype.dispose = function () {
  97139. this.onSnapObservable.clear();
  97140. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  97141. this.dragBehavior.detach();
  97142. _super.prototype.dispose.call(this);
  97143. };
  97144. /**
  97145. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  97146. * @param mesh The mesh to replace the default mesh of the gizmo
  97147. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  97148. */
  97149. AxisScaleGizmo.prototype.setCustomMesh = function (mesh, useGizmoMaterial) {
  97150. var _this = this;
  97151. if (useGizmoMaterial === void 0) { useGizmoMaterial = false; }
  97152. _super.prototype.setCustomMesh.call(this, mesh);
  97153. if (useGizmoMaterial) {
  97154. this._rootMesh.getChildMeshes().forEach(function (m) {
  97155. m.material = _this._coloredMaterial;
  97156. if (m.color) {
  97157. m.color = _this._coloredMaterial.emissiveColor;
  97158. }
  97159. });
  97160. this._customMeshSet = false;
  97161. }
  97162. };
  97163. return AxisScaleGizmo;
  97164. }(BABYLON.Gizmo));
  97165. BABYLON.AxisScaleGizmo = AxisScaleGizmo;
  97166. })(BABYLON || (BABYLON = {}));
  97167. //# sourceMappingURL=babylon.axisScaleGizmo.js.map
  97168. var BABYLON;
  97169. (function (BABYLON) {
  97170. /**
  97171. * Single plane rotation gizmo
  97172. */
  97173. var PlaneRotationGizmo = /** @class */ (function (_super) {
  97174. __extends(PlaneRotationGizmo, _super);
  97175. /**
  97176. * Creates a PlaneRotationGizmo
  97177. * @param gizmoLayer The utility layer the gizmo will be added to
  97178. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  97179. * @param color The color of the gizmo
  97180. */
  97181. function PlaneRotationGizmo(planeNormal, color, gizmoLayer) {
  97182. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  97183. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  97184. var _this = _super.call(this, gizmoLayer) || this;
  97185. _this._pointerObserver = null;
  97186. /**
  97187. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  97188. */
  97189. _this.snapDistance = 0;
  97190. /**
  97191. * Event that fires each time the gizmo snaps to a new location.
  97192. * * snapDistance is the the change in distance
  97193. */
  97194. _this.onSnapObservable = new BABYLON.Observable();
  97195. // Create Material
  97196. var coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  97197. coloredMaterial.disableLighting = true;
  97198. coloredMaterial.emissiveColor = color;
  97199. var hoverMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  97200. hoverMaterial.disableLighting = true;
  97201. hoverMaterial.emissiveColor = color.add(new BABYLON.Color3(0.3, 0.3, 0.3));
  97202. // Build mesh on root node
  97203. var parentMesh = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  97204. // Create circle out of lines
  97205. var tessellation = 20;
  97206. var radius = 0.8;
  97207. var points = new Array();
  97208. for (var i = 0; i < tessellation; i++) {
  97209. var radian = (2 * Math.PI) * (i / (tessellation - 1));
  97210. points.push(new BABYLON.Vector3(radius * Math.sin(radian), 0, radius * Math.cos(radian)));
  97211. }
  97212. var rotationMesh = BABYLON.Mesh.CreateLines("", points, gizmoLayer.utilityLayerScene);
  97213. rotationMesh.color = coloredMaterial.emissiveColor;
  97214. // Position arrow pointing in its drag axis
  97215. rotationMesh.scaling.scaleInPlace(0.26);
  97216. rotationMesh.material = coloredMaterial;
  97217. rotationMesh.rotation.x = Math.PI / 2;
  97218. parentMesh.addChild(rotationMesh);
  97219. parentMesh.lookAt(_this._rootMesh.position.subtract(planeNormal));
  97220. _this._rootMesh.addChild(parentMesh);
  97221. parentMesh.scaling.scaleInPlace(1 / 3);
  97222. // Add drag behavior to handle events when the gizmo is dragged
  97223. _this.dragBehavior = new BABYLON.PointerDragBehavior({ dragPlaneNormal: planeNormal });
  97224. _this.dragBehavior.moveAttached = false;
  97225. _this.dragBehavior.maxDragAngle = Math.PI * 9 / 20;
  97226. _this.dragBehavior._useAlternatePickedPointAboveMaxDragAngle = true;
  97227. _this._rootMesh.addBehavior(_this.dragBehavior);
  97228. var lastDragPosition = new BABYLON.Vector3();
  97229. _this.dragBehavior.onDragStartObservable.add(function (e) {
  97230. if (_this.attachedMesh) {
  97231. lastDragPosition.copyFrom(e.dragPlanePoint);
  97232. }
  97233. });
  97234. var rotationMatrix = new BABYLON.Matrix();
  97235. var planeNormalTowardsCamera = new BABYLON.Vector3();
  97236. var localPlaneNormalTowardsCamera = new BABYLON.Vector3();
  97237. var tmpSnapEvent = { snapDistance: 0 };
  97238. var currentSnapDragDistance = 0;
  97239. var tmpMatrix = new BABYLON.Matrix();
  97240. var tmpVector = new BABYLON.Vector3();
  97241. var amountToRotate = new BABYLON.Quaternion();
  97242. _this.dragBehavior.onDragObservable.add(function (event) {
  97243. if (_this.attachedMesh) {
  97244. if (!_this.attachedMesh.rotationQuaternion) {
  97245. _this.attachedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this.attachedMesh.rotation.y, _this.attachedMesh.rotation.x, _this.attachedMesh.rotation.z);
  97246. }
  97247. // Calc angle over full 360 degree (https://stackoverflow.com/questions/43493711/the-angle-between-two-3d-vectors-with-a-result-range-0-360)
  97248. var newVector = event.dragPlanePoint.subtract(_this.attachedMesh.absolutePosition).normalize();
  97249. var originalVector = lastDragPosition.subtract(_this.attachedMesh.absolutePosition).normalize();
  97250. var cross = BABYLON.Vector3.Cross(newVector, originalVector);
  97251. var dot = BABYLON.Vector3.Dot(newVector, originalVector);
  97252. var angle = Math.atan2(cross.length(), dot);
  97253. planeNormalTowardsCamera.copyFrom(planeNormal);
  97254. localPlaneNormalTowardsCamera.copyFrom(planeNormal);
  97255. if (_this.updateGizmoRotationToMatchAttachedMesh) {
  97256. _this.attachedMesh.rotationQuaternion.toRotationMatrix(rotationMatrix);
  97257. localPlaneNormalTowardsCamera = BABYLON.Vector3.TransformCoordinates(planeNormalTowardsCamera, rotationMatrix);
  97258. }
  97259. // Flip up vector depending on which side the camera is on
  97260. if (gizmoLayer.utilityLayerScene.activeCamera) {
  97261. var camVec = gizmoLayer.utilityLayerScene.activeCamera.position.subtract(_this.attachedMesh.position);
  97262. if (BABYLON.Vector3.Dot(camVec, localPlaneNormalTowardsCamera) > 0) {
  97263. planeNormalTowardsCamera.scaleInPlace(-1);
  97264. localPlaneNormalTowardsCamera.scaleInPlace(-1);
  97265. }
  97266. }
  97267. var halfCircleSide = BABYLON.Vector3.Dot(localPlaneNormalTowardsCamera, cross) > 0.0;
  97268. if (halfCircleSide)
  97269. angle = -angle;
  97270. // Snapping logic
  97271. var snapped = false;
  97272. if (_this.snapDistance != 0) {
  97273. currentSnapDragDistance += angle;
  97274. if (Math.abs(currentSnapDragDistance) > _this.snapDistance) {
  97275. var dragSteps = Math.floor(currentSnapDragDistance / _this.snapDistance);
  97276. currentSnapDragDistance = currentSnapDragDistance % _this.snapDistance;
  97277. angle = _this.snapDistance * dragSteps;
  97278. snapped = true;
  97279. }
  97280. else {
  97281. angle = 0;
  97282. }
  97283. }
  97284. // If the mesh has a parent, convert needed world rotation to local rotation
  97285. tmpMatrix.reset();
  97286. if (_this.attachedMesh.parent) {
  97287. _this.attachedMesh.parent.computeWorldMatrix().invertToRef(tmpMatrix);
  97288. tmpMatrix.getRotationMatrixToRef(tmpMatrix);
  97289. BABYLON.Vector3.TransformCoordinatesToRef(planeNormalTowardsCamera, tmpMatrix, planeNormalTowardsCamera);
  97290. }
  97291. // Convert angle and axis to quaternion (http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm)
  97292. var quaternionCoefficient = Math.sin(angle / 2);
  97293. amountToRotate.set(planeNormalTowardsCamera.x * quaternionCoefficient, planeNormalTowardsCamera.y * quaternionCoefficient, planeNormalTowardsCamera.z * quaternionCoefficient, Math.cos(angle / 2));
  97294. // 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
  97295. if (tmpMatrix.determinant() > 0) {
  97296. amountToRotate.toEulerAnglesToRef(tmpVector);
  97297. BABYLON.Quaternion.RotationYawPitchRollToRef(tmpVector.y, -tmpVector.x, -tmpVector.z, amountToRotate);
  97298. }
  97299. if (_this.updateGizmoRotationToMatchAttachedMesh) {
  97300. // Rotate selected mesh quaternion over fixed axis
  97301. _this.attachedMesh.rotationQuaternion.multiplyToRef(amountToRotate, _this.attachedMesh.rotationQuaternion);
  97302. }
  97303. else {
  97304. // Rotate selected mesh quaternion over rotated axis
  97305. amountToRotate.multiplyToRef(_this.attachedMesh.rotationQuaternion, _this.attachedMesh.rotationQuaternion);
  97306. }
  97307. lastDragPosition.copyFrom(event.dragPlanePoint);
  97308. if (snapped) {
  97309. tmpSnapEvent.snapDistance = angle;
  97310. _this.onSnapObservable.notifyObservers(tmpSnapEvent);
  97311. }
  97312. }
  97313. });
  97314. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  97315. if (_this._customMeshSet) {
  97316. return;
  97317. }
  97318. var isHovered = pointerInfo.pickInfo && (_this._rootMesh.getChildMeshes().indexOf(pointerInfo.pickInfo.pickedMesh) != -1);
  97319. var material = isHovered ? hoverMaterial : coloredMaterial;
  97320. _this._rootMesh.getChildMeshes().forEach(function (m) {
  97321. m.material = material;
  97322. if (m.color) {
  97323. m.color = material.emissiveColor;
  97324. }
  97325. });
  97326. });
  97327. return _this;
  97328. }
  97329. PlaneRotationGizmo.prototype._attachedMeshChanged = function (value) {
  97330. if (this.dragBehavior) {
  97331. this.dragBehavior.enabled = value ? true : false;
  97332. }
  97333. };
  97334. /**
  97335. * Disposes of the gizmo
  97336. */
  97337. PlaneRotationGizmo.prototype.dispose = function () {
  97338. this.onSnapObservable.clear();
  97339. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  97340. this.dragBehavior.detach();
  97341. _super.prototype.dispose.call(this);
  97342. };
  97343. return PlaneRotationGizmo;
  97344. }(BABYLON.Gizmo));
  97345. BABYLON.PlaneRotationGizmo = PlaneRotationGizmo;
  97346. })(BABYLON || (BABYLON = {}));
  97347. //# sourceMappingURL=babylon.planeRotationGizmo.js.map
  97348. var BABYLON;
  97349. (function (BABYLON) {
  97350. /**
  97351. * Gizmo that enables dragging a mesh along 3 axis
  97352. */
  97353. var PositionGizmo = /** @class */ (function (_super) {
  97354. __extends(PositionGizmo, _super);
  97355. /**
  97356. * Creates a PositionGizmo
  97357. * @param gizmoLayer The utility layer the gizmo will be added to
  97358. */
  97359. function PositionGizmo(gizmoLayer) {
  97360. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  97361. var _this = _super.call(this, gizmoLayer) || this;
  97362. _this.xGizmo = new BABYLON.AxisDragGizmo(new BABYLON.Vector3(1, 0, 0), BABYLON.Color3.Green().scale(0.5), gizmoLayer);
  97363. _this.yGizmo = new BABYLON.AxisDragGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Red().scale(0.5), gizmoLayer);
  97364. _this.zGizmo = new BABYLON.AxisDragGizmo(new BABYLON.Vector3(0, 0, 1), BABYLON.Color3.Blue().scale(0.5), gizmoLayer);
  97365. _this.attachedMesh = null;
  97366. return _this;
  97367. }
  97368. Object.defineProperty(PositionGizmo.prototype, "attachedMesh", {
  97369. set: function (mesh) {
  97370. if (this.xGizmo) {
  97371. this.xGizmo.attachedMesh = mesh;
  97372. this.yGizmo.attachedMesh = mesh;
  97373. this.zGizmo.attachedMesh = mesh;
  97374. }
  97375. },
  97376. enumerable: true,
  97377. configurable: true
  97378. });
  97379. Object.defineProperty(PositionGizmo.prototype, "updateGizmoRotationToMatchAttachedMesh", {
  97380. get: function () {
  97381. return this.xGizmo.updateGizmoRotationToMatchAttachedMesh;
  97382. },
  97383. set: function (value) {
  97384. if (this.xGizmo) {
  97385. this.xGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  97386. this.yGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  97387. this.zGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  97388. }
  97389. },
  97390. enumerable: true,
  97391. configurable: true
  97392. });
  97393. Object.defineProperty(PositionGizmo.prototype, "snapDistance", {
  97394. get: function () {
  97395. return this.xGizmo.snapDistance;
  97396. },
  97397. /**
  97398. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  97399. */
  97400. set: function (value) {
  97401. if (this.xGizmo) {
  97402. this.xGizmo.snapDistance = value;
  97403. this.yGizmo.snapDistance = value;
  97404. this.zGizmo.snapDistance = value;
  97405. }
  97406. },
  97407. enumerable: true,
  97408. configurable: true
  97409. });
  97410. Object.defineProperty(PositionGizmo.prototype, "scaleRatio", {
  97411. get: function () {
  97412. return this.xGizmo.scaleRatio;
  97413. },
  97414. /**
  97415. * Ratio for the scale of the gizmo (Default: 1)
  97416. */
  97417. set: function (value) {
  97418. if (this.xGizmo) {
  97419. this.xGizmo.scaleRatio = value;
  97420. this.yGizmo.scaleRatio = value;
  97421. this.zGizmo.scaleRatio = value;
  97422. }
  97423. },
  97424. enumerable: true,
  97425. configurable: true
  97426. });
  97427. /**
  97428. * Disposes of the gizmo
  97429. */
  97430. PositionGizmo.prototype.dispose = function () {
  97431. this.xGizmo.dispose();
  97432. this.yGizmo.dispose();
  97433. this.zGizmo.dispose();
  97434. };
  97435. /**
  97436. * CustomMeshes are not supported by this gizmo
  97437. * @param mesh The mesh to replace the default mesh of the gizmo
  97438. */
  97439. PositionGizmo.prototype.setCustomMesh = function (mesh) {
  97440. 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)");
  97441. };
  97442. return PositionGizmo;
  97443. }(BABYLON.Gizmo));
  97444. BABYLON.PositionGizmo = PositionGizmo;
  97445. })(BABYLON || (BABYLON = {}));
  97446. //# sourceMappingURL=babylon.positionGizmo.js.map
  97447. var BABYLON;
  97448. (function (BABYLON) {
  97449. /**
  97450. * Gizmo that enables rotating a mesh along 3 axis
  97451. */
  97452. var RotationGizmo = /** @class */ (function (_super) {
  97453. __extends(RotationGizmo, _super);
  97454. /**
  97455. * Creates a RotationGizmo
  97456. * @param gizmoLayer The utility layer the gizmo will be added to
  97457. */
  97458. function RotationGizmo(gizmoLayer) {
  97459. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  97460. var _this = _super.call(this, gizmoLayer) || this;
  97461. _this.xGizmo = new BABYLON.PlaneRotationGizmo(new BABYLON.Vector3(1, 0, 0), BABYLON.Color3.Green().scale(0.5), gizmoLayer);
  97462. _this.yGizmo = new BABYLON.PlaneRotationGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Red().scale(0.5), gizmoLayer);
  97463. _this.zGizmo = new BABYLON.PlaneRotationGizmo(new BABYLON.Vector3(0, 0, 1), BABYLON.Color3.Blue().scale(0.5), gizmoLayer);
  97464. _this.attachedMesh = null;
  97465. return _this;
  97466. }
  97467. Object.defineProperty(RotationGizmo.prototype, "attachedMesh", {
  97468. set: function (mesh) {
  97469. if (this.xGizmo) {
  97470. this.xGizmo.attachedMesh = mesh;
  97471. this.yGizmo.attachedMesh = mesh;
  97472. this.zGizmo.attachedMesh = mesh;
  97473. }
  97474. },
  97475. enumerable: true,
  97476. configurable: true
  97477. });
  97478. Object.defineProperty(RotationGizmo.prototype, "updateGizmoRotationToMatchAttachedMesh", {
  97479. get: function () {
  97480. return this.xGizmo.updateGizmoRotationToMatchAttachedMesh;
  97481. },
  97482. set: function (value) {
  97483. if (this.xGizmo) {
  97484. this.xGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  97485. this.yGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  97486. this.zGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  97487. }
  97488. },
  97489. enumerable: true,
  97490. configurable: true
  97491. });
  97492. Object.defineProperty(RotationGizmo.prototype, "snapDistance", {
  97493. get: function () {
  97494. return this.xGizmo.snapDistance;
  97495. },
  97496. /**
  97497. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  97498. */
  97499. set: function (value) {
  97500. if (this.xGizmo) {
  97501. this.xGizmo.snapDistance = value;
  97502. this.yGizmo.snapDistance = value;
  97503. this.zGizmo.snapDistance = value;
  97504. }
  97505. },
  97506. enumerable: true,
  97507. configurable: true
  97508. });
  97509. Object.defineProperty(RotationGizmo.prototype, "scaleRatio", {
  97510. get: function () {
  97511. return this.xGizmo.scaleRatio;
  97512. },
  97513. /**
  97514. * Ratio for the scale of the gizmo (Default: 1)
  97515. */
  97516. set: function (value) {
  97517. if (this.xGizmo) {
  97518. this.xGizmo.scaleRatio = value;
  97519. this.yGizmo.scaleRatio = value;
  97520. this.zGizmo.scaleRatio = value;
  97521. }
  97522. },
  97523. enumerable: true,
  97524. configurable: true
  97525. });
  97526. /**
  97527. * Disposes of the gizmo
  97528. */
  97529. RotationGizmo.prototype.dispose = function () {
  97530. this.xGizmo.dispose();
  97531. this.yGizmo.dispose();
  97532. this.zGizmo.dispose();
  97533. };
  97534. /**
  97535. * CustomMeshes are not supported by this gizmo
  97536. * @param mesh The mesh to replace the default mesh of the gizmo
  97537. */
  97538. RotationGizmo.prototype.setCustomMesh = function (mesh) {
  97539. 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)");
  97540. };
  97541. return RotationGizmo;
  97542. }(BABYLON.Gizmo));
  97543. BABYLON.RotationGizmo = RotationGizmo;
  97544. })(BABYLON || (BABYLON = {}));
  97545. //# sourceMappingURL=babylon.rotationGizmo.js.map
  97546. var BABYLON;
  97547. (function (BABYLON) {
  97548. /**
  97549. * Gizmo that enables scaling a mesh along 3 axis
  97550. */
  97551. var ScaleGizmo = /** @class */ (function (_super) {
  97552. __extends(ScaleGizmo, _super);
  97553. /**
  97554. * Creates a ScaleGizmo
  97555. * @param gizmoLayer The utility layer the gizmo will be added to
  97556. */
  97557. function ScaleGizmo(gizmoLayer) {
  97558. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  97559. var _this = _super.call(this, gizmoLayer) || this;
  97560. _this.xGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(1, 0, 0), BABYLON.Color3.Green().scale(0.5), gizmoLayer);
  97561. _this.yGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Red().scale(0.5), gizmoLayer);
  97562. _this.zGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(0, 0, 1), BABYLON.Color3.Blue().scale(0.5), gizmoLayer);
  97563. // Create uniform scale gizmo
  97564. _this.uniformScaleGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Yellow().scale(0.5), gizmoLayer);
  97565. _this.uniformScaleGizmo.updateGizmoRotationToMatchAttachedMesh = false;
  97566. _this.uniformScaleGizmo.uniformScaling = true;
  97567. var octahedron = BABYLON.Mesh.CreatePolyhedron("", { type: 1 }, _this.uniformScaleGizmo.gizmoLayer.utilityLayerScene);
  97568. octahedron.scaling.scaleInPlace(0.007);
  97569. _this.uniformScaleGizmo.setCustomMesh(octahedron, true);
  97570. _this.attachedMesh = null;
  97571. return _this;
  97572. }
  97573. Object.defineProperty(ScaleGizmo.prototype, "attachedMesh", {
  97574. set: function (mesh) {
  97575. if (this.xGizmo) {
  97576. this.xGizmo.attachedMesh = mesh;
  97577. this.yGizmo.attachedMesh = mesh;
  97578. this.zGizmo.attachedMesh = mesh;
  97579. this.uniformScaleGizmo.attachedMesh = mesh;
  97580. }
  97581. },
  97582. enumerable: true,
  97583. configurable: true
  97584. });
  97585. Object.defineProperty(ScaleGizmo.prototype, "updateGizmoRotationToMatchAttachedMesh", {
  97586. get: function () {
  97587. return this.xGizmo.updateGizmoRotationToMatchAttachedMesh;
  97588. },
  97589. set: function (value) {
  97590. if (this.xGizmo) {
  97591. this.xGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  97592. this.yGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  97593. this.zGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  97594. }
  97595. },
  97596. enumerable: true,
  97597. configurable: true
  97598. });
  97599. Object.defineProperty(ScaleGizmo.prototype, "snapDistance", {
  97600. get: function () {
  97601. return this.xGizmo.snapDistance;
  97602. },
  97603. /**
  97604. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  97605. */
  97606. set: function (value) {
  97607. if (this.xGizmo) {
  97608. this.xGizmo.snapDistance = value;
  97609. this.yGizmo.snapDistance = value;
  97610. this.zGizmo.snapDistance = value;
  97611. this.uniformScaleGizmo.snapDistance = value;
  97612. }
  97613. },
  97614. enumerable: true,
  97615. configurable: true
  97616. });
  97617. Object.defineProperty(ScaleGizmo.prototype, "scaleRatio", {
  97618. get: function () {
  97619. return this.xGizmo.scaleRatio;
  97620. },
  97621. /**
  97622. * Ratio for the scale of the gizmo (Default: 1)
  97623. */
  97624. set: function (value) {
  97625. if (this.xGizmo) {
  97626. this.xGizmo.scaleRatio = value;
  97627. this.yGizmo.scaleRatio = value;
  97628. this.zGizmo.scaleRatio = value;
  97629. this.uniformScaleGizmo.scaleRatio = value;
  97630. }
  97631. },
  97632. enumerable: true,
  97633. configurable: true
  97634. });
  97635. /**
  97636. * Disposes of the gizmo
  97637. */
  97638. ScaleGizmo.prototype.dispose = function () {
  97639. this.xGizmo.dispose();
  97640. this.yGizmo.dispose();
  97641. this.zGizmo.dispose();
  97642. this.uniformScaleGizmo.dispose();
  97643. };
  97644. return ScaleGizmo;
  97645. }(BABYLON.Gizmo));
  97646. BABYLON.ScaleGizmo = ScaleGizmo;
  97647. })(BABYLON || (BABYLON = {}));
  97648. //# sourceMappingURL=babylon.scaleGizmo.js.map
  97649. var BABYLON;
  97650. (function (BABYLON) {
  97651. /**
  97652. * Bounding box gizmo
  97653. */
  97654. var BoundingBoxGizmo = /** @class */ (function (_super) {
  97655. __extends(BoundingBoxGizmo, _super);
  97656. /**
  97657. * Creates an BoundingBoxGizmo
  97658. * @param gizmoLayer The utility layer the gizmo will be added to
  97659. * @param color The color of the gizmo
  97660. */
  97661. function BoundingBoxGizmo(color, gizmoLayer) {
  97662. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  97663. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultKeepDepthUtilityLayer; }
  97664. var _this = _super.call(this, gizmoLayer) || this;
  97665. _this._boundingDimensions = new BABYLON.Vector3(1, 1, 1);
  97666. _this._renderObserver = null;
  97667. _this._pointerObserver = null;
  97668. _this._scaleDragSpeed = 0.2;
  97669. _this._tmpQuaternion = new BABYLON.Quaternion();
  97670. _this._tmpVector = new BABYLON.Vector3(0, 0, 0);
  97671. _this._tmpRotationMatrix = new BABYLON.Matrix();
  97672. /**
  97673. * 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)
  97674. */
  97675. _this.ignoreChildren = false;
  97676. /**
  97677. * 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)
  97678. */
  97679. _this.includeChildPredicate = null;
  97680. /**
  97681. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  97682. */
  97683. _this.rotationSphereSize = 0.1;
  97684. /**
  97685. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  97686. */
  97687. _this.scaleBoxSize = 0.1;
  97688. /**
  97689. * 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)
  97690. */
  97691. _this.fixedDragMeshScreenSize = false;
  97692. /**
  97693. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  97694. */
  97695. _this.fixedDragMeshScreenSizeDistanceFactor = 10;
  97696. /**
  97697. * Fired when a rotation sphere or scale box is dragged
  97698. */
  97699. _this.onDragStartObservable = new BABYLON.Observable();
  97700. /**
  97701. * Fired when a scale box is dragged
  97702. */
  97703. _this.onScaleBoxDragObservable = new BABYLON.Observable();
  97704. /**
  97705. * Fired when a scale box drag is ended
  97706. */
  97707. _this.onScaleBoxDragEndObservable = new BABYLON.Observable();
  97708. /**
  97709. * Fired when a rotation sphere is dragged
  97710. */
  97711. _this.onRotationSphereDragObservable = new BABYLON.Observable();
  97712. /**
  97713. * Fired when a rotation sphere drag is ended
  97714. */
  97715. _this.onRotationSphereDragEndObservable = new BABYLON.Observable();
  97716. /**
  97717. * 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)
  97718. */
  97719. _this.scalePivot = null;
  97720. _this._existingMeshScale = new BABYLON.Vector3();
  97721. // Do not update the gizmo's scale so it has a fixed size to the object its attached to
  97722. _this._updateScale = false;
  97723. _this._anchorMesh = new BABYLON.AbstractMesh("anchor", gizmoLayer.utilityLayerScene);
  97724. // Create Materials
  97725. var coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  97726. coloredMaterial.disableLighting = true;
  97727. coloredMaterial.emissiveColor = color;
  97728. var hoverColoredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  97729. hoverColoredMaterial.disableLighting = true;
  97730. hoverColoredMaterial.emissiveColor = color.clone().add(new BABYLON.Color3(0.3, 0.3, 0.3));
  97731. // Build bounding box out of lines
  97732. _this._lineBoundingBox = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  97733. _this._lineBoundingBox.rotationQuaternion = new BABYLON.Quaternion();
  97734. var lines = [];
  97735. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(_this._boundingDimensions.x, 0, 0)] }, gizmoLayer.utilityLayerScene));
  97736. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, _this._boundingDimensions.y, 0)] }, gizmoLayer.utilityLayerScene));
  97737. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 0, _this._boundingDimensions.z)] }, gizmoLayer.utilityLayerScene));
  97738. 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));
  97739. 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));
  97740. 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));
  97741. 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));
  97742. 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));
  97743. 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));
  97744. 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));
  97745. 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));
  97746. 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));
  97747. lines.forEach(function (l) {
  97748. l.color = color;
  97749. l.position.addInPlace(new BABYLON.Vector3(-_this._boundingDimensions.x / 2, -_this._boundingDimensions.y / 2, -_this._boundingDimensions.z / 2));
  97750. l.isPickable = false;
  97751. _this._lineBoundingBox.addChild(l);
  97752. });
  97753. _this._rootMesh.addChild(_this._lineBoundingBox);
  97754. // Create rotation spheres
  97755. _this._rotateSpheresParent = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  97756. _this._rotateSpheresParent.rotationQuaternion = new BABYLON.Quaternion();
  97757. var _loop_1 = function (i_1) {
  97758. var sphere = BABYLON.MeshBuilder.CreateSphere("", { diameter: 1 }, gizmoLayer.utilityLayerScene);
  97759. sphere.rotationQuaternion = new BABYLON.Quaternion();
  97760. sphere.material = coloredMaterial;
  97761. // Drag behavior
  97762. _dragBehavior = new BABYLON.PointerDragBehavior({});
  97763. _dragBehavior.moveAttached = false;
  97764. _dragBehavior.updateDragPlane = false;
  97765. sphere.addBehavior(_dragBehavior);
  97766. var startingTurnDirection = new BABYLON.Vector3(1, 0, 0);
  97767. var totalTurnAmountOfDrag = 0;
  97768. _dragBehavior.onDragStartObservable.add(function (event) {
  97769. startingTurnDirection.copyFrom(sphere.forward);
  97770. totalTurnAmountOfDrag = 0;
  97771. });
  97772. _dragBehavior.onDragObservable.add(function (event) {
  97773. _this.onRotationSphereDragObservable.notifyObservers({});
  97774. if (_this.attachedMesh) {
  97775. BoundingBoxGizmo._RemoveAndStorePivotPoint(_this.attachedMesh);
  97776. var worldDragDirection = startingTurnDirection;
  97777. // Project the world right on to the drag plane
  97778. var toSub = event.dragPlaneNormal.scale(BABYLON.Vector3.Dot(event.dragPlaneNormal, worldDragDirection));
  97779. var dragAxis = worldDragDirection.subtract(toSub).normalizeToNew();
  97780. // project drag delta on to the resulting drag axis and rotate based on that
  97781. var projectDist = -BABYLON.Vector3.Dot(dragAxis, event.delta);
  97782. // Make rotation relative to size of mesh.
  97783. projectDist = (projectDist / _this._boundingDimensions.length()) * _this._anchorMesh.scaling.length();
  97784. // Rotate based on axis
  97785. if (!_this.attachedMesh.rotationQuaternion) {
  97786. _this.attachedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this.attachedMesh.rotation.y, _this.attachedMesh.rotation.x, _this.attachedMesh.rotation.z);
  97787. }
  97788. if (!_this._anchorMesh.rotationQuaternion) {
  97789. _this._anchorMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this._anchorMesh.rotation.y, _this._anchorMesh.rotation.x, _this._anchorMesh.rotation.z);
  97790. }
  97791. // Do not allow the object to turn more than a full circle
  97792. totalTurnAmountOfDrag += projectDist;
  97793. if (Math.abs(totalTurnAmountOfDrag) <= 2 * Math.PI) {
  97794. if (i_1 >= 8) {
  97795. BABYLON.Quaternion.RotationYawPitchRollToRef(0, 0, projectDist, _this._tmpQuaternion);
  97796. }
  97797. else if (i_1 >= 4) {
  97798. BABYLON.Quaternion.RotationYawPitchRollToRef(projectDist, 0, 0, _this._tmpQuaternion);
  97799. }
  97800. else {
  97801. BABYLON.Quaternion.RotationYawPitchRollToRef(0, projectDist, 0, _this._tmpQuaternion);
  97802. }
  97803. // Rotate around center of bounding box
  97804. _this._anchorMesh.addChild(_this.attachedMesh);
  97805. _this._anchorMesh.rotationQuaternion.multiplyToRef(_this._tmpQuaternion, _this._anchorMesh.rotationQuaternion);
  97806. _this._anchorMesh.removeChild(_this.attachedMesh);
  97807. }
  97808. _this.updateBoundingBox();
  97809. BoundingBoxGizmo._RestorePivotPoint(_this.attachedMesh);
  97810. }
  97811. });
  97812. // Selection/deselection
  97813. _dragBehavior.onDragStartObservable.add(function () {
  97814. _this.onDragStartObservable.notifyObservers({});
  97815. _this._selectNode(sphere);
  97816. });
  97817. _dragBehavior.onDragEndObservable.add(function () {
  97818. _this.onRotationSphereDragEndObservable.notifyObservers({});
  97819. _this._selectNode(null);
  97820. });
  97821. this_1._rotateSpheresParent.addChild(sphere);
  97822. };
  97823. var this_1 = this, _dragBehavior;
  97824. for (var i_1 = 0; i_1 < 12; i_1++) {
  97825. _loop_1(i_1);
  97826. }
  97827. _this._rootMesh.addChild(_this._rotateSpheresParent);
  97828. // Create scale cubes
  97829. _this._scaleBoxesParent = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  97830. _this._scaleBoxesParent.rotationQuaternion = new BABYLON.Quaternion();
  97831. for (var i = 0; i < 2; i++) {
  97832. for (var j = 0; j < 2; j++) {
  97833. var _loop_2 = function () {
  97834. var box = BABYLON.MeshBuilder.CreateBox("", { size: 1 }, gizmoLayer.utilityLayerScene);
  97835. box.material = coloredMaterial;
  97836. // Dragging logic
  97837. var dragAxis = new BABYLON.Vector3(i == 0 ? -1 : 1, j == 0 ? -1 : 1, k == 0 ? -1 : 1);
  97838. _dragBehavior = new BABYLON.PointerDragBehavior({ dragAxis: dragAxis });
  97839. _dragBehavior.moveAttached = false;
  97840. box.addBehavior(_dragBehavior);
  97841. _dragBehavior.onDragObservable.add(function (event) {
  97842. _this.onScaleBoxDragObservable.notifyObservers({});
  97843. if (_this.attachedMesh) {
  97844. BoundingBoxGizmo._RemoveAndStorePivotPoint(_this.attachedMesh);
  97845. var relativeDragDistance = (event.dragDistance / _this._boundingDimensions.length()) * _this._anchorMesh.scaling.length();
  97846. var deltaScale = new BABYLON.Vector3(relativeDragDistance, relativeDragDistance, relativeDragDistance);
  97847. deltaScale.scaleInPlace(_this._scaleDragSpeed);
  97848. _this.updateBoundingBox();
  97849. if (_this.scalePivot) {
  97850. _this.attachedMesh.getWorldMatrix().getRotationMatrixToRef(_this._tmpRotationMatrix);
  97851. // Move anchor to desired pivot point (Bottom left corner + dimension/2)
  97852. _this._boundingDimensions.scaleToRef(0.5, _this._tmpVector);
  97853. BABYLON.Vector3.TransformCoordinatesToRef(_this._tmpVector, _this._tmpRotationMatrix, _this._tmpVector);
  97854. _this._anchorMesh.position.subtractInPlace(_this._tmpVector);
  97855. _this._boundingDimensions.multiplyToRef(_this.scalePivot, _this._tmpVector);
  97856. BABYLON.Vector3.TransformCoordinatesToRef(_this._tmpVector, _this._tmpRotationMatrix, _this._tmpVector);
  97857. _this._anchorMesh.position.addInPlace(_this._tmpVector);
  97858. }
  97859. else {
  97860. // Scale from the position of the opposite corner
  97861. box.absolutePosition.subtractToRef(_this._anchorMesh.position, _this._tmpVector);
  97862. _this._anchorMesh.position.subtractInPlace(_this._tmpVector);
  97863. }
  97864. _this._anchorMesh.addChild(_this.attachedMesh);
  97865. _this._anchorMesh.scaling.addInPlace(deltaScale);
  97866. if (_this._anchorMesh.scaling.x < 0 || _this._anchorMesh.scaling.y < 0 || _this._anchorMesh.scaling.z < 0) {
  97867. _this._anchorMesh.scaling.subtractInPlace(deltaScale);
  97868. }
  97869. _this._anchorMesh.removeChild(_this.attachedMesh);
  97870. BoundingBoxGizmo._RestorePivotPoint(_this.attachedMesh);
  97871. }
  97872. });
  97873. // Selection/deselection
  97874. _dragBehavior.onDragStartObservable.add(function () {
  97875. _this.onDragStartObservable.notifyObservers({});
  97876. _this._selectNode(box);
  97877. });
  97878. _dragBehavior.onDragEndObservable.add(function () {
  97879. _this.onScaleBoxDragEndObservable.notifyObservers({});
  97880. _this._selectNode(null);
  97881. });
  97882. this_2._scaleBoxesParent.addChild(box);
  97883. };
  97884. var this_2 = this, _dragBehavior;
  97885. for (var k = 0; k < 2; k++) {
  97886. _loop_2();
  97887. }
  97888. }
  97889. }
  97890. _this._rootMesh.addChild(_this._scaleBoxesParent);
  97891. // Hover color change
  97892. var pointerIds = new Array();
  97893. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  97894. if (!pointerIds[pointerInfo.event.pointerId]) {
  97895. _this._rotateSpheresParent.getChildMeshes().concat(_this._scaleBoxesParent.getChildMeshes()).forEach(function (mesh) {
  97896. if (pointerInfo.pickInfo && pointerInfo.pickInfo.pickedMesh == mesh) {
  97897. pointerIds[pointerInfo.event.pointerId] = mesh;
  97898. mesh.material = hoverColoredMaterial;
  97899. }
  97900. });
  97901. }
  97902. else {
  97903. if (pointerInfo.pickInfo && pointerInfo.pickInfo.pickedMesh != pointerIds[pointerInfo.event.pointerId]) {
  97904. pointerIds[pointerInfo.event.pointerId].material = coloredMaterial;
  97905. delete pointerIds[pointerInfo.event.pointerId];
  97906. }
  97907. }
  97908. });
  97909. // Update bounding box positions
  97910. _this._renderObserver = _this.gizmoLayer.originalScene.onBeforeRenderObservable.add(function () {
  97911. // Only update the bouding box if scaling has changed
  97912. if (_this.attachedMesh && !_this._existingMeshScale.equals(_this.attachedMesh.scaling)) {
  97913. _this.updateBoundingBox();
  97914. }
  97915. });
  97916. _this.updateBoundingBox();
  97917. return _this;
  97918. }
  97919. /** @hidden */
  97920. BoundingBoxGizmo._RemoveAndStorePivotPoint = function (mesh) {
  97921. if (mesh && BoundingBoxGizmo._PivotCached === 0) {
  97922. // Save old pivot and set pivot to 0,0,0
  97923. mesh.getPivotPointToRef(BoundingBoxGizmo._OldPivotPoint);
  97924. if (!BoundingBoxGizmo._OldPivotPoint.equalsToFloats(0, 0, 0)) {
  97925. mesh.setPivotMatrix(BABYLON.Matrix.IdentityReadOnly);
  97926. BoundingBoxGizmo._OldPivotPoint.subtractToRef(mesh.getPivotPoint(), BoundingBoxGizmo._PivotTranslation);
  97927. BoundingBoxGizmo._PivotTmpVector.copyFromFloats(1, 1, 1);
  97928. BoundingBoxGizmo._PivotTmpVector.subtractInPlace(mesh.scaling);
  97929. BoundingBoxGizmo._PivotTmpVector.multiplyInPlace(BoundingBoxGizmo._PivotTranslation);
  97930. mesh.position.addInPlace(BoundingBoxGizmo._PivotTmpVector);
  97931. }
  97932. }
  97933. BoundingBoxGizmo._PivotCached++;
  97934. };
  97935. /** @hidden */
  97936. BoundingBoxGizmo._RestorePivotPoint = function (mesh) {
  97937. if (mesh && !BoundingBoxGizmo._OldPivotPoint.equalsToFloats(0, 0, 0) && BoundingBoxGizmo._PivotCached === 1) {
  97938. mesh.setPivotPoint(BoundingBoxGizmo._OldPivotPoint);
  97939. BoundingBoxGizmo._PivotTmpVector.copyFromFloats(1, 1, 1);
  97940. BoundingBoxGizmo._PivotTmpVector.subtractInPlace(mesh.scaling);
  97941. BoundingBoxGizmo._PivotTmpVector.multiplyInPlace(BoundingBoxGizmo._PivotTranslation);
  97942. mesh.position.subtractInPlace(BoundingBoxGizmo._PivotTmpVector);
  97943. }
  97944. this._PivotCached--;
  97945. };
  97946. BoundingBoxGizmo.prototype._attachedMeshChanged = function (value) {
  97947. if (value) {
  97948. // Reset anchor mesh to match attached mesh's scale
  97949. // This is needed to avoid invalid box/sphere position on first drag
  97950. BoundingBoxGizmo._RemoveAndStorePivotPoint(value);
  97951. this._anchorMesh.addChild(value);
  97952. this._anchorMesh.removeChild(value);
  97953. BoundingBoxGizmo._RestorePivotPoint(value);
  97954. this.updateBoundingBox();
  97955. }
  97956. };
  97957. BoundingBoxGizmo.prototype._selectNode = function (selectedMesh) {
  97958. this._rotateSpheresParent.getChildMeshes()
  97959. .concat(this._scaleBoxesParent.getChildMeshes()).forEach(function (m, i) {
  97960. m.isVisible = (!selectedMesh || m == selectedMesh);
  97961. });
  97962. };
  97963. /**
  97964. * Updates the bounding box information for the Gizmo
  97965. */
  97966. BoundingBoxGizmo.prototype.updateBoundingBox = function () {
  97967. if (this.attachedMesh) {
  97968. BoundingBoxGizmo._RemoveAndStorePivotPoint(this.attachedMesh);
  97969. this._update();
  97970. // Rotate based on axis
  97971. if (!this.attachedMesh.rotationQuaternion) {
  97972. this.attachedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.attachedMesh.rotation.y, this.attachedMesh.rotation.x, this.attachedMesh.rotation.z);
  97973. }
  97974. if (!this._anchorMesh.rotationQuaternion) {
  97975. this._anchorMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this._anchorMesh.rotation.y, this._anchorMesh.rotation.x, this._anchorMesh.rotation.z);
  97976. }
  97977. this._anchorMesh.rotationQuaternion.copyFrom(this.attachedMesh.rotationQuaternion);
  97978. // Store original position and reset mesh to origin before computing the bounding box
  97979. this._tmpQuaternion.copyFrom(this.attachedMesh.rotationQuaternion);
  97980. this._tmpVector.copyFrom(this.attachedMesh.position);
  97981. this.attachedMesh.rotationQuaternion.set(0, 0, 0, 1);
  97982. this.attachedMesh.position.set(0, 0, 0);
  97983. // Update bounding dimensions/positions
  97984. var boundingMinMax = this.attachedMesh.getHierarchyBoundingVectors(!this.ignoreChildren, this.includeChildPredicate);
  97985. boundingMinMax.max.subtractToRef(boundingMinMax.min, this._boundingDimensions);
  97986. // Update gizmo to match bounding box scaling and rotation
  97987. this._lineBoundingBox.scaling.copyFrom(this._boundingDimensions);
  97988. 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);
  97989. this._rotateSpheresParent.position.copyFrom(this._lineBoundingBox.position);
  97990. this._scaleBoxesParent.position.copyFrom(this._lineBoundingBox.position);
  97991. this._lineBoundingBox.computeWorldMatrix();
  97992. this._anchorMesh.position.copyFrom(this._lineBoundingBox.absolutePosition);
  97993. // restore position/rotation values
  97994. this.attachedMesh.rotationQuaternion.copyFrom(this._tmpQuaternion);
  97995. this.attachedMesh.position.copyFrom(this._tmpVector);
  97996. }
  97997. // Update rotation sphere locations
  97998. var rotateSpheres = this._rotateSpheresParent.getChildMeshes();
  97999. for (var i = 0; i < 3; i++) {
  98000. for (var j = 0; j < 2; j++) {
  98001. for (var k = 0; k < 2; k++) {
  98002. var index = ((i * 4) + (j * 2)) + k;
  98003. if (i == 0) {
  98004. rotateSpheres[index].position.set(this._boundingDimensions.x / 2, this._boundingDimensions.y * j, this._boundingDimensions.z * k);
  98005. rotateSpheres[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  98006. rotateSpheres[index].lookAt(BABYLON.Vector3.Cross(BABYLON.Vector3.Right(), rotateSpheres[index].position.normalizeToNew()).normalizeToNew().add(rotateSpheres[index].position));
  98007. }
  98008. if (i == 1) {
  98009. rotateSpheres[index].position.set(this._boundingDimensions.x * j, this._boundingDimensions.y / 2, this._boundingDimensions.z * k);
  98010. rotateSpheres[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  98011. rotateSpheres[index].lookAt(BABYLON.Vector3.Cross(BABYLON.Vector3.Up(), rotateSpheres[index].position.normalizeToNew()).normalizeToNew().add(rotateSpheres[index].position));
  98012. }
  98013. if (i == 2) {
  98014. rotateSpheres[index].position.set(this._boundingDimensions.x * j, this._boundingDimensions.y * k, this._boundingDimensions.z / 2);
  98015. rotateSpheres[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  98016. rotateSpheres[index].lookAt(BABYLON.Vector3.Cross(BABYLON.Vector3.Forward(), rotateSpheres[index].position.normalizeToNew()).normalizeToNew().add(rotateSpheres[index].position));
  98017. }
  98018. if (this.fixedDragMeshScreenSize) {
  98019. this._rootMesh.computeWorldMatrix();
  98020. this._rotateSpheresParent.computeWorldMatrix();
  98021. rotateSpheres[index].computeWorldMatrix();
  98022. rotateSpheres[index].absolutePosition.subtractToRef(this.gizmoLayer.utilityLayerScene.activeCamera.position, this._tmpVector);
  98023. var distanceFromCamera = this.rotationSphereSize * this._tmpVector.length() / this.fixedDragMeshScreenSizeDistanceFactor;
  98024. rotateSpheres[index].scaling.set(distanceFromCamera, distanceFromCamera, distanceFromCamera);
  98025. }
  98026. else {
  98027. rotateSpheres[index].scaling.set(this.rotationSphereSize, this.rotationSphereSize, this.rotationSphereSize);
  98028. }
  98029. }
  98030. }
  98031. }
  98032. // Update scale box locations
  98033. var scaleBoxes = this._scaleBoxesParent.getChildMeshes();
  98034. for (var i = 0; i < 2; i++) {
  98035. for (var j = 0; j < 2; j++) {
  98036. for (var k = 0; k < 2; k++) {
  98037. var index = ((i * 4) + (j * 2)) + k;
  98038. if (scaleBoxes[index]) {
  98039. scaleBoxes[index].position.set(this._boundingDimensions.x * i, this._boundingDimensions.y * j, this._boundingDimensions.z * k);
  98040. scaleBoxes[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  98041. if (this.fixedDragMeshScreenSize) {
  98042. this._rootMesh.computeWorldMatrix();
  98043. this._scaleBoxesParent.computeWorldMatrix();
  98044. scaleBoxes[index].computeWorldMatrix();
  98045. scaleBoxes[index].absolutePosition.subtractToRef(this.gizmoLayer.utilityLayerScene.activeCamera.position, this._tmpVector);
  98046. var distanceFromCamera = this.scaleBoxSize * this._tmpVector.length() / this.fixedDragMeshScreenSizeDistanceFactor;
  98047. scaleBoxes[index].scaling.set(distanceFromCamera, distanceFromCamera, distanceFromCamera);
  98048. }
  98049. else {
  98050. scaleBoxes[index].scaling.set(this.scaleBoxSize, this.scaleBoxSize, this.scaleBoxSize);
  98051. }
  98052. }
  98053. }
  98054. }
  98055. }
  98056. if (this.attachedMesh) {
  98057. this._existingMeshScale.copyFrom(this.attachedMesh.scaling);
  98058. BoundingBoxGizmo._RestorePivotPoint(this.attachedMesh);
  98059. }
  98060. };
  98061. /**
  98062. * Enables rotation on the specified axis and disables rotation on the others
  98063. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  98064. */
  98065. BoundingBoxGizmo.prototype.setEnabledRotationAxis = function (axis) {
  98066. this._rotateSpheresParent.getChildMeshes().forEach(function (m, i) {
  98067. if (i < 4) {
  98068. m.setEnabled(axis.indexOf("x") != -1);
  98069. }
  98070. else if (i < 8) {
  98071. m.setEnabled(axis.indexOf("y") != -1);
  98072. }
  98073. else {
  98074. m.setEnabled(axis.indexOf("z") != -1);
  98075. }
  98076. });
  98077. };
  98078. /**
  98079. * Disposes of the gizmo
  98080. */
  98081. BoundingBoxGizmo.prototype.dispose = function () {
  98082. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  98083. this.gizmoLayer.originalScene.onBeforeRenderObservable.remove(this._renderObserver);
  98084. this._lineBoundingBox.dispose();
  98085. this._rotateSpheresParent.dispose();
  98086. this._scaleBoxesParent.dispose();
  98087. _super.prototype.dispose.call(this);
  98088. };
  98089. /**
  98090. * 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)
  98091. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  98092. * @returns the bounding box mesh with the passed in mesh as a child
  98093. */
  98094. BoundingBoxGizmo.MakeNotPickableAndWrapInBoundingBox = function (mesh) {
  98095. var makeNotPickable = function (root) {
  98096. root.isPickable = false;
  98097. root.getChildMeshes().forEach(function (c) {
  98098. makeNotPickable(c);
  98099. });
  98100. };
  98101. makeNotPickable(mesh);
  98102. // Reset position to get boudning box from origin with no rotation
  98103. if (!mesh.rotationQuaternion) {
  98104. mesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(mesh.rotation.y, mesh.rotation.x, mesh.rotation.z);
  98105. }
  98106. var oldPos = mesh.position.clone();
  98107. var oldRot = mesh.rotationQuaternion.clone();
  98108. mesh.rotationQuaternion.set(0, 0, 0, 1);
  98109. mesh.position.set(0, 0, 0);
  98110. // Update bounding dimensions/positions
  98111. var box = BABYLON.MeshBuilder.CreateBox("box", { size: 1 }, mesh.getScene());
  98112. var boundingMinMax = mesh.getHierarchyBoundingVectors();
  98113. boundingMinMax.max.subtractToRef(boundingMinMax.min, box.scaling);
  98114. box.position.set((boundingMinMax.max.x + boundingMinMax.min.x) / 2, (boundingMinMax.max.y + boundingMinMax.min.y) / 2, (boundingMinMax.max.z + boundingMinMax.min.z) / 2);
  98115. // Restore original positions
  98116. mesh.addChild(box);
  98117. mesh.rotationQuaternion.copyFrom(oldRot);
  98118. mesh.position.copyFrom(oldPos);
  98119. // Reverse parenting
  98120. mesh.removeChild(box);
  98121. box.addChild(mesh);
  98122. box.visibility = 0;
  98123. return box;
  98124. };
  98125. /**
  98126. * CustomMeshes are not supported by this gizmo
  98127. * @param mesh The mesh to replace the default mesh of the gizmo
  98128. */
  98129. BoundingBoxGizmo.prototype.setCustomMesh = function (mesh) {
  98130. BABYLON.Tools.Error("Custom meshes are not supported on this gizmo");
  98131. };
  98132. // Stores the state of the pivot cache (_oldPivotPoint, _pivotTranslation)
  98133. // store/remove pivot point should only be applied during their outermost calls
  98134. BoundingBoxGizmo._PivotCached = 0;
  98135. BoundingBoxGizmo._OldPivotPoint = new BABYLON.Vector3();
  98136. BoundingBoxGizmo._PivotTranslation = new BABYLON.Vector3();
  98137. BoundingBoxGizmo._PivotTmpVector = new BABYLON.Vector3();
  98138. return BoundingBoxGizmo;
  98139. }(BABYLON.Gizmo));
  98140. BABYLON.BoundingBoxGizmo = BoundingBoxGizmo;
  98141. })(BABYLON || (BABYLON = {}));
  98142. //# sourceMappingURL=babylon.boundingBoxGizmo.js.map
  98143. var BABYLON;
  98144. (function (BABYLON) {
  98145. /**
  98146. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  98147. */
  98148. var GizmoManager = /** @class */ (function () {
  98149. /**
  98150. * Instatiates a gizmo manager
  98151. * @param scene the scene to overlay the gizmos on top of
  98152. */
  98153. function GizmoManager(scene) {
  98154. var _this = this;
  98155. this.scene = scene;
  98156. this._gizmosEnabled = { positionGizmo: false, rotationGizmo: false, scaleGizmo: false, boundingBoxGizmo: false };
  98157. this._pointerObserver = null;
  98158. this._attachedMesh = null;
  98159. this._boundingBoxColor = BABYLON.Color3.FromHexString("#0984e3");
  98160. /**
  98161. * When bounding box gizmo is enabled, this can be used to track drag/end events
  98162. */
  98163. this.boundingBoxDragBehavior = new BABYLON.SixDofDragBehavior();
  98164. /**
  98165. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  98166. */
  98167. this.attachableMeshes = null;
  98168. /**
  98169. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  98170. */
  98171. this.usePointerToAttachGizmos = true;
  98172. this.gizmos = { positionGizmo: null, rotationGizmo: null, scaleGizmo: null, boundingBoxGizmo: null };
  98173. // Instatiate/dispose gizmos based on pointer actions
  98174. this._pointerObserver = scene.onPointerObservable.add(function (pointerInfo, state) {
  98175. if (!_this.usePointerToAttachGizmos) {
  98176. return;
  98177. }
  98178. if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERDOWN) {
  98179. if (pointerInfo.pickInfo && pointerInfo.pickInfo.pickedMesh) {
  98180. var node = pointerInfo.pickInfo.pickedMesh;
  98181. if (_this.attachableMeshes == null) {
  98182. // Attach to the most parent node
  98183. while (node && node.parent != null) {
  98184. node = node.parent;
  98185. }
  98186. }
  98187. else {
  98188. // Attach to the parent node that is an attachableMesh
  98189. var found = false;
  98190. _this.attachableMeshes.forEach(function (mesh) {
  98191. if (node && (node == mesh || node.isDescendantOf(mesh))) {
  98192. node = mesh;
  98193. found = true;
  98194. }
  98195. });
  98196. if (!found) {
  98197. node = null;
  98198. }
  98199. }
  98200. if (node instanceof BABYLON.AbstractMesh) {
  98201. _this.attachToMesh(node);
  98202. }
  98203. else {
  98204. _this.attachToMesh(null);
  98205. }
  98206. }
  98207. else {
  98208. _this.attachToMesh(null);
  98209. }
  98210. }
  98211. });
  98212. }
  98213. /**
  98214. * Attaches a set of gizmos to the specified mesh
  98215. * @param mesh The mesh the gizmo's should be attached to
  98216. */
  98217. GizmoManager.prototype.attachToMesh = function (mesh) {
  98218. if (this._attachedMesh) {
  98219. this._attachedMesh.removeBehavior(this.boundingBoxDragBehavior);
  98220. }
  98221. this._attachedMesh = mesh;
  98222. for (var key in this.gizmos) {
  98223. var gizmo = (this.gizmos[key]);
  98224. if (gizmo && this._gizmosEnabled[key]) {
  98225. gizmo.attachedMesh = mesh;
  98226. }
  98227. }
  98228. if (this.boundingBoxGizmoEnabled && this._attachedMesh) {
  98229. this._attachedMesh.addBehavior(this.boundingBoxDragBehavior);
  98230. }
  98231. };
  98232. Object.defineProperty(GizmoManager.prototype, "positionGizmoEnabled", {
  98233. get: function () {
  98234. return this._gizmosEnabled.positionGizmo;
  98235. },
  98236. /**
  98237. * If the position gizmo is enabled
  98238. */
  98239. set: function (value) {
  98240. if (value) {
  98241. if (!this.gizmos.positionGizmo) {
  98242. this.gizmos.positionGizmo = new BABYLON.PositionGizmo();
  98243. this.gizmos.positionGizmo.updateGizmoRotationToMatchAttachedMesh = false;
  98244. }
  98245. this.gizmos.positionGizmo.attachedMesh = this._attachedMesh;
  98246. }
  98247. else if (this.gizmos.positionGizmo) {
  98248. this.gizmos.positionGizmo.attachedMesh = null;
  98249. }
  98250. this._gizmosEnabled.positionGizmo = value;
  98251. },
  98252. enumerable: true,
  98253. configurable: true
  98254. });
  98255. Object.defineProperty(GizmoManager.prototype, "rotationGizmoEnabled", {
  98256. get: function () {
  98257. return this._gizmosEnabled.rotationGizmo;
  98258. },
  98259. /**
  98260. * If the rotation gizmo is enabled
  98261. */
  98262. set: function (value) {
  98263. if (value) {
  98264. if (!this.gizmos.rotationGizmo) {
  98265. this.gizmos.rotationGizmo = new BABYLON.RotationGizmo();
  98266. this.gizmos.rotationGizmo.updateGizmoRotationToMatchAttachedMesh = false;
  98267. }
  98268. this.gizmos.rotationGizmo.attachedMesh = this._attachedMesh;
  98269. }
  98270. else if (this.gizmos.rotationGizmo) {
  98271. this.gizmos.rotationGizmo.attachedMesh = null;
  98272. }
  98273. this._gizmosEnabled.rotationGizmo = value;
  98274. },
  98275. enumerable: true,
  98276. configurable: true
  98277. });
  98278. Object.defineProperty(GizmoManager.prototype, "scaleGizmoEnabled", {
  98279. get: function () {
  98280. return this._gizmosEnabled.scaleGizmo;
  98281. },
  98282. /**
  98283. * If the scale gizmo is enabled
  98284. */
  98285. set: function (value) {
  98286. if (value) {
  98287. this.gizmos.scaleGizmo = this.gizmos.scaleGizmo || new BABYLON.ScaleGizmo();
  98288. this.gizmos.scaleGizmo.attachedMesh = this._attachedMesh;
  98289. }
  98290. else if (this.gizmos.scaleGizmo) {
  98291. this.gizmos.scaleGizmo.attachedMesh = null;
  98292. }
  98293. this._gizmosEnabled.scaleGizmo = value;
  98294. },
  98295. enumerable: true,
  98296. configurable: true
  98297. });
  98298. Object.defineProperty(GizmoManager.prototype, "boundingBoxGizmoEnabled", {
  98299. get: function () {
  98300. return this._gizmosEnabled.boundingBoxGizmo;
  98301. },
  98302. /**
  98303. * If the boundingBox gizmo is enabled
  98304. */
  98305. set: function (value) {
  98306. if (value) {
  98307. this.gizmos.boundingBoxGizmo = this.gizmos.boundingBoxGizmo || new BABYLON.BoundingBoxGizmo(this._boundingBoxColor);
  98308. this.gizmos.boundingBoxGizmo.attachedMesh = this._attachedMesh;
  98309. if (this._attachedMesh) {
  98310. this._attachedMesh.removeBehavior(this.boundingBoxDragBehavior);
  98311. this._attachedMesh.addBehavior(this.boundingBoxDragBehavior);
  98312. }
  98313. }
  98314. else if (this.gizmos.boundingBoxGizmo) {
  98315. this.gizmos.boundingBoxGizmo.attachedMesh = null;
  98316. }
  98317. this._gizmosEnabled.boundingBoxGizmo = value;
  98318. },
  98319. enumerable: true,
  98320. configurable: true
  98321. });
  98322. /**
  98323. * Disposes of the gizmo manager
  98324. */
  98325. GizmoManager.prototype.dispose = function () {
  98326. this.scene.onPointerObservable.remove(this._pointerObserver);
  98327. for (var key in this.gizmos) {
  98328. var gizmo = (this.gizmos[key]);
  98329. if (gizmo) {
  98330. gizmo.dispose();
  98331. }
  98332. }
  98333. this.boundingBoxDragBehavior.detach();
  98334. };
  98335. return GizmoManager;
  98336. }());
  98337. BABYLON.GizmoManager = GizmoManager;
  98338. })(BABYLON || (BABYLON = {}));
  98339. //# sourceMappingURL=babylon.gizmoManager.js.map
  98340. var BABYLON;
  98341. (function (BABYLON) {
  98342. /**
  98343. * Defines a target to use with MorphTargetManager
  98344. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  98345. */
  98346. var MorphTarget = /** @class */ (function () {
  98347. /**
  98348. * Creates a new MorphTarget
  98349. * @param name defines the name of the target
  98350. * @param influence defines the influence to use
  98351. */
  98352. function MorphTarget(
  98353. /** defines the name of the target */
  98354. name, influence, scene) {
  98355. if (influence === void 0) { influence = 0; }
  98356. if (scene === void 0) { scene = null; }
  98357. this.name = name;
  98358. /**
  98359. * Gets or sets the list of animations
  98360. */
  98361. this.animations = new Array();
  98362. this._positions = null;
  98363. this._normals = null;
  98364. this._tangents = null;
  98365. /**
  98366. * Observable raised when the influence changes
  98367. */
  98368. this.onInfluenceChanged = new BABYLON.Observable();
  98369. this._animationPropertiesOverride = null;
  98370. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  98371. this.influence = influence;
  98372. }
  98373. Object.defineProperty(MorphTarget.prototype, "influence", {
  98374. /**
  98375. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  98376. */
  98377. get: function () {
  98378. return this._influence;
  98379. },
  98380. set: function (influence) {
  98381. if (this._influence === influence) {
  98382. return;
  98383. }
  98384. var previous = this._influence;
  98385. this._influence = influence;
  98386. if (this.onInfluenceChanged.hasObservers) {
  98387. this.onInfluenceChanged.notifyObservers(previous === 0 || influence === 0);
  98388. }
  98389. },
  98390. enumerable: true,
  98391. configurable: true
  98392. });
  98393. Object.defineProperty(MorphTarget.prototype, "animationPropertiesOverride", {
  98394. /**
  98395. * Gets or sets the animation properties override
  98396. */
  98397. get: function () {
  98398. if (!this._animationPropertiesOverride && this._scene) {
  98399. return this._scene.animationPropertiesOverride;
  98400. }
  98401. return this._animationPropertiesOverride;
  98402. },
  98403. set: function (value) {
  98404. this._animationPropertiesOverride = value;
  98405. },
  98406. enumerable: true,
  98407. configurable: true
  98408. });
  98409. Object.defineProperty(MorphTarget.prototype, "hasPositions", {
  98410. /**
  98411. * Gets a boolean defining if the target contains position data
  98412. */
  98413. get: function () {
  98414. return !!this._positions;
  98415. },
  98416. enumerable: true,
  98417. configurable: true
  98418. });
  98419. Object.defineProperty(MorphTarget.prototype, "hasNormals", {
  98420. /**
  98421. * Gets a boolean defining if the target contains normal data
  98422. */
  98423. get: function () {
  98424. return !!this._normals;
  98425. },
  98426. enumerable: true,
  98427. configurable: true
  98428. });
  98429. Object.defineProperty(MorphTarget.prototype, "hasTangents", {
  98430. /**
  98431. * Gets a boolean defining if the target contains tangent data
  98432. */
  98433. get: function () {
  98434. return !!this._tangents;
  98435. },
  98436. enumerable: true,
  98437. configurable: true
  98438. });
  98439. /**
  98440. * Affects position data to this target
  98441. * @param data defines the position data to use
  98442. */
  98443. MorphTarget.prototype.setPositions = function (data) {
  98444. this._positions = data;
  98445. };
  98446. /**
  98447. * Gets the position data stored in this target
  98448. * @returns a FloatArray containing the position data (or null if not present)
  98449. */
  98450. MorphTarget.prototype.getPositions = function () {
  98451. return this._positions;
  98452. };
  98453. /**
  98454. * Affects normal data to this target
  98455. * @param data defines the normal data to use
  98456. */
  98457. MorphTarget.prototype.setNormals = function (data) {
  98458. this._normals = data;
  98459. };
  98460. /**
  98461. * Gets the normal data stored in this target
  98462. * @returns a FloatArray containing the normal data (or null if not present)
  98463. */
  98464. MorphTarget.prototype.getNormals = function () {
  98465. return this._normals;
  98466. };
  98467. /**
  98468. * Affects tangent data to this target
  98469. * @param data defines the tangent data to use
  98470. */
  98471. MorphTarget.prototype.setTangents = function (data) {
  98472. this._tangents = data;
  98473. };
  98474. /**
  98475. * Gets the tangent data stored in this target
  98476. * @returns a FloatArray containing the tangent data (or null if not present)
  98477. */
  98478. MorphTarget.prototype.getTangents = function () {
  98479. return this._tangents;
  98480. };
  98481. /**
  98482. * Serializes the current target into a Serialization object
  98483. * @returns the serialized object
  98484. */
  98485. MorphTarget.prototype.serialize = function () {
  98486. var serializationObject = {};
  98487. serializationObject.name = this.name;
  98488. serializationObject.influence = this.influence;
  98489. serializationObject.positions = Array.prototype.slice.call(this.getPositions());
  98490. if (this.hasNormals) {
  98491. serializationObject.normals = Array.prototype.slice.call(this.getNormals());
  98492. }
  98493. if (this.hasTangents) {
  98494. serializationObject.tangents = Array.prototype.slice.call(this.getTangents());
  98495. }
  98496. // Animations
  98497. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  98498. return serializationObject;
  98499. };
  98500. // Statics
  98501. /**
  98502. * Creates a new target from serialized data
  98503. * @param serializationObject defines the serialized data to use
  98504. * @returns a new MorphTarget
  98505. */
  98506. MorphTarget.Parse = function (serializationObject) {
  98507. var result = new MorphTarget(serializationObject.name, serializationObject.influence);
  98508. result.setPositions(serializationObject.positions);
  98509. if (serializationObject.normals) {
  98510. result.setNormals(serializationObject.normals);
  98511. }
  98512. if (serializationObject.tangents) {
  98513. result.setTangents(serializationObject.tangents);
  98514. }
  98515. // Animations
  98516. if (serializationObject.animations) {
  98517. for (var animationIndex = 0; animationIndex < serializationObject.animations.length; animationIndex++) {
  98518. var parsedAnimation = serializationObject.animations[animationIndex];
  98519. result.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  98520. }
  98521. }
  98522. return result;
  98523. };
  98524. /**
  98525. * Creates a MorphTarget from mesh data
  98526. * @param mesh defines the source mesh
  98527. * @param name defines the name to use for the new target
  98528. * @param influence defines the influence to attach to the target
  98529. * @returns a new MorphTarget
  98530. */
  98531. MorphTarget.FromMesh = function (mesh, name, influence) {
  98532. if (!name) {
  98533. name = mesh.name;
  98534. }
  98535. var result = new MorphTarget(name, influence, mesh.getScene());
  98536. result.setPositions(mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind));
  98537. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  98538. result.setNormals(mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind));
  98539. }
  98540. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  98541. result.setTangents(mesh.getVerticesData(BABYLON.VertexBuffer.TangentKind));
  98542. }
  98543. return result;
  98544. };
  98545. return MorphTarget;
  98546. }());
  98547. BABYLON.MorphTarget = MorphTarget;
  98548. })(BABYLON || (BABYLON = {}));
  98549. //# sourceMappingURL=babylon.morphTarget.js.map
  98550. var BABYLON;
  98551. (function (BABYLON) {
  98552. /**
  98553. * This class is used to deform meshes using morphing between different targets
  98554. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  98555. */
  98556. var MorphTargetManager = /** @class */ (function () {
  98557. /**
  98558. * Creates a new MorphTargetManager
  98559. * @param scene defines the current scene
  98560. */
  98561. function MorphTargetManager(scene) {
  98562. if (scene === void 0) { scene = null; }
  98563. this._targets = new Array();
  98564. this._targetObservable = new Array();
  98565. this._activeTargets = new BABYLON.SmartArray(16);
  98566. this._supportsNormals = false;
  98567. this._supportsTangents = false;
  98568. this._vertexCount = 0;
  98569. this._uniqueId = 0;
  98570. this._tempInfluences = new Array();
  98571. if (!scene) {
  98572. scene = BABYLON.Engine.LastCreatedScene;
  98573. }
  98574. this._scene = scene;
  98575. if (this._scene) {
  98576. this._scene.morphTargetManagers.push(this);
  98577. this._uniqueId = this._scene.getUniqueId();
  98578. }
  98579. }
  98580. Object.defineProperty(MorphTargetManager.prototype, "uniqueId", {
  98581. /**
  98582. * Gets the unique ID of this manager
  98583. */
  98584. get: function () {
  98585. return this._uniqueId;
  98586. },
  98587. enumerable: true,
  98588. configurable: true
  98589. });
  98590. Object.defineProperty(MorphTargetManager.prototype, "vertexCount", {
  98591. /**
  98592. * Gets the number of vertices handled by this manager
  98593. */
  98594. get: function () {
  98595. return this._vertexCount;
  98596. },
  98597. enumerable: true,
  98598. configurable: true
  98599. });
  98600. Object.defineProperty(MorphTargetManager.prototype, "supportsNormals", {
  98601. /**
  98602. * Gets a boolean indicating if this manager supports morphing of normals
  98603. */
  98604. get: function () {
  98605. return this._supportsNormals;
  98606. },
  98607. enumerable: true,
  98608. configurable: true
  98609. });
  98610. Object.defineProperty(MorphTargetManager.prototype, "supportsTangents", {
  98611. /**
  98612. * Gets a boolean indicating if this manager supports morphing of tangents
  98613. */
  98614. get: function () {
  98615. return this._supportsTangents;
  98616. },
  98617. enumerable: true,
  98618. configurable: true
  98619. });
  98620. Object.defineProperty(MorphTargetManager.prototype, "numTargets", {
  98621. /**
  98622. * Gets the number of targets stored in this manager
  98623. */
  98624. get: function () {
  98625. return this._targets.length;
  98626. },
  98627. enumerable: true,
  98628. configurable: true
  98629. });
  98630. Object.defineProperty(MorphTargetManager.prototype, "numInfluencers", {
  98631. /**
  98632. * Gets the number of influencers (ie. the number of targets with influences > 0)
  98633. */
  98634. get: function () {
  98635. return this._activeTargets.length;
  98636. },
  98637. enumerable: true,
  98638. configurable: true
  98639. });
  98640. Object.defineProperty(MorphTargetManager.prototype, "influences", {
  98641. /**
  98642. * Gets the list of influences (one per target)
  98643. */
  98644. get: function () {
  98645. return this._influences;
  98646. },
  98647. enumerable: true,
  98648. configurable: true
  98649. });
  98650. /**
  98651. * Gets the active target at specified index. An active target is a target with an influence > 0
  98652. * @param index defines the index to check
  98653. * @returns the requested target
  98654. */
  98655. MorphTargetManager.prototype.getActiveTarget = function (index) {
  98656. return this._activeTargets.data[index];
  98657. };
  98658. /**
  98659. * Gets the target at specified index
  98660. * @param index defines the index to check
  98661. * @returns the requested target
  98662. */
  98663. MorphTargetManager.prototype.getTarget = function (index) {
  98664. return this._targets[index];
  98665. };
  98666. /**
  98667. * Add a new target to this manager
  98668. * @param target defines the target to add
  98669. */
  98670. MorphTargetManager.prototype.addTarget = function (target) {
  98671. var _this = this;
  98672. this._targets.push(target);
  98673. this._targetObservable.push(target.onInfluenceChanged.add(function (needUpdate) {
  98674. _this._syncActiveTargets(needUpdate);
  98675. }));
  98676. this._syncActiveTargets(true);
  98677. };
  98678. /**
  98679. * Removes a target from the manager
  98680. * @param target defines the target to remove
  98681. */
  98682. MorphTargetManager.prototype.removeTarget = function (target) {
  98683. var index = this._targets.indexOf(target);
  98684. if (index >= 0) {
  98685. this._targets.splice(index, 1);
  98686. target.onInfluenceChanged.remove(this._targetObservable.splice(index, 1)[0]);
  98687. this._syncActiveTargets(true);
  98688. }
  98689. };
  98690. /**
  98691. * Serializes the current manager into a Serialization object
  98692. * @returns the serialized object
  98693. */
  98694. MorphTargetManager.prototype.serialize = function () {
  98695. var serializationObject = {};
  98696. serializationObject.id = this.uniqueId;
  98697. serializationObject.targets = [];
  98698. for (var _i = 0, _a = this._targets; _i < _a.length; _i++) {
  98699. var target = _a[_i];
  98700. serializationObject.targets.push(target.serialize());
  98701. }
  98702. return serializationObject;
  98703. };
  98704. MorphTargetManager.prototype._syncActiveTargets = function (needUpdate) {
  98705. var influenceCount = 0;
  98706. this._activeTargets.reset();
  98707. this._supportsNormals = true;
  98708. this._supportsTangents = true;
  98709. this._vertexCount = 0;
  98710. for (var _i = 0, _a = this._targets; _i < _a.length; _i++) {
  98711. var target = _a[_i];
  98712. this._activeTargets.push(target);
  98713. this._tempInfluences[influenceCount++] = target.influence;
  98714. var positions = target.getPositions();
  98715. if (positions) {
  98716. this._supportsNormals = this._supportsNormals && target.hasNormals;
  98717. this._supportsTangents = this._supportsTangents && target.hasTangents;
  98718. var vertexCount = positions.length / 3;
  98719. if (this._vertexCount === 0) {
  98720. this._vertexCount = vertexCount;
  98721. }
  98722. else if (this._vertexCount !== vertexCount) {
  98723. BABYLON.Tools.Error("Incompatible target. Targets must all have the same vertices count.");
  98724. return;
  98725. }
  98726. }
  98727. }
  98728. if (!this._influences || this._influences.length !== influenceCount) {
  98729. this._influences = new Float32Array(influenceCount);
  98730. }
  98731. for (var index = 0; index < influenceCount; index++) {
  98732. this._influences[index] = this._tempInfluences[index];
  98733. }
  98734. if (needUpdate) {
  98735. this.synchronize();
  98736. }
  98737. };
  98738. /**
  98739. * Syncrhonize the targets with all the meshes using this morph target manager
  98740. */
  98741. MorphTargetManager.prototype.synchronize = function () {
  98742. if (!this._scene) {
  98743. return;
  98744. }
  98745. // Flag meshes as dirty to resync with the active targets
  98746. for (var _i = 0, _a = this._scene.meshes; _i < _a.length; _i++) {
  98747. var mesh = _a[_i];
  98748. if (mesh.morphTargetManager === this) {
  98749. mesh._syncGeometryWithMorphTargetManager();
  98750. }
  98751. }
  98752. };
  98753. // Statics
  98754. /**
  98755. * Creates a new MorphTargetManager from serialized data
  98756. * @param serializationObject defines the serialized data
  98757. * @param scene defines the hosting scene
  98758. * @returns the new MorphTargetManager
  98759. */
  98760. MorphTargetManager.Parse = function (serializationObject, scene) {
  98761. var result = new MorphTargetManager(scene);
  98762. result._uniqueId = serializationObject.id;
  98763. for (var _i = 0, _a = serializationObject.targets; _i < _a.length; _i++) {
  98764. var targetData = _a[_i];
  98765. result.addTarget(BABYLON.MorphTarget.Parse(targetData));
  98766. }
  98767. return result;
  98768. };
  98769. return MorphTargetManager;
  98770. }());
  98771. BABYLON.MorphTargetManager = MorphTargetManager;
  98772. })(BABYLON || (BABYLON = {}));
  98773. //# sourceMappingURL=babylon.morphTargetManager.js.map
  98774. var BABYLON;
  98775. (function (BABYLON) {
  98776. var Octree = /** @class */ (function () {
  98777. function Octree(creationFunc, maxBlockCapacity, maxDepth) {
  98778. if (maxDepth === void 0) { maxDepth = 2; }
  98779. this.maxDepth = maxDepth;
  98780. this.dynamicContent = new Array();
  98781. this._maxBlockCapacity = maxBlockCapacity || 64;
  98782. this._selectionContent = new BABYLON.SmartArrayNoDuplicate(1024);
  98783. this._creationFunc = creationFunc;
  98784. }
  98785. // Methods
  98786. Octree.prototype.update = function (worldMin, worldMax, entries) {
  98787. Octree._CreateBlocks(worldMin, worldMax, entries, this._maxBlockCapacity, 0, this.maxDepth, this, this._creationFunc);
  98788. };
  98789. Octree.prototype.addMesh = function (entry) {
  98790. for (var index = 0; index < this.blocks.length; index++) {
  98791. var block = this.blocks[index];
  98792. block.addEntry(entry);
  98793. }
  98794. };
  98795. Octree.prototype.select = function (frustumPlanes, allowDuplicate) {
  98796. this._selectionContent.reset();
  98797. for (var index = 0; index < this.blocks.length; index++) {
  98798. var block = this.blocks[index];
  98799. block.select(frustumPlanes, this._selectionContent, allowDuplicate);
  98800. }
  98801. if (allowDuplicate) {
  98802. this._selectionContent.concat(this.dynamicContent);
  98803. }
  98804. else {
  98805. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  98806. }
  98807. return this._selectionContent;
  98808. };
  98809. Octree.prototype.intersects = function (sphereCenter, sphereRadius, allowDuplicate) {
  98810. this._selectionContent.reset();
  98811. for (var index = 0; index < this.blocks.length; index++) {
  98812. var block = this.blocks[index];
  98813. block.intersects(sphereCenter, sphereRadius, this._selectionContent, allowDuplicate);
  98814. }
  98815. if (allowDuplicate) {
  98816. this._selectionContent.concat(this.dynamicContent);
  98817. }
  98818. else {
  98819. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  98820. }
  98821. return this._selectionContent;
  98822. };
  98823. Octree.prototype.intersectsRay = function (ray) {
  98824. this._selectionContent.reset();
  98825. for (var index = 0; index < this.blocks.length; index++) {
  98826. var block = this.blocks[index];
  98827. block.intersectsRay(ray, this._selectionContent);
  98828. }
  98829. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  98830. return this._selectionContent;
  98831. };
  98832. Octree._CreateBlocks = function (worldMin, worldMax, entries, maxBlockCapacity, currentDepth, maxDepth, target, creationFunc) {
  98833. target.blocks = new Array();
  98834. var blockSize = new BABYLON.Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  98835. // Segmenting space
  98836. for (var x = 0; x < 2; x++) {
  98837. for (var y = 0; y < 2; y++) {
  98838. for (var z = 0; z < 2; z++) {
  98839. var localMin = worldMin.add(blockSize.multiplyByFloats(x, y, z));
  98840. var localMax = worldMin.add(blockSize.multiplyByFloats(x + 1, y + 1, z + 1));
  98841. var block = new BABYLON.OctreeBlock(localMin, localMax, maxBlockCapacity, currentDepth + 1, maxDepth, creationFunc);
  98842. block.addEntries(entries);
  98843. target.blocks.push(block);
  98844. }
  98845. }
  98846. }
  98847. };
  98848. Octree.CreationFuncForMeshes = function (entry, block) {
  98849. var boundingInfo = entry.getBoundingInfo();
  98850. if (!entry.isBlocked && boundingInfo.boundingBox.intersectsMinMax(block.minPoint, block.maxPoint)) {
  98851. block.entries.push(entry);
  98852. }
  98853. };
  98854. Octree.CreationFuncForSubMeshes = function (entry, block) {
  98855. var boundingInfo = entry.getBoundingInfo();
  98856. if (boundingInfo.boundingBox.intersectsMinMax(block.minPoint, block.maxPoint)) {
  98857. block.entries.push(entry);
  98858. }
  98859. };
  98860. return Octree;
  98861. }());
  98862. BABYLON.Octree = Octree;
  98863. })(BABYLON || (BABYLON = {}));
  98864. //# sourceMappingURL=babylon.octree.js.map
  98865. var BABYLON;
  98866. (function (BABYLON) {
  98867. /**
  98868. * Class used to store a cell in an octree
  98869. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  98870. */
  98871. var OctreeBlock = /** @class */ (function () {
  98872. /**
  98873. * Creates a new block
  98874. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  98875. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  98876. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  98877. * @param depth defines the current depth of this block in the octree
  98878. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  98879. * @param creationFunc defines a callback to call when an element is added to the block
  98880. */
  98881. function OctreeBlock(minPoint, maxPoint, capacity, depth, maxDepth, creationFunc) {
  98882. /**
  98883. * Gets the content of the current block
  98884. */
  98885. this.entries = new Array();
  98886. this._boundingVectors = new Array();
  98887. this._capacity = capacity;
  98888. this._depth = depth;
  98889. this._maxDepth = maxDepth;
  98890. this._creationFunc = creationFunc;
  98891. this._minPoint = minPoint;
  98892. this._maxPoint = maxPoint;
  98893. this._boundingVectors.push(minPoint.clone());
  98894. this._boundingVectors.push(maxPoint.clone());
  98895. this._boundingVectors.push(minPoint.clone());
  98896. this._boundingVectors[2].x = maxPoint.x;
  98897. this._boundingVectors.push(minPoint.clone());
  98898. this._boundingVectors[3].y = maxPoint.y;
  98899. this._boundingVectors.push(minPoint.clone());
  98900. this._boundingVectors[4].z = maxPoint.z;
  98901. this._boundingVectors.push(maxPoint.clone());
  98902. this._boundingVectors[5].z = minPoint.z;
  98903. this._boundingVectors.push(maxPoint.clone());
  98904. this._boundingVectors[6].x = minPoint.x;
  98905. this._boundingVectors.push(maxPoint.clone());
  98906. this._boundingVectors[7].y = minPoint.y;
  98907. }
  98908. Object.defineProperty(OctreeBlock.prototype, "capacity", {
  98909. // Property
  98910. /**
  98911. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  98912. */
  98913. get: function () {
  98914. return this._capacity;
  98915. },
  98916. enumerable: true,
  98917. configurable: true
  98918. });
  98919. Object.defineProperty(OctreeBlock.prototype, "minPoint", {
  98920. /**
  98921. * Gets the minimum vector (in world space) of the block's bounding box
  98922. */
  98923. get: function () {
  98924. return this._minPoint;
  98925. },
  98926. enumerable: true,
  98927. configurable: true
  98928. });
  98929. Object.defineProperty(OctreeBlock.prototype, "maxPoint", {
  98930. /**
  98931. * Gets the maximum vector (in world space) of the block's bounding box
  98932. */
  98933. get: function () {
  98934. return this._maxPoint;
  98935. },
  98936. enumerable: true,
  98937. configurable: true
  98938. });
  98939. // Methods
  98940. /**
  98941. * Add a new element to this block
  98942. * @param entry defines the element to add
  98943. */
  98944. OctreeBlock.prototype.addEntry = function (entry) {
  98945. if (this.blocks) {
  98946. for (var index = 0; index < this.blocks.length; index++) {
  98947. var block = this.blocks[index];
  98948. block.addEntry(entry);
  98949. }
  98950. return;
  98951. }
  98952. this._creationFunc(entry, this);
  98953. if (this.entries.length > this.capacity && this._depth < this._maxDepth) {
  98954. this.createInnerBlocks();
  98955. }
  98956. };
  98957. /**
  98958. * Add an array of elements to this block
  98959. * @param entries defines the array of elements to add
  98960. */
  98961. OctreeBlock.prototype.addEntries = function (entries) {
  98962. for (var index = 0; index < entries.length; index++) {
  98963. var mesh = entries[index];
  98964. this.addEntry(mesh);
  98965. }
  98966. };
  98967. /**
  98968. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  98969. * @param frustumPlanes defines the frustum planes to test
  98970. * @param selection defines the array to store current content if selection is positive
  98971. * @param allowDuplicate defines if the selection array can contains duplicated entries
  98972. */
  98973. OctreeBlock.prototype.select = function (frustumPlanes, selection, allowDuplicate) {
  98974. if (BABYLON.BoundingBox.IsInFrustum(this._boundingVectors, frustumPlanes)) {
  98975. if (this.blocks) {
  98976. for (var index = 0; index < this.blocks.length; index++) {
  98977. var block = this.blocks[index];
  98978. block.select(frustumPlanes, selection, allowDuplicate);
  98979. }
  98980. return;
  98981. }
  98982. if (allowDuplicate) {
  98983. selection.concat(this.entries);
  98984. }
  98985. else {
  98986. selection.concatWithNoDuplicate(this.entries);
  98987. }
  98988. }
  98989. };
  98990. /**
  98991. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  98992. * @param sphereCenter defines the bounding sphere center
  98993. * @param sphereRadius defines the bounding sphere radius
  98994. * @param selection defines the array to store current content if selection is positive
  98995. * @param allowDuplicate defines if the selection array can contains duplicated entries
  98996. */
  98997. OctreeBlock.prototype.intersects = function (sphereCenter, sphereRadius, selection, allowDuplicate) {
  98998. if (BABYLON.BoundingBox.IntersectsSphere(this._minPoint, this._maxPoint, sphereCenter, sphereRadius)) {
  98999. if (this.blocks) {
  99000. for (var index = 0; index < this.blocks.length; index++) {
  99001. var block = this.blocks[index];
  99002. block.intersects(sphereCenter, sphereRadius, selection, allowDuplicate);
  99003. }
  99004. return;
  99005. }
  99006. if (allowDuplicate) {
  99007. selection.concat(this.entries);
  99008. }
  99009. else {
  99010. selection.concatWithNoDuplicate(this.entries);
  99011. }
  99012. }
  99013. };
  99014. /**
  99015. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  99016. * @param ray defines the ray to test with
  99017. * @param selection defines the array to store current content if selection is positive
  99018. */
  99019. OctreeBlock.prototype.intersectsRay = function (ray, selection) {
  99020. if (ray.intersectsBoxMinMax(this._minPoint, this._maxPoint)) {
  99021. if (this.blocks) {
  99022. for (var index = 0; index < this.blocks.length; index++) {
  99023. var block = this.blocks[index];
  99024. block.intersectsRay(ray, selection);
  99025. }
  99026. return;
  99027. }
  99028. selection.concatWithNoDuplicate(this.entries);
  99029. }
  99030. };
  99031. /**
  99032. * Subdivide the content into child blocks (this block will then be empty)
  99033. */
  99034. OctreeBlock.prototype.createInnerBlocks = function () {
  99035. BABYLON.Octree._CreateBlocks(this._minPoint, this._maxPoint, this.entries, this._capacity, this._depth, this._maxDepth, this, this._creationFunc);
  99036. };
  99037. return OctreeBlock;
  99038. }());
  99039. BABYLON.OctreeBlock = OctreeBlock;
  99040. })(BABYLON || (BABYLON = {}));
  99041. //# sourceMappingURL=babylon.octreeBlock.js.map
  99042. var BABYLON;
  99043. (function (BABYLON) {
  99044. BABYLON.Scene.prototype.createOrUpdateSelectionOctree = function (maxCapacity, maxDepth) {
  99045. if (maxCapacity === void 0) { maxCapacity = 64; }
  99046. if (maxDepth === void 0) { maxDepth = 2; }
  99047. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_OCTREE);
  99048. if (!component) {
  99049. component = new OctreeSceneComponent(this);
  99050. this._addComponent(component);
  99051. }
  99052. if (!this._selectionOctree) {
  99053. this._selectionOctree = new BABYLON.Octree(BABYLON.Octree.CreationFuncForMeshes, maxCapacity, maxDepth);
  99054. }
  99055. var worldExtends = this.getWorldExtends();
  99056. // Update octree
  99057. this._selectionOctree.update(worldExtends.min, worldExtends.max, this.meshes);
  99058. return this._selectionOctree;
  99059. };
  99060. Object.defineProperty(BABYLON.Scene.prototype, "selectionOctree", {
  99061. get: function () {
  99062. return this._selectionOctree;
  99063. },
  99064. enumerable: true,
  99065. configurable: true
  99066. });
  99067. /**
  99068. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  99069. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  99070. * @param maxCapacity defines the maximum size of each block (64 by default)
  99071. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  99072. * @returns the new octree
  99073. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  99074. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  99075. */
  99076. BABYLON.AbstractMesh.prototype.createOrUpdateSubmeshesOctree = function (maxCapacity, maxDepth) {
  99077. if (maxCapacity === void 0) { maxCapacity = 64; }
  99078. if (maxDepth === void 0) { maxDepth = 2; }
  99079. var scene = this.getScene();
  99080. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_OCTREE);
  99081. if (!component) {
  99082. component = new OctreeSceneComponent(scene);
  99083. scene._addComponent(component);
  99084. }
  99085. if (!this._submeshesOctree) {
  99086. this._submeshesOctree = new BABYLON.Octree(BABYLON.Octree.CreationFuncForSubMeshes, maxCapacity, maxDepth);
  99087. }
  99088. this.computeWorldMatrix(true);
  99089. var boundingInfo = this.getBoundingInfo();
  99090. // Update octree
  99091. var bbox = boundingInfo.boundingBox;
  99092. this._submeshesOctree.update(bbox.minimumWorld, bbox.maximumWorld, this.subMeshes);
  99093. return this._submeshesOctree;
  99094. };
  99095. /**
  99096. * Defines the octree scene component responsible to manage any octrees
  99097. * in a given scene.
  99098. */
  99099. var OctreeSceneComponent = /** @class */ (function () {
  99100. /**
  99101. * Creates a new instance of the component for the given scene
  99102. * @param scene Defines the scene to register the component in
  99103. */
  99104. function OctreeSceneComponent(scene) {
  99105. /**
  99106. * The component name helpfull to identify the component in the list of scene components.
  99107. */
  99108. this.name = BABYLON.SceneComponentConstants.NAME_OCTREE;
  99109. /**
  99110. * Indicates if the meshes have been checked to make sure they are isEnabled()
  99111. */
  99112. this.checksIsEnabled = true;
  99113. this._tempRay = new BABYLON.Ray(BABYLON.Vector3.Zero(), new BABYLON.Vector3(1, 1, 1));
  99114. this.scene = scene;
  99115. this.scene.getActiveMeshCandidates = this.getActiveMeshCandidates.bind(this);
  99116. this.scene.getActiveSubMeshCandidates = this.getActiveSubMeshCandidates.bind(this);
  99117. this.scene.getCollidingSubMeshCandidates = this.getCollidingSubMeshCandidates.bind(this);
  99118. this.scene.getIntersectingSubMeshCandidates = this.getIntersectingSubMeshCandidates.bind(this);
  99119. }
  99120. /**
  99121. * Registers the component in a given scene
  99122. */
  99123. OctreeSceneComponent.prototype.register = function () {
  99124. var _this = this;
  99125. this.scene.onMeshRemovedObservable.add(function (mesh) {
  99126. var sceneOctree = _this.scene.selectionOctree;
  99127. if (sceneOctree !== undefined && sceneOctree !== null) {
  99128. var index = sceneOctree.dynamicContent.indexOf(mesh);
  99129. if (index !== -1) {
  99130. sceneOctree.dynamicContent.splice(index, 1);
  99131. }
  99132. }
  99133. });
  99134. this.scene.onMeshImportedObservable.add(function (mesh) {
  99135. var sceneOctree = _this.scene.selectionOctree;
  99136. if (sceneOctree !== undefined && sceneOctree !== null) {
  99137. sceneOctree.addMesh(mesh);
  99138. }
  99139. });
  99140. };
  99141. /**
  99142. * Return the list of active meshes
  99143. * @returns the list of active meshes
  99144. */
  99145. OctreeSceneComponent.prototype.getActiveMeshCandidates = function () {
  99146. if (this.scene._selectionOctree) {
  99147. var selection = this.scene._selectionOctree.select(this.scene.frustumPlanes);
  99148. return selection;
  99149. }
  99150. return this.scene._getDefaultMeshCandidates();
  99151. };
  99152. /**
  99153. * Return the list of active sub meshes
  99154. * @param mesh The mesh to get the candidates sub meshes from
  99155. * @returns the list of active sub meshes
  99156. */
  99157. OctreeSceneComponent.prototype.getActiveSubMeshCandidates = function (mesh) {
  99158. if (mesh._submeshesOctree && mesh.useOctreeForRenderingSelection) {
  99159. var intersections = mesh._submeshesOctree.select(this.scene.frustumPlanes);
  99160. return intersections;
  99161. }
  99162. return this.scene._getDefaultSubMeshCandidates(mesh);
  99163. };
  99164. /**
  99165. * Return the list of sub meshes intersecting with a given local ray
  99166. * @param mesh defines the mesh to find the submesh for
  99167. * @param localRay defines the ray in local space
  99168. * @returns the list of intersecting sub meshes
  99169. */
  99170. OctreeSceneComponent.prototype.getIntersectingSubMeshCandidates = function (mesh, localRay) {
  99171. if (mesh._submeshesOctree && mesh.useOctreeForPicking) {
  99172. BABYLON.Ray.TransformToRef(localRay, mesh.getWorldMatrix(), this._tempRay);
  99173. var intersections = mesh._submeshesOctree.intersectsRay(this._tempRay);
  99174. return intersections;
  99175. }
  99176. return this.scene._getDefaultSubMeshCandidates(mesh);
  99177. };
  99178. /**
  99179. * Return the list of sub meshes colliding with a collider
  99180. * @param mesh defines the mesh to find the submesh for
  99181. * @param collider defines the collider to evaluate the collision against
  99182. * @returns the list of colliding sub meshes
  99183. */
  99184. OctreeSceneComponent.prototype.getCollidingSubMeshCandidates = function (mesh, collider) {
  99185. if (mesh._submeshesOctree && mesh.useOctreeForCollisions) {
  99186. var radius = collider._velocityWorldLength + Math.max(collider._radius.x, collider._radius.y, collider._radius.z);
  99187. var intersections = mesh._submeshesOctree.intersects(collider._basePointWorld, radius);
  99188. return intersections;
  99189. }
  99190. return this.scene._getDefaultSubMeshCandidates(mesh);
  99191. };
  99192. /**
  99193. * Rebuilds the elements related to this component in case of
  99194. * context lost for instance.
  99195. */
  99196. OctreeSceneComponent.prototype.rebuild = function () {
  99197. // Nothing to do here.
  99198. };
  99199. /**
  99200. * Disposes the component and the associated ressources.
  99201. */
  99202. OctreeSceneComponent.prototype.dispose = function () {
  99203. // Nothing to do here.
  99204. };
  99205. return OctreeSceneComponent;
  99206. }());
  99207. BABYLON.OctreeSceneComponent = OctreeSceneComponent;
  99208. })(BABYLON || (BABYLON = {}));
  99209. //# sourceMappingURL=babylon.octreeSceneComponent.js.map
  99210. var BABYLON;
  99211. (function (BABYLON) {
  99212. /**
  99213. * Postprocess used to generate anaglyphic rendering
  99214. */
  99215. var AnaglyphPostProcess = /** @class */ (function (_super) {
  99216. __extends(AnaglyphPostProcess, _super);
  99217. /**
  99218. * Creates a new AnaglyphPostProcess
  99219. * @param name defines postprocess name
  99220. * @param options defines creation options or target ratio scale
  99221. * @param rigCameras defines cameras using this postprocess
  99222. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  99223. * @param engine defines hosting engine
  99224. * @param reusable defines if the postprocess will be reused multiple times per frame
  99225. */
  99226. function AnaglyphPostProcess(name, options, rigCameras, samplingMode, engine, reusable) {
  99227. var _this = _super.call(this, name, "anaglyph", null, ["leftSampler"], options, rigCameras[1], samplingMode, engine, reusable) || this;
  99228. _this._passedProcess = rigCameras[0]._rigPostProcess;
  99229. _this.onApplyObservable.add(function (effect) {
  99230. effect.setTextureFromPostProcess("leftSampler", _this._passedProcess);
  99231. });
  99232. return _this;
  99233. }
  99234. return AnaglyphPostProcess;
  99235. }(BABYLON.PostProcess));
  99236. BABYLON.AnaglyphPostProcess = AnaglyphPostProcess;
  99237. })(BABYLON || (BABYLON = {}));
  99238. //# sourceMappingURL=babylon.anaglyphPostProcess.js.map
  99239. var BABYLON;
  99240. (function (BABYLON) {
  99241. BABYLON.Node.AddNodeConstructor("AnaglyphArcRotateCamera", function (name, scene, options) {
  99242. return function () { return new AnaglyphArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  99243. });
  99244. /**
  99245. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  99246. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  99247. */
  99248. var AnaglyphArcRotateCamera = /** @class */ (function (_super) {
  99249. __extends(AnaglyphArcRotateCamera, _super);
  99250. /**
  99251. * Creates a new AnaglyphArcRotateCamera
  99252. * @param name defines camera name
  99253. * @param alpha defines alpha angle (in radians)
  99254. * @param beta defines beta angle (in radians)
  99255. * @param radius defines radius
  99256. * @param target defines camera target
  99257. * @param interaxialDistance defines distance between each color axis
  99258. * @param scene defines the hosting scene
  99259. */
  99260. function AnaglyphArcRotateCamera(name, alpha, beta, radius, target, interaxialDistance, scene) {
  99261. var _this = _super.call(this, name, alpha, beta, radius, target, scene) || this;
  99262. _this.interaxialDistance = interaxialDistance;
  99263. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  99264. return _this;
  99265. }
  99266. /**
  99267. * Gets camera class name
  99268. * @returns AnaglyphArcRotateCamera
  99269. */
  99270. AnaglyphArcRotateCamera.prototype.getClassName = function () {
  99271. return "AnaglyphArcRotateCamera";
  99272. };
  99273. return AnaglyphArcRotateCamera;
  99274. }(BABYLON.ArcRotateCamera));
  99275. BABYLON.AnaglyphArcRotateCamera = AnaglyphArcRotateCamera;
  99276. })(BABYLON || (BABYLON = {}));
  99277. //# sourceMappingURL=babylon.anaglyphArcRotateCamera.js.map
  99278. var BABYLON;
  99279. (function (BABYLON) {
  99280. BABYLON.Node.AddNodeConstructor("AnaglyphFreeCamera", function (name, scene, options) {
  99281. return function () { return new AnaglyphFreeCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  99282. });
  99283. /**
  99284. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  99285. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  99286. */
  99287. var AnaglyphFreeCamera = /** @class */ (function (_super) {
  99288. __extends(AnaglyphFreeCamera, _super);
  99289. /**
  99290. * Creates a new AnaglyphFreeCamera
  99291. * @param name defines camera name
  99292. * @param position defines initial position
  99293. * @param interaxialDistance defines distance between each color axis
  99294. * @param scene defines the hosting scene
  99295. */
  99296. function AnaglyphFreeCamera(name, position, interaxialDistance, scene) {
  99297. var _this = _super.call(this, name, position, scene) || this;
  99298. _this.interaxialDistance = interaxialDistance;
  99299. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  99300. return _this;
  99301. }
  99302. /**
  99303. * Gets camera class name
  99304. * @returns AnaglyphFreeCamera
  99305. */
  99306. AnaglyphFreeCamera.prototype.getClassName = function () {
  99307. return "AnaglyphFreeCamera";
  99308. };
  99309. return AnaglyphFreeCamera;
  99310. }(BABYLON.FreeCamera));
  99311. BABYLON.AnaglyphFreeCamera = AnaglyphFreeCamera;
  99312. })(BABYLON || (BABYLON = {}));
  99313. //# sourceMappingURL=babylon.anaglyphFreeCamera.js.map
  99314. var BABYLON;
  99315. (function (BABYLON) {
  99316. BABYLON.Node.AddNodeConstructor("AnaglyphGamepadCamera", function (name, scene, options) {
  99317. return function () { return new AnaglyphGamepadCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  99318. });
  99319. /**
  99320. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  99321. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  99322. */
  99323. var AnaglyphGamepadCamera = /** @class */ (function (_super) {
  99324. __extends(AnaglyphGamepadCamera, _super);
  99325. /**
  99326. * Creates a new AnaglyphGamepadCamera
  99327. * @param name defines camera name
  99328. * @param position defines initial position
  99329. * @param interaxialDistance defines distance between each color axis
  99330. * @param scene defines the hosting scene
  99331. */
  99332. function AnaglyphGamepadCamera(name, position, interaxialDistance, scene) {
  99333. var _this = _super.call(this, name, position, scene) || this;
  99334. _this.interaxialDistance = interaxialDistance;
  99335. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  99336. return _this;
  99337. }
  99338. /**
  99339. * Gets camera class name
  99340. * @returns AnaglyphGamepadCamera
  99341. */
  99342. AnaglyphGamepadCamera.prototype.getClassName = function () {
  99343. return "AnaglyphGamepadCamera";
  99344. };
  99345. return AnaglyphGamepadCamera;
  99346. }(BABYLON.GamepadCamera));
  99347. BABYLON.AnaglyphGamepadCamera = AnaglyphGamepadCamera;
  99348. })(BABYLON || (BABYLON = {}));
  99349. //# sourceMappingURL=babylon.anaglyphGamepadCamera.js.map
  99350. var BABYLON;
  99351. (function (BABYLON) {
  99352. BABYLON.Node.AddNodeConstructor("AnaglyphUniversalCamera", function (name, scene, options) {
  99353. return function () { return new AnaglyphUniversalCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  99354. });
  99355. /**
  99356. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  99357. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  99358. */
  99359. var AnaglyphUniversalCamera = /** @class */ (function (_super) {
  99360. __extends(AnaglyphUniversalCamera, _super);
  99361. /**
  99362. * Creates a new AnaglyphUniversalCamera
  99363. * @param name defines camera name
  99364. * @param position defines initial position
  99365. * @param interaxialDistance defines distance between each color axis
  99366. * @param scene defines the hosting scene
  99367. */
  99368. function AnaglyphUniversalCamera(name, position, interaxialDistance, scene) {
  99369. var _this = _super.call(this, name, position, scene) || this;
  99370. _this.interaxialDistance = interaxialDistance;
  99371. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  99372. return _this;
  99373. }
  99374. /**
  99375. * Gets camera class name
  99376. * @returns AnaglyphUniversalCamera
  99377. */
  99378. AnaglyphUniversalCamera.prototype.getClassName = function () {
  99379. return "AnaglyphUniversalCamera";
  99380. };
  99381. return AnaglyphUniversalCamera;
  99382. }(BABYLON.UniversalCamera));
  99383. BABYLON.AnaglyphUniversalCamera = AnaglyphUniversalCamera;
  99384. })(BABYLON || (BABYLON = {}));
  99385. //# sourceMappingURL=babylon.anaglyphUniversalCamera.js.map
  99386. var BABYLON;
  99387. (function (BABYLON) {
  99388. var StereoscopicInterlacePostProcess = /** @class */ (function (_super) {
  99389. __extends(StereoscopicInterlacePostProcess, _super);
  99390. function StereoscopicInterlacePostProcess(name, rigCameras, isStereoscopicHoriz, samplingMode, engine, reusable) {
  99391. var _this = _super.call(this, name, "stereoscopicInterlace", ['stepSize'], ['camASampler'], 1, rigCameras[1], samplingMode, engine, reusable, isStereoscopicHoriz ? "#define IS_STEREOSCOPIC_HORIZ 1" : undefined) || this;
  99392. _this._passedProcess = rigCameras[0]._rigPostProcess;
  99393. _this._stepSize = new BABYLON.Vector2(1 / _this.width, 1 / _this.height);
  99394. _this.onSizeChangedObservable.add(function () {
  99395. _this._stepSize = new BABYLON.Vector2(1 / _this.width, 1 / _this.height);
  99396. });
  99397. _this.onApplyObservable.add(function (effect) {
  99398. effect.setTextureFromPostProcess("camASampler", _this._passedProcess);
  99399. effect.setFloat2("stepSize", _this._stepSize.x, _this._stepSize.y);
  99400. });
  99401. return _this;
  99402. }
  99403. return StereoscopicInterlacePostProcess;
  99404. }(BABYLON.PostProcess));
  99405. BABYLON.StereoscopicInterlacePostProcess = StereoscopicInterlacePostProcess;
  99406. })(BABYLON || (BABYLON = {}));
  99407. //# sourceMappingURL=babylon.stereoscopicInterlacePostProcess.js.map
  99408. var BABYLON;
  99409. (function (BABYLON) {
  99410. BABYLON.Node.AddNodeConstructor("StereoscopicArcRotateCamera", function (name, scene, options) {
  99411. return function () { return new StereoscopicArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  99412. });
  99413. /**
  99414. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  99415. * @see http://doc.babylonjs.com/features/cameras
  99416. */
  99417. var StereoscopicArcRotateCamera = /** @class */ (function (_super) {
  99418. __extends(StereoscopicArcRotateCamera, _super);
  99419. /**
  99420. * Creates a new StereoscopicArcRotateCamera
  99421. * @param name defines camera name
  99422. * @param alpha defines alpha angle (in radians)
  99423. * @param beta defines beta angle (in radians)
  99424. * @param radius defines radius
  99425. * @param target defines camera target
  99426. * @param interaxialDistance defines distance between each color axis
  99427. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  99428. * @param scene defines the hosting scene
  99429. */
  99430. function StereoscopicArcRotateCamera(name, alpha, beta, radius, target, interaxialDistance, isStereoscopicSideBySide, scene) {
  99431. var _this = _super.call(this, name, alpha, beta, radius, target, scene) || this;
  99432. _this.interaxialDistance = interaxialDistance;
  99433. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  99434. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  99435. return _this;
  99436. }
  99437. /**
  99438. * Gets camera class name
  99439. * @returns StereoscopicArcRotateCamera
  99440. */
  99441. StereoscopicArcRotateCamera.prototype.getClassName = function () {
  99442. return "StereoscopicArcRotateCamera";
  99443. };
  99444. return StereoscopicArcRotateCamera;
  99445. }(BABYLON.ArcRotateCamera));
  99446. BABYLON.StereoscopicArcRotateCamera = StereoscopicArcRotateCamera;
  99447. })(BABYLON || (BABYLON = {}));
  99448. //# sourceMappingURL=babylon.stereoscopicArcRotateCamera.js.map
  99449. var BABYLON;
  99450. (function (BABYLON) {
  99451. BABYLON.Node.AddNodeConstructor("StereoscopicFreeCamera", function (name, scene, options) {
  99452. return function () { return new StereoscopicFreeCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  99453. });
  99454. /**
  99455. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  99456. * @see http://doc.babylonjs.com/features/cameras
  99457. */
  99458. var StereoscopicFreeCamera = /** @class */ (function (_super) {
  99459. __extends(StereoscopicFreeCamera, _super);
  99460. /**
  99461. * Creates a new StereoscopicFreeCamera
  99462. * @param name defines camera name
  99463. * @param position defines initial position
  99464. * @param interaxialDistance defines distance between each color axis
  99465. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  99466. * @param scene defines the hosting scene
  99467. */
  99468. function StereoscopicFreeCamera(name, position, interaxialDistance, isStereoscopicSideBySide, scene) {
  99469. var _this = _super.call(this, name, position, scene) || this;
  99470. _this.interaxialDistance = interaxialDistance;
  99471. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  99472. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  99473. return _this;
  99474. }
  99475. /**
  99476. * Gets camera class name
  99477. * @returns StereoscopicFreeCamera
  99478. */
  99479. StereoscopicFreeCamera.prototype.getClassName = function () {
  99480. return "StereoscopicFreeCamera";
  99481. };
  99482. return StereoscopicFreeCamera;
  99483. }(BABYLON.FreeCamera));
  99484. BABYLON.StereoscopicFreeCamera = StereoscopicFreeCamera;
  99485. })(BABYLON || (BABYLON = {}));
  99486. //# sourceMappingURL=babylon.stereoscopicFreeCamera.js.map
  99487. var BABYLON;
  99488. (function (BABYLON) {
  99489. BABYLON.Node.AddNodeConstructor("StereoscopicGamepadCamera", function (name, scene, options) {
  99490. return function () { return new StereoscopicGamepadCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  99491. });
  99492. /**
  99493. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  99494. * @see http://doc.babylonjs.com/features/cameras
  99495. */
  99496. var StereoscopicGamepadCamera = /** @class */ (function (_super) {
  99497. __extends(StereoscopicGamepadCamera, _super);
  99498. /**
  99499. * Creates a new StereoscopicGamepadCamera
  99500. * @param name defines camera name
  99501. * @param position defines initial position
  99502. * @param interaxialDistance defines distance between each color axis
  99503. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  99504. * @param scene defines the hosting scene
  99505. */
  99506. function StereoscopicGamepadCamera(name, position, interaxialDistance, isStereoscopicSideBySide, scene) {
  99507. var _this = _super.call(this, name, position, scene) || this;
  99508. _this.interaxialDistance = interaxialDistance;
  99509. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  99510. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  99511. return _this;
  99512. }
  99513. /**
  99514. * Gets camera class name
  99515. * @returns StereoscopicGamepadCamera
  99516. */
  99517. StereoscopicGamepadCamera.prototype.getClassName = function () {
  99518. return "StereoscopicGamepadCamera";
  99519. };
  99520. return StereoscopicGamepadCamera;
  99521. }(BABYLON.GamepadCamera));
  99522. BABYLON.StereoscopicGamepadCamera = StereoscopicGamepadCamera;
  99523. })(BABYLON || (BABYLON = {}));
  99524. //# sourceMappingURL=babylon.stereoscopicGamepadCamera.js.map
  99525. var BABYLON;
  99526. (function (BABYLON) {
  99527. BABYLON.Node.AddNodeConstructor("StereoscopicFreeCamera", function (name, scene, options) {
  99528. return function () { return new StereoscopicUniversalCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  99529. });
  99530. /**
  99531. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  99532. * @see http://doc.babylonjs.com/features/cameras
  99533. */
  99534. var StereoscopicUniversalCamera = /** @class */ (function (_super) {
  99535. __extends(StereoscopicUniversalCamera, _super);
  99536. /**
  99537. * Creates a new StereoscopicUniversalCamera
  99538. * @param name defines camera name
  99539. * @param position defines initial position
  99540. * @param interaxialDistance defines distance between each color axis
  99541. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  99542. * @param scene defines the hosting scene
  99543. */
  99544. function StereoscopicUniversalCamera(name, position, interaxialDistance, isStereoscopicSideBySide, scene) {
  99545. var _this = _super.call(this, name, position, scene) || this;
  99546. _this.interaxialDistance = interaxialDistance;
  99547. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  99548. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  99549. return _this;
  99550. }
  99551. /**
  99552. * Gets camera class name
  99553. * @returns StereoscopicUniversalCamera
  99554. */
  99555. StereoscopicUniversalCamera.prototype.getClassName = function () {
  99556. return "StereoscopicUniversalCamera";
  99557. };
  99558. return StereoscopicUniversalCamera;
  99559. }(BABYLON.UniversalCamera));
  99560. BABYLON.StereoscopicUniversalCamera = StereoscopicUniversalCamera;
  99561. })(BABYLON || (BABYLON = {}));
  99562. //# sourceMappingURL=babylon.stereoscopicUniversalCamera.js.map
  99563. var BABYLON;
  99564. (function (BABYLON) {
  99565. var VRDistortionCorrectionPostProcess = /** @class */ (function (_super) {
  99566. __extends(VRDistortionCorrectionPostProcess, _super);
  99567. function VRDistortionCorrectionPostProcess(name, camera, isRightEye, vrMetrics) {
  99568. var _this = _super.call(this, name, "vrDistortionCorrection", [
  99569. 'LensCenter',
  99570. 'Scale',
  99571. 'ScaleIn',
  99572. 'HmdWarpParam'
  99573. ], null, vrMetrics.postProcessScaleFactor, camera, BABYLON.Texture.BILINEAR_SAMPLINGMODE) || this;
  99574. _this._isRightEye = isRightEye;
  99575. _this._distortionFactors = vrMetrics.distortionK;
  99576. _this._postProcessScaleFactor = vrMetrics.postProcessScaleFactor;
  99577. _this._lensCenterOffset = vrMetrics.lensCenterOffset;
  99578. _this.adaptScaleToCurrentViewport = true;
  99579. _this.onSizeChangedObservable.add(function () {
  99580. _this._scaleIn = new BABYLON.Vector2(2, 2 / _this.aspectRatio);
  99581. _this._scaleFactor = new BABYLON.Vector2(.5 * (1 / _this._postProcessScaleFactor), .5 * (1 / _this._postProcessScaleFactor) * _this.aspectRatio);
  99582. _this._lensCenter = new BABYLON.Vector2(_this._isRightEye ? 0.5 - _this._lensCenterOffset * 0.5 : 0.5 + _this._lensCenterOffset * 0.5, 0.5);
  99583. });
  99584. _this.onApplyObservable.add(function (effect) {
  99585. effect.setFloat2("LensCenter", _this._lensCenter.x, _this._lensCenter.y);
  99586. effect.setFloat2("Scale", _this._scaleFactor.x, _this._scaleFactor.y);
  99587. effect.setFloat2("ScaleIn", _this._scaleIn.x, _this._scaleIn.y);
  99588. effect.setFloat4("HmdWarpParam", _this._distortionFactors[0], _this._distortionFactors[1], _this._distortionFactors[2], _this._distortionFactors[3]);
  99589. });
  99590. return _this;
  99591. }
  99592. return VRDistortionCorrectionPostProcess;
  99593. }(BABYLON.PostProcess));
  99594. BABYLON.VRDistortionCorrectionPostProcess = VRDistortionCorrectionPostProcess;
  99595. })(BABYLON || (BABYLON = {}));
  99596. //# sourceMappingURL=babylon.vrDistortionCorrectionPostProcess.js.map
  99597. var BABYLON;
  99598. (function (BABYLON) {
  99599. /**
  99600. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  99601. * Screen rotation is taken into account.
  99602. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  99603. */
  99604. var FreeCameraDeviceOrientationInput = /** @class */ (function () {
  99605. /**
  99606. * Instantiates a new input
  99607. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  99608. */
  99609. function FreeCameraDeviceOrientationInput() {
  99610. var _this = this;
  99611. this._screenOrientationAngle = 0;
  99612. this._screenQuaternion = new BABYLON.Quaternion();
  99613. this._alpha = 0;
  99614. this._beta = 0;
  99615. this._gamma = 0;
  99616. this._orientationChanged = function () {
  99617. _this._screenOrientationAngle = (window.orientation !== undefined ? +window.orientation : (window.screen.orientation && window.screen.orientation['angle'] ? window.screen.orientation.angle : 0));
  99618. _this._screenOrientationAngle = -BABYLON.Tools.ToRadians(_this._screenOrientationAngle / 2);
  99619. _this._screenQuaternion.copyFromFloats(0, Math.sin(_this._screenOrientationAngle), 0, Math.cos(_this._screenOrientationAngle));
  99620. };
  99621. this._deviceOrientation = function (evt) {
  99622. _this._alpha = evt.alpha !== null ? evt.alpha : 0;
  99623. _this._beta = evt.beta !== null ? evt.beta : 0;
  99624. _this._gamma = evt.gamma !== null ? evt.gamma : 0;
  99625. };
  99626. this._constantTranform = new BABYLON.Quaternion(-Math.sqrt(0.5), 0, 0, Math.sqrt(0.5));
  99627. this._orientationChanged();
  99628. }
  99629. Object.defineProperty(FreeCameraDeviceOrientationInput.prototype, "camera", {
  99630. /**
  99631. * Define the camera controlled by the input.
  99632. */
  99633. get: function () {
  99634. return this._camera;
  99635. },
  99636. set: function (camera) {
  99637. this._camera = camera;
  99638. if (this._camera != null && !this._camera.rotationQuaternion) {
  99639. this._camera.rotationQuaternion = new BABYLON.Quaternion();
  99640. }
  99641. },
  99642. enumerable: true,
  99643. configurable: true
  99644. });
  99645. /**
  99646. * Attach the input controls to a specific dom element to get the input from.
  99647. * @param element Defines the element the controls should be listened from
  99648. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  99649. */
  99650. FreeCameraDeviceOrientationInput.prototype.attachControl = function (element, noPreventDefault) {
  99651. window.addEventListener("orientationchange", this._orientationChanged);
  99652. window.addEventListener("deviceorientation", this._deviceOrientation);
  99653. //In certain cases, the attach control is called AFTER orientation was changed,
  99654. //So this is needed.
  99655. this._orientationChanged();
  99656. };
  99657. /**
  99658. * Detach the current controls from the specified dom element.
  99659. * @param element Defines the element to stop listening the inputs from
  99660. */
  99661. FreeCameraDeviceOrientationInput.prototype.detachControl = function (element) {
  99662. window.removeEventListener("orientationchange", this._orientationChanged);
  99663. window.removeEventListener("deviceorientation", this._deviceOrientation);
  99664. };
  99665. /**
  99666. * Update the current camera state depending on the inputs that have been used this frame.
  99667. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  99668. */
  99669. FreeCameraDeviceOrientationInput.prototype.checkInputs = function () {
  99670. //if no device orientation provided, don't update the rotation.
  99671. //Only testing against alpha under the assumption thatnorientation will never be so exact when set.
  99672. if (!this._alpha)
  99673. return;
  99674. BABYLON.Quaternion.RotationYawPitchRollToRef(BABYLON.Tools.ToRadians(this._alpha), BABYLON.Tools.ToRadians(this._beta), -BABYLON.Tools.ToRadians(this._gamma), this.camera.rotationQuaternion);
  99675. this._camera.rotationQuaternion.multiplyInPlace(this._screenQuaternion);
  99676. this._camera.rotationQuaternion.multiplyInPlace(this._constantTranform);
  99677. //Mirror on XY Plane
  99678. this._camera.rotationQuaternion.z *= -1;
  99679. this._camera.rotationQuaternion.w *= -1;
  99680. };
  99681. /**
  99682. * Gets the class name of the current intput.
  99683. * @returns the class name
  99684. */
  99685. FreeCameraDeviceOrientationInput.prototype.getClassName = function () {
  99686. return "FreeCameraDeviceOrientationInput";
  99687. };
  99688. /**
  99689. * Get the friendly name associated with the input class.
  99690. * @returns the input friendly name
  99691. */
  99692. FreeCameraDeviceOrientationInput.prototype.getSimpleName = function () {
  99693. return "deviceOrientation";
  99694. };
  99695. return FreeCameraDeviceOrientationInput;
  99696. }());
  99697. BABYLON.FreeCameraDeviceOrientationInput = FreeCameraDeviceOrientationInput;
  99698. BABYLON.CameraInputTypes["FreeCameraDeviceOrientationInput"] = FreeCameraDeviceOrientationInput;
  99699. })(BABYLON || (BABYLON = {}));
  99700. //# sourceMappingURL=babylon.freeCameraDeviceOrientationInput.js.map
  99701. var BABYLON;
  99702. (function (BABYLON) {
  99703. /**
  99704. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  99705. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  99706. */
  99707. var ArcRotateCameraVRDeviceOrientationInput = /** @class */ (function () {
  99708. /**
  99709. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  99710. */
  99711. function ArcRotateCameraVRDeviceOrientationInput() {
  99712. /**
  99713. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  99714. */
  99715. this.alphaCorrection = 1;
  99716. /**
  99717. * Defines a correction factor applied on the beta value retrieved from the orientation events.
  99718. */
  99719. this.betaCorrection = 1;
  99720. /**
  99721. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  99722. */
  99723. this.gammaCorrection = 1;
  99724. this._alpha = 0;
  99725. this._gamma = 0;
  99726. this._dirty = false;
  99727. this._deviceOrientationHandler = this._onOrientationEvent.bind(this);
  99728. }
  99729. /**
  99730. * Attach the input controls to a specific dom element to get the input from.
  99731. * @param element Defines the element the controls should be listened from
  99732. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  99733. */
  99734. ArcRotateCameraVRDeviceOrientationInput.prototype.attachControl = function (element, noPreventDefault) {
  99735. this.camera.attachControl(element, noPreventDefault);
  99736. window.addEventListener("deviceorientation", this._deviceOrientationHandler);
  99737. };
  99738. /** @hidden */
  99739. ArcRotateCameraVRDeviceOrientationInput.prototype._onOrientationEvent = function (evt) {
  99740. if (evt.alpha !== null) {
  99741. this._alpha = +evt.alpha | 0;
  99742. }
  99743. if (evt.gamma !== null) {
  99744. this._gamma = +evt.gamma | 0;
  99745. }
  99746. this._dirty = true;
  99747. };
  99748. /**
  99749. * Update the current camera state depending on the inputs that have been used this frame.
  99750. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  99751. */
  99752. ArcRotateCameraVRDeviceOrientationInput.prototype.checkInputs = function () {
  99753. if (this._dirty) {
  99754. this._dirty = false;
  99755. if (this._gamma < 0) {
  99756. this._gamma = 180 + this._gamma;
  99757. }
  99758. this.camera.alpha = (-this._alpha / 180.0 * Math.PI) % Math.PI * 2;
  99759. this.camera.beta = (this._gamma / 180.0 * Math.PI);
  99760. }
  99761. };
  99762. /**
  99763. * Detach the current controls from the specified dom element.
  99764. * @param element Defines the element to stop listening the inputs from
  99765. */
  99766. ArcRotateCameraVRDeviceOrientationInput.prototype.detachControl = function (element) {
  99767. window.removeEventListener("deviceorientation", this._deviceOrientationHandler);
  99768. };
  99769. /**
  99770. * Gets the class name of the current intput.
  99771. * @returns the class name
  99772. */
  99773. ArcRotateCameraVRDeviceOrientationInput.prototype.getClassName = function () {
  99774. return "ArcRotateCameraVRDeviceOrientationInput";
  99775. };
  99776. /**
  99777. * Get the friendly name associated with the input class.
  99778. * @returns the input friendly name
  99779. */
  99780. ArcRotateCameraVRDeviceOrientationInput.prototype.getSimpleName = function () {
  99781. return "VRDeviceOrientation";
  99782. };
  99783. return ArcRotateCameraVRDeviceOrientationInput;
  99784. }());
  99785. BABYLON.ArcRotateCameraVRDeviceOrientationInput = ArcRotateCameraVRDeviceOrientationInput;
  99786. BABYLON.CameraInputTypes["ArcRotateCameraVRDeviceOrientationInput"] = ArcRotateCameraVRDeviceOrientationInput;
  99787. })(BABYLON || (BABYLON = {}));
  99788. //# sourceMappingURL=babylon.arcRotateCameraVRDeviceOrientationInput.js.map
  99789. var BABYLON;
  99790. (function (BABYLON) {
  99791. /**
  99792. * This represents all the required metrics to create a VR camera.
  99793. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  99794. */
  99795. var VRCameraMetrics = /** @class */ (function () {
  99796. function VRCameraMetrics() {
  99797. /**
  99798. * Define if the current vr camera should compensate the distortion of the lense or not.
  99799. */
  99800. this.compensateDistortion = true;
  99801. }
  99802. Object.defineProperty(VRCameraMetrics.prototype, "aspectRatio", {
  99803. /**
  99804. * Gets the rendering aspect ratio based on the provided resolutions.
  99805. */
  99806. get: function () {
  99807. return this.hResolution / (2 * this.vResolution);
  99808. },
  99809. enumerable: true,
  99810. configurable: true
  99811. });
  99812. Object.defineProperty(VRCameraMetrics.prototype, "aspectRatioFov", {
  99813. /**
  99814. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  99815. */
  99816. get: function () {
  99817. return (2 * Math.atan((this.postProcessScaleFactor * this.vScreenSize) / (2 * this.eyeToScreenDistance)));
  99818. },
  99819. enumerable: true,
  99820. configurable: true
  99821. });
  99822. Object.defineProperty(VRCameraMetrics.prototype, "leftHMatrix", {
  99823. /**
  99824. * @hidden
  99825. */
  99826. get: function () {
  99827. var meters = (this.hScreenSize / 4) - (this.lensSeparationDistance / 2);
  99828. var h = (4 * meters) / this.hScreenSize;
  99829. return BABYLON.Matrix.Translation(h, 0, 0);
  99830. },
  99831. enumerable: true,
  99832. configurable: true
  99833. });
  99834. Object.defineProperty(VRCameraMetrics.prototype, "rightHMatrix", {
  99835. /**
  99836. * @hidden
  99837. */
  99838. get: function () {
  99839. var meters = (this.hScreenSize / 4) - (this.lensSeparationDistance / 2);
  99840. var h = (4 * meters) / this.hScreenSize;
  99841. return BABYLON.Matrix.Translation(-h, 0, 0);
  99842. },
  99843. enumerable: true,
  99844. configurable: true
  99845. });
  99846. Object.defineProperty(VRCameraMetrics.prototype, "leftPreViewMatrix", {
  99847. /**
  99848. * @hidden
  99849. */
  99850. get: function () {
  99851. return BABYLON.Matrix.Translation(0.5 * this.interpupillaryDistance, 0, 0);
  99852. },
  99853. enumerable: true,
  99854. configurable: true
  99855. });
  99856. Object.defineProperty(VRCameraMetrics.prototype, "rightPreViewMatrix", {
  99857. /**
  99858. * @hidden
  99859. */
  99860. get: function () {
  99861. return BABYLON.Matrix.Translation(-0.5 * this.interpupillaryDistance, 0, 0);
  99862. },
  99863. enumerable: true,
  99864. configurable: true
  99865. });
  99866. /**
  99867. * Get the default VRMetrics based on the most generic setup.
  99868. * @returns the default vr metrics
  99869. */
  99870. VRCameraMetrics.GetDefault = function () {
  99871. var result = new VRCameraMetrics();
  99872. result.hResolution = 1280;
  99873. result.vResolution = 800;
  99874. result.hScreenSize = 0.149759993;
  99875. result.vScreenSize = 0.0935999975;
  99876. result.vScreenCenter = 0.0467999987;
  99877. result.eyeToScreenDistance = 0.0410000011;
  99878. result.lensSeparationDistance = 0.0635000020;
  99879. result.interpupillaryDistance = 0.0640000030;
  99880. result.distortionK = [1.0, 0.219999999, 0.239999995, 0.0];
  99881. result.chromaAbCorrection = [0.995999992, -0.00400000019, 1.01400006, 0.0];
  99882. result.postProcessScaleFactor = 1.714605507808412;
  99883. result.lensCenterOffset = 0.151976421;
  99884. return result;
  99885. };
  99886. return VRCameraMetrics;
  99887. }());
  99888. BABYLON.VRCameraMetrics = VRCameraMetrics;
  99889. })(BABYLON || (BABYLON = {}));
  99890. //# sourceMappingURL=babylon.vrCameraMetrics.js.map
  99891. var BABYLON;
  99892. (function (BABYLON) {
  99893. BABYLON.Node.AddNodeConstructor("WebVRFreeCamera", function (name, scene) {
  99894. return function () { return new WebVRFreeCamera(name, BABYLON.Vector3.Zero(), scene); };
  99895. });
  99896. BABYLON.Node.AddNodeConstructor("WebVRGamepadCamera", function (name, scene) {
  99897. return function () { return new WebVRFreeCamera(name, BABYLON.Vector3.Zero(), scene); };
  99898. });
  99899. /**
  99900. * This represents a WebVR camera.
  99901. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  99902. * @example http://doc.babylonjs.com/how_to/webvr_camera
  99903. */
  99904. var WebVRFreeCamera = /** @class */ (function (_super) {
  99905. __extends(WebVRFreeCamera, _super);
  99906. /**
  99907. * Instantiates a WebVRFreeCamera.
  99908. * @param name The name of the WebVRFreeCamera
  99909. * @param position The starting anchor position for the camera
  99910. * @param scene The scene the camera belongs to
  99911. * @param webVROptions a set of customizable options for the webVRCamera
  99912. */
  99913. function WebVRFreeCamera(name, position, scene, webVROptions) {
  99914. if (webVROptions === void 0) { webVROptions = {}; }
  99915. var _this = _super.call(this, name, position, scene) || this;
  99916. _this.webVROptions = webVROptions;
  99917. /**
  99918. * @hidden
  99919. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  99920. */
  99921. _this._vrDevice = null;
  99922. /**
  99923. * The rawPose of the vrDevice.
  99924. */
  99925. _this.rawPose = null;
  99926. _this._specsVersion = "1.1";
  99927. _this._attached = false;
  99928. _this._descendants = [];
  99929. // Represents device position and rotation in room space. Should only be used to help calculate babylon space values
  99930. _this._deviceRoomPosition = BABYLON.Vector3.Zero();
  99931. /** @hidden */
  99932. _this._deviceRoomRotationQuaternion = BABYLON.Quaternion.Identity();
  99933. _this._standingMatrix = null;
  99934. /**
  99935. * Represents device position in babylon space.
  99936. */
  99937. _this.devicePosition = BABYLON.Vector3.Zero();
  99938. /**
  99939. * Represents device rotation in babylon space.
  99940. */
  99941. _this.deviceRotationQuaternion = BABYLON.Quaternion.Identity();
  99942. /**
  99943. * The scale of the device to be used when translating from device space to babylon space.
  99944. */
  99945. _this.deviceScaleFactor = 1;
  99946. _this._deviceToWorld = BABYLON.Matrix.Identity();
  99947. _this._worldToDevice = BABYLON.Matrix.Identity();
  99948. /**
  99949. * References to the webVR controllers for the vrDevice.
  99950. */
  99951. _this.controllers = [];
  99952. /**
  99953. * Emits an event when a controller is attached.
  99954. */
  99955. _this.onControllersAttachedObservable = new BABYLON.Observable();
  99956. /**
  99957. * Emits an event when a controller's mesh has been loaded;
  99958. */
  99959. _this.onControllerMeshLoadedObservable = new BABYLON.Observable();
  99960. /**
  99961. * Emits an event when the HMD's pose has been updated.
  99962. */
  99963. _this.onPoseUpdatedFromDeviceObservable = new BABYLON.Observable();
  99964. _this._poseSet = false;
  99965. /**
  99966. * If the rig cameras be used as parent instead of this camera.
  99967. */
  99968. _this.rigParenting = true;
  99969. _this._defaultHeight = undefined;
  99970. _this._htmlElementAttached = null;
  99971. _this._detachIfAttached = function () {
  99972. var vrDisplay = _this.getEngine().getVRDevice();
  99973. if (vrDisplay && !vrDisplay.isPresenting && _this._htmlElementAttached) {
  99974. _this.detachControl(_this._htmlElementAttached);
  99975. }
  99976. };
  99977. _this._workingVector = BABYLON.Vector3.Zero();
  99978. _this._oneVector = BABYLON.Vector3.One();
  99979. _this._workingMatrix = BABYLON.Matrix.Identity();
  99980. _this._tmpMatrix = new BABYLON.Matrix();
  99981. _this._cache.position = BABYLON.Vector3.Zero();
  99982. if (webVROptions.defaultHeight) {
  99983. _this._defaultHeight = webVROptions.defaultHeight;
  99984. _this.position.y = _this._defaultHeight;
  99985. }
  99986. _this.minZ = 0.1;
  99987. //legacy support - the compensation boolean was removed.
  99988. if (arguments.length === 5) {
  99989. _this.webVROptions = arguments[4];
  99990. }
  99991. // default webVR options
  99992. if (_this.webVROptions.trackPosition == undefined) {
  99993. _this.webVROptions.trackPosition = true;
  99994. }
  99995. if (_this.webVROptions.controllerMeshes == undefined) {
  99996. _this.webVROptions.controllerMeshes = true;
  99997. }
  99998. if (_this.webVROptions.defaultLightingOnControllers == undefined) {
  99999. _this.webVROptions.defaultLightingOnControllers = true;
  100000. }
  100001. _this.rotationQuaternion = new BABYLON.Quaternion();
  100002. if (_this.webVROptions && _this.webVROptions.positionScale) {
  100003. _this.deviceScaleFactor = _this.webVROptions.positionScale;
  100004. }
  100005. //enable VR
  100006. var engine = _this.getEngine();
  100007. _this._onVREnabled = function (success) { if (success) {
  100008. _this.initControllers();
  100009. } };
  100010. engine.onVRRequestPresentComplete.add(_this._onVREnabled);
  100011. engine.initWebVR().add(function (event) {
  100012. if (!event.vrDisplay || _this._vrDevice === event.vrDisplay) {
  100013. return;
  100014. }
  100015. _this._vrDevice = event.vrDisplay;
  100016. //reset the rig parameters.
  100017. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_WEBVR, { parentCamera: _this, vrDisplay: _this._vrDevice, frameData: _this._frameData, specs: _this._specsVersion });
  100018. if (_this._attached) {
  100019. _this.getEngine().enableVR();
  100020. }
  100021. });
  100022. if (typeof (VRFrameData) !== "undefined")
  100023. _this._frameData = new VRFrameData();
  100024. /**
  100025. * The idea behind the following lines:
  100026. * objects that have the camera as parent should actually have the rig cameras as a parent.
  100027. * BUT, each of those cameras has a different view matrix, which means that if we set the parent to the first rig camera,
  100028. * the second will not show it correctly.
  100029. *
  100030. * To solve this - each object that has the camera as parent will be added to a protected array.
  100031. * When the rig camera renders, it will take this array and set all of those to be its children.
  100032. * This way, the right camera will be used as a parent, and the mesh will be rendered correctly.
  100033. * Amazing!
  100034. */
  100035. scene.onBeforeCameraRenderObservable.add(function (camera) {
  100036. if (camera.parent === _this && _this.rigParenting) {
  100037. _this._descendants = _this.getDescendants(true, function (n) {
  100038. // don't take the cameras or the controllers!
  100039. var isController = _this.controllers.some(function (controller) { return controller._mesh === n; });
  100040. var isRigCamera = _this._rigCameras.indexOf(n) !== -1;
  100041. return !isController && !isRigCamera;
  100042. });
  100043. _this._descendants.forEach(function (node) {
  100044. node.parent = camera;
  100045. });
  100046. }
  100047. });
  100048. scene.onAfterCameraRenderObservable.add(function (camera) {
  100049. if (camera.parent === _this && _this.rigParenting) {
  100050. _this._descendants.forEach(function (node) {
  100051. node.parent = _this;
  100052. });
  100053. }
  100054. });
  100055. return _this;
  100056. }
  100057. /**
  100058. * Gets the device distance from the ground in meters.
  100059. * @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.
  100060. */
  100061. WebVRFreeCamera.prototype.deviceDistanceToRoomGround = function () {
  100062. if (this._standingMatrix) {
  100063. // Add standing matrix offset to get real offset from ground in room
  100064. this._standingMatrix.getTranslationToRef(this._workingVector);
  100065. return this._deviceRoomPosition.y + this._workingVector.y;
  100066. }
  100067. //If VRDisplay does not inform stage parameters and no default height is set we fallback to zero.
  100068. return this._defaultHeight || 0;
  100069. };
  100070. /**
  100071. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  100072. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  100073. */
  100074. WebVRFreeCamera.prototype.useStandingMatrix = function (callback) {
  100075. var _this = this;
  100076. if (callback === void 0) { callback = function (bool) { }; }
  100077. // Use standing matrix if available
  100078. this.getEngine().initWebVRAsync().then(function (result) {
  100079. if (!result.vrDisplay || !result.vrDisplay.stageParameters || !result.vrDisplay.stageParameters.sittingToStandingTransform || !_this.webVROptions.trackPosition) {
  100080. callback(false);
  100081. }
  100082. else {
  100083. _this._standingMatrix = new BABYLON.Matrix();
  100084. BABYLON.Matrix.FromFloat32ArrayToRefScaled(result.vrDisplay.stageParameters.sittingToStandingTransform, 0, 1, _this._standingMatrix);
  100085. if (!_this.getScene().useRightHandedSystem) {
  100086. [2, 6, 8, 9, 14].forEach(function (num) {
  100087. if (_this._standingMatrix) {
  100088. _this._standingMatrix.m[num] *= -1;
  100089. }
  100090. });
  100091. }
  100092. callback(true);
  100093. }
  100094. });
  100095. };
  100096. /**
  100097. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  100098. * @returns A promise with a boolean set to if the standing matrix is supported.
  100099. */
  100100. WebVRFreeCamera.prototype.useStandingMatrixAsync = function () {
  100101. var _this = this;
  100102. return new Promise(function (res, rej) {
  100103. _this.useStandingMatrix(function (supported) {
  100104. res(supported);
  100105. });
  100106. });
  100107. };
  100108. /**
  100109. * Disposes the camera
  100110. */
  100111. WebVRFreeCamera.prototype.dispose = function () {
  100112. this._detachIfAttached();
  100113. this.getEngine().onVRRequestPresentComplete.removeCallback(this._onVREnabled);
  100114. if (this._updateCacheWhenTrackingDisabledObserver) {
  100115. this._scene.onBeforeRenderObservable.remove(this._updateCacheWhenTrackingDisabledObserver);
  100116. }
  100117. _super.prototype.dispose.call(this);
  100118. };
  100119. /**
  100120. * Gets a vrController by name.
  100121. * @param name The name of the controller to retreive
  100122. * @returns the controller matching the name specified or null if not found
  100123. */
  100124. WebVRFreeCamera.prototype.getControllerByName = function (name) {
  100125. for (var _i = 0, _a = this.controllers; _i < _a.length; _i++) {
  100126. var gp = _a[_i];
  100127. if (gp.hand === name) {
  100128. return gp;
  100129. }
  100130. }
  100131. return null;
  100132. };
  100133. Object.defineProperty(WebVRFreeCamera.prototype, "leftController", {
  100134. /**
  100135. * The controller corrisponding to the users left hand.
  100136. */
  100137. get: function () {
  100138. if (!this._leftController) {
  100139. this._leftController = this.getControllerByName("left");
  100140. }
  100141. return this._leftController;
  100142. },
  100143. enumerable: true,
  100144. configurable: true
  100145. });
  100146. ;
  100147. Object.defineProperty(WebVRFreeCamera.prototype, "rightController", {
  100148. /**
  100149. * The controller corrisponding to the users right hand.
  100150. */
  100151. get: function () {
  100152. if (!this._rightController) {
  100153. this._rightController = this.getControllerByName("right");
  100154. }
  100155. return this._rightController;
  100156. },
  100157. enumerable: true,
  100158. configurable: true
  100159. });
  100160. ;
  100161. /**
  100162. * Casts a ray forward from the vrCamera's gaze.
  100163. * @param length Length of the ray (default: 100)
  100164. * @returns the ray corrisponding to the gaze
  100165. */
  100166. WebVRFreeCamera.prototype.getForwardRay = function (length) {
  100167. if (length === void 0) { length = 100; }
  100168. if (this.leftCamera) {
  100169. // Use left eye to avoid computation to compute center on every call
  100170. return _super.prototype.getForwardRay.call(this, length, this.leftCamera.getWorldMatrix(), this.leftCamera.globalPosition); // Need the actual rendered camera
  100171. }
  100172. else {
  100173. return _super.prototype.getForwardRay.call(this, length);
  100174. }
  100175. };
  100176. /**
  100177. * @hidden
  100178. * Updates the camera based on device's frame data
  100179. */
  100180. WebVRFreeCamera.prototype._checkInputs = function () {
  100181. if (this._vrDevice && this._vrDevice.isPresenting) {
  100182. this._vrDevice.getFrameData(this._frameData);
  100183. this.updateFromDevice(this._frameData.pose);
  100184. }
  100185. _super.prototype._checkInputs.call(this);
  100186. };
  100187. /**
  100188. * Updates the poseControlled values based on the input device pose.
  100189. * @param poseData Pose coming from the device
  100190. */
  100191. WebVRFreeCamera.prototype.updateFromDevice = function (poseData) {
  100192. if (poseData && poseData.orientation) {
  100193. this.rawPose = poseData;
  100194. this._deviceRoomRotationQuaternion.copyFromFloats(poseData.orientation[0], poseData.orientation[1], -poseData.orientation[2], -poseData.orientation[3]);
  100195. if (this.getScene().useRightHandedSystem) {
  100196. this._deviceRoomRotationQuaternion.z *= -1;
  100197. this._deviceRoomRotationQuaternion.w *= -1;
  100198. }
  100199. if (this.webVROptions.trackPosition && this.rawPose.position) {
  100200. this._deviceRoomPosition.copyFromFloats(this.rawPose.position[0], this.rawPose.position[1], -this.rawPose.position[2]);
  100201. if (this.getScene().useRightHandedSystem) {
  100202. this._deviceRoomPosition.z *= -1;
  100203. }
  100204. }
  100205. this._poseSet = true;
  100206. }
  100207. };
  100208. /**
  100209. * WebVR's attach control will start broadcasting frames to the device.
  100210. * Note that in certain browsers (chrome for example) this function must be called
  100211. * within a user-interaction callback. Example:
  100212. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  100213. *
  100214. * @param element html element to attach the vrDevice to
  100215. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  100216. */
  100217. WebVRFreeCamera.prototype.attachControl = function (element, noPreventDefault) {
  100218. _super.prototype.attachControl.call(this, element, noPreventDefault);
  100219. this._attached = true;
  100220. this._htmlElementAttached = element;
  100221. noPreventDefault = BABYLON.Camera.ForceAttachControlToAlwaysPreventDefault ? false : noPreventDefault;
  100222. if (this._vrDevice) {
  100223. this.getEngine().enableVR();
  100224. }
  100225. window.addEventListener('vrdisplaypresentchange', this._detachIfAttached);
  100226. };
  100227. /**
  100228. * Detaches the camera from the html element and disables VR
  100229. *
  100230. * @param element html element to detach from
  100231. */
  100232. WebVRFreeCamera.prototype.detachControl = function (element) {
  100233. this.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);
  100234. this.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);
  100235. _super.prototype.detachControl.call(this, element);
  100236. this._attached = false;
  100237. this.getEngine().disableVR();
  100238. window.removeEventListener('vrdisplaypresentchange', this._detachIfAttached);
  100239. };
  100240. /**
  100241. * @returns the name of this class
  100242. */
  100243. WebVRFreeCamera.prototype.getClassName = function () {
  100244. return "WebVRFreeCamera";
  100245. };
  100246. /**
  100247. * Calls resetPose on the vrDisplay
  100248. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  100249. */
  100250. WebVRFreeCamera.prototype.resetToCurrentRotation = function () {
  100251. //uses the vrDisplay's "resetPose()".
  100252. //pitch and roll won't be affected.
  100253. this._vrDevice.resetPose();
  100254. };
  100255. /**
  100256. * @hidden
  100257. * Updates the rig cameras (left and right eye)
  100258. */
  100259. WebVRFreeCamera.prototype._updateRigCameras = function () {
  100260. var camLeft = this._rigCameras[0];
  100261. var camRight = this._rigCameras[1];
  100262. camLeft.rotationQuaternion.copyFrom(this._deviceRoomRotationQuaternion);
  100263. camRight.rotationQuaternion.copyFrom(this._deviceRoomRotationQuaternion);
  100264. camLeft.position.copyFrom(this._deviceRoomPosition);
  100265. camRight.position.copyFrom(this._deviceRoomPosition);
  100266. };
  100267. // Remove translation from 6dof headset if trackposition is set to false
  100268. WebVRFreeCamera.prototype._correctPositionIfNotTrackPosition = function (matrix, isViewMatrix) {
  100269. if (isViewMatrix === void 0) { isViewMatrix = false; }
  100270. if (this.rawPose && this.rawPose.position && !this.webVROptions.trackPosition) {
  100271. BABYLON.Matrix.TranslationToRef(this.rawPose.position[0], this.rawPose.position[1], -this.rawPose.position[2], this._tmpMatrix);
  100272. if (!isViewMatrix) {
  100273. this._tmpMatrix.invert();
  100274. }
  100275. this._tmpMatrix.multiplyToRef(matrix, matrix);
  100276. }
  100277. };
  100278. /**
  100279. * @hidden
  100280. * Updates the cached values of the camera
  100281. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  100282. */
  100283. WebVRFreeCamera.prototype._updateCache = function (ignoreParentClass) {
  100284. var _this = this;
  100285. if (!this.rotationQuaternion.equals(this._cache.rotationQuaternion) || !this.position.equals(this._cache.position)) {
  100286. // Update to ensure devicePosition is up to date with most recent _deviceRoomPosition
  100287. if (!this.updateCacheCalled) {
  100288. // make sure it is only called once per loop. this.update() might cause an infinite loop.
  100289. this.updateCacheCalled = true;
  100290. this.update();
  100291. }
  100292. // Set working vector to the device position in room space rotated by the new rotation
  100293. this.rotationQuaternion.toRotationMatrix(this._workingMatrix);
  100294. BABYLON.Vector3.TransformCoordinatesToRef(this._deviceRoomPosition, this._workingMatrix, this._workingVector);
  100295. // Subtract this vector from the current device position in world to get the translation for the device world matrix
  100296. this.devicePosition.subtractToRef(this._workingVector, this._workingVector);
  100297. BABYLON.Matrix.ComposeToRef(this._oneVector, this.rotationQuaternion, this._workingVector, this._deviceToWorld);
  100298. // Add translation from anchor position
  100299. this._deviceToWorld.getTranslationToRef(this._workingVector);
  100300. this._workingVector.addInPlace(this.position);
  100301. this._workingVector.subtractInPlace(this._cache.position);
  100302. this._deviceToWorld.setTranslation(this._workingVector);
  100303. // Set an inverted matrix to be used when updating the camera
  100304. this._deviceToWorld.invertToRef(this._worldToDevice);
  100305. // Update the gamepad to ensure the mesh is updated on the same frame as camera
  100306. this.controllers.forEach(function (controller) {
  100307. controller._deviceToWorld.copyFrom(_this._deviceToWorld);
  100308. _this._correctPositionIfNotTrackPosition(controller._deviceToWorld);
  100309. controller.update();
  100310. });
  100311. }
  100312. if (!ignoreParentClass) {
  100313. _super.prototype._updateCache.call(this);
  100314. }
  100315. this.updateCacheCalled = false;
  100316. };
  100317. /**
  100318. * @hidden
  100319. * Get current device position in babylon world
  100320. */
  100321. WebVRFreeCamera.prototype._computeDevicePosition = function () {
  100322. BABYLON.Vector3.TransformCoordinatesToRef(this._deviceRoomPosition, this._deviceToWorld, this.devicePosition);
  100323. };
  100324. /**
  100325. * Updates the current device position and rotation in the babylon world
  100326. */
  100327. WebVRFreeCamera.prototype.update = function () {
  100328. this._computeDevicePosition();
  100329. // Get current device rotation in babylon world
  100330. BABYLON.Matrix.FromQuaternionToRef(this._deviceRoomRotationQuaternion, this._workingMatrix);
  100331. this._workingMatrix.multiplyToRef(this._deviceToWorld, this._workingMatrix);
  100332. BABYLON.Quaternion.FromRotationMatrixToRef(this._workingMatrix, this.deviceRotationQuaternion);
  100333. if (this._poseSet) {
  100334. this.onPoseUpdatedFromDeviceObservable.notifyObservers(null);
  100335. }
  100336. _super.prototype.update.call(this);
  100337. };
  100338. /**
  100339. * @hidden
  100340. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  100341. * @returns an identity matrix
  100342. */
  100343. WebVRFreeCamera.prototype._getViewMatrix = function () {
  100344. return BABYLON.Matrix.Identity();
  100345. };
  100346. /**
  100347. * This function is called by the two RIG cameras.
  100348. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  100349. */
  100350. WebVRFreeCamera.prototype._getWebVRViewMatrix = function () {
  100351. var _this = this;
  100352. // Update the parent camera prior to using a child camera to avoid desynchronization
  100353. var parentCamera = this._cameraRigParams["parentCamera"];
  100354. parentCamera._updateCache();
  100355. //WebVR 1.1
  100356. var viewArray = this._cameraRigParams["left"] ? this._cameraRigParams["frameData"].leftViewMatrix : this._cameraRigParams["frameData"].rightViewMatrix;
  100357. BABYLON.Matrix.FromArrayToRef(viewArray, 0, this._webvrViewMatrix);
  100358. if (!this.getScene().useRightHandedSystem) {
  100359. [2, 6, 8, 9, 14].forEach(function (num) {
  100360. _this._webvrViewMatrix.m[num] *= -1;
  100361. });
  100362. }
  100363. // update the camera rotation matrix
  100364. this._webvrViewMatrix.getRotationMatrixToRef(this._cameraRotationMatrix);
  100365. BABYLON.Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);
  100366. // Computing target and final matrix
  100367. this.position.addToRef(this._transformedReferencePoint, this._currentTarget);
  100368. // should the view matrix be updated with scale and position offset?
  100369. if (parentCamera.deviceScaleFactor !== 1) {
  100370. this._webvrViewMatrix.invert();
  100371. // scale the position, if set
  100372. if (parentCamera.deviceScaleFactor) {
  100373. this._webvrViewMatrix.m[12] *= parentCamera.deviceScaleFactor;
  100374. this._webvrViewMatrix.m[13] *= parentCamera.deviceScaleFactor;
  100375. this._webvrViewMatrix.m[14] *= parentCamera.deviceScaleFactor;
  100376. }
  100377. this._webvrViewMatrix.invert();
  100378. }
  100379. // Remove translation from 6dof headset if trackposition is set to false
  100380. parentCamera._correctPositionIfNotTrackPosition(this._webvrViewMatrix, true);
  100381. parentCamera._worldToDevice.multiplyToRef(this._webvrViewMatrix, this._webvrViewMatrix);
  100382. // Compute global position
  100383. this._workingMatrix = this._workingMatrix || BABYLON.Matrix.Identity();
  100384. this._webvrViewMatrix.invertToRef(this._workingMatrix);
  100385. this._workingMatrix.multiplyToRef(parentCamera.getWorldMatrix(), this._workingMatrix);
  100386. this._workingMatrix.getTranslationToRef(this._globalPosition);
  100387. this._markSyncedWithParent();
  100388. return this._webvrViewMatrix;
  100389. };
  100390. WebVRFreeCamera.prototype._getWebVRProjectionMatrix = function () {
  100391. var _this = this;
  100392. var parentCamera = this.parent;
  100393. parentCamera._vrDevice.depthNear = parentCamera.minZ;
  100394. parentCamera._vrDevice.depthFar = parentCamera.maxZ;
  100395. var projectionArray = this._cameraRigParams["left"] ? this._cameraRigParams["frameData"].leftProjectionMatrix : this._cameraRigParams["frameData"].rightProjectionMatrix;
  100396. BABYLON.Matrix.FromArrayToRef(projectionArray, 0, this._projectionMatrix);
  100397. //babylon compatible matrix
  100398. if (!this.getScene().useRightHandedSystem) {
  100399. [8, 9, 10, 11].forEach(function (num) {
  100400. _this._projectionMatrix.m[num] *= -1;
  100401. });
  100402. }
  100403. return this._projectionMatrix;
  100404. };
  100405. /**
  100406. * Initializes the controllers and their meshes
  100407. */
  100408. WebVRFreeCamera.prototype.initControllers = function () {
  100409. var _this = this;
  100410. this.controllers = [];
  100411. var manager = this.getScene().gamepadManager;
  100412. this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add(function (gamepad) {
  100413. if (gamepad.type === BABYLON.Gamepad.POSE_ENABLED) {
  100414. var webVrController = gamepad;
  100415. if (webVrController.defaultModel) {
  100416. webVrController.defaultModel.setEnabled(false);
  100417. }
  100418. if (webVrController.hand === "right") {
  100419. _this._rightController = null;
  100420. }
  100421. if (webVrController.hand === "left") {
  100422. _this._leftController = null;
  100423. }
  100424. var controllerIndex = _this.controllers.indexOf(webVrController);
  100425. if (controllerIndex !== -1) {
  100426. _this.controllers.splice(controllerIndex, 1);
  100427. }
  100428. }
  100429. });
  100430. this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add(function (gamepad) {
  100431. if (gamepad.type === BABYLON.Gamepad.POSE_ENABLED) {
  100432. var webVrController_1 = gamepad;
  100433. if (!_this.webVROptions.trackPosition) {
  100434. webVrController_1._disableTrackPosition(new BABYLON.Vector3(webVrController_1.hand == "left" ? -0.15 : 0.15, -0.5, 0.25));
  100435. // Cache must be updated before rendering controllers to avoid them being one frame behind
  100436. if (!_this._updateCacheWhenTrackingDisabledObserver) {
  100437. _this._updateCacheWhenTrackingDisabledObserver = _this._scene.onBeforeRenderObservable.add(function () {
  100438. _this._updateCache();
  100439. });
  100440. }
  100441. }
  100442. webVrController_1.deviceScaleFactor = _this.deviceScaleFactor;
  100443. webVrController_1._deviceToWorld.copyFrom(_this._deviceToWorld);
  100444. _this._correctPositionIfNotTrackPosition(webVrController_1._deviceToWorld);
  100445. if (_this.webVROptions.controllerMeshes) {
  100446. if (webVrController_1.defaultModel) {
  100447. webVrController_1.defaultModel.setEnabled(true);
  100448. }
  100449. else {
  100450. // Load the meshes
  100451. webVrController_1.initControllerMesh(_this.getScene(), function (loadedMesh) {
  100452. loadedMesh.scaling.scaleInPlace(_this.deviceScaleFactor);
  100453. _this.onControllerMeshLoadedObservable.notifyObservers(webVrController_1);
  100454. if (_this.webVROptions.defaultLightingOnControllers) {
  100455. if (!_this._lightOnControllers) {
  100456. _this._lightOnControllers = new BABYLON.HemisphericLight("vrControllersLight", new BABYLON.Vector3(0, 1, 0), _this.getScene());
  100457. }
  100458. var activateLightOnSubMeshes_1 = function (mesh, light) {
  100459. var children = mesh.getChildren();
  100460. if (children && children.length !== 0) {
  100461. children.forEach(function (mesh) {
  100462. light.includedOnlyMeshes.push(mesh);
  100463. activateLightOnSubMeshes_1(mesh, light);
  100464. });
  100465. }
  100466. };
  100467. _this._lightOnControllers.includedOnlyMeshes.push(loadedMesh);
  100468. activateLightOnSubMeshes_1(loadedMesh, _this._lightOnControllers);
  100469. }
  100470. });
  100471. }
  100472. }
  100473. webVrController_1.attachToPoseControlledCamera(_this);
  100474. // since this is async - sanity check. Is the controller already stored?
  100475. if (_this.controllers.indexOf(webVrController_1) === -1) {
  100476. //add to the controllers array
  100477. _this.controllers.push(webVrController_1);
  100478. // Forced to add some control code for Vive as it doesn't always fill properly the "hand" property
  100479. // Sometimes, both controllers are set correctly (left and right), sometimes none, sometimes only one of them...
  100480. // So we're overriding setting left & right manually to be sure
  100481. var firstViveWandDetected = false;
  100482. for (var i = 0; i < _this.controllers.length; i++) {
  100483. if (_this.controllers[i].controllerType === BABYLON.PoseEnabledControllerType.VIVE) {
  100484. if (!firstViveWandDetected) {
  100485. firstViveWandDetected = true;
  100486. _this.controllers[i].hand = "left";
  100487. }
  100488. else {
  100489. _this.controllers[i].hand = "right";
  100490. }
  100491. }
  100492. }
  100493. //did we find enough controllers? Great! let the developer know.
  100494. if (_this.controllers.length >= 2) {
  100495. _this.onControllersAttachedObservable.notifyObservers(_this.controllers);
  100496. }
  100497. }
  100498. }
  100499. });
  100500. };
  100501. return WebVRFreeCamera;
  100502. }(BABYLON.FreeCamera));
  100503. BABYLON.WebVRFreeCamera = WebVRFreeCamera;
  100504. })(BABYLON || (BABYLON = {}));
  100505. //# sourceMappingURL=babylon.webVRCamera.js.map
  100506. var BABYLON;
  100507. (function (BABYLON) {
  100508. BABYLON.Node.AddNodeConstructor("DeviceOrientationCamera", function (name, scene) {
  100509. return function () { return new DeviceOrientationCamera(name, BABYLON.Vector3.Zero(), scene); };
  100510. });
  100511. // We're mainly based on the logic defined into the FreeCamera code
  100512. /**
  100513. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  100514. * being tilted forward or back and left or right.
  100515. */
  100516. var DeviceOrientationCamera = /** @class */ (function (_super) {
  100517. __extends(DeviceOrientationCamera, _super);
  100518. /**
  100519. * Creates a new device orientation camera
  100520. * @param name The name of the camera
  100521. * @param position The start position camera
  100522. * @param scene The scene the camera belongs to
  100523. */
  100524. function DeviceOrientationCamera(name, position, scene) {
  100525. var _this = _super.call(this, name, position, scene) || this;
  100526. _this._quaternionCache = new BABYLON.Quaternion();
  100527. _this.inputs.addDeviceOrientation();
  100528. return _this;
  100529. }
  100530. /**
  100531. * Gets the current instance class name ("DeviceOrientationCamera").
  100532. * This helps avoiding instanceof at run time.
  100533. * @returns the class name
  100534. */
  100535. DeviceOrientationCamera.prototype.getClassName = function () {
  100536. return "DeviceOrientationCamera";
  100537. };
  100538. /**
  100539. * @hidden
  100540. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  100541. */
  100542. DeviceOrientationCamera.prototype._checkInputs = function () {
  100543. _super.prototype._checkInputs.call(this);
  100544. this._quaternionCache.copyFrom(this.rotationQuaternion);
  100545. if (this._initialQuaternion) {
  100546. this._initialQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  100547. }
  100548. };
  100549. /**
  100550. * Reset the camera to its default orientation on the specified axis only.
  100551. * @param axis The axis to reset
  100552. */
  100553. DeviceOrientationCamera.prototype.resetToCurrentRotation = function (axis) {
  100554. var _this = this;
  100555. if (axis === void 0) { axis = BABYLON.Axis.Y; }
  100556. //can only work if this camera has a rotation quaternion already.
  100557. if (!this.rotationQuaternion)
  100558. return;
  100559. if (!this._initialQuaternion) {
  100560. this._initialQuaternion = new BABYLON.Quaternion();
  100561. }
  100562. this._initialQuaternion.copyFrom(this._quaternionCache || this.rotationQuaternion);
  100563. ['x', 'y', 'z'].forEach(function (axisName) {
  100564. if (!axis[axisName]) {
  100565. _this._initialQuaternion[axisName] = 0;
  100566. }
  100567. else {
  100568. _this._initialQuaternion[axisName] *= -1;
  100569. }
  100570. });
  100571. this._initialQuaternion.normalize();
  100572. //force rotation update
  100573. this._initialQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  100574. };
  100575. return DeviceOrientationCamera;
  100576. }(BABYLON.FreeCamera));
  100577. BABYLON.DeviceOrientationCamera = DeviceOrientationCamera;
  100578. })(BABYLON || (BABYLON = {}));
  100579. //# sourceMappingURL=babylon.deviceOrientationCamera.js.map
  100580. var BABYLON;
  100581. (function (BABYLON) {
  100582. BABYLON.Node.AddNodeConstructor("VRDeviceOrientationFreeCamera", function (name, scene) {
  100583. return function () { return new VRDeviceOrientationFreeCamera(name, BABYLON.Vector3.Zero(), scene); };
  100584. });
  100585. /**
  100586. * Camera used to simulate VR rendering (based on FreeCamera)
  100587. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  100588. */
  100589. var VRDeviceOrientationFreeCamera = /** @class */ (function (_super) {
  100590. __extends(VRDeviceOrientationFreeCamera, _super);
  100591. /**
  100592. * Creates a new VRDeviceOrientationFreeCamera
  100593. * @param name defines camera name
  100594. * @param position defines the start position of the camera
  100595. * @param scene defines the scene the camera belongs to
  100596. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  100597. * @param vrCameraMetrics defines the vr metrics associated to the camera
  100598. */
  100599. function VRDeviceOrientationFreeCamera(name, position, scene, compensateDistortion, vrCameraMetrics) {
  100600. if (compensateDistortion === void 0) { compensateDistortion = true; }
  100601. if (vrCameraMetrics === void 0) { vrCameraMetrics = BABYLON.VRCameraMetrics.GetDefault(); }
  100602. var _this = _super.call(this, name, position, scene) || this;
  100603. vrCameraMetrics.compensateDistortion = compensateDistortion;
  100604. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_VR, { vrCameraMetrics: vrCameraMetrics });
  100605. return _this;
  100606. }
  100607. /**
  100608. * Gets camera class name
  100609. * @returns VRDeviceOrientationFreeCamera
  100610. */
  100611. VRDeviceOrientationFreeCamera.prototype.getClassName = function () {
  100612. return "VRDeviceOrientationFreeCamera";
  100613. };
  100614. return VRDeviceOrientationFreeCamera;
  100615. }(BABYLON.DeviceOrientationCamera));
  100616. BABYLON.VRDeviceOrientationFreeCamera = VRDeviceOrientationFreeCamera;
  100617. })(BABYLON || (BABYLON = {}));
  100618. //# sourceMappingURL=babylon.vrDeviceOrientationFreeCamera.js.map
  100619. var BABYLON;
  100620. (function (BABYLON) {
  100621. BABYLON.Node.AddNodeConstructor("VRDeviceOrientationFreeCamera", function (name, scene) {
  100622. return function () { return new VRDeviceOrientationArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), scene); };
  100623. });
  100624. /**
  100625. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  100626. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  100627. */
  100628. var VRDeviceOrientationArcRotateCamera = /** @class */ (function (_super) {
  100629. __extends(VRDeviceOrientationArcRotateCamera, _super);
  100630. /**
  100631. * Creates a new VRDeviceOrientationArcRotateCamera
  100632. * @param name defines camera name
  100633. * @param alpha defines the camera rotation along the logitudinal axis
  100634. * @param beta defines the camera rotation along the latitudinal axis
  100635. * @param radius defines the camera distance from its target
  100636. * @param target defines the camera target
  100637. * @param scene defines the scene the camera belongs to
  100638. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  100639. * @param vrCameraMetrics defines the vr metrics associated to the camera
  100640. */
  100641. function VRDeviceOrientationArcRotateCamera(name, alpha, beta, radius, target, scene, compensateDistortion, vrCameraMetrics) {
  100642. if (compensateDistortion === void 0) { compensateDistortion = true; }
  100643. if (vrCameraMetrics === void 0) { vrCameraMetrics = BABYLON.VRCameraMetrics.GetDefault(); }
  100644. var _this = _super.call(this, name, alpha, beta, radius, target, scene) || this;
  100645. vrCameraMetrics.compensateDistortion = compensateDistortion;
  100646. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_VR, { vrCameraMetrics: vrCameraMetrics });
  100647. _this.inputs.addVRDeviceOrientation();
  100648. return _this;
  100649. }
  100650. /**
  100651. * Gets camera class name
  100652. * @returns VRDeviceOrientationArcRotateCamera
  100653. */
  100654. VRDeviceOrientationArcRotateCamera.prototype.getClassName = function () {
  100655. return "VRDeviceOrientationArcRotateCamera";
  100656. };
  100657. return VRDeviceOrientationArcRotateCamera;
  100658. }(BABYLON.ArcRotateCamera));
  100659. BABYLON.VRDeviceOrientationArcRotateCamera = VRDeviceOrientationArcRotateCamera;
  100660. })(BABYLON || (BABYLON = {}));
  100661. //# sourceMappingURL=babylon.vrDeviceOrientationArcRotateCamera.js.map
  100662. var BABYLON;
  100663. (function (BABYLON) {
  100664. BABYLON.Node.AddNodeConstructor("VRDeviceOrientationGamepadCamera", function (name, scene) {
  100665. return function () { return new VRDeviceOrientationGamepadCamera(name, BABYLON.Vector3.Zero(), scene); };
  100666. });
  100667. /**
  100668. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  100669. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  100670. */
  100671. var VRDeviceOrientationGamepadCamera = /** @class */ (function (_super) {
  100672. __extends(VRDeviceOrientationGamepadCamera, _super);
  100673. /**
  100674. * Creates a new VRDeviceOrientationGamepadCamera
  100675. * @param name defines camera name
  100676. * @param position defines the start position of the camera
  100677. * @param scene defines the scene the camera belongs to
  100678. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  100679. * @param vrCameraMetrics defines the vr metrics associated to the camera
  100680. */
  100681. function VRDeviceOrientationGamepadCamera(name, position, scene, compensateDistortion, vrCameraMetrics) {
  100682. if (compensateDistortion === void 0) { compensateDistortion = true; }
  100683. if (vrCameraMetrics === void 0) { vrCameraMetrics = BABYLON.VRCameraMetrics.GetDefault(); }
  100684. var _this = _super.call(this, name, position, scene, compensateDistortion, vrCameraMetrics) || this;
  100685. _this.inputs.addGamepad();
  100686. return _this;
  100687. }
  100688. /**
  100689. * Gets camera class name
  100690. * @returns VRDeviceOrientationGamepadCamera
  100691. */
  100692. VRDeviceOrientationGamepadCamera.prototype.getClassName = function () {
  100693. return "VRDeviceOrientationGamepadCamera";
  100694. };
  100695. return VRDeviceOrientationGamepadCamera;
  100696. }(BABYLON.VRDeviceOrientationFreeCamera));
  100697. BABYLON.VRDeviceOrientationGamepadCamera = VRDeviceOrientationGamepadCamera;
  100698. })(BABYLON || (BABYLON = {}));
  100699. //# sourceMappingURL=babylon.vrDeviceOrientationGamepadCamera.js.map
  100700. var BABYLON;
  100701. (function (BABYLON) {
  100702. var VRExperienceHelperGazer = /** @class */ (function () {
  100703. function VRExperienceHelperGazer(scene, gazeTrackerToClone) {
  100704. if (gazeTrackerToClone === void 0) { gazeTrackerToClone = null; }
  100705. this.scene = scene;
  100706. /** @hidden */
  100707. this._pointerDownOnMeshAsked = false;
  100708. /** @hidden */
  100709. this._isActionableMesh = false;
  100710. /** @hidden */
  100711. this._teleportationRequestInitiated = false;
  100712. /** @hidden */
  100713. this._teleportationBackRequestInitiated = false;
  100714. /** @hidden */
  100715. this._rotationRightAsked = false;
  100716. /** @hidden */
  100717. this._rotationLeftAsked = false;
  100718. /** @hidden */
  100719. this._dpadPressed = true;
  100720. /** @hidden */
  100721. this._activePointer = false;
  100722. this._id = VRExperienceHelperGazer._idCounter++;
  100723. // Gaze tracker
  100724. if (!gazeTrackerToClone) {
  100725. this._gazeTracker = BABYLON.Mesh.CreateTorus("gazeTracker", 0.0035, 0.0025, 20, scene, false);
  100726. this._gazeTracker.bakeCurrentTransformIntoVertices();
  100727. this._gazeTracker.isPickable = false;
  100728. this._gazeTracker.isVisible = false;
  100729. var targetMat = new BABYLON.StandardMaterial("targetMat", scene);
  100730. targetMat.specularColor = BABYLON.Color3.Black();
  100731. targetMat.emissiveColor = new BABYLON.Color3(0.7, 0.7, 0.7);
  100732. targetMat.backFaceCulling = false;
  100733. this._gazeTracker.material = targetMat;
  100734. }
  100735. else {
  100736. this._gazeTracker = gazeTrackerToClone.clone("gazeTracker");
  100737. }
  100738. }
  100739. /** @hidden */
  100740. VRExperienceHelperGazer.prototype._getForwardRay = function (length) {
  100741. return new BABYLON.Ray(BABYLON.Vector3.Zero(), new BABYLON.Vector3(0, 0, length));
  100742. };
  100743. /** @hidden */
  100744. VRExperienceHelperGazer.prototype._selectionPointerDown = function () {
  100745. this._pointerDownOnMeshAsked = true;
  100746. if (this._currentHit) {
  100747. this.scene.simulatePointerDown(this._currentHit, { pointerId: this._id });
  100748. }
  100749. };
  100750. /** @hidden */
  100751. VRExperienceHelperGazer.prototype._selectionPointerUp = function () {
  100752. if (this._currentHit) {
  100753. this.scene.simulatePointerUp(this._currentHit, { pointerId: this._id });
  100754. }
  100755. this._pointerDownOnMeshAsked = false;
  100756. };
  100757. /** @hidden */
  100758. VRExperienceHelperGazer.prototype._activatePointer = function () {
  100759. this._activePointer = true;
  100760. };
  100761. /** @hidden */
  100762. VRExperienceHelperGazer.prototype._deactivatePointer = function () {
  100763. this._activePointer = false;
  100764. };
  100765. /** @hidden */
  100766. VRExperienceHelperGazer.prototype._updatePointerDistance = function (distance) {
  100767. if (distance === void 0) { distance = 100; }
  100768. };
  100769. VRExperienceHelperGazer.prototype.dispose = function () {
  100770. this._interactionsEnabled = false;
  100771. this._teleportationEnabled = false;
  100772. if (this._gazeTracker) {
  100773. this._gazeTracker.dispose();
  100774. }
  100775. };
  100776. VRExperienceHelperGazer._idCounter = 0;
  100777. return VRExperienceHelperGazer;
  100778. }());
  100779. var VRExperienceHelperControllerGazer = /** @class */ (function (_super) {
  100780. __extends(VRExperienceHelperControllerGazer, _super);
  100781. function VRExperienceHelperControllerGazer(webVRController, scene, gazeTrackerToClone) {
  100782. var _this = _super.call(this, scene, gazeTrackerToClone) || this;
  100783. _this.webVRController = webVRController;
  100784. // Laser pointer
  100785. _this._laserPointer = BABYLON.Mesh.CreateCylinder("laserPointer", 1, 0.004, 0.0002, 20, 1, scene, false);
  100786. var laserPointerMaterial = new BABYLON.StandardMaterial("laserPointerMat", scene);
  100787. laserPointerMaterial.emissiveColor = new BABYLON.Color3(0.7, 0.7, 0.7);
  100788. laserPointerMaterial.alpha = 0.6;
  100789. _this._laserPointer.material = laserPointerMaterial;
  100790. _this._laserPointer.rotation.x = Math.PI / 2;
  100791. _this._laserPointer.position.z = -0.5;
  100792. _this._laserPointer.isVisible = false;
  100793. _this._laserPointer.isPickable = false;
  100794. if (!webVRController.mesh) {
  100795. // Create an empty mesh that is used prior to loading the high quality model
  100796. var preloadMesh = new BABYLON.Mesh("preloadControllerMesh", scene);
  100797. var preloadPointerPose = new BABYLON.Mesh(BABYLON.PoseEnabledController.POINTING_POSE, scene);
  100798. preloadPointerPose.rotation.x = -0.7;
  100799. preloadMesh.addChild(preloadPointerPose);
  100800. webVRController.attachToMesh(preloadMesh);
  100801. }
  100802. _this._setLaserPointerParent(webVRController.mesh);
  100803. _this._meshAttachedObserver = webVRController._meshAttachedObservable.add(function (mesh) {
  100804. _this._setLaserPointerParent(mesh);
  100805. });
  100806. return _this;
  100807. }
  100808. VRExperienceHelperControllerGazer.prototype._getForwardRay = function (length) {
  100809. return this.webVRController.getForwardRay(length);
  100810. };
  100811. /** @hidden */
  100812. VRExperienceHelperControllerGazer.prototype._activatePointer = function () {
  100813. _super.prototype._activatePointer.call(this);
  100814. this._laserPointer.isVisible = true;
  100815. };
  100816. /** @hidden */
  100817. VRExperienceHelperControllerGazer.prototype._deactivatePointer = function () {
  100818. _super.prototype._deactivatePointer.call(this);
  100819. this._laserPointer.isVisible = false;
  100820. };
  100821. /** @hidden */
  100822. VRExperienceHelperControllerGazer.prototype._setLaserPointerColor = function (color) {
  100823. this._laserPointer.material.emissiveColor = color;
  100824. };
  100825. /** @hidden */
  100826. VRExperienceHelperControllerGazer.prototype._setLaserPointerParent = function (mesh) {
  100827. var makeNotPick = function (root) {
  100828. root.isPickable = false;
  100829. root.getChildMeshes().forEach(function (c) {
  100830. makeNotPick(c);
  100831. });
  100832. };
  100833. makeNotPick(mesh);
  100834. var childMeshes = mesh.getChildMeshes();
  100835. this.webVRController._pointingPoseNode = null;
  100836. for (var i = 0; i < childMeshes.length; i++) {
  100837. if (childMeshes[i].name && childMeshes[i].name.indexOf(BABYLON.PoseEnabledController.POINTING_POSE) >= 0) {
  100838. mesh = childMeshes[i];
  100839. this.webVRController._pointingPoseNode = mesh;
  100840. break;
  100841. }
  100842. }
  100843. this._laserPointer.parent = mesh;
  100844. };
  100845. VRExperienceHelperControllerGazer.prototype._updatePointerDistance = function (distance) {
  100846. if (distance === void 0) { distance = 100; }
  100847. this._laserPointer.scaling.y = distance;
  100848. this._laserPointer.position.z = -distance / 2;
  100849. };
  100850. VRExperienceHelperControllerGazer.prototype.dispose = function () {
  100851. _super.prototype.dispose.call(this);
  100852. this._laserPointer.dispose();
  100853. if (this._meshAttachedObserver) {
  100854. this.webVRController._meshAttachedObservable.remove(this._meshAttachedObserver);
  100855. }
  100856. };
  100857. return VRExperienceHelperControllerGazer;
  100858. }(VRExperienceHelperGazer));
  100859. var VRExperienceHelperCameraGazer = /** @class */ (function (_super) {
  100860. __extends(VRExperienceHelperCameraGazer, _super);
  100861. function VRExperienceHelperCameraGazer(getCamera, scene) {
  100862. var _this = _super.call(this, scene) || this;
  100863. _this.getCamera = getCamera;
  100864. return _this;
  100865. }
  100866. VRExperienceHelperCameraGazer.prototype._getForwardRay = function (length) {
  100867. var camera = this.getCamera();
  100868. if (camera) {
  100869. return camera.getForwardRay(length);
  100870. }
  100871. else {
  100872. return new BABYLON.Ray(BABYLON.Vector3.Zero(), BABYLON.Vector3.Forward());
  100873. }
  100874. };
  100875. return VRExperienceHelperCameraGazer;
  100876. }(VRExperienceHelperGazer));
  100877. /**
  100878. * Helps to quickly add VR support to an existing scene.
  100879. * See http://doc.babylonjs.com/how_to/webvr_helper
  100880. */
  100881. var VRExperienceHelper = /** @class */ (function () {
  100882. /**
  100883. * Instantiates a VRExperienceHelper.
  100884. * Helps to quickly add VR support to an existing scene.
  100885. * @param scene The scene the VRExperienceHelper belongs to.
  100886. * @param webVROptions Options to modify the vr experience helper's behavior.
  100887. */
  100888. function VRExperienceHelper(scene,
  100889. /** Options to modify the vr experience helper's behavior. */
  100890. webVROptions) {
  100891. if (webVROptions === void 0) { webVROptions = {}; }
  100892. var _this = this;
  100893. this.webVROptions = webVROptions;
  100894. // Can the system support WebVR, even if a headset isn't plugged in?
  100895. this._webVRsupported = false;
  100896. // If WebVR is supported, is a headset plugged in and are we ready to present?
  100897. this._webVRready = false;
  100898. // Are we waiting for the requestPresent callback to complete?
  100899. this._webVRrequesting = false;
  100900. // Are we presenting to the headset right now? (this is the vrDevice state)
  100901. this._webVRpresenting = false;
  100902. // Are we presenting in the fullscreen fallback?
  100903. this._fullscreenVRpresenting = false;
  100904. /**
  100905. * Observable raised when entering VR.
  100906. */
  100907. this.onEnteringVRObservable = new BABYLON.Observable();
  100908. /**
  100909. * Observable raised when exiting VR.
  100910. */
  100911. this.onExitingVRObservable = new BABYLON.Observable();
  100912. /**
  100913. * Observable raised when controller mesh is loaded.
  100914. */
  100915. this.onControllerMeshLoadedObservable = new BABYLON.Observable();
  100916. this._useCustomVRButton = false;
  100917. this._teleportationRequested = false;
  100918. this._teleportActive = false;
  100919. this._floorMeshesCollection = [];
  100920. this._rotationAllowed = true;
  100921. this._teleportBackwardsVector = new BABYLON.Vector3(0, -1, -1);
  100922. this._isDefaultTeleportationTarget = true;
  100923. this._teleportationFillColor = "#444444";
  100924. this._teleportationBorderColor = "#FFFFFF";
  100925. this._rotationAngle = 0;
  100926. this._haloCenter = new BABYLON.Vector3(0, 0, 0);
  100927. this._padSensibilityUp = 0.65;
  100928. this._padSensibilityDown = 0.35;
  100929. this._leftController = null;
  100930. this._rightController = null;
  100931. /**
  100932. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  100933. */
  100934. this.onNewMeshSelected = new BABYLON.Observable();
  100935. /**
  100936. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  100937. */
  100938. this.onNewMeshPicked = new BABYLON.Observable();
  100939. /**
  100940. * Observable raised before camera teleportation
  100941. */
  100942. this.onBeforeCameraTeleport = new BABYLON.Observable();
  100943. /**
  100944. * Observable raised after camera teleportation
  100945. */
  100946. this.onAfterCameraTeleport = new BABYLON.Observable();
  100947. /**
  100948. * Observable raised when current selected mesh gets unselected
  100949. */
  100950. this.onSelectedMeshUnselected = new BABYLON.Observable();
  100951. /**
  100952. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  100953. */
  100954. this.teleportationEnabled = true;
  100955. this._teleportationInitialized = false;
  100956. this._interactionsEnabled = false;
  100957. this._interactionsRequested = false;
  100958. this._displayGaze = true;
  100959. this._displayLaserPointer = true;
  100960. /**
  100961. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  100962. */
  100963. this.updateGazeTrackerScale = true;
  100964. this._onResize = function () {
  100965. _this.moveButtonToBottomRight();
  100966. if (_this._fullscreenVRpresenting && _this._webVRready) {
  100967. _this.exitVR();
  100968. }
  100969. };
  100970. this._onFullscreenChange = function () {
  100971. if (document.fullscreen !== undefined) {
  100972. _this._fullscreenVRpresenting = document.fullscreen;
  100973. }
  100974. else if (document.mozFullScreen !== undefined) {
  100975. _this._fullscreenVRpresenting = document.mozFullScreen;
  100976. }
  100977. else if (document.webkitIsFullScreen !== undefined) {
  100978. _this._fullscreenVRpresenting = document.webkitIsFullScreen;
  100979. }
  100980. else if (document.msIsFullScreen !== undefined) {
  100981. _this._fullscreenVRpresenting = document.msIsFullScreen;
  100982. }
  100983. else if (document.msFullscreenElement !== undefined) {
  100984. _this._fullscreenVRpresenting = document.msFullscreenElement;
  100985. }
  100986. if (!_this._fullscreenVRpresenting && _this._canvas) {
  100987. _this.exitVR();
  100988. if (!_this._useCustomVRButton) {
  100989. _this._btnVR.style.top = _this._canvas.offsetTop + _this._canvas.offsetHeight - 70 + "px";
  100990. _this._btnVR.style.left = _this._canvas.offsetLeft + _this._canvas.offsetWidth - 100 + "px";
  100991. }
  100992. }
  100993. };
  100994. this.beforeRender = function () {
  100995. if (_this._leftController && _this._leftController._activePointer) {
  100996. _this._castRayAndSelectObject(_this._leftController);
  100997. }
  100998. if (_this._rightController && _this._rightController._activePointer) {
  100999. _this._castRayAndSelectObject(_this._rightController);
  101000. }
  101001. if (_this._noControllerIsActive) {
  101002. _this._castRayAndSelectObject(_this._cameraGazer);
  101003. }
  101004. else {
  101005. _this._cameraGazer._gazeTracker.isVisible = false;
  101006. }
  101007. };
  101008. this._onNewGamepadConnected = function (gamepad) {
  101009. if (gamepad.type !== BABYLON.Gamepad.POSE_ENABLED) {
  101010. if (gamepad.leftStick) {
  101011. gamepad.onleftstickchanged(function (stickValues) {
  101012. if (_this._teleportationInitialized && _this.teleportationEnabled) {
  101013. // Listening to classic/xbox gamepad only if no VR controller is active
  101014. if ((!_this._leftController && !_this._rightController) ||
  101015. ((_this._leftController && !_this._leftController._activePointer) &&
  101016. (_this._rightController && !_this._rightController._activePointer))) {
  101017. _this._checkTeleportWithRay(stickValues, _this._cameraGazer);
  101018. _this._checkTeleportBackwards(stickValues, _this._cameraGazer);
  101019. }
  101020. }
  101021. });
  101022. }
  101023. if (gamepad.rightStick) {
  101024. gamepad.onrightstickchanged(function (stickValues) {
  101025. if (_this._teleportationInitialized) {
  101026. _this._checkRotate(stickValues, _this._cameraGazer);
  101027. }
  101028. });
  101029. }
  101030. if (gamepad.type === BABYLON.Gamepad.XBOX) {
  101031. gamepad.onbuttondown(function (buttonPressed) {
  101032. if (_this._interactionsEnabled && buttonPressed === BABYLON.Xbox360Button.A) {
  101033. _this._cameraGazer._selectionPointerDown();
  101034. }
  101035. });
  101036. gamepad.onbuttonup(function (buttonPressed) {
  101037. if (_this._interactionsEnabled && buttonPressed === BABYLON.Xbox360Button.A) {
  101038. _this._cameraGazer._selectionPointerUp();
  101039. }
  101040. });
  101041. }
  101042. }
  101043. else {
  101044. var webVRController = gamepad;
  101045. var controller = new VRExperienceHelperControllerGazer(webVRController, _this._scene, _this._cameraGazer._gazeTracker);
  101046. if (webVRController.hand === "right" || (_this._leftController && _this._leftController.webVRController != webVRController)) {
  101047. _this._rightController = controller;
  101048. }
  101049. else {
  101050. _this._leftController = controller;
  101051. }
  101052. _this._tryEnableInteractionOnController(controller);
  101053. }
  101054. };
  101055. // 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
  101056. this._tryEnableInteractionOnController = function (controller) {
  101057. if (_this._interactionsRequested && !controller._interactionsEnabled) {
  101058. _this._enableInteractionOnController(controller);
  101059. }
  101060. if (_this._teleportationRequested && !controller._teleportationEnabled) {
  101061. _this._enableTeleportationOnController(controller);
  101062. }
  101063. };
  101064. this._onNewGamepadDisconnected = function (gamepad) {
  101065. if (gamepad instanceof BABYLON.WebVRController) {
  101066. if (gamepad.hand === "left" && _this._leftController != null) {
  101067. _this._leftController.dispose();
  101068. _this._leftController = null;
  101069. }
  101070. if (gamepad.hand === "right" && _this._rightController != null) {
  101071. _this._rightController.dispose();
  101072. _this._rightController = null;
  101073. }
  101074. }
  101075. };
  101076. this._workingVector = BABYLON.Vector3.Zero();
  101077. this._workingQuaternion = BABYLON.Quaternion.Identity();
  101078. this._workingMatrix = BABYLON.Matrix.Identity();
  101079. this._scene = scene;
  101080. this._canvas = scene.getEngine().getRenderingCanvas();
  101081. // Parse options
  101082. if (webVROptions.createFallbackVRDeviceOrientationFreeCamera === undefined) {
  101083. webVROptions.createFallbackVRDeviceOrientationFreeCamera = true;
  101084. }
  101085. if (webVROptions.createDeviceOrientationCamera === undefined) {
  101086. webVROptions.createDeviceOrientationCamera = true;
  101087. }
  101088. if (webVROptions.laserToggle === undefined) {
  101089. webVROptions.laserToggle = true;
  101090. }
  101091. if (webVROptions.defaultHeight === undefined) {
  101092. webVROptions.defaultHeight = 1.7;
  101093. }
  101094. if (webVROptions.useCustomVRButton) {
  101095. this._useCustomVRButton = true;
  101096. if (webVROptions.customVRButton) {
  101097. this._btnVR = webVROptions.customVRButton;
  101098. }
  101099. }
  101100. if (webVROptions.rayLength) {
  101101. this._rayLength = webVROptions.rayLength;
  101102. }
  101103. this._defaultHeight = webVROptions.defaultHeight;
  101104. if (webVROptions.positionScale) {
  101105. this._rayLength *= webVROptions.positionScale;
  101106. this._defaultHeight *= webVROptions.positionScale;
  101107. }
  101108. this._hasEnteredVR = false;
  101109. // Set position
  101110. if (this._scene.activeCamera) {
  101111. this._position = this._scene.activeCamera.position.clone();
  101112. }
  101113. else {
  101114. this._position = new BABYLON.Vector3(0, this._defaultHeight, 0);
  101115. }
  101116. // Set non-vr camera
  101117. if (webVROptions.createDeviceOrientationCamera || !this._scene.activeCamera) {
  101118. this._deviceOrientationCamera = new BABYLON.DeviceOrientationCamera("deviceOrientationVRHelper", this._position.clone(), scene);
  101119. // Copy data from existing camera
  101120. if (this._scene.activeCamera) {
  101121. this._deviceOrientationCamera.minZ = this._scene.activeCamera.minZ;
  101122. this._deviceOrientationCamera.maxZ = this._scene.activeCamera.maxZ;
  101123. // Set rotation from previous camera
  101124. if (this._scene.activeCamera instanceof BABYLON.TargetCamera && this._scene.activeCamera.rotation) {
  101125. var targetCamera = this._scene.activeCamera;
  101126. if (targetCamera.rotationQuaternion) {
  101127. this._deviceOrientationCamera.rotationQuaternion.copyFrom(targetCamera.rotationQuaternion);
  101128. }
  101129. else {
  101130. this._deviceOrientationCamera.rotationQuaternion.copyFrom(BABYLON.Quaternion.RotationYawPitchRoll(targetCamera.rotation.y, targetCamera.rotation.x, targetCamera.rotation.z));
  101131. }
  101132. this._deviceOrientationCamera.rotation = targetCamera.rotation.clone();
  101133. }
  101134. }
  101135. this._scene.activeCamera = this._deviceOrientationCamera;
  101136. if (this._canvas) {
  101137. this._scene.activeCamera.attachControl(this._canvas);
  101138. }
  101139. }
  101140. else {
  101141. this._existingCamera = this._scene.activeCamera;
  101142. }
  101143. // Create VR cameras
  101144. if (webVROptions.createFallbackVRDeviceOrientationFreeCamera) {
  101145. this._vrDeviceOrientationCamera = new BABYLON.VRDeviceOrientationFreeCamera("VRDeviceOrientationVRHelper", this._position, this._scene);
  101146. }
  101147. this._webVRCamera = new BABYLON.WebVRFreeCamera("WebVRHelper", this._position, this._scene, webVROptions);
  101148. this._webVRCamera.useStandingMatrix();
  101149. this._cameraGazer = new VRExperienceHelperCameraGazer(function () { return _this.currentVRCamera; }, scene);
  101150. // Create default button
  101151. if (!this._useCustomVRButton) {
  101152. this._btnVR = document.createElement("BUTTON");
  101153. this._btnVR.className = "babylonVRicon";
  101154. this._btnVR.id = "babylonVRiconbtn";
  101155. this._btnVR.title = "Click to switch to VR";
  101156. 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) }";
  101157. css += ".babylonVRicon.vrdisplaypresenting { display: none; }";
  101158. // TODO: Add user feedback so that they know what state the VRDisplay is in (disconnected, connected, entering-VR)
  101159. // css += ".babylonVRicon.vrdisplaysupported { }";
  101160. // css += ".babylonVRicon.vrdisplayready { }";
  101161. // css += ".babylonVRicon.vrdisplayrequesting { }";
  101162. var style = document.createElement('style');
  101163. style.appendChild(document.createTextNode(css));
  101164. document.getElementsByTagName('head')[0].appendChild(style);
  101165. this.moveButtonToBottomRight();
  101166. }
  101167. // VR button click event
  101168. if (this._btnVR) {
  101169. this._btnVR.addEventListener("click", function () {
  101170. if (!_this.isInVRMode) {
  101171. _this.enterVR();
  101172. }
  101173. else {
  101174. _this.exitVR();
  101175. }
  101176. });
  101177. }
  101178. // Window events
  101179. window.addEventListener("resize", this._onResize);
  101180. document.addEventListener("fullscreenchange", this._onFullscreenChange, false);
  101181. document.addEventListener("mozfullscreenchange", this._onFullscreenChange, false);
  101182. document.addEventListener("webkitfullscreenchange", this._onFullscreenChange, false);
  101183. document.addEventListener("msfullscreenchange", this._onFullscreenChange, false);
  101184. document.onmsfullscreenchange = this._onFullscreenChange;
  101185. // Display vr button when headset is connected
  101186. if (webVROptions.createFallbackVRDeviceOrientationFreeCamera) {
  101187. this.displayVRButton();
  101188. }
  101189. else {
  101190. this._scene.getEngine().onVRDisplayChangedObservable.add(function (e) {
  101191. if (e.vrDisplay) {
  101192. _this.displayVRButton();
  101193. }
  101194. });
  101195. }
  101196. // Exiting VR mode using 'ESC' key on desktop
  101197. this._onKeyDown = function (event) {
  101198. if (event.keyCode === 27 && _this.isInVRMode) {
  101199. _this.exitVR();
  101200. }
  101201. };
  101202. document.addEventListener("keydown", this._onKeyDown);
  101203. // Exiting VR mode double tapping the touch screen
  101204. this._scene.onPrePointerObservable.add(function (pointerInfo, eventState) {
  101205. if (_this.isInVRMode) {
  101206. _this.exitVR();
  101207. if (_this._fullscreenVRpresenting) {
  101208. _this._scene.getEngine().switchFullscreen(true);
  101209. }
  101210. }
  101211. }, BABYLON.PointerEventTypes.POINTERDOUBLETAP, false);
  101212. // Listen for WebVR display changes
  101213. this._onVRDisplayChanged = function (eventArgs) { return _this.onVRDisplayChanged(eventArgs); };
  101214. this._onVrDisplayPresentChange = function () { return _this.onVrDisplayPresentChange(); };
  101215. this._onVRRequestPresentStart = function () {
  101216. _this._webVRrequesting = true;
  101217. _this.updateButtonVisibility();
  101218. };
  101219. this._onVRRequestPresentComplete = function (success) {
  101220. _this._webVRrequesting = false;
  101221. _this.updateButtonVisibility();
  101222. };
  101223. scene.getEngine().onVRDisplayChangedObservable.add(this._onVRDisplayChanged);
  101224. scene.getEngine().onVRRequestPresentStart.add(this._onVRRequestPresentStart);
  101225. scene.getEngine().onVRRequestPresentComplete.add(this._onVRRequestPresentComplete);
  101226. window.addEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  101227. scene.onDisposeObservable.add(function () {
  101228. _this.dispose();
  101229. });
  101230. // Gamepad connection events
  101231. this._webVRCamera.onControllerMeshLoadedObservable.add(function (webVRController) { return _this._onDefaultMeshLoaded(webVRController); });
  101232. this._scene.gamepadManager.onGamepadConnectedObservable.add(this._onNewGamepadConnected);
  101233. this._scene.gamepadManager.onGamepadDisconnectedObservable.add(this._onNewGamepadDisconnected);
  101234. this.updateButtonVisibility();
  101235. //create easing functions
  101236. this._circleEase = new BABYLON.CircleEase();
  101237. this._circleEase.setEasingMode(BABYLON.EasingFunction.EASINGMODE_EASEINOUT);
  101238. if (this.webVROptions.floorMeshes) {
  101239. this.enableTeleportation({ floorMeshes: this.webVROptions.floorMeshes });
  101240. }
  101241. }
  101242. Object.defineProperty(VRExperienceHelper.prototype, "onEnteringVR", {
  101243. /** Return this.onEnteringVRObservable
  101244. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  101245. */
  101246. get: function () {
  101247. return this.onEnteringVRObservable;
  101248. },
  101249. enumerable: true,
  101250. configurable: true
  101251. });
  101252. Object.defineProperty(VRExperienceHelper.prototype, "onExitingVR", {
  101253. /** Return this.onExitingVRObservable
  101254. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  101255. */
  101256. get: function () {
  101257. return this.onExitingVRObservable;
  101258. },
  101259. enumerable: true,
  101260. configurable: true
  101261. });
  101262. Object.defineProperty(VRExperienceHelper.prototype, "onControllerMeshLoaded", {
  101263. /** Return this.onControllerMeshLoadedObservable
  101264. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  101265. */
  101266. get: function () {
  101267. return this.onControllerMeshLoadedObservable;
  101268. },
  101269. enumerable: true,
  101270. configurable: true
  101271. });
  101272. Object.defineProperty(VRExperienceHelper.prototype, "teleportationTarget", {
  101273. /**
  101274. * The mesh used to display where the user is going to teleport.
  101275. */
  101276. get: function () {
  101277. return this._teleportationTarget;
  101278. },
  101279. /**
  101280. * Sets the mesh to be used to display where the user is going to teleport.
  101281. */
  101282. set: function (value) {
  101283. if (value) {
  101284. value.name = "teleportationTarget";
  101285. this._isDefaultTeleportationTarget = false;
  101286. this._teleportationTarget = value;
  101287. }
  101288. },
  101289. enumerable: true,
  101290. configurable: true
  101291. });
  101292. Object.defineProperty(VRExperienceHelper.prototype, "gazeTrackerMesh", {
  101293. /**
  101294. * 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
  101295. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  101296. * See http://doc.babylonjs.com/resources/baking_transformations
  101297. */
  101298. get: function () {
  101299. return this._cameraGazer._gazeTracker;
  101300. },
  101301. set: function (value) {
  101302. if (value) {
  101303. // Dispose of existing meshes
  101304. if (this._cameraGazer._gazeTracker) {
  101305. this._cameraGazer._gazeTracker.dispose();
  101306. }
  101307. if (this._leftController && this._leftController._gazeTracker) {
  101308. this._leftController._gazeTracker.dispose();
  101309. }
  101310. if (this._rightController && this._rightController._gazeTracker) {
  101311. this._rightController._gazeTracker.dispose();
  101312. }
  101313. // Set and create gaze trackers on head and controllers
  101314. this._cameraGazer._gazeTracker = value;
  101315. this._cameraGazer._gazeTracker.bakeCurrentTransformIntoVertices();
  101316. this._cameraGazer._gazeTracker.isPickable = false;
  101317. this._cameraGazer._gazeTracker.isVisible = false;
  101318. this._cameraGazer._gazeTracker.name = "gazeTracker";
  101319. if (this._leftController) {
  101320. this._leftController._gazeTracker = this._cameraGazer._gazeTracker.clone("gazeTracker");
  101321. }
  101322. if (this._rightController) {
  101323. this._rightController._gazeTracker = this._cameraGazer._gazeTracker.clone("gazeTracker");
  101324. }
  101325. }
  101326. },
  101327. enumerable: true,
  101328. configurable: true
  101329. });
  101330. Object.defineProperty(VRExperienceHelper.prototype, "leftControllerGazeTrackerMesh", {
  101331. /**
  101332. * The gaze tracking mesh corresponding to the left controller
  101333. */
  101334. get: function () {
  101335. if (this._leftController) {
  101336. return this._leftController._gazeTracker;
  101337. }
  101338. return null;
  101339. },
  101340. enumerable: true,
  101341. configurable: true
  101342. });
  101343. Object.defineProperty(VRExperienceHelper.prototype, "rightControllerGazeTrackerMesh", {
  101344. /**
  101345. * The gaze tracking mesh corresponding to the right controller
  101346. */
  101347. get: function () {
  101348. if (this._rightController) {
  101349. return this._rightController._gazeTracker;
  101350. }
  101351. return null;
  101352. },
  101353. enumerable: true,
  101354. configurable: true
  101355. });
  101356. Object.defineProperty(VRExperienceHelper.prototype, "displayGaze", {
  101357. /**
  101358. * If the ray of the gaze should be displayed.
  101359. */
  101360. get: function () {
  101361. return this._displayGaze;
  101362. },
  101363. /**
  101364. * Sets if the ray of the gaze should be displayed.
  101365. */
  101366. set: function (value) {
  101367. this._displayGaze = value;
  101368. if (!value) {
  101369. this._cameraGazer._gazeTracker.isVisible = false;
  101370. if (this._leftController) {
  101371. this._leftController._gazeTracker.isVisible = false;
  101372. }
  101373. if (this._rightController) {
  101374. this._rightController._gazeTracker.isVisible = false;
  101375. }
  101376. }
  101377. },
  101378. enumerable: true,
  101379. configurable: true
  101380. });
  101381. Object.defineProperty(VRExperienceHelper.prototype, "displayLaserPointer", {
  101382. /**
  101383. * If the ray of the LaserPointer should be displayed.
  101384. */
  101385. get: function () {
  101386. return this._displayLaserPointer;
  101387. },
  101388. /**
  101389. * Sets if the ray of the LaserPointer should be displayed.
  101390. */
  101391. set: function (value) {
  101392. this._displayLaserPointer = value;
  101393. if (!value) {
  101394. if (this._rightController) {
  101395. this._rightController._deactivatePointer();
  101396. this._rightController._gazeTracker.isVisible = false;
  101397. }
  101398. if (this._leftController) {
  101399. this._leftController._deactivatePointer();
  101400. this._leftController._gazeTracker.isVisible = false;
  101401. }
  101402. }
  101403. else {
  101404. if (this._rightController) {
  101405. this._rightController._activatePointer();
  101406. }
  101407. if (this._leftController) {
  101408. this._leftController._activatePointer();
  101409. }
  101410. }
  101411. },
  101412. enumerable: true,
  101413. configurable: true
  101414. });
  101415. Object.defineProperty(VRExperienceHelper.prototype, "deviceOrientationCamera", {
  101416. /**
  101417. * The deviceOrientationCamera used as the camera when not in VR.
  101418. */
  101419. get: function () {
  101420. return this._deviceOrientationCamera;
  101421. },
  101422. enumerable: true,
  101423. configurable: true
  101424. });
  101425. Object.defineProperty(VRExperienceHelper.prototype, "currentVRCamera", {
  101426. /**
  101427. * Based on the current WebVR support, returns the current VR camera used.
  101428. */
  101429. get: function () {
  101430. if (this._webVRready) {
  101431. return this._webVRCamera;
  101432. }
  101433. else {
  101434. return this._scene.activeCamera;
  101435. }
  101436. },
  101437. enumerable: true,
  101438. configurable: true
  101439. });
  101440. Object.defineProperty(VRExperienceHelper.prototype, "webVRCamera", {
  101441. /**
  101442. * The webVRCamera which is used when in VR.
  101443. */
  101444. get: function () {
  101445. return this._webVRCamera;
  101446. },
  101447. enumerable: true,
  101448. configurable: true
  101449. });
  101450. Object.defineProperty(VRExperienceHelper.prototype, "vrDeviceOrientationCamera", {
  101451. /**
  101452. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  101453. */
  101454. get: function () {
  101455. return this._vrDeviceOrientationCamera;
  101456. },
  101457. enumerable: true,
  101458. configurable: true
  101459. });
  101460. Object.defineProperty(VRExperienceHelper.prototype, "_teleportationRequestInitiated", {
  101461. get: function () {
  101462. var result = this._cameraGazer._teleportationRequestInitiated
  101463. || (this._leftController !== null && this._leftController._teleportationRequestInitiated)
  101464. || (this._rightController !== null && this._rightController._teleportationRequestInitiated);
  101465. return result;
  101466. },
  101467. enumerable: true,
  101468. configurable: true
  101469. });
  101470. // Raised when one of the controller has loaded successfully its associated default mesh
  101471. VRExperienceHelper.prototype._onDefaultMeshLoaded = function (webVRController) {
  101472. if (this._leftController && this._leftController.webVRController == webVRController) {
  101473. if (webVRController.mesh) {
  101474. this._leftController._setLaserPointerParent(webVRController.mesh);
  101475. }
  101476. }
  101477. if (this._rightController && this._rightController.webVRController == webVRController) {
  101478. if (webVRController.mesh) {
  101479. this._rightController._setLaserPointerParent(webVRController.mesh);
  101480. }
  101481. }
  101482. try {
  101483. this.onControllerMeshLoadedObservable.notifyObservers(webVRController);
  101484. }
  101485. catch (err) {
  101486. BABYLON.Tools.Warn("Error in your custom logic onControllerMeshLoaded: " + err);
  101487. }
  101488. };
  101489. Object.defineProperty(VRExperienceHelper.prototype, "isInVRMode", {
  101490. /**
  101491. * Gets a value indicating if we are currently in VR mode.
  101492. */
  101493. get: function () {
  101494. return this._webVRpresenting || this._fullscreenVRpresenting;
  101495. },
  101496. enumerable: true,
  101497. configurable: true
  101498. });
  101499. VRExperienceHelper.prototype.onVrDisplayPresentChange = function () {
  101500. var vrDisplay = this._scene.getEngine().getVRDevice();
  101501. if (vrDisplay) {
  101502. var wasPresenting = this._webVRpresenting;
  101503. this._webVRpresenting = vrDisplay.isPresenting;
  101504. if (wasPresenting && !this._webVRpresenting)
  101505. this.exitVR();
  101506. }
  101507. else {
  101508. BABYLON.Tools.Warn('Detected VRDisplayPresentChange on an unknown VRDisplay. Did you can enterVR on the vrExperienceHelper?');
  101509. }
  101510. this.updateButtonVisibility();
  101511. };
  101512. VRExperienceHelper.prototype.onVRDisplayChanged = function (eventArgs) {
  101513. this._webVRsupported = eventArgs.vrSupported;
  101514. this._webVRready = !!eventArgs.vrDisplay;
  101515. this._webVRpresenting = eventArgs.vrDisplay && eventArgs.vrDisplay.isPresenting;
  101516. this.updateButtonVisibility();
  101517. };
  101518. VRExperienceHelper.prototype.moveButtonToBottomRight = function () {
  101519. if (this._canvas && !this._useCustomVRButton) {
  101520. this._btnVR.style.top = this._canvas.offsetTop + this._canvas.offsetHeight - 70 + "px";
  101521. this._btnVR.style.left = this._canvas.offsetLeft + this._canvas.offsetWidth - 100 + "px";
  101522. }
  101523. };
  101524. VRExperienceHelper.prototype.displayVRButton = function () {
  101525. if (!this._useCustomVRButton && !this._btnVRDisplayed) {
  101526. document.body.appendChild(this._btnVR);
  101527. this._btnVRDisplayed = true;
  101528. }
  101529. };
  101530. VRExperienceHelper.prototype.updateButtonVisibility = function () {
  101531. if (!this._btnVR || this._useCustomVRButton) {
  101532. return;
  101533. }
  101534. this._btnVR.className = "babylonVRicon";
  101535. if (this.isInVRMode) {
  101536. this._btnVR.className += " vrdisplaypresenting";
  101537. }
  101538. else {
  101539. if (this._webVRready)
  101540. this._btnVR.className += " vrdisplayready";
  101541. if (this._webVRsupported)
  101542. this._btnVR.className += " vrdisplaysupported";
  101543. if (this._webVRrequesting)
  101544. this._btnVR.className += " vrdisplayrequesting";
  101545. }
  101546. };
  101547. /**
  101548. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  101549. * Otherwise, will use the fullscreen API.
  101550. */
  101551. VRExperienceHelper.prototype.enterVR = function () {
  101552. if (this.onEnteringVRObservable) {
  101553. try {
  101554. this.onEnteringVRObservable.notifyObservers(this);
  101555. }
  101556. catch (err) {
  101557. BABYLON.Tools.Warn("Error in your custom logic onEnteringVR: " + err);
  101558. }
  101559. }
  101560. if (this._scene.activeCamera) {
  101561. this._position = this._scene.activeCamera.position.clone();
  101562. // make sure that we return to the last active camera
  101563. this._existingCamera = this._scene.activeCamera;
  101564. }
  101565. if (this._webVRrequesting)
  101566. return;
  101567. // If WebVR is supported and a headset is connected
  101568. if (this._webVRready) {
  101569. if (!this._webVRpresenting) {
  101570. this._webVRCamera.position = this._position;
  101571. this._scene.activeCamera = this._webVRCamera;
  101572. }
  101573. }
  101574. else if (this._vrDeviceOrientationCamera) {
  101575. this._vrDeviceOrientationCamera.position = this._position;
  101576. if (this._scene.activeCamera) {
  101577. this._vrDeviceOrientationCamera.minZ = this._scene.activeCamera.minZ;
  101578. }
  101579. this._scene.activeCamera = this._vrDeviceOrientationCamera;
  101580. this._scene.getEngine().switchFullscreen(true);
  101581. this.updateButtonVisibility();
  101582. }
  101583. if (this._scene.activeCamera && this._canvas) {
  101584. this._scene.activeCamera.attachControl(this._canvas);
  101585. }
  101586. if (this._interactionsEnabled) {
  101587. this._scene.registerBeforeRender(this.beforeRender);
  101588. }
  101589. this._hasEnteredVR = true;
  101590. };
  101591. /**
  101592. * Attempt to exit VR, or fullscreen.
  101593. */
  101594. VRExperienceHelper.prototype.exitVR = function () {
  101595. if (this._hasEnteredVR) {
  101596. if (this.onExitingVRObservable) {
  101597. try {
  101598. this.onExitingVRObservable.notifyObservers(this);
  101599. }
  101600. catch (err) {
  101601. BABYLON.Tools.Warn("Error in your custom logic onExitingVR: " + err);
  101602. }
  101603. }
  101604. if (this._webVRpresenting) {
  101605. this._scene.getEngine().disableVR();
  101606. }
  101607. if (this._scene.activeCamera) {
  101608. this._position = this._scene.activeCamera.position.clone();
  101609. }
  101610. if (this._deviceOrientationCamera) {
  101611. this._deviceOrientationCamera.position = this._position;
  101612. this._scene.activeCamera = this._deviceOrientationCamera;
  101613. if (this._canvas) {
  101614. this._scene.activeCamera.attachControl(this._canvas);
  101615. }
  101616. }
  101617. else if (this._existingCamera) {
  101618. this._existingCamera.position = this._position;
  101619. this._scene.activeCamera = this._existingCamera;
  101620. }
  101621. this.updateButtonVisibility();
  101622. if (this._interactionsEnabled) {
  101623. this._scene.unregisterBeforeRender(this.beforeRender);
  101624. this._cameraGazer._gazeTracker.isVisible = false;
  101625. if (this._leftController) {
  101626. this._leftController._gazeTracker.isVisible = false;
  101627. }
  101628. if (this._rightController) {
  101629. this._rightController._gazeTracker.isVisible = false;
  101630. }
  101631. }
  101632. // resize to update width and height when exiting vr exits fullscreen
  101633. this._scene.getEngine().resize();
  101634. this._hasEnteredVR = false;
  101635. }
  101636. };
  101637. Object.defineProperty(VRExperienceHelper.prototype, "position", {
  101638. /**
  101639. * The position of the vr experience helper.
  101640. */
  101641. get: function () {
  101642. return this._position;
  101643. },
  101644. /**
  101645. * Sets the position of the vr experience helper.
  101646. */
  101647. set: function (value) {
  101648. this._position = value;
  101649. if (this._scene.activeCamera) {
  101650. this._scene.activeCamera.position = value;
  101651. }
  101652. },
  101653. enumerable: true,
  101654. configurable: true
  101655. });
  101656. /**
  101657. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  101658. */
  101659. VRExperienceHelper.prototype.enableInteractions = function () {
  101660. var _this = this;
  101661. if (!this._interactionsEnabled) {
  101662. this._interactionsRequested = true;
  101663. if (this._leftController) {
  101664. this._enableInteractionOnController(this._leftController);
  101665. }
  101666. if (this._rightController) {
  101667. this._enableInteractionOnController(this._rightController);
  101668. }
  101669. this.raySelectionPredicate = function (mesh) {
  101670. return mesh.isVisible && (mesh.isPickable || mesh.name === _this._floorMeshName);
  101671. };
  101672. this.meshSelectionPredicate = function (mesh) {
  101673. return true;
  101674. };
  101675. this._raySelectionPredicate = function (mesh) {
  101676. if (_this._isTeleportationFloor(mesh) || (mesh.name.indexOf("gazeTracker") === -1
  101677. && mesh.name.indexOf("teleportationTarget") === -1
  101678. && mesh.name.indexOf("torusTeleportation") === -1)) {
  101679. return _this.raySelectionPredicate(mesh);
  101680. }
  101681. return false;
  101682. };
  101683. this._interactionsEnabled = true;
  101684. }
  101685. };
  101686. Object.defineProperty(VRExperienceHelper.prototype, "_noControllerIsActive", {
  101687. get: function () {
  101688. return !(this._leftController && this._leftController._activePointer) && !(this._rightController && this._rightController._activePointer);
  101689. },
  101690. enumerable: true,
  101691. configurable: true
  101692. });
  101693. VRExperienceHelper.prototype._isTeleportationFloor = function (mesh) {
  101694. for (var i = 0; i < this._floorMeshesCollection.length; i++) {
  101695. if (this._floorMeshesCollection[i].id === mesh.id) {
  101696. return true;
  101697. }
  101698. }
  101699. if (this._floorMeshName && mesh.name === this._floorMeshName) {
  101700. return true;
  101701. }
  101702. return false;
  101703. };
  101704. /**
  101705. * Adds a floor mesh to be used for teleportation.
  101706. * @param floorMesh the mesh to be used for teleportation.
  101707. */
  101708. VRExperienceHelper.prototype.addFloorMesh = function (floorMesh) {
  101709. if (!this._floorMeshesCollection) {
  101710. return;
  101711. }
  101712. if (this._floorMeshesCollection.indexOf(floorMesh) > -1) {
  101713. return;
  101714. }
  101715. this._floorMeshesCollection.push(floorMesh);
  101716. };
  101717. /**
  101718. * Removes a floor mesh from being used for teleportation.
  101719. * @param floorMesh the mesh to be removed.
  101720. */
  101721. VRExperienceHelper.prototype.removeFloorMesh = function (floorMesh) {
  101722. if (!this._floorMeshesCollection) {
  101723. return;
  101724. }
  101725. var meshIndex = this._floorMeshesCollection.indexOf(floorMesh);
  101726. if (meshIndex !== -1) {
  101727. this._floorMeshesCollection.splice(meshIndex, 1);
  101728. }
  101729. };
  101730. /**
  101731. * Enables interactions and teleportation using the VR controllers and gaze.
  101732. * @param vrTeleportationOptions options to modify teleportation behavior.
  101733. */
  101734. VRExperienceHelper.prototype.enableTeleportation = function (vrTeleportationOptions) {
  101735. if (vrTeleportationOptions === void 0) { vrTeleportationOptions = {}; }
  101736. if (!this._teleportationInitialized) {
  101737. this._teleportationRequested = true;
  101738. this.enableInteractions();
  101739. if (vrTeleportationOptions.floorMeshName) {
  101740. this._floorMeshName = vrTeleportationOptions.floorMeshName;
  101741. }
  101742. if (vrTeleportationOptions.floorMeshes) {
  101743. this._floorMeshesCollection = vrTeleportationOptions.floorMeshes;
  101744. }
  101745. if (this._leftController != null) {
  101746. this._enableTeleportationOnController(this._leftController);
  101747. }
  101748. if (this._rightController != null) {
  101749. this._enableTeleportationOnController(this._rightController);
  101750. }
  101751. // Creates an image processing post process for the vignette not relying
  101752. // on the main scene configuration for image processing to reduce setup and spaces
  101753. // (gamma/linear) conflicts.
  101754. var imageProcessingConfiguration = new BABYLON.ImageProcessingConfiguration();
  101755. imageProcessingConfiguration.vignetteColor = new BABYLON.Color4(0, 0, 0, 0);
  101756. imageProcessingConfiguration.vignetteEnabled = true;
  101757. this._postProcessMove = new BABYLON.ImageProcessingPostProcess("postProcessMove", 1.0, this._webVRCamera, undefined, undefined, undefined, undefined, imageProcessingConfiguration);
  101758. this._webVRCamera.detachPostProcess(this._postProcessMove);
  101759. this._teleportationInitialized = true;
  101760. if (this._isDefaultTeleportationTarget) {
  101761. this._createTeleportationCircles();
  101762. this._teleportationTarget.scaling.scaleInPlace(this._webVRCamera.deviceScaleFactor);
  101763. }
  101764. }
  101765. };
  101766. VRExperienceHelper.prototype._enableInteractionOnController = function (controller) {
  101767. var _this = this;
  101768. var controllerMesh = controller.webVRController.mesh;
  101769. if (controllerMesh) {
  101770. controller._interactionsEnabled = true;
  101771. controller._activatePointer();
  101772. if (this.webVROptions.laserToggle) {
  101773. controller.webVRController.onMainButtonStateChangedObservable.add(function (stateObject) {
  101774. // Enabling / disabling laserPointer
  101775. if (_this._displayLaserPointer && stateObject.value === 1) {
  101776. if (controller._activePointer) {
  101777. controller._deactivatePointer();
  101778. }
  101779. else {
  101780. controller._activatePointer();
  101781. }
  101782. if (_this.displayGaze) {
  101783. controller._gazeTracker.isVisible = controller._activePointer;
  101784. }
  101785. }
  101786. });
  101787. }
  101788. controller.webVRController.onTriggerStateChangedObservable.add(function (stateObject) {
  101789. var gazer = controller;
  101790. if (_this._noControllerIsActive) {
  101791. gazer = _this._cameraGazer;
  101792. }
  101793. if (!gazer._pointerDownOnMeshAsked) {
  101794. if (stateObject.value > _this._padSensibilityUp) {
  101795. gazer._selectionPointerDown();
  101796. }
  101797. }
  101798. else if (stateObject.value < _this._padSensibilityDown) {
  101799. gazer._selectionPointerUp();
  101800. }
  101801. });
  101802. }
  101803. };
  101804. VRExperienceHelper.prototype._checkTeleportWithRay = function (stateObject, gazer) {
  101805. // Dont teleport if another gaze already requested teleportation
  101806. if (this._teleportationRequestInitiated && !gazer._teleportationRequestInitiated) {
  101807. return;
  101808. }
  101809. if (!gazer._teleportationRequestInitiated) {
  101810. if (stateObject.y < -this._padSensibilityUp && gazer._dpadPressed) {
  101811. gazer._activatePointer();
  101812. gazer._teleportationRequestInitiated = true;
  101813. }
  101814. }
  101815. else {
  101816. // Listening to the proper controller values changes to confirm teleportation
  101817. if (Math.sqrt(stateObject.y * stateObject.y + stateObject.x * stateObject.x) < this._padSensibilityDown) {
  101818. if (this._teleportActive) {
  101819. this.teleportCamera(this._haloCenter);
  101820. }
  101821. gazer._teleportationRequestInitiated = false;
  101822. }
  101823. }
  101824. };
  101825. VRExperienceHelper.prototype._checkRotate = function (stateObject, gazer) {
  101826. // Only rotate when user is not currently selecting a teleportation location
  101827. if (gazer._teleportationRequestInitiated) {
  101828. return;
  101829. }
  101830. if (!gazer._rotationLeftAsked) {
  101831. if (stateObject.x < -this._padSensibilityUp && gazer._dpadPressed) {
  101832. gazer._rotationLeftAsked = true;
  101833. if (this._rotationAllowed) {
  101834. this._rotateCamera(false);
  101835. }
  101836. }
  101837. }
  101838. else {
  101839. if (stateObject.x > -this._padSensibilityDown) {
  101840. gazer._rotationLeftAsked = false;
  101841. }
  101842. }
  101843. if (!gazer._rotationRightAsked) {
  101844. if (stateObject.x > this._padSensibilityUp && gazer._dpadPressed) {
  101845. gazer._rotationRightAsked = true;
  101846. if (this._rotationAllowed) {
  101847. this._rotateCamera(true);
  101848. }
  101849. }
  101850. }
  101851. else {
  101852. if (stateObject.x < this._padSensibilityDown) {
  101853. gazer._rotationRightAsked = false;
  101854. }
  101855. }
  101856. };
  101857. VRExperienceHelper.prototype._checkTeleportBackwards = function (stateObject, gazer) {
  101858. // Only teleport backwards when user is not currently selecting a teleportation location
  101859. if (gazer._teleportationRequestInitiated) {
  101860. return;
  101861. }
  101862. // Teleport backwards
  101863. if (stateObject.y > this._padSensibilityUp && gazer._dpadPressed) {
  101864. if (!gazer._teleportationBackRequestInitiated) {
  101865. if (!this.currentVRCamera) {
  101866. return;
  101867. }
  101868. // Get rotation and position of the current camera
  101869. var rotation = BABYLON.Quaternion.FromRotationMatrix(this.currentVRCamera.getWorldMatrix().getRotationMatrix());
  101870. var position = this.currentVRCamera.position;
  101871. // If the camera has device position, use that instead
  101872. if (this.currentVRCamera.devicePosition && this.currentVRCamera.deviceRotationQuaternion) {
  101873. rotation = this.currentVRCamera.deviceRotationQuaternion;
  101874. position = this.currentVRCamera.devicePosition;
  101875. }
  101876. // Get matrix with only the y rotation of the device rotation
  101877. rotation.toEulerAnglesToRef(this._workingVector);
  101878. this._workingVector.z = 0;
  101879. this._workingVector.x = 0;
  101880. BABYLON.Quaternion.RotationYawPitchRollToRef(this._workingVector.y, this._workingVector.x, this._workingVector.z, this._workingQuaternion);
  101881. this._workingQuaternion.toRotationMatrix(this._workingMatrix);
  101882. // Rotate backwards ray by device rotation to cast at the ground behind the user
  101883. BABYLON.Vector3.TransformCoordinatesToRef(this._teleportBackwardsVector, this._workingMatrix, this._workingVector);
  101884. // Teleport if ray hit the ground and is not to far away eg. backwards off a cliff
  101885. var ray = new BABYLON.Ray(position, this._workingVector);
  101886. var hit = this._scene.pickWithRay(ray, this._raySelectionPredicate);
  101887. if (hit && hit.pickedPoint && hit.pickedMesh && this._isTeleportationFloor(hit.pickedMesh) && hit.distance < 5) {
  101888. this.teleportCamera(hit.pickedPoint);
  101889. }
  101890. gazer._teleportationBackRequestInitiated = true;
  101891. }
  101892. }
  101893. else {
  101894. gazer._teleportationBackRequestInitiated = false;
  101895. }
  101896. };
  101897. VRExperienceHelper.prototype._enableTeleportationOnController = function (controller) {
  101898. var _this = this;
  101899. var controllerMesh = controller.webVRController.mesh;
  101900. if (controllerMesh) {
  101901. if (!controller._interactionsEnabled) {
  101902. this._enableInteractionOnController(controller);
  101903. }
  101904. controller._interactionsEnabled = true;
  101905. controller._teleportationEnabled = true;
  101906. if (controller.webVRController.controllerType === BABYLON.PoseEnabledControllerType.VIVE) {
  101907. controller._dpadPressed = false;
  101908. controller.webVRController.onPadStateChangedObservable.add(function (stateObject) {
  101909. controller._dpadPressed = stateObject.pressed;
  101910. if (!controller._dpadPressed) {
  101911. controller._rotationLeftAsked = false;
  101912. controller._rotationRightAsked = false;
  101913. controller._teleportationBackRequestInitiated = false;
  101914. }
  101915. });
  101916. }
  101917. controller.webVRController.onPadValuesChangedObservable.add(function (stateObject) {
  101918. if (_this.teleportationEnabled) {
  101919. _this._checkTeleportBackwards(stateObject, controller);
  101920. _this._checkTeleportWithRay(stateObject, controller);
  101921. }
  101922. _this._checkRotate(stateObject, controller);
  101923. });
  101924. }
  101925. };
  101926. VRExperienceHelper.prototype._createTeleportationCircles = function () {
  101927. this._teleportationTarget = BABYLON.Mesh.CreateGround("teleportationTarget", 2, 2, 2, this._scene);
  101928. this._teleportationTarget.isPickable = false;
  101929. var length = 512;
  101930. var dynamicTexture = new BABYLON.DynamicTexture("DynamicTexture", length, this._scene, true);
  101931. dynamicTexture.hasAlpha = true;
  101932. var context = dynamicTexture.getContext();
  101933. var centerX = length / 2;
  101934. var centerY = length / 2;
  101935. var radius = 200;
  101936. context.beginPath();
  101937. context.arc(centerX, centerY, radius, 0, 2 * Math.PI, false);
  101938. context.fillStyle = this._teleportationFillColor;
  101939. context.fill();
  101940. context.lineWidth = 10;
  101941. context.strokeStyle = this._teleportationBorderColor;
  101942. context.stroke();
  101943. context.closePath();
  101944. dynamicTexture.update();
  101945. var teleportationCircleMaterial = new BABYLON.StandardMaterial("TextPlaneMaterial", this._scene);
  101946. teleportationCircleMaterial.diffuseTexture = dynamicTexture;
  101947. this._teleportationTarget.material = teleportationCircleMaterial;
  101948. var torus = BABYLON.Mesh.CreateTorus("torusTeleportation", 0.75, 0.1, 25, this._scene, false);
  101949. torus.isPickable = false;
  101950. torus.parent = this._teleportationTarget;
  101951. var animationInnerCircle = new BABYLON.Animation("animationInnerCircle", "position.y", 30, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  101952. var keys = [];
  101953. keys.push({
  101954. frame: 0,
  101955. value: 0
  101956. });
  101957. keys.push({
  101958. frame: 30,
  101959. value: 0.4
  101960. });
  101961. keys.push({
  101962. frame: 60,
  101963. value: 0
  101964. });
  101965. animationInnerCircle.setKeys(keys);
  101966. var easingFunction = new BABYLON.SineEase();
  101967. easingFunction.setEasingMode(BABYLON.EasingFunction.EASINGMODE_EASEINOUT);
  101968. animationInnerCircle.setEasingFunction(easingFunction);
  101969. torus.animations = [];
  101970. torus.animations.push(animationInnerCircle);
  101971. this._scene.beginAnimation(torus, 0, 60, true);
  101972. this._hideTeleportationTarget();
  101973. };
  101974. VRExperienceHelper.prototype._displayTeleportationTarget = function () {
  101975. this._teleportActive = true;
  101976. if (this._teleportationInitialized) {
  101977. this._teleportationTarget.isVisible = true;
  101978. if (this._isDefaultTeleportationTarget) {
  101979. this._teleportationTarget.getChildren()[0].isVisible = true;
  101980. }
  101981. }
  101982. };
  101983. VRExperienceHelper.prototype._hideTeleportationTarget = function () {
  101984. this._teleportActive = false;
  101985. if (this._teleportationInitialized) {
  101986. this._teleportationTarget.isVisible = false;
  101987. if (this._isDefaultTeleportationTarget) {
  101988. this._teleportationTarget.getChildren()[0].isVisible = false;
  101989. }
  101990. }
  101991. };
  101992. VRExperienceHelper.prototype._rotateCamera = function (right) {
  101993. var _this = this;
  101994. if (!(this.currentVRCamera instanceof BABYLON.FreeCamera)) {
  101995. return;
  101996. }
  101997. if (right) {
  101998. this._rotationAngle++;
  101999. }
  102000. else {
  102001. this._rotationAngle--;
  102002. }
  102003. this.currentVRCamera.animations = [];
  102004. var target = BABYLON.Quaternion.FromRotationMatrix(BABYLON.Matrix.RotationY(Math.PI / 4 * this._rotationAngle));
  102005. var animationRotation = new BABYLON.Animation("animationRotation", "rotationQuaternion", 90, BABYLON.Animation.ANIMATIONTYPE_QUATERNION, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  102006. var animationRotationKeys = [];
  102007. animationRotationKeys.push({
  102008. frame: 0,
  102009. value: this.currentVRCamera.rotationQuaternion
  102010. });
  102011. animationRotationKeys.push({
  102012. frame: 6,
  102013. value: target
  102014. });
  102015. animationRotation.setKeys(animationRotationKeys);
  102016. animationRotation.setEasingFunction(this._circleEase);
  102017. this.currentVRCamera.animations.push(animationRotation);
  102018. this._postProcessMove.animations = [];
  102019. var animationPP = new BABYLON.Animation("animationPP", "vignetteWeight", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  102020. var vignetteWeightKeys = [];
  102021. vignetteWeightKeys.push({
  102022. frame: 0,
  102023. value: 0
  102024. });
  102025. vignetteWeightKeys.push({
  102026. frame: 3,
  102027. value: 4
  102028. });
  102029. vignetteWeightKeys.push({
  102030. frame: 6,
  102031. value: 0
  102032. });
  102033. animationPP.setKeys(vignetteWeightKeys);
  102034. animationPP.setEasingFunction(this._circleEase);
  102035. this._postProcessMove.animations.push(animationPP);
  102036. var animationPP2 = new BABYLON.Animation("animationPP2", "vignetteStretch", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  102037. var vignetteStretchKeys = [];
  102038. vignetteStretchKeys.push({
  102039. frame: 0,
  102040. value: 0
  102041. });
  102042. vignetteStretchKeys.push({
  102043. frame: 3,
  102044. value: 10
  102045. });
  102046. vignetteStretchKeys.push({
  102047. frame: 6,
  102048. value: 0
  102049. });
  102050. animationPP2.setKeys(vignetteStretchKeys);
  102051. animationPP2.setEasingFunction(this._circleEase);
  102052. this._postProcessMove.animations.push(animationPP2);
  102053. this._postProcessMove.imageProcessingConfiguration.vignetteWeight = 0;
  102054. this._postProcessMove.imageProcessingConfiguration.vignetteStretch = 0;
  102055. this._postProcessMove.samples = 4;
  102056. this._webVRCamera.attachPostProcess(this._postProcessMove);
  102057. this._scene.beginAnimation(this._postProcessMove, 0, 6, false, 1, function () {
  102058. _this._webVRCamera.detachPostProcess(_this._postProcessMove);
  102059. });
  102060. this._scene.beginAnimation(this.currentVRCamera, 0, 6, false, 1);
  102061. };
  102062. VRExperienceHelper.prototype._moveTeleportationSelectorTo = function (hit, gazer, ray) {
  102063. if (hit.pickedPoint) {
  102064. if (gazer._teleportationRequestInitiated) {
  102065. this._displayTeleportationTarget();
  102066. this._haloCenter.copyFrom(hit.pickedPoint);
  102067. this._teleportationTarget.position.copyFrom(hit.pickedPoint);
  102068. }
  102069. var pickNormal = this._convertNormalToDirectionOfRay(hit.getNormal(true, false), ray);
  102070. if (pickNormal) {
  102071. var axis1 = BABYLON.Vector3.Cross(BABYLON.Axis.Y, pickNormal);
  102072. var axis2 = BABYLON.Vector3.Cross(pickNormal, axis1);
  102073. BABYLON.Vector3.RotationFromAxisToRef(axis2, pickNormal, axis1, this._teleportationTarget.rotation);
  102074. }
  102075. this._teleportationTarget.position.y += 0.1;
  102076. }
  102077. };
  102078. /**
  102079. * Teleports the users feet to the desired location
  102080. * @param location The location where the user's feet should be placed
  102081. */
  102082. VRExperienceHelper.prototype.teleportCamera = function (location) {
  102083. var _this = this;
  102084. if (!(this.currentVRCamera instanceof BABYLON.FreeCamera)) {
  102085. return;
  102086. }
  102087. // Teleport the hmd to where the user is looking by moving the anchor to where they are looking minus the
  102088. // offset of the headset from the anchor.
  102089. if (this.webVRCamera.leftCamera) {
  102090. this._workingVector.copyFrom(this.webVRCamera.leftCamera.globalPosition);
  102091. this._workingVector.subtractInPlace(this.webVRCamera.position);
  102092. location.subtractToRef(this._workingVector, this._workingVector);
  102093. }
  102094. else {
  102095. this._workingVector.copyFrom(location);
  102096. }
  102097. // Add height to account for user's height offset
  102098. if (this.isInVRMode) {
  102099. this._workingVector.y += this.webVRCamera.deviceDistanceToRoomGround() * this._webVRCamera.deviceScaleFactor;
  102100. }
  102101. else {
  102102. this._workingVector.y += this._defaultHeight;
  102103. }
  102104. this.onBeforeCameraTeleport.notifyObservers(this._workingVector);
  102105. // Create animation from the camera's position to the new location
  102106. this.currentVRCamera.animations = [];
  102107. var animationCameraTeleportation = new BABYLON.Animation("animationCameraTeleportation", "position", 90, BABYLON.Animation.ANIMATIONTYPE_VECTOR3, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  102108. var animationCameraTeleportationKeys = [{
  102109. frame: 0,
  102110. value: this.currentVRCamera.position
  102111. },
  102112. {
  102113. frame: 11,
  102114. value: this._workingVector
  102115. }
  102116. ];
  102117. animationCameraTeleportation.setKeys(animationCameraTeleportationKeys);
  102118. animationCameraTeleportation.setEasingFunction(this._circleEase);
  102119. this.currentVRCamera.animations.push(animationCameraTeleportation);
  102120. this._postProcessMove.animations = [];
  102121. var animationPP = new BABYLON.Animation("animationPP", "vignetteWeight", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  102122. var vignetteWeightKeys = [];
  102123. vignetteWeightKeys.push({
  102124. frame: 0,
  102125. value: 0
  102126. });
  102127. vignetteWeightKeys.push({
  102128. frame: 5,
  102129. value: 8
  102130. });
  102131. vignetteWeightKeys.push({
  102132. frame: 11,
  102133. value: 0
  102134. });
  102135. animationPP.setKeys(vignetteWeightKeys);
  102136. this._postProcessMove.animations.push(animationPP);
  102137. var animationPP2 = new BABYLON.Animation("animationPP2", "vignetteStretch", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  102138. var vignetteStretchKeys = [];
  102139. vignetteStretchKeys.push({
  102140. frame: 0,
  102141. value: 0
  102142. });
  102143. vignetteStretchKeys.push({
  102144. frame: 5,
  102145. value: 10
  102146. });
  102147. vignetteStretchKeys.push({
  102148. frame: 11,
  102149. value: 0
  102150. });
  102151. animationPP2.setKeys(vignetteStretchKeys);
  102152. this._postProcessMove.animations.push(animationPP2);
  102153. this._postProcessMove.imageProcessingConfiguration.vignetteWeight = 0;
  102154. this._postProcessMove.imageProcessingConfiguration.vignetteStretch = 0;
  102155. this._webVRCamera.attachPostProcess(this._postProcessMove);
  102156. this._scene.beginAnimation(this._postProcessMove, 0, 11, false, 1, function () {
  102157. _this._webVRCamera.detachPostProcess(_this._postProcessMove);
  102158. });
  102159. this._scene.beginAnimation(this.currentVRCamera, 0, 11, false, 1, function () {
  102160. _this.onAfterCameraTeleport.notifyObservers(_this._workingVector);
  102161. });
  102162. this._hideTeleportationTarget();
  102163. };
  102164. VRExperienceHelper.prototype._convertNormalToDirectionOfRay = function (normal, ray) {
  102165. if (normal) {
  102166. var angle = Math.acos(BABYLON.Vector3.Dot(normal, ray.direction));
  102167. if (angle < Math.PI / 2) {
  102168. normal.scaleInPlace(-1);
  102169. }
  102170. }
  102171. return normal;
  102172. };
  102173. VRExperienceHelper.prototype._castRayAndSelectObject = function (gazer) {
  102174. if (!(this.currentVRCamera instanceof BABYLON.FreeCamera)) {
  102175. return;
  102176. }
  102177. var ray = gazer._getForwardRay(this._rayLength);
  102178. var hit = this._scene.pickWithRay(ray, this._raySelectionPredicate);
  102179. if (hit) {
  102180. // Populate the contrllers mesh that can be used for drag/drop
  102181. if (gazer._laserPointer) {
  102182. hit.originMesh = gazer._laserPointer.parent;
  102183. }
  102184. this._scene.simulatePointerMove(hit, { pointerId: gazer._id });
  102185. }
  102186. gazer._currentHit = hit;
  102187. // Moving the gazeTracker on the mesh face targetted
  102188. if (hit && hit.pickedPoint) {
  102189. if (this._displayGaze) {
  102190. var multiplier = 1;
  102191. gazer._gazeTracker.isVisible = true;
  102192. if (gazer._isActionableMesh) {
  102193. multiplier = 3;
  102194. }
  102195. if (this.updateGazeTrackerScale) {
  102196. gazer._gazeTracker.scaling.x = hit.distance * multiplier;
  102197. gazer._gazeTracker.scaling.y = hit.distance * multiplier;
  102198. gazer._gazeTracker.scaling.z = hit.distance * multiplier;
  102199. }
  102200. var pickNormal = this._convertNormalToDirectionOfRay(hit.getNormal(), ray);
  102201. // To avoid z-fighting
  102202. var deltaFighting = 0.002;
  102203. if (pickNormal) {
  102204. var axis1 = BABYLON.Vector3.Cross(BABYLON.Axis.Y, pickNormal);
  102205. var axis2 = BABYLON.Vector3.Cross(pickNormal, axis1);
  102206. BABYLON.Vector3.RotationFromAxisToRef(axis2, pickNormal, axis1, gazer._gazeTracker.rotation);
  102207. }
  102208. gazer._gazeTracker.position.copyFrom(hit.pickedPoint);
  102209. if (gazer._gazeTracker.position.x < 0) {
  102210. gazer._gazeTracker.position.x += deltaFighting;
  102211. }
  102212. else {
  102213. gazer._gazeTracker.position.x -= deltaFighting;
  102214. }
  102215. if (gazer._gazeTracker.position.y < 0) {
  102216. gazer._gazeTracker.position.y += deltaFighting;
  102217. }
  102218. else {
  102219. gazer._gazeTracker.position.y -= deltaFighting;
  102220. }
  102221. if (gazer._gazeTracker.position.z < 0) {
  102222. gazer._gazeTracker.position.z += deltaFighting;
  102223. }
  102224. else {
  102225. gazer._gazeTracker.position.z -= deltaFighting;
  102226. }
  102227. }
  102228. // Changing the size of the laser pointer based on the distance from the targetted point
  102229. gazer._updatePointerDistance(hit.distance);
  102230. }
  102231. else {
  102232. gazer._updatePointerDistance();
  102233. gazer._gazeTracker.isVisible = false;
  102234. }
  102235. if (hit && hit.pickedMesh) {
  102236. // The object selected is the floor, we're in a teleportation scenario
  102237. if (this._teleportationInitialized && this._isTeleportationFloor(hit.pickedMesh) && hit.pickedPoint) {
  102238. // Moving the teleportation area to this targetted point
  102239. //Raise onSelectedMeshUnselected observable if ray collided floor mesh/meshes and a non floor mesh was previously selected
  102240. if (gazer._currentMeshSelected && !this._isTeleportationFloor(gazer._currentMeshSelected)) {
  102241. this._notifySelectedMeshUnselected(gazer._currentMeshSelected);
  102242. }
  102243. gazer._currentMeshSelected = null;
  102244. if (gazer._teleportationRequestInitiated) {
  102245. this._moveTeleportationSelectorTo(hit, gazer, ray);
  102246. }
  102247. return;
  102248. }
  102249. // If not, we're in a selection scenario
  102250. //this._teleportationAllowed = false;
  102251. if (hit.pickedMesh !== gazer._currentMeshSelected) {
  102252. if (this.meshSelectionPredicate(hit.pickedMesh)) {
  102253. this.onNewMeshPicked.notifyObservers(hit);
  102254. gazer._currentMeshSelected = hit.pickedMesh;
  102255. if (hit.pickedMesh.isPickable && hit.pickedMesh.actionManager) {
  102256. this.changeGazeColor(new BABYLON.Color3(0, 0, 1));
  102257. this.changeLaserColor(new BABYLON.Color3(0.2, 0.2, 1));
  102258. gazer._isActionableMesh = true;
  102259. }
  102260. else {
  102261. this.changeGazeColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  102262. this.changeLaserColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  102263. gazer._isActionableMesh = false;
  102264. }
  102265. try {
  102266. this.onNewMeshSelected.notifyObservers(hit.pickedMesh);
  102267. }
  102268. catch (err) {
  102269. BABYLON.Tools.Warn("Error in your custom logic onNewMeshSelected: " + err);
  102270. }
  102271. }
  102272. else {
  102273. this._notifySelectedMeshUnselected(gazer._currentMeshSelected);
  102274. gazer._currentMeshSelected = null;
  102275. this.changeGazeColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  102276. this.changeLaserColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  102277. }
  102278. }
  102279. }
  102280. else {
  102281. this._notifySelectedMeshUnselected(gazer._currentMeshSelected);
  102282. gazer._currentMeshSelected = null;
  102283. //this._teleportationAllowed = false;
  102284. this.changeGazeColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  102285. this.changeLaserColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  102286. }
  102287. };
  102288. VRExperienceHelper.prototype._notifySelectedMeshUnselected = function (mesh) {
  102289. if (mesh) {
  102290. this.onSelectedMeshUnselected.notifyObservers(mesh);
  102291. }
  102292. };
  102293. /**
  102294. * Sets the color of the laser ray from the vr controllers.
  102295. * @param color new color for the ray.
  102296. */
  102297. VRExperienceHelper.prototype.changeLaserColor = function (color) {
  102298. if (this._leftController) {
  102299. this._leftController._setLaserPointerColor(color);
  102300. }
  102301. if (this._rightController) {
  102302. this._rightController._setLaserPointerColor(color);
  102303. }
  102304. };
  102305. /**
  102306. * Sets the color of the ray from the vr headsets gaze.
  102307. * @param color new color for the ray.
  102308. */
  102309. VRExperienceHelper.prototype.changeGazeColor = function (color) {
  102310. if (!this._cameraGazer._gazeTracker.material) {
  102311. return;
  102312. }
  102313. this._cameraGazer._gazeTracker.material.emissiveColor = color;
  102314. if (this._leftController) {
  102315. this._leftController._gazeTracker.material.emissiveColor = color;
  102316. }
  102317. if (this._rightController) {
  102318. this._rightController._gazeTracker.material.emissiveColor = color;
  102319. }
  102320. };
  102321. /**
  102322. * Exits VR and disposes of the vr experience helper
  102323. */
  102324. VRExperienceHelper.prototype.dispose = function () {
  102325. if (this.isInVRMode) {
  102326. this.exitVR();
  102327. }
  102328. if (this._postProcessMove) {
  102329. this._postProcessMove.dispose();
  102330. }
  102331. if (this._webVRCamera) {
  102332. this._webVRCamera.dispose();
  102333. }
  102334. if (this._vrDeviceOrientationCamera) {
  102335. this._vrDeviceOrientationCamera.dispose();
  102336. }
  102337. if (!this._useCustomVRButton && this._btnVR.parentNode) {
  102338. document.body.removeChild(this._btnVR);
  102339. }
  102340. if (this._deviceOrientationCamera && (this._scene.activeCamera != this._deviceOrientationCamera)) {
  102341. this._deviceOrientationCamera.dispose();
  102342. }
  102343. if (this._cameraGazer) {
  102344. this._cameraGazer.dispose();
  102345. }
  102346. if (this._leftController) {
  102347. this._leftController.dispose();
  102348. }
  102349. if (this._rightController) {
  102350. this._rightController.dispose();
  102351. }
  102352. if (this._teleportationTarget) {
  102353. this._teleportationTarget.dispose();
  102354. }
  102355. this._floorMeshesCollection = [];
  102356. document.removeEventListener("keydown", this._onKeyDown);
  102357. window.removeEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  102358. window.removeEventListener("resize", this._onResize);
  102359. document.removeEventListener("fullscreenchange", this._onFullscreenChange);
  102360. document.removeEventListener("mozfullscreenchange", this._onFullscreenChange);
  102361. document.removeEventListener("webkitfullscreenchange", this._onFullscreenChange);
  102362. document.removeEventListener("msfullscreenchange", this._onFullscreenChange);
  102363. document.onmsfullscreenchange = null;
  102364. this._scene.getEngine().onVRDisplayChangedObservable.removeCallback(this._onVRDisplayChanged);
  102365. this._scene.getEngine().onVRRequestPresentStart.removeCallback(this._onVRRequestPresentStart);
  102366. this._scene.getEngine().onVRRequestPresentComplete.removeCallback(this._onVRRequestPresentComplete);
  102367. window.removeEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  102368. this._scene.gamepadManager.onGamepadConnectedObservable.removeCallback(this._onNewGamepadConnected);
  102369. this._scene.gamepadManager.onGamepadDisconnectedObservable.removeCallback(this._onNewGamepadDisconnected);
  102370. this._scene.unregisterBeforeRender(this.beforeRender);
  102371. };
  102372. /**
  102373. * Gets the name of the VRExperienceHelper class
  102374. * @returns "VRExperienceHelper"
  102375. */
  102376. VRExperienceHelper.prototype.getClassName = function () {
  102377. return "VRExperienceHelper";
  102378. };
  102379. return VRExperienceHelper;
  102380. }());
  102381. BABYLON.VRExperienceHelper = VRExperienceHelper;
  102382. })(BABYLON || (BABYLON = {}));
  102383. //# sourceMappingURL=babylon.vrExperienceHelper.js.map
  102384. // Mainly based on these 2 articles :
  102385. // 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
  102386. // & on Seb Lee-Delisle original work: http://seb.ly/2011/04/multi-touch-game-controller-in-javascripthtml5-for-ipad/
  102387. var BABYLON;
  102388. (function (BABYLON) {
  102389. /**
  102390. * Defines the potential axis of a Joystick
  102391. */
  102392. var JoystickAxis;
  102393. (function (JoystickAxis) {
  102394. /** X axis */
  102395. JoystickAxis[JoystickAxis["X"] = 0] = "X";
  102396. /** Y axis */
  102397. JoystickAxis[JoystickAxis["Y"] = 1] = "Y";
  102398. /** Z axis */
  102399. JoystickAxis[JoystickAxis["Z"] = 2] = "Z";
  102400. })(JoystickAxis = BABYLON.JoystickAxis || (BABYLON.JoystickAxis = {}));
  102401. /**
  102402. * Class used to define virtual joystick (used in touch mode)
  102403. */
  102404. var VirtualJoystick = /** @class */ (function () {
  102405. /**
  102406. * Creates a new virtual joystick
  102407. * @param leftJoystick defines that the joystick is for left hand (false by default)
  102408. */
  102409. function VirtualJoystick(leftJoystick) {
  102410. var _this = this;
  102411. if (leftJoystick) {
  102412. this._leftJoystick = true;
  102413. }
  102414. else {
  102415. this._leftJoystick = false;
  102416. }
  102417. VirtualJoystick._globalJoystickIndex++;
  102418. // By default left & right arrow keys are moving the X
  102419. // and up & down keys are moving the Y
  102420. this._axisTargetedByLeftAndRight = JoystickAxis.X;
  102421. this._axisTargetedByUpAndDown = JoystickAxis.Y;
  102422. this.reverseLeftRight = false;
  102423. this.reverseUpDown = false;
  102424. // collections of pointers
  102425. this._touches = new BABYLON.StringDictionary();
  102426. this.deltaPosition = BABYLON.Vector3.Zero();
  102427. this._joystickSensibility = 25;
  102428. this._inversedSensibility = 1 / (this._joystickSensibility / 1000);
  102429. this._onResize = function (evt) {
  102430. VirtualJoystick.vjCanvasWidth = window.innerWidth;
  102431. VirtualJoystick.vjCanvasHeight = window.innerHeight;
  102432. if (VirtualJoystick.vjCanvas) {
  102433. VirtualJoystick.vjCanvas.width = VirtualJoystick.vjCanvasWidth;
  102434. VirtualJoystick.vjCanvas.height = VirtualJoystick.vjCanvasHeight;
  102435. }
  102436. VirtualJoystick.halfWidth = VirtualJoystick.vjCanvasWidth / 2;
  102437. };
  102438. // injecting a canvas element on top of the canvas 3D game
  102439. if (!VirtualJoystick.vjCanvas) {
  102440. window.addEventListener("resize", this._onResize, false);
  102441. VirtualJoystick.vjCanvas = document.createElement("canvas");
  102442. VirtualJoystick.vjCanvasWidth = window.innerWidth;
  102443. VirtualJoystick.vjCanvasHeight = window.innerHeight;
  102444. VirtualJoystick.vjCanvas.width = window.innerWidth;
  102445. VirtualJoystick.vjCanvas.height = window.innerHeight;
  102446. VirtualJoystick.vjCanvas.style.width = "100%";
  102447. VirtualJoystick.vjCanvas.style.height = "100%";
  102448. VirtualJoystick.vjCanvas.style.position = "absolute";
  102449. VirtualJoystick.vjCanvas.style.backgroundColor = "transparent";
  102450. VirtualJoystick.vjCanvas.style.top = "0px";
  102451. VirtualJoystick.vjCanvas.style.left = "0px";
  102452. VirtualJoystick.vjCanvas.style.zIndex = "5";
  102453. VirtualJoystick.vjCanvas.style.msTouchAction = "none";
  102454. // Support for jQuery PEP polyfill
  102455. VirtualJoystick.vjCanvas.setAttribute("touch-action", "none");
  102456. var context = VirtualJoystick.vjCanvas.getContext('2d');
  102457. if (!context) {
  102458. throw new Error("Unable to create canvas for virtual joystick");
  102459. }
  102460. VirtualJoystick.vjCanvasContext = context;
  102461. VirtualJoystick.vjCanvasContext.strokeStyle = "#ffffff";
  102462. VirtualJoystick.vjCanvasContext.lineWidth = 2;
  102463. document.body.appendChild(VirtualJoystick.vjCanvas);
  102464. }
  102465. VirtualJoystick.halfWidth = VirtualJoystick.vjCanvas.width / 2;
  102466. this.pressed = false;
  102467. // default joystick color
  102468. this._joystickColor = "cyan";
  102469. this._joystickPointerID = -1;
  102470. // current joystick position
  102471. this._joystickPointerPos = new BABYLON.Vector2(0, 0);
  102472. this._joystickPreviousPointerPos = new BABYLON.Vector2(0, 0);
  102473. // origin joystick position
  102474. this._joystickPointerStartPos = new BABYLON.Vector2(0, 0);
  102475. this._deltaJoystickVector = new BABYLON.Vector2(0, 0);
  102476. this._onPointerDownHandlerRef = function (evt) {
  102477. _this._onPointerDown(evt);
  102478. };
  102479. this._onPointerMoveHandlerRef = function (evt) {
  102480. _this._onPointerMove(evt);
  102481. };
  102482. this._onPointerUpHandlerRef = function (evt) {
  102483. _this._onPointerUp(evt);
  102484. };
  102485. VirtualJoystick.vjCanvas.addEventListener('pointerdown', this._onPointerDownHandlerRef, false);
  102486. VirtualJoystick.vjCanvas.addEventListener('pointermove', this._onPointerMoveHandlerRef, false);
  102487. VirtualJoystick.vjCanvas.addEventListener('pointerup', this._onPointerUpHandlerRef, false);
  102488. VirtualJoystick.vjCanvas.addEventListener('pointerout', this._onPointerUpHandlerRef, false);
  102489. VirtualJoystick.vjCanvas.addEventListener("contextmenu", function (evt) {
  102490. evt.preventDefault(); // Disables system menu
  102491. }, false);
  102492. requestAnimationFrame(function () { _this._drawVirtualJoystick(); });
  102493. }
  102494. /**
  102495. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  102496. * @param newJoystickSensibility defines the new sensibility
  102497. */
  102498. VirtualJoystick.prototype.setJoystickSensibility = function (newJoystickSensibility) {
  102499. this._joystickSensibility = newJoystickSensibility;
  102500. this._inversedSensibility = 1 / (this._joystickSensibility / 1000);
  102501. };
  102502. VirtualJoystick.prototype._onPointerDown = function (e) {
  102503. var positionOnScreenCondition;
  102504. e.preventDefault();
  102505. if (this._leftJoystick === true) {
  102506. positionOnScreenCondition = (e.clientX < VirtualJoystick.halfWidth);
  102507. }
  102508. else {
  102509. positionOnScreenCondition = (e.clientX > VirtualJoystick.halfWidth);
  102510. }
  102511. if (positionOnScreenCondition && this._joystickPointerID < 0) {
  102512. // First contact will be dedicated to the virtual joystick
  102513. this._joystickPointerID = e.pointerId;
  102514. this._joystickPointerStartPos.x = e.clientX;
  102515. this._joystickPointerStartPos.y = e.clientY;
  102516. this._joystickPointerPos = this._joystickPointerStartPos.clone();
  102517. this._joystickPreviousPointerPos = this._joystickPointerStartPos.clone();
  102518. this._deltaJoystickVector.x = 0;
  102519. this._deltaJoystickVector.y = 0;
  102520. this.pressed = true;
  102521. this._touches.add(e.pointerId.toString(), e);
  102522. }
  102523. else {
  102524. // You can only trigger the action buttons with a joystick declared
  102525. if (VirtualJoystick._globalJoystickIndex < 2 && this._action) {
  102526. this._action();
  102527. this._touches.add(e.pointerId.toString(), { x: e.clientX, y: e.clientY, prevX: e.clientX, prevY: e.clientY });
  102528. }
  102529. }
  102530. };
  102531. VirtualJoystick.prototype._onPointerMove = function (e) {
  102532. // If the current pointer is the one associated to the joystick (first touch contact)
  102533. if (this._joystickPointerID == e.pointerId) {
  102534. this._joystickPointerPos.x = e.clientX;
  102535. this._joystickPointerPos.y = e.clientY;
  102536. this._deltaJoystickVector = this._joystickPointerPos.clone();
  102537. this._deltaJoystickVector = this._deltaJoystickVector.subtract(this._joystickPointerStartPos);
  102538. var directionLeftRight = this.reverseLeftRight ? -1 : 1;
  102539. var deltaJoystickX = directionLeftRight * this._deltaJoystickVector.x / this._inversedSensibility;
  102540. switch (this._axisTargetedByLeftAndRight) {
  102541. case JoystickAxis.X:
  102542. this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickX));
  102543. break;
  102544. case JoystickAxis.Y:
  102545. this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickX));
  102546. break;
  102547. case JoystickAxis.Z:
  102548. this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickX));
  102549. break;
  102550. }
  102551. var directionUpDown = this.reverseUpDown ? 1 : -1;
  102552. var deltaJoystickY = directionUpDown * this._deltaJoystickVector.y / this._inversedSensibility;
  102553. switch (this._axisTargetedByUpAndDown) {
  102554. case JoystickAxis.X:
  102555. this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickY));
  102556. break;
  102557. case JoystickAxis.Y:
  102558. this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickY));
  102559. break;
  102560. case JoystickAxis.Z:
  102561. this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickY));
  102562. break;
  102563. }
  102564. }
  102565. else {
  102566. var data = this._touches.get(e.pointerId.toString());
  102567. if (data) {
  102568. data.x = e.clientX;
  102569. data.y = e.clientY;
  102570. }
  102571. }
  102572. };
  102573. VirtualJoystick.prototype._onPointerUp = function (e) {
  102574. if (this._joystickPointerID == e.pointerId) {
  102575. VirtualJoystick.vjCanvasContext.clearRect(this._joystickPointerStartPos.x - 64, this._joystickPointerStartPos.y - 64, 128, 128);
  102576. VirtualJoystick.vjCanvasContext.clearRect(this._joystickPreviousPointerPos.x - 42, this._joystickPreviousPointerPos.y - 42, 84, 84);
  102577. this._joystickPointerID = -1;
  102578. this.pressed = false;
  102579. }
  102580. else {
  102581. var touch = this._touches.get(e.pointerId.toString());
  102582. if (touch) {
  102583. VirtualJoystick.vjCanvasContext.clearRect(touch.prevX - 44, touch.prevY - 44, 88, 88);
  102584. }
  102585. }
  102586. this._deltaJoystickVector.x = 0;
  102587. this._deltaJoystickVector.y = 0;
  102588. this._touches.remove(e.pointerId.toString());
  102589. };
  102590. /**
  102591. * Change the color of the virtual joystick
  102592. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  102593. */
  102594. VirtualJoystick.prototype.setJoystickColor = function (newColor) {
  102595. this._joystickColor = newColor;
  102596. };
  102597. /**
  102598. * Defines a callback to call when the joystick is touched
  102599. * @param action defines the callback
  102600. */
  102601. VirtualJoystick.prototype.setActionOnTouch = function (action) {
  102602. this._action = action;
  102603. };
  102604. /**
  102605. * Defines which axis you'd like to control for left & right
  102606. * @param axis defines the axis to use
  102607. */
  102608. VirtualJoystick.prototype.setAxisForLeftRight = function (axis) {
  102609. switch (axis) {
  102610. case JoystickAxis.X:
  102611. case JoystickAxis.Y:
  102612. case JoystickAxis.Z:
  102613. this._axisTargetedByLeftAndRight = axis;
  102614. break;
  102615. default:
  102616. this._axisTargetedByLeftAndRight = JoystickAxis.X;
  102617. break;
  102618. }
  102619. };
  102620. /**
  102621. * Defines which axis you'd like to control for up & down
  102622. * @param axis defines the axis to use
  102623. */
  102624. VirtualJoystick.prototype.setAxisForUpDown = function (axis) {
  102625. switch (axis) {
  102626. case JoystickAxis.X:
  102627. case JoystickAxis.Y:
  102628. case JoystickAxis.Z:
  102629. this._axisTargetedByUpAndDown = axis;
  102630. break;
  102631. default:
  102632. this._axisTargetedByUpAndDown = JoystickAxis.Y;
  102633. break;
  102634. }
  102635. };
  102636. VirtualJoystick.prototype._drawVirtualJoystick = function () {
  102637. var _this = this;
  102638. if (this.pressed) {
  102639. this._touches.forEach(function (key, touch) {
  102640. if (touch.pointerId === _this._joystickPointerID) {
  102641. VirtualJoystick.vjCanvasContext.clearRect(_this._joystickPointerStartPos.x - 64, _this._joystickPointerStartPos.y - 64, 128, 128);
  102642. VirtualJoystick.vjCanvasContext.clearRect(_this._joystickPreviousPointerPos.x - 42, _this._joystickPreviousPointerPos.y - 42, 84, 84);
  102643. VirtualJoystick.vjCanvasContext.beginPath();
  102644. VirtualJoystick.vjCanvasContext.lineWidth = 6;
  102645. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  102646. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerStartPos.x, _this._joystickPointerStartPos.y, 40, 0, Math.PI * 2, true);
  102647. VirtualJoystick.vjCanvasContext.stroke();
  102648. VirtualJoystick.vjCanvasContext.closePath();
  102649. VirtualJoystick.vjCanvasContext.beginPath();
  102650. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  102651. VirtualJoystick.vjCanvasContext.lineWidth = 2;
  102652. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerStartPos.x, _this._joystickPointerStartPos.y, 60, 0, Math.PI * 2, true);
  102653. VirtualJoystick.vjCanvasContext.stroke();
  102654. VirtualJoystick.vjCanvasContext.closePath();
  102655. VirtualJoystick.vjCanvasContext.beginPath();
  102656. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  102657. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerPos.x, _this._joystickPointerPos.y, 40, 0, Math.PI * 2, true);
  102658. VirtualJoystick.vjCanvasContext.stroke();
  102659. VirtualJoystick.vjCanvasContext.closePath();
  102660. _this._joystickPreviousPointerPos = _this._joystickPointerPos.clone();
  102661. }
  102662. else {
  102663. VirtualJoystick.vjCanvasContext.clearRect(touch.prevX - 44, touch.prevY - 44, 88, 88);
  102664. VirtualJoystick.vjCanvasContext.beginPath();
  102665. VirtualJoystick.vjCanvasContext.fillStyle = "white";
  102666. VirtualJoystick.vjCanvasContext.beginPath();
  102667. VirtualJoystick.vjCanvasContext.strokeStyle = "red";
  102668. VirtualJoystick.vjCanvasContext.lineWidth = 6;
  102669. VirtualJoystick.vjCanvasContext.arc(touch.x, touch.y, 40, 0, Math.PI * 2, true);
  102670. VirtualJoystick.vjCanvasContext.stroke();
  102671. VirtualJoystick.vjCanvasContext.closePath();
  102672. touch.prevX = touch.x;
  102673. touch.prevY = touch.y;
  102674. }
  102675. ;
  102676. });
  102677. }
  102678. requestAnimationFrame(function () { _this._drawVirtualJoystick(); });
  102679. };
  102680. /**
  102681. * Release internal HTML canvas
  102682. */
  102683. VirtualJoystick.prototype.releaseCanvas = function () {
  102684. if (VirtualJoystick.vjCanvas) {
  102685. VirtualJoystick.vjCanvas.removeEventListener('pointerdown', this._onPointerDownHandlerRef);
  102686. VirtualJoystick.vjCanvas.removeEventListener('pointermove', this._onPointerMoveHandlerRef);
  102687. VirtualJoystick.vjCanvas.removeEventListener('pointerup', this._onPointerUpHandlerRef);
  102688. VirtualJoystick.vjCanvas.removeEventListener('pointerout', this._onPointerUpHandlerRef);
  102689. window.removeEventListener("resize", this._onResize);
  102690. document.body.removeChild(VirtualJoystick.vjCanvas);
  102691. VirtualJoystick.vjCanvas = null;
  102692. }
  102693. };
  102694. // Used to draw the virtual joystick inside a 2D canvas on top of the WebGL rendering canvas
  102695. VirtualJoystick._globalJoystickIndex = 0;
  102696. return VirtualJoystick;
  102697. }());
  102698. BABYLON.VirtualJoystick = VirtualJoystick;
  102699. })(BABYLON || (BABYLON = {}));
  102700. //# sourceMappingURL=babylon.virtualJoystick.js.map
  102701. var BABYLON;
  102702. (function (BABYLON) {
  102703. BABYLON.Node.AddNodeConstructor("VirtualJoysticksCamera", function (name, scene) {
  102704. return function () { return new VirtualJoysticksCamera(name, BABYLON.Vector3.Zero(), scene); };
  102705. });
  102706. /**
  102707. * This represents a free type of camera. It can be usefull in First Person Shooter game for instance.
  102708. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  102709. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  102710. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  102711. */
  102712. var VirtualJoysticksCamera = /** @class */ (function (_super) {
  102713. __extends(VirtualJoysticksCamera, _super);
  102714. /**
  102715. * Intantiates a VirtualJoysticksCamera. It can be usefull in First Person Shooter game for instance.
  102716. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  102717. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  102718. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  102719. * @param name Define the name of the camera in the scene
  102720. * @param position Define the start position of the camera in the scene
  102721. * @param scene Define the scene the camera belongs to
  102722. */
  102723. function VirtualJoysticksCamera(name, position, scene) {
  102724. var _this = _super.call(this, name, position, scene) || this;
  102725. _this.inputs.addVirtualJoystick();
  102726. return _this;
  102727. }
  102728. /**
  102729. * Gets the current object class name.
  102730. * @return the class name
  102731. */
  102732. VirtualJoysticksCamera.prototype.getClassName = function () {
  102733. return "VirtualJoysticksCamera";
  102734. };
  102735. return VirtualJoysticksCamera;
  102736. }(BABYLON.FreeCamera));
  102737. BABYLON.VirtualJoysticksCamera = VirtualJoysticksCamera;
  102738. })(BABYLON || (BABYLON = {}));
  102739. //# sourceMappingURL=babylon.virtualJoysticksCamera.js.map
  102740. var BABYLON;
  102741. (function (BABYLON) {
  102742. /**
  102743. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  102744. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102745. */
  102746. var FreeCameraVirtualJoystickInput = /** @class */ (function () {
  102747. function FreeCameraVirtualJoystickInput() {
  102748. }
  102749. /**
  102750. * Gets the left stick of the virtual joystick.
  102751. * @returns The virtual Joystick
  102752. */
  102753. FreeCameraVirtualJoystickInput.prototype.getLeftJoystick = function () {
  102754. return this._leftjoystick;
  102755. };
  102756. /**
  102757. * Gets the right stick of the virtual joystick.
  102758. * @returns The virtual Joystick
  102759. */
  102760. FreeCameraVirtualJoystickInput.prototype.getRightJoystick = function () {
  102761. return this._rightjoystick;
  102762. };
  102763. /**
  102764. * Update the current camera state depending on the inputs that have been used this frame.
  102765. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  102766. */
  102767. FreeCameraVirtualJoystickInput.prototype.checkInputs = function () {
  102768. if (this._leftjoystick) {
  102769. var camera = this.camera;
  102770. var speed = camera._computeLocalCameraSpeed() * 50;
  102771. var cameraTransform = BABYLON.Matrix.RotationYawPitchRoll(camera.rotation.y, camera.rotation.x, 0);
  102772. var deltaTransform = BABYLON.Vector3.TransformCoordinates(new BABYLON.Vector3(this._leftjoystick.deltaPosition.x * speed, this._leftjoystick.deltaPosition.y * speed, this._leftjoystick.deltaPosition.z * speed), cameraTransform);
  102773. camera.cameraDirection = camera.cameraDirection.add(deltaTransform);
  102774. camera.cameraRotation = camera.cameraRotation.addVector3(this._rightjoystick.deltaPosition);
  102775. if (!this._leftjoystick.pressed) {
  102776. this._leftjoystick.deltaPosition = this._leftjoystick.deltaPosition.scale(0.9);
  102777. }
  102778. if (!this._rightjoystick.pressed) {
  102779. this._rightjoystick.deltaPosition = this._rightjoystick.deltaPosition.scale(0.9);
  102780. }
  102781. }
  102782. };
  102783. /**
  102784. * Attach the input controls to a specific dom element to get the input from.
  102785. * @param element Defines the element the controls should be listened from
  102786. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  102787. */
  102788. FreeCameraVirtualJoystickInput.prototype.attachControl = function (element, noPreventDefault) {
  102789. this._leftjoystick = new BABYLON.VirtualJoystick(true);
  102790. this._leftjoystick.setAxisForUpDown(BABYLON.JoystickAxis.Z);
  102791. this._leftjoystick.setAxisForLeftRight(BABYLON.JoystickAxis.X);
  102792. this._leftjoystick.setJoystickSensibility(0.15);
  102793. this._rightjoystick = new BABYLON.VirtualJoystick(false);
  102794. this._rightjoystick.setAxisForUpDown(BABYLON.JoystickAxis.X);
  102795. this._rightjoystick.setAxisForLeftRight(BABYLON.JoystickAxis.Y);
  102796. this._rightjoystick.reverseUpDown = true;
  102797. this._rightjoystick.setJoystickSensibility(0.05);
  102798. this._rightjoystick.setJoystickColor("yellow");
  102799. };
  102800. /**
  102801. * Detach the current controls from the specified dom element.
  102802. * @param element Defines the element to stop listening the inputs from
  102803. */
  102804. FreeCameraVirtualJoystickInput.prototype.detachControl = function (element) {
  102805. this._leftjoystick.releaseCanvas();
  102806. this._rightjoystick.releaseCanvas();
  102807. };
  102808. /**
  102809. * Gets the class name of the current intput.
  102810. * @returns the class name
  102811. */
  102812. FreeCameraVirtualJoystickInput.prototype.getClassName = function () {
  102813. return "FreeCameraVirtualJoystickInput";
  102814. };
  102815. /**
  102816. * Get the friendly name associated with the input class.
  102817. * @returns the input friendly name
  102818. */
  102819. FreeCameraVirtualJoystickInput.prototype.getSimpleName = function () {
  102820. return "virtualJoystick";
  102821. };
  102822. return FreeCameraVirtualJoystickInput;
  102823. }());
  102824. BABYLON.FreeCameraVirtualJoystickInput = FreeCameraVirtualJoystickInput;
  102825. BABYLON.CameraInputTypes["FreeCameraVirtualJoystickInput"] = FreeCameraVirtualJoystickInput;
  102826. })(BABYLON || (BABYLON = {}));
  102827. //# sourceMappingURL=babylon.freeCameraVirtualJoystickInput.js.map
  102828. var BABYLON;
  102829. (function (BABYLON) {
  102830. var SimplificationSettings = /** @class */ (function () {
  102831. function SimplificationSettings(quality, distance, optimizeMesh) {
  102832. this.quality = quality;
  102833. this.distance = distance;
  102834. this.optimizeMesh = optimizeMesh;
  102835. }
  102836. return SimplificationSettings;
  102837. }());
  102838. BABYLON.SimplificationSettings = SimplificationSettings;
  102839. var SimplificationQueue = /** @class */ (function () {
  102840. function SimplificationQueue() {
  102841. this.running = false;
  102842. this._simplificationArray = [];
  102843. }
  102844. SimplificationQueue.prototype.addTask = function (task) {
  102845. this._simplificationArray.push(task);
  102846. };
  102847. SimplificationQueue.prototype.executeNext = function () {
  102848. var task = this._simplificationArray.pop();
  102849. if (task) {
  102850. this.running = true;
  102851. this.runSimplification(task);
  102852. }
  102853. else {
  102854. this.running = false;
  102855. }
  102856. };
  102857. SimplificationQueue.prototype.runSimplification = function (task) {
  102858. var _this = this;
  102859. if (task.parallelProcessing) {
  102860. //parallel simplifier
  102861. task.settings.forEach(function (setting) {
  102862. var simplifier = _this.getSimplifier(task);
  102863. simplifier.simplify(setting, function (newMesh) {
  102864. task.mesh.addLODLevel(setting.distance, newMesh);
  102865. newMesh.isVisible = true;
  102866. //check if it is the last
  102867. if (setting.quality === task.settings[task.settings.length - 1].quality && task.successCallback) {
  102868. //all done, run the success callback.
  102869. task.successCallback();
  102870. }
  102871. _this.executeNext();
  102872. });
  102873. });
  102874. }
  102875. else {
  102876. //single simplifier.
  102877. var simplifier = this.getSimplifier(task);
  102878. var runDecimation = function (setting, callback) {
  102879. simplifier.simplify(setting, function (newMesh) {
  102880. task.mesh.addLODLevel(setting.distance, newMesh);
  102881. newMesh.isVisible = true;
  102882. //run the next quality level
  102883. callback();
  102884. });
  102885. };
  102886. BABYLON.AsyncLoop.Run(task.settings.length, function (loop) {
  102887. runDecimation(task.settings[loop.index], function () {
  102888. loop.executeNext();
  102889. });
  102890. }, function () {
  102891. //execution ended, run the success callback.
  102892. if (task.successCallback) {
  102893. task.successCallback();
  102894. }
  102895. _this.executeNext();
  102896. });
  102897. }
  102898. };
  102899. SimplificationQueue.prototype.getSimplifier = function (task) {
  102900. switch (task.simplificationType) {
  102901. case SimplificationType.QUADRATIC:
  102902. default:
  102903. return new QuadraticErrorSimplification(task.mesh);
  102904. }
  102905. };
  102906. return SimplificationQueue;
  102907. }());
  102908. BABYLON.SimplificationQueue = SimplificationQueue;
  102909. /**
  102910. * The implemented types of simplification
  102911. * At the moment only Quadratic Error Decimation is implemented
  102912. */
  102913. var SimplificationType;
  102914. (function (SimplificationType) {
  102915. /** Quadratic error decimation */
  102916. SimplificationType[SimplificationType["QUADRATIC"] = 0] = "QUADRATIC";
  102917. })(SimplificationType = BABYLON.SimplificationType || (BABYLON.SimplificationType = {}));
  102918. var DecimationTriangle = /** @class */ (function () {
  102919. function DecimationTriangle(vertices) {
  102920. this.vertices = vertices;
  102921. this.error = new Array(4);
  102922. this.deleted = false;
  102923. this.isDirty = false;
  102924. this.deletePending = false;
  102925. this.borderFactor = 0;
  102926. }
  102927. return DecimationTriangle;
  102928. }());
  102929. BABYLON.DecimationTriangle = DecimationTriangle;
  102930. var DecimationVertex = /** @class */ (function () {
  102931. function DecimationVertex(position, id) {
  102932. this.position = position;
  102933. this.id = id;
  102934. this.isBorder = true;
  102935. this.q = new QuadraticMatrix();
  102936. this.triangleCount = 0;
  102937. this.triangleStart = 0;
  102938. this.originalOffsets = [];
  102939. }
  102940. DecimationVertex.prototype.updatePosition = function (newPosition) {
  102941. this.position.copyFrom(newPosition);
  102942. };
  102943. return DecimationVertex;
  102944. }());
  102945. BABYLON.DecimationVertex = DecimationVertex;
  102946. var QuadraticMatrix = /** @class */ (function () {
  102947. function QuadraticMatrix(data) {
  102948. this.data = new Array(10);
  102949. for (var i = 0; i < 10; ++i) {
  102950. if (data && data[i]) {
  102951. this.data[i] = data[i];
  102952. }
  102953. else {
  102954. this.data[i] = 0;
  102955. }
  102956. }
  102957. }
  102958. QuadraticMatrix.prototype.det = function (a11, a12, a13, a21, a22, a23, a31, a32, a33) {
  102959. var det = this.data[a11] * this.data[a22] * this.data[a33] + this.data[a13] * this.data[a21] * this.data[a32] +
  102960. this.data[a12] * this.data[a23] * this.data[a31] - this.data[a13] * this.data[a22] * this.data[a31] -
  102961. this.data[a11] * this.data[a23] * this.data[a32] - this.data[a12] * this.data[a21] * this.data[a33];
  102962. return det;
  102963. };
  102964. QuadraticMatrix.prototype.addInPlace = function (matrix) {
  102965. for (var i = 0; i < 10; ++i) {
  102966. this.data[i] += matrix.data[i];
  102967. }
  102968. };
  102969. QuadraticMatrix.prototype.addArrayInPlace = function (data) {
  102970. for (var i = 0; i < 10; ++i) {
  102971. this.data[i] += data[i];
  102972. }
  102973. };
  102974. QuadraticMatrix.prototype.add = function (matrix) {
  102975. var m = new QuadraticMatrix();
  102976. for (var i = 0; i < 10; ++i) {
  102977. m.data[i] = this.data[i] + matrix.data[i];
  102978. }
  102979. return m;
  102980. };
  102981. QuadraticMatrix.FromData = function (a, b, c, d) {
  102982. return new QuadraticMatrix(QuadraticMatrix.DataFromNumbers(a, b, c, d));
  102983. };
  102984. //returning an array to avoid garbage collection
  102985. QuadraticMatrix.DataFromNumbers = function (a, b, c, d) {
  102986. return [a * a, a * b, a * c, a * d, b * b, b * c, b * d, c * c, c * d, d * d];
  102987. };
  102988. return QuadraticMatrix;
  102989. }());
  102990. BABYLON.QuadraticMatrix = QuadraticMatrix;
  102991. var Reference = /** @class */ (function () {
  102992. function Reference(vertexId, triangleId) {
  102993. this.vertexId = vertexId;
  102994. this.triangleId = triangleId;
  102995. }
  102996. return Reference;
  102997. }());
  102998. BABYLON.Reference = Reference;
  102999. /**
  103000. * An implementation of the Quadratic Error simplification algorithm.
  103001. * Original paper : http://www1.cs.columbia.edu/~cs4162/html05s/garland97.pdf
  103002. * Ported mostly from QSlim and http://voxels.blogspot.de/2014/05/quadric-mesh-simplification-with-source.html to babylon JS
  103003. * @author RaananW
  103004. */
  103005. var QuadraticErrorSimplification = /** @class */ (function () {
  103006. function QuadraticErrorSimplification(_mesh) {
  103007. this._mesh = _mesh;
  103008. this.syncIterations = 5000;
  103009. this.aggressiveness = 7;
  103010. this.decimationIterations = 100;
  103011. this.boundingBoxEpsilon = BABYLON.Epsilon;
  103012. }
  103013. QuadraticErrorSimplification.prototype.simplify = function (settings, successCallback) {
  103014. var _this = this;
  103015. this.initDecimatedMesh();
  103016. //iterating through the submeshes array, one after the other.
  103017. BABYLON.AsyncLoop.Run(this._mesh.subMeshes.length, function (loop) {
  103018. _this.initWithMesh(loop.index, function () {
  103019. _this.runDecimation(settings, loop.index, function () {
  103020. loop.executeNext();
  103021. });
  103022. }, settings.optimizeMesh);
  103023. }, function () {
  103024. setTimeout(function () {
  103025. successCallback(_this._reconstructedMesh);
  103026. }, 0);
  103027. });
  103028. };
  103029. QuadraticErrorSimplification.prototype.runDecimation = function (settings, submeshIndex, successCallback) {
  103030. var _this = this;
  103031. var targetCount = ~~(this.triangles.length * settings.quality);
  103032. var deletedTriangles = 0;
  103033. var triangleCount = this.triangles.length;
  103034. var iterationFunction = function (iteration, callback) {
  103035. setTimeout(function () {
  103036. if (iteration % 5 === 0) {
  103037. _this.updateMesh(iteration === 0);
  103038. }
  103039. for (var i = 0; i < _this.triangles.length; ++i) {
  103040. _this.triangles[i].isDirty = false;
  103041. }
  103042. var threshold = 0.000000001 * Math.pow((iteration + 3), _this.aggressiveness);
  103043. var trianglesIterator = function (i) {
  103044. var tIdx = ~~(((_this.triangles.length / 2) + i) % _this.triangles.length);
  103045. var t = _this.triangles[tIdx];
  103046. if (!t)
  103047. return;
  103048. if (t.error[3] > threshold || t.deleted || t.isDirty) {
  103049. return;
  103050. }
  103051. for (var j = 0; j < 3; ++j) {
  103052. if (t.error[j] < threshold) {
  103053. var deleted0 = [];
  103054. var deleted1 = [];
  103055. var v0 = t.vertices[j];
  103056. var v1 = t.vertices[(j + 1) % 3];
  103057. if (v0.isBorder || v1.isBorder)
  103058. continue;
  103059. var p = BABYLON.Vector3.Zero();
  103060. var n = BABYLON.Vector3.Zero();
  103061. var uv = BABYLON.Vector2.Zero();
  103062. var color = new BABYLON.Color4(0, 0, 0, 1);
  103063. _this.calculateError(v0, v1, p, n, uv, color);
  103064. var delTr = new Array();
  103065. if (_this.isFlipped(v0, v1, p, deleted0, t.borderFactor, delTr))
  103066. continue;
  103067. if (_this.isFlipped(v1, v0, p, deleted1, t.borderFactor, delTr))
  103068. continue;
  103069. if (deleted0.indexOf(true) < 0 || deleted1.indexOf(true) < 0)
  103070. continue;
  103071. var uniqueArray = new Array();
  103072. delTr.forEach(function (deletedT) {
  103073. if (uniqueArray.indexOf(deletedT) === -1) {
  103074. deletedT.deletePending = true;
  103075. uniqueArray.push(deletedT);
  103076. }
  103077. });
  103078. if (uniqueArray.length % 2 !== 0) {
  103079. continue;
  103080. }
  103081. v0.q = v1.q.add(v0.q);
  103082. v0.updatePosition(p);
  103083. var tStart = _this.references.length;
  103084. deletedTriangles = _this.updateTriangles(v0, v0, deleted0, deletedTriangles);
  103085. deletedTriangles = _this.updateTriangles(v0, v1, deleted1, deletedTriangles);
  103086. var tCount = _this.references.length - tStart;
  103087. if (tCount <= v0.triangleCount) {
  103088. if (tCount) {
  103089. for (var c = 0; c < tCount; c++) {
  103090. _this.references[v0.triangleStart + c] = _this.references[tStart + c];
  103091. }
  103092. }
  103093. }
  103094. else {
  103095. v0.triangleStart = tStart;
  103096. }
  103097. v0.triangleCount = tCount;
  103098. break;
  103099. }
  103100. }
  103101. };
  103102. BABYLON.AsyncLoop.SyncAsyncForLoop(_this.triangles.length, _this.syncIterations, trianglesIterator, callback, function () { return (triangleCount - deletedTriangles <= targetCount); });
  103103. }, 0);
  103104. };
  103105. BABYLON.AsyncLoop.Run(this.decimationIterations, function (loop) {
  103106. if (triangleCount - deletedTriangles <= targetCount)
  103107. loop.breakLoop();
  103108. else {
  103109. iterationFunction(loop.index, function () {
  103110. loop.executeNext();
  103111. });
  103112. }
  103113. }, function () {
  103114. setTimeout(function () {
  103115. //reconstruct this part of the mesh
  103116. _this.reconstructMesh(submeshIndex);
  103117. successCallback();
  103118. }, 0);
  103119. });
  103120. };
  103121. QuadraticErrorSimplification.prototype.initWithMesh = function (submeshIndex, callback, optimizeMesh) {
  103122. var _this = this;
  103123. this.vertices = [];
  103124. this.triangles = [];
  103125. var positionData = this._mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  103126. var indices = this._mesh.getIndices();
  103127. var submesh = this._mesh.subMeshes[submeshIndex];
  103128. var findInVertices = function (positionToSearch) {
  103129. if (optimizeMesh) {
  103130. for (var ii = 0; ii < _this.vertices.length; ++ii) {
  103131. if (_this.vertices[ii].position.equals(positionToSearch)) {
  103132. return _this.vertices[ii];
  103133. }
  103134. }
  103135. }
  103136. return null;
  103137. };
  103138. var vertexReferences = [];
  103139. var vertexInit = function (i) {
  103140. if (!positionData) {
  103141. return;
  103142. }
  103143. var offset = i + submesh.verticesStart;
  103144. var position = BABYLON.Vector3.FromArray(positionData, offset * 3);
  103145. var vertex = findInVertices(position) || new DecimationVertex(position, _this.vertices.length);
  103146. vertex.originalOffsets.push(offset);
  103147. if (vertex.id === _this.vertices.length) {
  103148. _this.vertices.push(vertex);
  103149. }
  103150. vertexReferences.push(vertex.id);
  103151. };
  103152. //var totalVertices = mesh.getTotalVertices();
  103153. var totalVertices = submesh.verticesCount;
  103154. BABYLON.AsyncLoop.SyncAsyncForLoop(totalVertices, (this.syncIterations / 4) >> 0, vertexInit, function () {
  103155. var indicesInit = function (i) {
  103156. if (!indices) {
  103157. return;
  103158. }
  103159. var offset = (submesh.indexStart / 3) + i;
  103160. var pos = (offset * 3);
  103161. var i0 = indices[pos + 0];
  103162. var i1 = indices[pos + 1];
  103163. var i2 = indices[pos + 2];
  103164. var v0 = _this.vertices[vertexReferences[i0 - submesh.verticesStart]];
  103165. var v1 = _this.vertices[vertexReferences[i1 - submesh.verticesStart]];
  103166. var v2 = _this.vertices[vertexReferences[i2 - submesh.verticesStart]];
  103167. var triangle = new DecimationTriangle([v0, v1, v2]);
  103168. triangle.originalOffset = pos;
  103169. _this.triangles.push(triangle);
  103170. };
  103171. BABYLON.AsyncLoop.SyncAsyncForLoop(submesh.indexCount / 3, _this.syncIterations, indicesInit, function () {
  103172. _this.init(callback);
  103173. });
  103174. });
  103175. };
  103176. QuadraticErrorSimplification.prototype.init = function (callback) {
  103177. var _this = this;
  103178. var triangleInit1 = function (i) {
  103179. var t = _this.triangles[i];
  103180. t.normal = BABYLON.Vector3.Cross(t.vertices[1].position.subtract(t.vertices[0].position), t.vertices[2].position.subtract(t.vertices[0].position)).normalize();
  103181. for (var j = 0; j < 3; j++) {
  103182. 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))));
  103183. }
  103184. };
  103185. BABYLON.AsyncLoop.SyncAsyncForLoop(this.triangles.length, this.syncIterations, triangleInit1, function () {
  103186. var triangleInit2 = function (i) {
  103187. var t = _this.triangles[i];
  103188. for (var j = 0; j < 3; ++j) {
  103189. t.error[j] = _this.calculateError(t.vertices[j], t.vertices[(j + 1) % 3]);
  103190. }
  103191. t.error[3] = Math.min(t.error[0], t.error[1], t.error[2]);
  103192. };
  103193. BABYLON.AsyncLoop.SyncAsyncForLoop(_this.triangles.length, _this.syncIterations, triangleInit2, function () {
  103194. callback();
  103195. });
  103196. });
  103197. };
  103198. QuadraticErrorSimplification.prototype.reconstructMesh = function (submeshIndex) {
  103199. var newTriangles = [];
  103200. var i;
  103201. for (i = 0; i < this.vertices.length; ++i) {
  103202. this.vertices[i].triangleCount = 0;
  103203. }
  103204. var t;
  103205. var j;
  103206. for (i = 0; i < this.triangles.length; ++i) {
  103207. if (!this.triangles[i].deleted) {
  103208. t = this.triangles[i];
  103209. for (j = 0; j < 3; ++j) {
  103210. t.vertices[j].triangleCount = 1;
  103211. }
  103212. newTriangles.push(t);
  103213. }
  103214. }
  103215. var newPositionData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind) || []);
  103216. var newNormalData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind) || []);
  103217. var newUVsData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.UVKind) || []);
  103218. var newColorsData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.ColorKind) || []);
  103219. var normalData = this._mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  103220. var uvs = this._mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  103221. var colorsData = this._mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  103222. var vertexCount = 0;
  103223. for (i = 0; i < this.vertices.length; ++i) {
  103224. var vertex = this.vertices[i];
  103225. vertex.id = vertexCount;
  103226. if (vertex.triangleCount) {
  103227. vertex.originalOffsets.forEach(function (originalOffset) {
  103228. if (!normalData) {
  103229. return;
  103230. }
  103231. newPositionData.push(vertex.position.x);
  103232. newPositionData.push(vertex.position.y);
  103233. newPositionData.push(vertex.position.z);
  103234. newNormalData.push(normalData[originalOffset * 3]);
  103235. newNormalData.push(normalData[(originalOffset * 3) + 1]);
  103236. newNormalData.push(normalData[(originalOffset * 3) + 2]);
  103237. if (uvs && uvs.length) {
  103238. newUVsData.push(uvs[(originalOffset * 2)]);
  103239. newUVsData.push(uvs[(originalOffset * 2) + 1]);
  103240. }
  103241. else if (colorsData && colorsData.length) {
  103242. newColorsData.push(colorsData[(originalOffset * 4)]);
  103243. newColorsData.push(colorsData[(originalOffset * 4) + 1]);
  103244. newColorsData.push(colorsData[(originalOffset * 4) + 2]);
  103245. newColorsData.push(colorsData[(originalOffset * 4) + 3]);
  103246. }
  103247. ++vertexCount;
  103248. });
  103249. }
  103250. }
  103251. var startingIndex = this._reconstructedMesh.getTotalIndices();
  103252. var startingVertex = this._reconstructedMesh.getTotalVertices();
  103253. var submeshesArray = this._reconstructedMesh.subMeshes;
  103254. this._reconstructedMesh.subMeshes = [];
  103255. var newIndicesArray = this._reconstructedMesh.getIndices(); //[];
  103256. var originalIndices = this._mesh.getIndices();
  103257. for (i = 0; i < newTriangles.length; ++i) {
  103258. t = newTriangles[i]; //now get the new referencing point for each vertex
  103259. [0, 1, 2].forEach(function (idx) {
  103260. var id = originalIndices[t.originalOffset + idx];
  103261. var offset = t.vertices[idx].originalOffsets.indexOf(id);
  103262. if (offset < 0)
  103263. offset = 0;
  103264. newIndicesArray.push(t.vertices[idx].id + offset + startingVertex);
  103265. });
  103266. }
  103267. //overwriting the old vertex buffers and indices.
  103268. this._reconstructedMesh.setIndices(newIndicesArray);
  103269. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, newPositionData);
  103270. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, newNormalData);
  103271. if (newUVsData.length > 0)
  103272. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.UVKind, newUVsData);
  103273. if (newColorsData.length > 0)
  103274. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, newColorsData);
  103275. //create submesh
  103276. var originalSubmesh = this._mesh.subMeshes[submeshIndex];
  103277. if (submeshIndex > 0) {
  103278. this._reconstructedMesh.subMeshes = [];
  103279. submeshesArray.forEach(function (submesh) {
  103280. BABYLON.SubMesh.AddToMesh(submesh.materialIndex, submesh.verticesStart, submesh.verticesCount, /* 0, newPositionData.length/3, */ submesh.indexStart, submesh.indexCount, submesh.getMesh());
  103281. });
  103282. BABYLON.SubMesh.AddToMesh(originalSubmesh.materialIndex, startingVertex, vertexCount, /* 0, newPositionData.length / 3, */ startingIndex, newTriangles.length * 3, this._reconstructedMesh);
  103283. }
  103284. };
  103285. QuadraticErrorSimplification.prototype.initDecimatedMesh = function () {
  103286. this._reconstructedMesh = new BABYLON.Mesh(this._mesh.name + "Decimated", this._mesh.getScene());
  103287. this._reconstructedMesh.material = this._mesh.material;
  103288. this._reconstructedMesh.parent = this._mesh.parent;
  103289. this._reconstructedMesh.isVisible = false;
  103290. this._reconstructedMesh.renderingGroupId = this._mesh.renderingGroupId;
  103291. };
  103292. QuadraticErrorSimplification.prototype.isFlipped = function (vertex1, vertex2, point, deletedArray, borderFactor, delTr) {
  103293. for (var i = 0; i < vertex1.triangleCount; ++i) {
  103294. var t = this.triangles[this.references[vertex1.triangleStart + i].triangleId];
  103295. if (t.deleted)
  103296. continue;
  103297. var s = this.references[vertex1.triangleStart + i].vertexId;
  103298. var v1 = t.vertices[(s + 1) % 3];
  103299. var v2 = t.vertices[(s + 2) % 3];
  103300. if ((v1 === vertex2 || v2 === vertex2)) {
  103301. deletedArray[i] = true;
  103302. delTr.push(t);
  103303. continue;
  103304. }
  103305. var d1 = v1.position.subtract(point);
  103306. d1 = d1.normalize();
  103307. var d2 = v2.position.subtract(point);
  103308. d2 = d2.normalize();
  103309. if (Math.abs(BABYLON.Vector3.Dot(d1, d2)) > 0.999)
  103310. return true;
  103311. var normal = BABYLON.Vector3.Cross(d1, d2).normalize();
  103312. deletedArray[i] = false;
  103313. if (BABYLON.Vector3.Dot(normal, t.normal) < 0.2)
  103314. return true;
  103315. }
  103316. return false;
  103317. };
  103318. QuadraticErrorSimplification.prototype.updateTriangles = function (origVertex, vertex, deletedArray, deletedTriangles) {
  103319. var newDeleted = deletedTriangles;
  103320. for (var i = 0; i < vertex.triangleCount; ++i) {
  103321. var ref = this.references[vertex.triangleStart + i];
  103322. var t = this.triangles[ref.triangleId];
  103323. if (t.deleted)
  103324. continue;
  103325. if (deletedArray[i] && t.deletePending) {
  103326. t.deleted = true;
  103327. newDeleted++;
  103328. continue;
  103329. }
  103330. t.vertices[ref.vertexId] = origVertex;
  103331. t.isDirty = true;
  103332. t.error[0] = this.calculateError(t.vertices[0], t.vertices[1]) + (t.borderFactor / 2);
  103333. t.error[1] = this.calculateError(t.vertices[1], t.vertices[2]) + (t.borderFactor / 2);
  103334. t.error[2] = this.calculateError(t.vertices[2], t.vertices[0]) + (t.borderFactor / 2);
  103335. t.error[3] = Math.min(t.error[0], t.error[1], t.error[2]);
  103336. this.references.push(ref);
  103337. }
  103338. return newDeleted;
  103339. };
  103340. QuadraticErrorSimplification.prototype.identifyBorder = function () {
  103341. for (var i = 0; i < this.vertices.length; ++i) {
  103342. var vCount = [];
  103343. var vId = [];
  103344. var v = this.vertices[i];
  103345. var j;
  103346. for (j = 0; j < v.triangleCount; ++j) {
  103347. var triangle = this.triangles[this.references[v.triangleStart + j].triangleId];
  103348. for (var ii = 0; ii < 3; ii++) {
  103349. var ofs = 0;
  103350. var vv = triangle.vertices[ii];
  103351. while (ofs < vCount.length) {
  103352. if (vId[ofs] === vv.id)
  103353. break;
  103354. ++ofs;
  103355. }
  103356. if (ofs === vCount.length) {
  103357. vCount.push(1);
  103358. vId.push(vv.id);
  103359. }
  103360. else {
  103361. vCount[ofs]++;
  103362. }
  103363. }
  103364. }
  103365. for (j = 0; j < vCount.length; ++j) {
  103366. if (vCount[j] === 1) {
  103367. this.vertices[vId[j]].isBorder = true;
  103368. }
  103369. else {
  103370. this.vertices[vId[j]].isBorder = false;
  103371. }
  103372. }
  103373. }
  103374. };
  103375. QuadraticErrorSimplification.prototype.updateMesh = function (identifyBorders) {
  103376. if (identifyBorders === void 0) { identifyBorders = false; }
  103377. var i;
  103378. if (!identifyBorders) {
  103379. var newTrianglesVector = [];
  103380. for (i = 0; i < this.triangles.length; ++i) {
  103381. if (!this.triangles[i].deleted) {
  103382. newTrianglesVector.push(this.triangles[i]);
  103383. }
  103384. }
  103385. this.triangles = newTrianglesVector;
  103386. }
  103387. for (i = 0; i < this.vertices.length; ++i) {
  103388. this.vertices[i].triangleCount = 0;
  103389. this.vertices[i].triangleStart = 0;
  103390. }
  103391. var t;
  103392. var j;
  103393. var v;
  103394. for (i = 0; i < this.triangles.length; ++i) {
  103395. t = this.triangles[i];
  103396. for (j = 0; j < 3; ++j) {
  103397. v = t.vertices[j];
  103398. v.triangleCount++;
  103399. }
  103400. }
  103401. var tStart = 0;
  103402. for (i = 0; i < this.vertices.length; ++i) {
  103403. this.vertices[i].triangleStart = tStart;
  103404. tStart += this.vertices[i].triangleCount;
  103405. this.vertices[i].triangleCount = 0;
  103406. }
  103407. var newReferences = new Array(this.triangles.length * 3);
  103408. for (i = 0; i < this.triangles.length; ++i) {
  103409. t = this.triangles[i];
  103410. for (j = 0; j < 3; ++j) {
  103411. v = t.vertices[j];
  103412. newReferences[v.triangleStart + v.triangleCount] = new Reference(j, i);
  103413. v.triangleCount++;
  103414. }
  103415. }
  103416. this.references = newReferences;
  103417. if (identifyBorders) {
  103418. this.identifyBorder();
  103419. }
  103420. };
  103421. QuadraticErrorSimplification.prototype.vertexError = function (q, point) {
  103422. var x = point.x;
  103423. var y = point.y;
  103424. var z = point.z;
  103425. 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
  103426. + 2 * q.data[5] * y * z + 2 * q.data[6] * y + q.data[7] * z * z + 2 * q.data[8] * z + q.data[9];
  103427. };
  103428. QuadraticErrorSimplification.prototype.calculateError = function (vertex1, vertex2, pointResult, normalResult, uvResult, colorResult) {
  103429. var q = vertex1.q.add(vertex2.q);
  103430. var border = vertex1.isBorder && vertex2.isBorder;
  103431. var error = 0;
  103432. var qDet = q.det(0, 1, 2, 1, 4, 5, 2, 5, 7);
  103433. if (qDet !== 0 && !border) {
  103434. if (!pointResult) {
  103435. pointResult = BABYLON.Vector3.Zero();
  103436. }
  103437. pointResult.x = -1 / qDet * (q.det(1, 2, 3, 4, 5, 6, 5, 7, 8));
  103438. pointResult.y = 1 / qDet * (q.det(0, 2, 3, 1, 5, 6, 2, 7, 8));
  103439. pointResult.z = -1 / qDet * (q.det(0, 1, 3, 1, 4, 6, 2, 5, 8));
  103440. error = this.vertexError(q, pointResult);
  103441. }
  103442. else {
  103443. var p3 = (vertex1.position.add(vertex2.position)).divide(new BABYLON.Vector3(2, 2, 2));
  103444. //var norm3 = (vertex1.normal.add(vertex2.normal)).divide(new Vector3(2, 2, 2)).normalize();
  103445. var error1 = this.vertexError(q, vertex1.position);
  103446. var error2 = this.vertexError(q, vertex2.position);
  103447. var error3 = this.vertexError(q, p3);
  103448. error = Math.min(error1, error2, error3);
  103449. if (error === error1) {
  103450. if (pointResult) {
  103451. pointResult.copyFrom(vertex1.position);
  103452. }
  103453. }
  103454. else if (error === error2) {
  103455. if (pointResult) {
  103456. pointResult.copyFrom(vertex2.position);
  103457. }
  103458. }
  103459. else {
  103460. if (pointResult) {
  103461. pointResult.copyFrom(p3);
  103462. }
  103463. }
  103464. }
  103465. return error;
  103466. };
  103467. return QuadraticErrorSimplification;
  103468. }());
  103469. BABYLON.QuadraticErrorSimplification = QuadraticErrorSimplification;
  103470. })(BABYLON || (BABYLON = {}));
  103471. //# sourceMappingURL=babylon.meshSimplification.js.map
  103472. var BABYLON;
  103473. (function (BABYLON) {
  103474. Object.defineProperty(BABYLON.Scene.prototype, "simplificationQueue", {
  103475. get: function () {
  103476. if (!this._simplificationQueue) {
  103477. this._simplificationQueue = new BABYLON.SimplificationQueue();
  103478. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE);
  103479. if (!component) {
  103480. component = new SimplicationQueueSceneComponent(this);
  103481. this._addComponent(component);
  103482. }
  103483. }
  103484. return this._simplificationQueue;
  103485. },
  103486. set: function (value) {
  103487. this._simplificationQueue = value;
  103488. },
  103489. enumerable: true,
  103490. configurable: true
  103491. });
  103492. BABYLON.Mesh.prototype.simplify = function (settings, parallelProcessing, simplificationType, successCallback) {
  103493. if (parallelProcessing === void 0) { parallelProcessing = true; }
  103494. if (simplificationType === void 0) { simplificationType = BABYLON.SimplificationType.QUADRATIC; }
  103495. this.getScene().simplificationQueue.addTask({
  103496. settings: settings,
  103497. parallelProcessing: parallelProcessing,
  103498. mesh: this,
  103499. simplificationType: simplificationType,
  103500. successCallback: successCallback
  103501. });
  103502. return this;
  103503. };
  103504. /**
  103505. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  103506. * created in a scene
  103507. */
  103508. var SimplicationQueueSceneComponent = /** @class */ (function () {
  103509. /**
  103510. * Creates a new instance of the component for the given scene
  103511. * @param scene Defines the scene to register the component in
  103512. */
  103513. function SimplicationQueueSceneComponent(scene) {
  103514. /**
  103515. * The component name helpfull to identify the component in the list of scene components.
  103516. */
  103517. this.name = BABYLON.SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE;
  103518. this.scene = scene;
  103519. }
  103520. /**
  103521. * Registers the component in a given scene
  103522. */
  103523. SimplicationQueueSceneComponent.prototype.register = function () {
  103524. this.scene._beforeCameraUpdateStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE, this, this._beforeCameraUpdate);
  103525. };
  103526. /**
  103527. * Rebuilds the elements related to this component in case of
  103528. * context lost for instance.
  103529. */
  103530. SimplicationQueueSceneComponent.prototype.rebuild = function () {
  103531. // Nothing to do for this component
  103532. };
  103533. /**
  103534. * Disposes the component and the associated ressources
  103535. */
  103536. SimplicationQueueSceneComponent.prototype.dispose = function () {
  103537. // Nothing to do for this component
  103538. };
  103539. SimplicationQueueSceneComponent.prototype._beforeCameraUpdate = function () {
  103540. if (this.scene._simplificationQueue && !this.scene._simplificationQueue.running) {
  103541. this.scene._simplificationQueue.executeNext();
  103542. }
  103543. };
  103544. return SimplicationQueueSceneComponent;
  103545. }());
  103546. BABYLON.SimplicationQueueSceneComponent = SimplicationQueueSceneComponent;
  103547. })(BABYLON || (BABYLON = {}));
  103548. //# sourceMappingURL=babylon.meshSimplificationSceneComponent.js.map
  103549. var BABYLON;
  103550. (function (BABYLON) {
  103551. /**
  103552. * Class used to represent a specific level of detail of a mesh
  103553. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  103554. */
  103555. var MeshLODLevel = /** @class */ (function () {
  103556. /**
  103557. * Creates a new LOD level
  103558. * @param distance defines the distance where this level should star being displayed
  103559. * @param mesh defines the mesh to use to render this level
  103560. */
  103561. function MeshLODLevel(
  103562. /** Defines the distance where this level should star being displayed */
  103563. distance,
  103564. /** Defines the mesh to use to render this level */
  103565. mesh) {
  103566. this.distance = distance;
  103567. this.mesh = mesh;
  103568. }
  103569. return MeshLODLevel;
  103570. }());
  103571. BABYLON.MeshLODLevel = MeshLODLevel;
  103572. })(BABYLON || (BABYLON = {}));
  103573. //# sourceMappingURL=babylon.meshLODLevel.js.map
  103574. var BABYLON;
  103575. (function (BABYLON) {
  103576. /**
  103577. * Defines the root class used to create scene optimization to use with SceneOptimizer
  103578. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  103579. */
  103580. var SceneOptimization = /** @class */ (function () {
  103581. /**
  103582. * Creates the SceneOptimization object
  103583. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  103584. * @param desc defines the description associated with the optimization
  103585. */
  103586. function SceneOptimization(
  103587. /**
  103588. * Defines the priority of this optimization (0 by default which means first in the list)
  103589. */
  103590. priority) {
  103591. if (priority === void 0) { priority = 0; }
  103592. this.priority = priority;
  103593. }
  103594. /**
  103595. * Gets a string describing the action executed by the current optimization
  103596. * @returns description string
  103597. */
  103598. SceneOptimization.prototype.getDescription = function () {
  103599. return "";
  103600. };
  103601. /**
  103602. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  103603. * @param scene defines the current scene where to apply this optimization
  103604. * @param optimizer defines the current optimizer
  103605. * @returns true if everything that can be done was applied
  103606. */
  103607. SceneOptimization.prototype.apply = function (scene, optimizer) {
  103608. return true;
  103609. };
  103610. ;
  103611. return SceneOptimization;
  103612. }());
  103613. BABYLON.SceneOptimization = SceneOptimization;
  103614. /**
  103615. * Defines an optimization used to reduce the size of render target textures
  103616. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  103617. */
  103618. var TextureOptimization = /** @class */ (function (_super) {
  103619. __extends(TextureOptimization, _super);
  103620. /**
  103621. * Creates the TextureOptimization object
  103622. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  103623. * @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
  103624. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  103625. */
  103626. function TextureOptimization(
  103627. /**
  103628. * Defines the priority of this optimization (0 by default which means first in the list)
  103629. */
  103630. priority,
  103631. /**
  103632. * 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
  103633. */
  103634. maximumSize,
  103635. /**
  103636. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  103637. */
  103638. step) {
  103639. if (priority === void 0) { priority = 0; }
  103640. if (maximumSize === void 0) { maximumSize = 1024; }
  103641. if (step === void 0) { step = 0.5; }
  103642. var _this = _super.call(this, priority) || this;
  103643. _this.priority = priority;
  103644. _this.maximumSize = maximumSize;
  103645. _this.step = step;
  103646. return _this;
  103647. }
  103648. /**
  103649. * Gets a string describing the action executed by the current optimization
  103650. * @returns description string
  103651. */
  103652. TextureOptimization.prototype.getDescription = function () {
  103653. return "Reducing render target texture size to " + this.maximumSize;
  103654. };
  103655. /**
  103656. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  103657. * @param scene defines the current scene where to apply this optimization
  103658. * @param optimizer defines the current optimizer
  103659. * @returns true if everything that can be done was applied
  103660. */
  103661. TextureOptimization.prototype.apply = function (scene, optimizer) {
  103662. var allDone = true;
  103663. for (var index = 0; index < scene.textures.length; index++) {
  103664. var texture = scene.textures[index];
  103665. if (!texture.canRescale || texture.getContext) {
  103666. continue;
  103667. }
  103668. var currentSize = texture.getSize();
  103669. var maxDimension = Math.max(currentSize.width, currentSize.height);
  103670. if (maxDimension > this.maximumSize) {
  103671. texture.scale(this.step);
  103672. allDone = false;
  103673. }
  103674. }
  103675. return allDone;
  103676. };
  103677. return TextureOptimization;
  103678. }(SceneOptimization));
  103679. BABYLON.TextureOptimization = TextureOptimization;
  103680. /**
  103681. * Defines an optimization used to increase or decrease the rendering resolution
  103682. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  103683. */
  103684. var HardwareScalingOptimization = /** @class */ (function (_super) {
  103685. __extends(HardwareScalingOptimization, _super);
  103686. /**
  103687. * Creates the HardwareScalingOptimization object
  103688. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  103689. * @param maximumScale defines the maximum scale to use (2 by default)
  103690. * @param step defines the step to use between two passes (0.5 by default)
  103691. */
  103692. function HardwareScalingOptimization(
  103693. /**
  103694. * Defines the priority of this optimization (0 by default which means first in the list)
  103695. */
  103696. priority,
  103697. /**
  103698. * Defines the maximum scale to use (2 by default)
  103699. */
  103700. maximumScale,
  103701. /**
  103702. * Defines the step to use between two passes (0.5 by default)
  103703. */
  103704. step) {
  103705. if (priority === void 0) { priority = 0; }
  103706. if (maximumScale === void 0) { maximumScale = 2; }
  103707. if (step === void 0) { step = 0.25; }
  103708. var _this = _super.call(this, priority) || this;
  103709. _this.priority = priority;
  103710. _this.maximumScale = maximumScale;
  103711. _this.step = step;
  103712. _this._currentScale = -1;
  103713. _this._directionOffset = 1;
  103714. return _this;
  103715. }
  103716. /**
  103717. * Gets a string describing the action executed by the current optimization
  103718. * @return description string
  103719. */
  103720. HardwareScalingOptimization.prototype.getDescription = function () {
  103721. return "Setting hardware scaling level to " + this._currentScale;
  103722. };
  103723. /**
  103724. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  103725. * @param scene defines the current scene where to apply this optimization
  103726. * @param optimizer defines the current optimizer
  103727. * @returns true if everything that can be done was applied
  103728. */
  103729. HardwareScalingOptimization.prototype.apply = function (scene, optimizer) {
  103730. if (this._currentScale === -1) {
  103731. this._currentScale = scene.getEngine().getHardwareScalingLevel();
  103732. if (this._currentScale > this.maximumScale) {
  103733. this._directionOffset = -1;
  103734. }
  103735. }
  103736. this._currentScale += this._directionOffset * this.step;
  103737. scene.getEngine().setHardwareScalingLevel(this._currentScale);
  103738. return this._directionOffset === 1 ? this._currentScale >= this.maximumScale : this._currentScale <= this.maximumScale;
  103739. };
  103740. ;
  103741. return HardwareScalingOptimization;
  103742. }(SceneOptimization));
  103743. BABYLON.HardwareScalingOptimization = HardwareScalingOptimization;
  103744. /**
  103745. * Defines an optimization used to remove shadows
  103746. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  103747. */
  103748. var ShadowsOptimization = /** @class */ (function (_super) {
  103749. __extends(ShadowsOptimization, _super);
  103750. function ShadowsOptimization() {
  103751. return _super !== null && _super.apply(this, arguments) || this;
  103752. }
  103753. /**
  103754. * Gets a string describing the action executed by the current optimization
  103755. * @return description string
  103756. */
  103757. ShadowsOptimization.prototype.getDescription = function () {
  103758. return "Turning shadows on/off";
  103759. };
  103760. /**
  103761. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  103762. * @param scene defines the current scene where to apply this optimization
  103763. * @param optimizer defines the current optimizer
  103764. * @returns true if everything that can be done was applied
  103765. */
  103766. ShadowsOptimization.prototype.apply = function (scene, optimizer) {
  103767. scene.shadowsEnabled = optimizer.isInImprovementMode;
  103768. return true;
  103769. };
  103770. ;
  103771. return ShadowsOptimization;
  103772. }(SceneOptimization));
  103773. BABYLON.ShadowsOptimization = ShadowsOptimization;
  103774. /**
  103775. * Defines an optimization used to turn post-processes off
  103776. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  103777. */
  103778. var PostProcessesOptimization = /** @class */ (function (_super) {
  103779. __extends(PostProcessesOptimization, _super);
  103780. function PostProcessesOptimization() {
  103781. return _super !== null && _super.apply(this, arguments) || this;
  103782. }
  103783. /**
  103784. * Gets a string describing the action executed by the current optimization
  103785. * @return description string
  103786. */
  103787. PostProcessesOptimization.prototype.getDescription = function () {
  103788. return "Turning post-processes on/off";
  103789. };
  103790. /**
  103791. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  103792. * @param scene defines the current scene where to apply this optimization
  103793. * @param optimizer defines the current optimizer
  103794. * @returns true if everything that can be done was applied
  103795. */
  103796. PostProcessesOptimization.prototype.apply = function (scene, optimizer) {
  103797. scene.postProcessesEnabled = optimizer.isInImprovementMode;
  103798. return true;
  103799. };
  103800. ;
  103801. return PostProcessesOptimization;
  103802. }(SceneOptimization));
  103803. BABYLON.PostProcessesOptimization = PostProcessesOptimization;
  103804. /**
  103805. * Defines an optimization used to turn lens flares off
  103806. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  103807. */
  103808. var LensFlaresOptimization = /** @class */ (function (_super) {
  103809. __extends(LensFlaresOptimization, _super);
  103810. function LensFlaresOptimization() {
  103811. return _super !== null && _super.apply(this, arguments) || this;
  103812. }
  103813. /**
  103814. * Gets a string describing the action executed by the current optimization
  103815. * @return description string
  103816. */
  103817. LensFlaresOptimization.prototype.getDescription = function () {
  103818. return "Turning lens flares on/off";
  103819. };
  103820. /**
  103821. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  103822. * @param scene defines the current scene where to apply this optimization
  103823. * @param optimizer defines the current optimizer
  103824. * @returns true if everything that can be done was applied
  103825. */
  103826. LensFlaresOptimization.prototype.apply = function (scene, optimizer) {
  103827. scene.lensFlaresEnabled = optimizer.isInImprovementMode;
  103828. return true;
  103829. };
  103830. ;
  103831. return LensFlaresOptimization;
  103832. }(SceneOptimization));
  103833. BABYLON.LensFlaresOptimization = LensFlaresOptimization;
  103834. /**
  103835. * Defines an optimization based on user defined callback.
  103836. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  103837. */
  103838. var CustomOptimization = /** @class */ (function (_super) {
  103839. __extends(CustomOptimization, _super);
  103840. function CustomOptimization() {
  103841. return _super !== null && _super.apply(this, arguments) || this;
  103842. }
  103843. /**
  103844. * Gets a string describing the action executed by the current optimization
  103845. * @returns description string
  103846. */
  103847. CustomOptimization.prototype.getDescription = function () {
  103848. if (this.onGetDescription) {
  103849. return this.onGetDescription();
  103850. }
  103851. return "Running user defined callback";
  103852. };
  103853. /**
  103854. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  103855. * @param scene defines the current scene where to apply this optimization
  103856. * @param optimizer defines the current optimizer
  103857. * @returns true if everything that can be done was applied
  103858. */
  103859. CustomOptimization.prototype.apply = function (scene, optimizer) {
  103860. if (this.onApply) {
  103861. return this.onApply(scene, optimizer);
  103862. }
  103863. return true;
  103864. };
  103865. ;
  103866. return CustomOptimization;
  103867. }(SceneOptimization));
  103868. BABYLON.CustomOptimization = CustomOptimization;
  103869. /**
  103870. * Defines an optimization used to turn particles off
  103871. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  103872. */
  103873. var ParticlesOptimization = /** @class */ (function (_super) {
  103874. __extends(ParticlesOptimization, _super);
  103875. function ParticlesOptimization() {
  103876. return _super !== null && _super.apply(this, arguments) || this;
  103877. }
  103878. /**
  103879. * Gets a string describing the action executed by the current optimization
  103880. * @return description string
  103881. */
  103882. ParticlesOptimization.prototype.getDescription = function () {
  103883. return "Turning particles on/off";
  103884. };
  103885. /**
  103886. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  103887. * @param scene defines the current scene where to apply this optimization
  103888. * @param optimizer defines the current optimizer
  103889. * @returns true if everything that can be done was applied
  103890. */
  103891. ParticlesOptimization.prototype.apply = function (scene, optimizer) {
  103892. scene.particlesEnabled = optimizer.isInImprovementMode;
  103893. return true;
  103894. };
  103895. ;
  103896. return ParticlesOptimization;
  103897. }(SceneOptimization));
  103898. BABYLON.ParticlesOptimization = ParticlesOptimization;
  103899. /**
  103900. * Defines an optimization used to turn render targets off
  103901. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  103902. */
  103903. var RenderTargetsOptimization = /** @class */ (function (_super) {
  103904. __extends(RenderTargetsOptimization, _super);
  103905. function RenderTargetsOptimization() {
  103906. return _super !== null && _super.apply(this, arguments) || this;
  103907. }
  103908. /**
  103909. * Gets a string describing the action executed by the current optimization
  103910. * @return description string
  103911. */
  103912. RenderTargetsOptimization.prototype.getDescription = function () {
  103913. return "Turning render targets off";
  103914. };
  103915. /**
  103916. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  103917. * @param scene defines the current scene where to apply this optimization
  103918. * @param optimizer defines the current optimizer
  103919. * @returns true if everything that can be done was applied
  103920. */
  103921. RenderTargetsOptimization.prototype.apply = function (scene, optimizer) {
  103922. scene.renderTargetsEnabled = optimizer.isInImprovementMode;
  103923. return true;
  103924. };
  103925. ;
  103926. return RenderTargetsOptimization;
  103927. }(SceneOptimization));
  103928. BABYLON.RenderTargetsOptimization = RenderTargetsOptimization;
  103929. /**
  103930. * Defines an optimization used to merge meshes with compatible materials
  103931. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  103932. */
  103933. var MergeMeshesOptimization = /** @class */ (function (_super) {
  103934. __extends(MergeMeshesOptimization, _super);
  103935. function MergeMeshesOptimization() {
  103936. var _this = _super !== null && _super.apply(this, arguments) || this;
  103937. _this._canBeMerged = function (abstractMesh) {
  103938. if (!(abstractMesh instanceof BABYLON.Mesh)) {
  103939. return false;
  103940. }
  103941. var mesh = abstractMesh;
  103942. if (mesh.isDisposed()) {
  103943. return false;
  103944. }
  103945. if (!mesh.isVisible || !mesh.isEnabled()) {
  103946. return false;
  103947. }
  103948. if (mesh.instances.length > 0) {
  103949. return false;
  103950. }
  103951. if (mesh.skeleton || mesh.hasLODLevels) {
  103952. return false;
  103953. }
  103954. return true;
  103955. };
  103956. return _this;
  103957. }
  103958. Object.defineProperty(MergeMeshesOptimization, "UpdateSelectionTree", {
  103959. /**
  103960. * Gets or sets a boolean which defines if optimization octree has to be updated
  103961. */
  103962. get: function () {
  103963. return MergeMeshesOptimization._UpdateSelectionTree;
  103964. },
  103965. /**
  103966. * Gets or sets a boolean which defines if optimization octree has to be updated
  103967. */
  103968. set: function (value) {
  103969. MergeMeshesOptimization._UpdateSelectionTree = value;
  103970. },
  103971. enumerable: true,
  103972. configurable: true
  103973. });
  103974. /**
  103975. * Gets a string describing the action executed by the current optimization
  103976. * @return description string
  103977. */
  103978. MergeMeshesOptimization.prototype.getDescription = function () {
  103979. return "Merging similar meshes together";
  103980. };
  103981. /**
  103982. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  103983. * @param scene defines the current scene where to apply this optimization
  103984. * @param optimizer defines the current optimizer
  103985. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  103986. * @returns true if everything that can be done was applied
  103987. */
  103988. MergeMeshesOptimization.prototype.apply = function (scene, optimizer, updateSelectionTree) {
  103989. var globalPool = scene.meshes.slice(0);
  103990. var globalLength = globalPool.length;
  103991. for (var index = 0; index < globalLength; index++) {
  103992. var currentPool = new Array();
  103993. var current = globalPool[index];
  103994. // Checks
  103995. if (!this._canBeMerged(current)) {
  103996. continue;
  103997. }
  103998. currentPool.push(current);
  103999. // Find compatible meshes
  104000. for (var subIndex = index + 1; subIndex < globalLength; subIndex++) {
  104001. var otherMesh = globalPool[subIndex];
  104002. if (!this._canBeMerged(otherMesh)) {
  104003. continue;
  104004. }
  104005. if (otherMesh.material !== current.material) {
  104006. continue;
  104007. }
  104008. if (otherMesh.checkCollisions !== current.checkCollisions) {
  104009. continue;
  104010. }
  104011. currentPool.push(otherMesh);
  104012. globalLength--;
  104013. globalPool.splice(subIndex, 1);
  104014. subIndex--;
  104015. }
  104016. if (currentPool.length < 2) {
  104017. continue;
  104018. }
  104019. // Merge meshes
  104020. BABYLON.Mesh.MergeMeshes(currentPool, undefined, true);
  104021. }
  104022. // Call the octree system optimization if it is defined.
  104023. var sceneAsAny = scene;
  104024. if (sceneAsAny.createOrUpdateSelectionOctree) {
  104025. if (updateSelectionTree != undefined) {
  104026. if (updateSelectionTree) {
  104027. sceneAsAny.createOrUpdateSelectionOctree();
  104028. }
  104029. }
  104030. else if (MergeMeshesOptimization.UpdateSelectionTree) {
  104031. sceneAsAny.createOrUpdateSelectionOctree();
  104032. }
  104033. }
  104034. return true;
  104035. };
  104036. ;
  104037. MergeMeshesOptimization._UpdateSelectionTree = false;
  104038. return MergeMeshesOptimization;
  104039. }(SceneOptimization));
  104040. BABYLON.MergeMeshesOptimization = MergeMeshesOptimization;
  104041. /**
  104042. * Defines a list of options used by SceneOptimizer
  104043. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  104044. */
  104045. var SceneOptimizerOptions = /** @class */ (function () {
  104046. /**
  104047. * Creates a new list of options used by SceneOptimizer
  104048. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  104049. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  104050. */
  104051. function SceneOptimizerOptions(
  104052. /**
  104053. * Defines the target frame rate to reach (60 by default)
  104054. */
  104055. targetFrameRate,
  104056. /**
  104057. * Defines the interval between two checkes (2000ms by default)
  104058. */
  104059. trackerDuration) {
  104060. if (targetFrameRate === void 0) { targetFrameRate = 60; }
  104061. if (trackerDuration === void 0) { trackerDuration = 2000; }
  104062. this.targetFrameRate = targetFrameRate;
  104063. this.trackerDuration = trackerDuration;
  104064. /**
  104065. * Gets the list of optimizations to apply
  104066. */
  104067. this.optimizations = new Array();
  104068. }
  104069. /**
  104070. * Add a new optimization
  104071. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  104072. * @returns the current SceneOptimizerOptions
  104073. */
  104074. SceneOptimizerOptions.prototype.addOptimization = function (optimization) {
  104075. this.optimizations.push(optimization);
  104076. return this;
  104077. };
  104078. /**
  104079. * Add a new custom optimization
  104080. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  104081. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  104082. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  104083. * @returns the current SceneOptimizerOptions
  104084. */
  104085. SceneOptimizerOptions.prototype.addCustomOptimization = function (onApply, onGetDescription, priority) {
  104086. if (priority === void 0) { priority = 0; }
  104087. var optimization = new CustomOptimization(priority);
  104088. optimization.onApply = onApply;
  104089. optimization.onGetDescription = onGetDescription;
  104090. this.optimizations.push(optimization);
  104091. return this;
  104092. };
  104093. /**
  104094. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  104095. * @param targetFrameRate defines the target frame rate (60 by default)
  104096. * @returns a SceneOptimizerOptions object
  104097. */
  104098. SceneOptimizerOptions.LowDegradationAllowed = function (targetFrameRate) {
  104099. var result = new SceneOptimizerOptions(targetFrameRate);
  104100. var priority = 0;
  104101. result.addOptimization(new MergeMeshesOptimization(priority));
  104102. result.addOptimization(new ShadowsOptimization(priority));
  104103. result.addOptimization(new LensFlaresOptimization(priority));
  104104. // Next priority
  104105. priority++;
  104106. result.addOptimization(new PostProcessesOptimization(priority));
  104107. result.addOptimization(new ParticlesOptimization(priority));
  104108. // Next priority
  104109. priority++;
  104110. result.addOptimization(new TextureOptimization(priority, 1024));
  104111. return result;
  104112. };
  104113. /**
  104114. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  104115. * @param targetFrameRate defines the target frame rate (60 by default)
  104116. * @returns a SceneOptimizerOptions object
  104117. */
  104118. SceneOptimizerOptions.ModerateDegradationAllowed = function (targetFrameRate) {
  104119. var result = new SceneOptimizerOptions(targetFrameRate);
  104120. var priority = 0;
  104121. result.addOptimization(new MergeMeshesOptimization(priority));
  104122. result.addOptimization(new ShadowsOptimization(priority));
  104123. result.addOptimization(new LensFlaresOptimization(priority));
  104124. // Next priority
  104125. priority++;
  104126. result.addOptimization(new PostProcessesOptimization(priority));
  104127. result.addOptimization(new ParticlesOptimization(priority));
  104128. // Next priority
  104129. priority++;
  104130. result.addOptimization(new TextureOptimization(priority, 512));
  104131. // Next priority
  104132. priority++;
  104133. result.addOptimization(new RenderTargetsOptimization(priority));
  104134. // Next priority
  104135. priority++;
  104136. result.addOptimization(new HardwareScalingOptimization(priority, 2));
  104137. return result;
  104138. };
  104139. /**
  104140. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  104141. * @param targetFrameRate defines the target frame rate (60 by default)
  104142. * @returns a SceneOptimizerOptions object
  104143. */
  104144. SceneOptimizerOptions.HighDegradationAllowed = function (targetFrameRate) {
  104145. var result = new SceneOptimizerOptions(targetFrameRate);
  104146. var priority = 0;
  104147. result.addOptimization(new MergeMeshesOptimization(priority));
  104148. result.addOptimization(new ShadowsOptimization(priority));
  104149. result.addOptimization(new LensFlaresOptimization(priority));
  104150. // Next priority
  104151. priority++;
  104152. result.addOptimization(new PostProcessesOptimization(priority));
  104153. result.addOptimization(new ParticlesOptimization(priority));
  104154. // Next priority
  104155. priority++;
  104156. result.addOptimization(new TextureOptimization(priority, 256));
  104157. // Next priority
  104158. priority++;
  104159. result.addOptimization(new RenderTargetsOptimization(priority));
  104160. // Next priority
  104161. priority++;
  104162. result.addOptimization(new HardwareScalingOptimization(priority, 4));
  104163. return result;
  104164. };
  104165. return SceneOptimizerOptions;
  104166. }());
  104167. BABYLON.SceneOptimizerOptions = SceneOptimizerOptions;
  104168. /**
  104169. * Class used to run optimizations in order to reach a target frame rate
  104170. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  104171. */
  104172. var SceneOptimizer = /** @class */ (function () {
  104173. /**
  104174. * Creates a new SceneOptimizer
  104175. * @param scene defines the scene to work on
  104176. * @param options defines the options to use with the SceneOptimizer
  104177. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  104178. * @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)
  104179. */
  104180. function SceneOptimizer(scene, options, autoGeneratePriorities, improvementMode) {
  104181. if (autoGeneratePriorities === void 0) { autoGeneratePriorities = true; }
  104182. if (improvementMode === void 0) { improvementMode = false; }
  104183. var _this = this;
  104184. this._isRunning = false;
  104185. this._currentPriorityLevel = 0;
  104186. this._targetFrameRate = 60;
  104187. this._trackerDuration = 2000;
  104188. this._currentFrameRate = 0;
  104189. this._improvementMode = false;
  104190. /**
  104191. * Defines an observable called when the optimizer reaches the target frame rate
  104192. */
  104193. this.onSuccessObservable = new BABYLON.Observable();
  104194. /**
  104195. * Defines an observable called when the optimizer enables an optimization
  104196. */
  104197. this.onNewOptimizationAppliedObservable = new BABYLON.Observable();
  104198. /**
  104199. * Defines an observable called when the optimizer is not able to reach the target frame rate
  104200. */
  104201. this.onFailureObservable = new BABYLON.Observable();
  104202. if (!options) {
  104203. this._options = new SceneOptimizerOptions();
  104204. }
  104205. else {
  104206. this._options = options;
  104207. }
  104208. if (this._options.targetFrameRate) {
  104209. this._targetFrameRate = this._options.targetFrameRate;
  104210. }
  104211. if (this._options.trackerDuration) {
  104212. this._trackerDuration = this._options.trackerDuration;
  104213. }
  104214. if (autoGeneratePriorities) {
  104215. var priority = 0;
  104216. for (var _i = 0, _a = this._options.optimizations; _i < _a.length; _i++) {
  104217. var optim = _a[_i];
  104218. optim.priority = priority++;
  104219. }
  104220. }
  104221. this._improvementMode = improvementMode;
  104222. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  104223. this._sceneDisposeObserver = this._scene.onDisposeObservable.add(function () {
  104224. _this._sceneDisposeObserver = null;
  104225. _this.dispose();
  104226. });
  104227. }
  104228. Object.defineProperty(SceneOptimizer.prototype, "isInImprovementMode", {
  104229. /**
  104230. * Gets a boolean indicating if the optimizer is in improvement mode
  104231. */
  104232. get: function () {
  104233. return this._improvementMode;
  104234. },
  104235. enumerable: true,
  104236. configurable: true
  104237. });
  104238. Object.defineProperty(SceneOptimizer.prototype, "currentPriorityLevel", {
  104239. /**
  104240. * Gets the current priority level (0 at start)
  104241. */
  104242. get: function () {
  104243. return this._currentPriorityLevel;
  104244. },
  104245. enumerable: true,
  104246. configurable: true
  104247. });
  104248. Object.defineProperty(SceneOptimizer.prototype, "currentFrameRate", {
  104249. /**
  104250. * Gets the current frame rate checked by the SceneOptimizer
  104251. */
  104252. get: function () {
  104253. return this._currentFrameRate;
  104254. },
  104255. enumerable: true,
  104256. configurable: true
  104257. });
  104258. Object.defineProperty(SceneOptimizer.prototype, "targetFrameRate", {
  104259. /**
  104260. * Gets or sets the current target frame rate (60 by default)
  104261. */
  104262. get: function () {
  104263. return this._targetFrameRate;
  104264. },
  104265. /**
  104266. * Gets or sets the current target frame rate (60 by default)
  104267. */
  104268. set: function (value) {
  104269. this._targetFrameRate = value;
  104270. },
  104271. enumerable: true,
  104272. configurable: true
  104273. });
  104274. Object.defineProperty(SceneOptimizer.prototype, "trackerDuration", {
  104275. /**
  104276. * Gets or sets the current interval between two checks (every 2000ms by default)
  104277. */
  104278. get: function () {
  104279. return this._trackerDuration;
  104280. },
  104281. /**
  104282. * Gets or sets the current interval between two checks (every 2000ms by default)
  104283. */
  104284. set: function (value) {
  104285. this._trackerDuration = value;
  104286. },
  104287. enumerable: true,
  104288. configurable: true
  104289. });
  104290. Object.defineProperty(SceneOptimizer.prototype, "optimizations", {
  104291. /**
  104292. * Gets the list of active optimizations
  104293. */
  104294. get: function () {
  104295. return this._options.optimizations;
  104296. },
  104297. enumerable: true,
  104298. configurable: true
  104299. });
  104300. /**
  104301. * Stops the current optimizer
  104302. */
  104303. SceneOptimizer.prototype.stop = function () {
  104304. this._isRunning = false;
  104305. };
  104306. /**
  104307. * Reset the optimizer to initial step (current priority level = 0)
  104308. */
  104309. SceneOptimizer.prototype.reset = function () {
  104310. this._currentPriorityLevel = 0;
  104311. };
  104312. /**
  104313. * Start the optimizer. By default it will try to reach a specific framerate
  104314. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  104315. */
  104316. SceneOptimizer.prototype.start = function () {
  104317. var _this = this;
  104318. if (this._isRunning) {
  104319. return;
  104320. }
  104321. this._isRunning = true;
  104322. // Let's wait for the scene to be ready before running our check
  104323. this._scene.executeWhenReady(function () {
  104324. setTimeout(function () {
  104325. _this._checkCurrentState();
  104326. }, _this._trackerDuration);
  104327. });
  104328. };
  104329. SceneOptimizer.prototype._checkCurrentState = function () {
  104330. var _this = this;
  104331. if (!this._isRunning) {
  104332. return;
  104333. }
  104334. var scene = this._scene;
  104335. var options = this._options;
  104336. this._currentFrameRate = Math.round(scene.getEngine().getFps());
  104337. if (this._improvementMode && this._currentFrameRate <= this._targetFrameRate ||
  104338. !this._improvementMode && this._currentFrameRate >= this._targetFrameRate) {
  104339. this._isRunning = false;
  104340. this.onSuccessObservable.notifyObservers(this);
  104341. return;
  104342. }
  104343. // Apply current level of optimizations
  104344. var allDone = true;
  104345. var noOptimizationApplied = true;
  104346. for (var index = 0; index < options.optimizations.length; index++) {
  104347. var optimization = options.optimizations[index];
  104348. if (optimization.priority === this._currentPriorityLevel) {
  104349. noOptimizationApplied = false;
  104350. allDone = allDone && optimization.apply(scene, this);
  104351. this.onNewOptimizationAppliedObservable.notifyObservers(optimization);
  104352. }
  104353. }
  104354. // If no optimization was applied, this is a failure :(
  104355. if (noOptimizationApplied) {
  104356. this._isRunning = false;
  104357. this.onFailureObservable.notifyObservers(this);
  104358. return;
  104359. }
  104360. // If all optimizations were done, move to next level
  104361. if (allDone) {
  104362. this._currentPriorityLevel++;
  104363. }
  104364. // Let's the system running for a specific amount of time before checking FPS
  104365. scene.executeWhenReady(function () {
  104366. setTimeout(function () {
  104367. _this._checkCurrentState();
  104368. }, _this._trackerDuration);
  104369. });
  104370. };
  104371. /**
  104372. * Release all resources
  104373. */
  104374. SceneOptimizer.prototype.dispose = function () {
  104375. this.stop();
  104376. this.onSuccessObservable.clear();
  104377. this.onFailureObservable.clear();
  104378. this.onNewOptimizationAppliedObservable.clear();
  104379. if (this._sceneDisposeObserver) {
  104380. this._scene.onDisposeObservable.remove(this._sceneDisposeObserver);
  104381. }
  104382. };
  104383. /**
  104384. * Helper function to create a SceneOptimizer with one single line of code
  104385. * @param scene defines the scene to work on
  104386. * @param options defines the options to use with the SceneOptimizer
  104387. * @param onSuccess defines a callback to call on success
  104388. * @param onFailure defines a callback to call on failure
  104389. * @returns the new SceneOptimizer object
  104390. */
  104391. SceneOptimizer.OptimizeAsync = function (scene, options, onSuccess, onFailure) {
  104392. var optimizer = new SceneOptimizer(scene, options || SceneOptimizerOptions.ModerateDegradationAllowed(), false);
  104393. if (onSuccess) {
  104394. optimizer.onSuccessObservable.add(function () {
  104395. onSuccess();
  104396. });
  104397. }
  104398. if (onFailure) {
  104399. optimizer.onFailureObservable.add(function () {
  104400. onFailure();
  104401. });
  104402. }
  104403. optimizer.start();
  104404. return optimizer;
  104405. };
  104406. return SceneOptimizer;
  104407. }());
  104408. BABYLON.SceneOptimizer = SceneOptimizer;
  104409. })(BABYLON || (BABYLON = {}));
  104410. //# sourceMappingURL=babylon.sceneOptimizer.js.map
  104411. var BABYLON;
  104412. (function (BABYLON) {
  104413. /**
  104414. * Gets the outline renderer associated with the scene
  104415. * @returns a OutlineRenderer
  104416. */
  104417. BABYLON.Scene.prototype.getOutlineRenderer = function () {
  104418. if (!this._outlineRenderer) {
  104419. this._outlineRenderer = new OutlineRenderer(this);
  104420. }
  104421. return this._outlineRenderer;
  104422. };
  104423. Object.defineProperty(BABYLON.AbstractMesh.prototype, "renderOutline", {
  104424. get: function () {
  104425. return this._renderOutline;
  104426. },
  104427. set: function (value) {
  104428. if (value) {
  104429. // Lazy Load the component.
  104430. this.getScene().getOutlineRenderer();
  104431. }
  104432. this._renderOutline = value;
  104433. },
  104434. enumerable: true,
  104435. configurable: true
  104436. });
  104437. Object.defineProperty(BABYLON.AbstractMesh.prototype, "renderOverlay", {
  104438. get: function () {
  104439. return this._renderOverlay;
  104440. },
  104441. set: function (value) {
  104442. if (value) {
  104443. // Lazy Load the component.
  104444. this.getScene().getOutlineRenderer();
  104445. }
  104446. this._renderOverlay = value;
  104447. },
  104448. enumerable: true,
  104449. configurable: true
  104450. });
  104451. /**
  104452. * This class is responsible to draw bothe outline/overlay of meshes.
  104453. * It should not be used directly but through the available method on mesh.
  104454. */
  104455. var OutlineRenderer = /** @class */ (function () {
  104456. /**
  104457. * Instantiates a new outline renderer. (There could be only one per scene).
  104458. * @param scene Defines the scene it belongs to
  104459. */
  104460. function OutlineRenderer(scene) {
  104461. /**
  104462. * The name of the component. Each component must have a unique name.
  104463. */
  104464. this.name = BABYLON.SceneComponentConstants.NAME_OUTLINERENDERER;
  104465. /**
  104466. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  104467. */
  104468. this.zOffset = 1;
  104469. this.scene = scene;
  104470. this._engine = scene.getEngine();
  104471. this.scene._addComponent(this);
  104472. }
  104473. /**
  104474. * Register the component to one instance of a scene.
  104475. */
  104476. OutlineRenderer.prototype.register = function () {
  104477. this.scene._beforeRenderingMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORERENDERINGMESH_OUTLINE, this, this._beforeRenderingMesh);
  104478. this.scene._afterRenderingMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERINGMESH_OUTLINE, this, this._afterRenderingMesh);
  104479. };
  104480. /**
  104481. * Rebuilds the elements related to this component in case of
  104482. * context lost for instance.
  104483. */
  104484. OutlineRenderer.prototype.rebuild = function () {
  104485. // Nothing to do here.
  104486. };
  104487. /**
  104488. * Disposes the component and the associated ressources.
  104489. */
  104490. OutlineRenderer.prototype.dispose = function () {
  104491. // Nothing to do here.
  104492. };
  104493. /**
  104494. * Renders the outline in the canvas.
  104495. * @param subMesh Defines the sumesh to render
  104496. * @param batch Defines the batch of meshes in case of instances
  104497. * @param useOverlay Defines if the rendering is for the overlay or the outline
  104498. */
  104499. OutlineRenderer.prototype.render = function (subMesh, batch, useOverlay) {
  104500. var _this = this;
  104501. if (useOverlay === void 0) { useOverlay = false; }
  104502. var scene = this.scene;
  104503. var engine = scene.getEngine();
  104504. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  104505. if (!this.isReady(subMesh, hardwareInstancedRendering)) {
  104506. return;
  104507. }
  104508. var mesh = subMesh.getRenderingMesh();
  104509. var material = subMesh.getMaterial();
  104510. if (!material || !scene.activeCamera) {
  104511. return;
  104512. }
  104513. engine.enableEffect(this._effect);
  104514. // Logarithmic depth
  104515. if (material.useLogarithmicDepth) {
  104516. this._effect.setFloat("logarithmicDepthConstant", 2.0 / (Math.log(scene.activeCamera.maxZ + 1.0) / Math.LN2));
  104517. }
  104518. this._effect.setFloat("offset", useOverlay ? 0 : mesh.outlineWidth);
  104519. this._effect.setColor4("color", useOverlay ? mesh.overlayColor : mesh.outlineColor, useOverlay ? mesh.overlayAlpha : material.alpha);
  104520. this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  104521. // Bones
  104522. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  104523. this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  104524. }
  104525. mesh._bind(subMesh, this._effect, BABYLON.Material.TriangleFillMode);
  104526. // Alpha test
  104527. if (material && material.needAlphaTesting()) {
  104528. var alphaTexture = material.getAlphaTestTexture();
  104529. if (alphaTexture) {
  104530. this._effect.setTexture("diffuseSampler", alphaTexture);
  104531. this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  104532. }
  104533. }
  104534. engine.setZOffset(-this.zOffset);
  104535. mesh._processRendering(subMesh, this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { _this._effect.setMatrix("world", world); });
  104536. engine.setZOffset(0);
  104537. };
  104538. /**
  104539. * Returns whether or not the outline renderer is ready for a given submesh.
  104540. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  104541. * @param subMesh Defines the submesh to check readyness for
  104542. * @param useInstances Defines wheter wee are trying to render instances or not
  104543. * @returns true if ready otherwise false
  104544. */
  104545. OutlineRenderer.prototype.isReady = function (subMesh, useInstances) {
  104546. var defines = [];
  104547. var attribs = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.NormalKind];
  104548. var mesh = subMesh.getMesh();
  104549. var material = subMesh.getMaterial();
  104550. if (material) {
  104551. // Alpha test
  104552. if (material.needAlphaTesting()) {
  104553. defines.push("#define ALPHATEST");
  104554. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  104555. attribs.push(BABYLON.VertexBuffer.UVKind);
  104556. defines.push("#define UV1");
  104557. }
  104558. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  104559. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  104560. defines.push("#define UV2");
  104561. }
  104562. }
  104563. //Logarithmic depth
  104564. if (material.useLogarithmicDepth) {
  104565. defines.push("#define LOGARITHMICDEPTH");
  104566. }
  104567. }
  104568. // Bones
  104569. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  104570. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  104571. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  104572. if (mesh.numBoneInfluencers > 4) {
  104573. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  104574. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  104575. }
  104576. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  104577. defines.push("#define BonesPerMesh " + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));
  104578. }
  104579. else {
  104580. defines.push("#define NUM_BONE_INFLUENCERS 0");
  104581. }
  104582. // Instances
  104583. if (useInstances) {
  104584. defines.push("#define INSTANCES");
  104585. attribs.push("world0");
  104586. attribs.push("world1");
  104587. attribs.push("world2");
  104588. attribs.push("world3");
  104589. }
  104590. // Get correct effect
  104591. var join = defines.join("\n");
  104592. if (this._cachedDefines !== join) {
  104593. this._cachedDefines = join;
  104594. this._effect = this.scene.getEngine().createEffect("outline", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "offset", "color", "logarithmicDepthConstant"], ["diffuseSampler"], join);
  104595. }
  104596. return this._effect.isReady();
  104597. };
  104598. OutlineRenderer.prototype._beforeRenderingMesh = function (mesh, subMesh, batch) {
  104599. // Outline - step 1
  104600. this._savedDepthWrite = this._engine.getDepthWrite();
  104601. if (mesh.renderOutline) {
  104602. this._engine.setDepthWrite(false);
  104603. this.render(subMesh, batch);
  104604. this._engine.setDepthWrite(this._savedDepthWrite);
  104605. }
  104606. };
  104607. OutlineRenderer.prototype._afterRenderingMesh = function (mesh, subMesh, batch) {
  104608. // Outline - step 2
  104609. if (mesh.renderOutline && this._savedDepthWrite) {
  104610. this._engine.setDepthWrite(true);
  104611. this._engine.setColorWrite(false);
  104612. this.render(subMesh, batch);
  104613. this._engine.setColorWrite(true);
  104614. }
  104615. // Overlay
  104616. if (mesh.renderOverlay) {
  104617. var currentMode = this._engine.getAlphaMode();
  104618. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  104619. this.render(subMesh, batch, true);
  104620. this._engine.setAlphaMode(currentMode);
  104621. }
  104622. };
  104623. return OutlineRenderer;
  104624. }());
  104625. BABYLON.OutlineRenderer = OutlineRenderer;
  104626. })(BABYLON || (BABYLON = {}));
  104627. //# sourceMappingURL=babylon.outlineRenderer.js.map
  104628. var BABYLON;
  104629. (function (BABYLON) {
  104630. BABYLON.AbstractMesh.prototype.disableEdgesRendering = function () {
  104631. if (this._edgesRenderer) {
  104632. this._edgesRenderer.dispose();
  104633. this._edgesRenderer = null;
  104634. }
  104635. return this;
  104636. };
  104637. BABYLON.AbstractMesh.prototype.enableEdgesRendering = function (epsilon, checkVerticesInsteadOfIndices) {
  104638. if (epsilon === void 0) { epsilon = 0.95; }
  104639. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  104640. this.disableEdgesRendering();
  104641. this._edgesRenderer = new EdgesRenderer(this, epsilon, checkVerticesInsteadOfIndices);
  104642. return this;
  104643. };
  104644. Object.defineProperty(BABYLON.AbstractMesh.prototype, "edgesRenderer", {
  104645. get: function () {
  104646. return this._edgesRenderer;
  104647. },
  104648. enumerable: true,
  104649. configurable: true
  104650. });
  104651. BABYLON.LinesMesh.prototype.enableEdgesRendering = function (epsilon, checkVerticesInsteadOfIndices) {
  104652. if (epsilon === void 0) { epsilon = 0.95; }
  104653. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  104654. this.disableEdgesRendering();
  104655. this._edgesRenderer = new BABYLON.LineEdgesRenderer(this, epsilon, checkVerticesInsteadOfIndices);
  104656. return this;
  104657. };
  104658. /**
  104659. * FaceAdjacencies Helper class to generate edges
  104660. */
  104661. var FaceAdjacencies = /** @class */ (function () {
  104662. function FaceAdjacencies() {
  104663. this.edges = new Array();
  104664. this.edgesConnectedCount = 0;
  104665. }
  104666. return FaceAdjacencies;
  104667. }());
  104668. /**
  104669. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  104670. */
  104671. var EdgesRenderer = /** @class */ (function () {
  104672. /**
  104673. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  104674. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  104675. * @param source Mesh used to create edges
  104676. * @param epsilon sum of angles in adjacency to check for edge
  104677. * @param checkVerticesInsteadOfIndices
  104678. * @param generateEdgesLines - should generate Lines or only prepare resources.
  104679. */
  104680. function EdgesRenderer(source, epsilon, checkVerticesInsteadOfIndices, generateEdgesLines) {
  104681. if (epsilon === void 0) { epsilon = 0.95; }
  104682. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  104683. if (generateEdgesLines === void 0) { generateEdgesLines = true; }
  104684. var _this = this;
  104685. /**
  104686. * Define the size of the edges with an orthographic camera
  104687. */
  104688. this.edgesWidthScalerForOrthographic = 1000.0;
  104689. /**
  104690. * Define the size of the edges with a perspective camera
  104691. */
  104692. this.edgesWidthScalerForPerspective = 50.0;
  104693. this._linesPositions = new Array();
  104694. this._linesNormals = new Array();
  104695. this._linesIndices = new Array();
  104696. this._buffers = {};
  104697. this._checkVerticesInsteadOfIndices = false;
  104698. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  104699. this.isEnabled = true;
  104700. this._source = source;
  104701. this._checkVerticesInsteadOfIndices = checkVerticesInsteadOfIndices;
  104702. this._epsilon = epsilon;
  104703. this._prepareRessources();
  104704. if (generateEdgesLines) {
  104705. this._generateEdgesLines();
  104706. }
  104707. this._meshRebuildObserver = this._source.onRebuildObservable.add(function () {
  104708. _this._rebuild();
  104709. });
  104710. this._meshDisposeObserver = this._source.onDisposeObservable.add(function () {
  104711. _this.dispose();
  104712. });
  104713. }
  104714. EdgesRenderer.prototype._prepareRessources = function () {
  104715. if (this._lineShader) {
  104716. return;
  104717. }
  104718. this._lineShader = new BABYLON.ShaderMaterial("lineShader", this._source.getScene(), "line", {
  104719. attributes: ["position", "normal"],
  104720. uniforms: ["worldViewProjection", "color", "width", "aspectRatio"]
  104721. });
  104722. this._lineShader.disableDepthWrite = true;
  104723. this._lineShader.backFaceCulling = false;
  104724. };
  104725. /** @hidden */
  104726. EdgesRenderer.prototype._rebuild = function () {
  104727. var buffer = this._buffers[BABYLON.VertexBuffer.PositionKind];
  104728. if (buffer) {
  104729. buffer._rebuild();
  104730. }
  104731. buffer = this._buffers[BABYLON.VertexBuffer.NormalKind];
  104732. if (buffer) {
  104733. buffer._rebuild();
  104734. }
  104735. var scene = this._source.getScene();
  104736. var engine = scene.getEngine();
  104737. this._ib = engine.createIndexBuffer(this._linesIndices);
  104738. };
  104739. /**
  104740. * Releases the required resources for the edges renderer
  104741. */
  104742. EdgesRenderer.prototype.dispose = function () {
  104743. this._source.onRebuildObservable.remove(this._meshRebuildObserver);
  104744. this._source.onDisposeObservable.remove(this._meshDisposeObserver);
  104745. var buffer = this._buffers[BABYLON.VertexBuffer.PositionKind];
  104746. if (buffer) {
  104747. buffer.dispose();
  104748. this._buffers[BABYLON.VertexBuffer.PositionKind] = null;
  104749. }
  104750. buffer = this._buffers[BABYLON.VertexBuffer.NormalKind];
  104751. if (buffer) {
  104752. buffer.dispose();
  104753. this._buffers[BABYLON.VertexBuffer.NormalKind] = null;
  104754. }
  104755. this._source.getScene().getEngine()._releaseBuffer(this._ib);
  104756. this._lineShader.dispose();
  104757. };
  104758. EdgesRenderer.prototype._processEdgeForAdjacencies = function (pa, pb, p0, p1, p2) {
  104759. if (pa === p0 && pb === p1 || pa === p1 && pb === p0) {
  104760. return 0;
  104761. }
  104762. if (pa === p1 && pb === p2 || pa === p2 && pb === p1) {
  104763. return 1;
  104764. }
  104765. if (pa === p2 && pb === p0 || pa === p0 && pb === p2) {
  104766. return 2;
  104767. }
  104768. return -1;
  104769. };
  104770. EdgesRenderer.prototype._processEdgeForAdjacenciesWithVertices = function (pa, pb, p0, p1, p2) {
  104771. if (pa.equalsWithEpsilon(p0) && pb.equalsWithEpsilon(p1) || pa.equalsWithEpsilon(p1) && pb.equalsWithEpsilon(p0)) {
  104772. return 0;
  104773. }
  104774. if (pa.equalsWithEpsilon(p1) && pb.equalsWithEpsilon(p2) || pa.equalsWithEpsilon(p2) && pb.equalsWithEpsilon(p1)) {
  104775. return 1;
  104776. }
  104777. if (pa.equalsWithEpsilon(p2) && pb.equalsWithEpsilon(p0) || pa.equalsWithEpsilon(p0) && pb.equalsWithEpsilon(p2)) {
  104778. return 2;
  104779. }
  104780. return -1;
  104781. };
  104782. /**
  104783. * Checks if the pair of p0 and p1 is en edge
  104784. * @param faceIndex
  104785. * @param edge
  104786. * @param faceNormals
  104787. * @param p0
  104788. * @param p1
  104789. * @private
  104790. */
  104791. EdgesRenderer.prototype._checkEdge = function (faceIndex, edge, faceNormals, p0, p1) {
  104792. var needToCreateLine;
  104793. if (edge === undefined) {
  104794. needToCreateLine = true;
  104795. }
  104796. else {
  104797. var dotProduct = BABYLON.Vector3.Dot(faceNormals[faceIndex], faceNormals[edge]);
  104798. needToCreateLine = dotProduct < this._epsilon;
  104799. }
  104800. if (needToCreateLine) {
  104801. var offset = this._linesPositions.length / 3;
  104802. var normal = p0.subtract(p1);
  104803. normal.normalize();
  104804. // Positions
  104805. this._linesPositions.push(p0.x);
  104806. this._linesPositions.push(p0.y);
  104807. this._linesPositions.push(p0.z);
  104808. this._linesPositions.push(p0.x);
  104809. this._linesPositions.push(p0.y);
  104810. this._linesPositions.push(p0.z);
  104811. this._linesPositions.push(p1.x);
  104812. this._linesPositions.push(p1.y);
  104813. this._linesPositions.push(p1.z);
  104814. this._linesPositions.push(p1.x);
  104815. this._linesPositions.push(p1.y);
  104816. this._linesPositions.push(p1.z);
  104817. // Normals
  104818. this._linesNormals.push(p1.x);
  104819. this._linesNormals.push(p1.y);
  104820. this._linesNormals.push(p1.z);
  104821. this._linesNormals.push(-1);
  104822. this._linesNormals.push(p1.x);
  104823. this._linesNormals.push(p1.y);
  104824. this._linesNormals.push(p1.z);
  104825. this._linesNormals.push(1);
  104826. this._linesNormals.push(p0.x);
  104827. this._linesNormals.push(p0.y);
  104828. this._linesNormals.push(p0.z);
  104829. this._linesNormals.push(-1);
  104830. this._linesNormals.push(p0.x);
  104831. this._linesNormals.push(p0.y);
  104832. this._linesNormals.push(p0.z);
  104833. this._linesNormals.push(1);
  104834. // Indices
  104835. this._linesIndices.push(offset);
  104836. this._linesIndices.push(offset + 1);
  104837. this._linesIndices.push(offset + 2);
  104838. this._linesIndices.push(offset);
  104839. this._linesIndices.push(offset + 2);
  104840. this._linesIndices.push(offset + 3);
  104841. }
  104842. };
  104843. /**
  104844. * Generates lines edges from adjacencjes
  104845. * @private
  104846. */
  104847. EdgesRenderer.prototype._generateEdgesLines = function () {
  104848. var positions = this._source.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  104849. var indices = this._source.getIndices();
  104850. if (!indices || !positions) {
  104851. return;
  104852. }
  104853. // First let's find adjacencies
  104854. var adjacencies = new Array();
  104855. var faceNormals = new Array();
  104856. var index;
  104857. var faceAdjacencies;
  104858. // Prepare faces
  104859. for (index = 0; index < indices.length; index += 3) {
  104860. faceAdjacencies = new FaceAdjacencies();
  104861. var p0Index = indices[index];
  104862. var p1Index = indices[index + 1];
  104863. var p2Index = indices[index + 2];
  104864. faceAdjacencies.p0 = new BABYLON.Vector3(positions[p0Index * 3], positions[p0Index * 3 + 1], positions[p0Index * 3 + 2]);
  104865. faceAdjacencies.p1 = new BABYLON.Vector3(positions[p1Index * 3], positions[p1Index * 3 + 1], positions[p1Index * 3 + 2]);
  104866. faceAdjacencies.p2 = new BABYLON.Vector3(positions[p2Index * 3], positions[p2Index * 3 + 1], positions[p2Index * 3 + 2]);
  104867. var faceNormal = BABYLON.Vector3.Cross(faceAdjacencies.p1.subtract(faceAdjacencies.p0), faceAdjacencies.p2.subtract(faceAdjacencies.p1));
  104868. faceNormal.normalize();
  104869. faceNormals.push(faceNormal);
  104870. adjacencies.push(faceAdjacencies);
  104871. }
  104872. // Scan
  104873. for (index = 0; index < adjacencies.length; index++) {
  104874. faceAdjacencies = adjacencies[index];
  104875. for (var otherIndex = index + 1; otherIndex < adjacencies.length; otherIndex++) {
  104876. var otherFaceAdjacencies = adjacencies[otherIndex];
  104877. if (faceAdjacencies.edgesConnectedCount === 3) { // Full
  104878. break;
  104879. }
  104880. if (otherFaceAdjacencies.edgesConnectedCount === 3) { // Full
  104881. continue;
  104882. }
  104883. var otherP0 = indices[otherIndex * 3];
  104884. var otherP1 = indices[otherIndex * 3 + 1];
  104885. var otherP2 = indices[otherIndex * 3 + 2];
  104886. for (var edgeIndex = 0; edgeIndex < 3; edgeIndex++) {
  104887. var otherEdgeIndex = 0;
  104888. if (faceAdjacencies.edges[edgeIndex] !== undefined) {
  104889. continue;
  104890. }
  104891. switch (edgeIndex) {
  104892. case 0:
  104893. if (this._checkVerticesInsteadOfIndices) {
  104894. otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p0, faceAdjacencies.p1, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);
  104895. }
  104896. else {
  104897. otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3], indices[index * 3 + 1], otherP0, otherP1, otherP2);
  104898. }
  104899. break;
  104900. case 1:
  104901. if (this._checkVerticesInsteadOfIndices) {
  104902. otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p1, faceAdjacencies.p2, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);
  104903. }
  104904. else {
  104905. otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3 + 1], indices[index * 3 + 2], otherP0, otherP1, otherP2);
  104906. }
  104907. break;
  104908. case 2:
  104909. if (this._checkVerticesInsteadOfIndices) {
  104910. otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p2, faceAdjacencies.p0, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);
  104911. }
  104912. else {
  104913. otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3 + 2], indices[index * 3], otherP0, otherP1, otherP2);
  104914. }
  104915. break;
  104916. }
  104917. if (otherEdgeIndex === -1) {
  104918. continue;
  104919. }
  104920. faceAdjacencies.edges[edgeIndex] = otherIndex;
  104921. otherFaceAdjacencies.edges[otherEdgeIndex] = index;
  104922. faceAdjacencies.edgesConnectedCount++;
  104923. otherFaceAdjacencies.edgesConnectedCount++;
  104924. if (faceAdjacencies.edgesConnectedCount === 3) {
  104925. break;
  104926. }
  104927. }
  104928. }
  104929. }
  104930. // Create lines
  104931. for (index = 0; index < adjacencies.length; index++) {
  104932. // 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
  104933. var current = adjacencies[index];
  104934. this._checkEdge(index, current.edges[0], faceNormals, current.p0, current.p1);
  104935. this._checkEdge(index, current.edges[1], faceNormals, current.p1, current.p2);
  104936. this._checkEdge(index, current.edges[2], faceNormals, current.p2, current.p0);
  104937. }
  104938. // Merge into a single mesh
  104939. var engine = this._source.getScene().getEngine();
  104940. this._buffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, this._linesPositions, BABYLON.VertexBuffer.PositionKind, false);
  104941. this._buffers[BABYLON.VertexBuffer.NormalKind] = new BABYLON.VertexBuffer(engine, this._linesNormals, BABYLON.VertexBuffer.NormalKind, false, false, 4);
  104942. this._ib = engine.createIndexBuffer(this._linesIndices);
  104943. this._indicesCount = this._linesIndices.length;
  104944. };
  104945. /**
  104946. * Checks wether or not the edges renderer is ready to render.
  104947. * @return true if ready, otherwise false.
  104948. */
  104949. EdgesRenderer.prototype.isReady = function () {
  104950. return this._lineShader.isReady();
  104951. };
  104952. /**
  104953. * Renders the edges of the attached mesh,
  104954. */
  104955. EdgesRenderer.prototype.render = function () {
  104956. var scene = this._source.getScene();
  104957. if (!this.isReady() || !scene.activeCamera) {
  104958. return;
  104959. }
  104960. var engine = scene.getEngine();
  104961. this._lineShader._preBind();
  104962. if (this._source.edgesColor.a !== 1) {
  104963. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  104964. }
  104965. else {
  104966. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  104967. }
  104968. // VBOs
  104969. engine.bindBuffers(this._buffers, this._ib, this._lineShader.getEffect());
  104970. scene.resetCachedMaterial();
  104971. this._lineShader.setColor4("color", this._source.edgesColor);
  104972. if (scene.activeCamera.mode === BABYLON.Camera.ORTHOGRAPHIC_CAMERA) {
  104973. this._lineShader.setFloat("width", this._source.edgesWidth / this.edgesWidthScalerForOrthographic);
  104974. }
  104975. else {
  104976. this._lineShader.setFloat("width", this._source.edgesWidth / this.edgesWidthScalerForPerspective);
  104977. }
  104978. this._lineShader.setFloat("aspectRatio", engine.getAspectRatio(scene.activeCamera));
  104979. this._lineShader.bind(this._source.getWorldMatrix());
  104980. // Draw order
  104981. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, this._indicesCount);
  104982. this._lineShader.unbind();
  104983. };
  104984. return EdgesRenderer;
  104985. }());
  104986. BABYLON.EdgesRenderer = EdgesRenderer;
  104987. })(BABYLON || (BABYLON = {}));
  104988. //# sourceMappingURL=babylon.edgesRenderer.js.map
  104989. var BABYLON;
  104990. (function (BABYLON) {
  104991. /**
  104992. * FaceAdjacencies Helper class to generate edges
  104993. */
  104994. var FaceAdjacencies = /** @class */ (function () {
  104995. function FaceAdjacencies() {
  104996. this.edges = new Array();
  104997. this.edgesConnectedCount = 0;
  104998. }
  104999. return FaceAdjacencies;
  105000. }());
  105001. /**
  105002. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  105003. */
  105004. var LineEdgesRenderer = /** @class */ (function (_super) {
  105005. __extends(LineEdgesRenderer, _super);
  105006. /**
  105007. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  105008. * @param source LineMesh used to generate edges
  105009. * @param epsilon not important (specified angle for edge detection)
  105010. * @param checkVerticesInsteadOfIndices not important for LineMesh
  105011. */
  105012. function LineEdgesRenderer(source, epsilon, checkVerticesInsteadOfIndices) {
  105013. if (epsilon === void 0) { epsilon = 0.95; }
  105014. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  105015. var _this = _super.call(this, source, epsilon, checkVerticesInsteadOfIndices, false) || this;
  105016. _this._generateEdgesLines();
  105017. return _this;
  105018. }
  105019. /**
  105020. * Always create the edge since its a line so only important things are p0 and p1
  105021. * @param faceIndex not important for LineMesh
  105022. * @param edge not important for LineMesh
  105023. * @param faceNormals not important for LineMesh
  105024. * @param p0 beginnig of line
  105025. * @param p1 end of line
  105026. */
  105027. LineEdgesRenderer.prototype._checkEdge = function (faceIndex, edge, faceNormals, p0, p1) {
  105028. var offset = this._linesPositions.length / 3;
  105029. var normal = p0.subtract(p1);
  105030. normal.normalize();
  105031. // Positions
  105032. this._linesPositions.push(p0.x);
  105033. this._linesPositions.push(p0.y);
  105034. this._linesPositions.push(p0.z);
  105035. this._linesPositions.push(p0.x);
  105036. this._linesPositions.push(p0.y);
  105037. this._linesPositions.push(p0.z);
  105038. this._linesPositions.push(p1.x);
  105039. this._linesPositions.push(p1.y);
  105040. this._linesPositions.push(p1.z);
  105041. this._linesPositions.push(p1.x);
  105042. this._linesPositions.push(p1.y);
  105043. this._linesPositions.push(p1.z);
  105044. // Normals
  105045. this._linesNormals.push(p1.x);
  105046. this._linesNormals.push(p1.y);
  105047. this._linesNormals.push(p1.z);
  105048. this._linesNormals.push(-1);
  105049. this._linesNormals.push(p1.x);
  105050. this._linesNormals.push(p1.y);
  105051. this._linesNormals.push(p1.z);
  105052. this._linesNormals.push(1);
  105053. this._linesNormals.push(p0.x);
  105054. this._linesNormals.push(p0.y);
  105055. this._linesNormals.push(p0.z);
  105056. this._linesNormals.push(-1);
  105057. this._linesNormals.push(p0.x);
  105058. this._linesNormals.push(p0.y);
  105059. this._linesNormals.push(p0.z);
  105060. this._linesNormals.push(1);
  105061. // Indices
  105062. this._linesIndices.push(offset);
  105063. this._linesIndices.push(offset + 1);
  105064. this._linesIndices.push(offset + 2);
  105065. this._linesIndices.push(offset);
  105066. this._linesIndices.push(offset + 2);
  105067. this._linesIndices.push(offset + 3);
  105068. };
  105069. /**
  105070. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  105071. */
  105072. LineEdgesRenderer.prototype._generateEdgesLines = function () {
  105073. var positions = this._source.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  105074. var indices = this._source.getIndices();
  105075. if (!indices || !positions) {
  105076. return;
  105077. }
  105078. // First let's find adjacencies
  105079. var adjacencies = new Array();
  105080. var faceNormals = new Array();
  105081. var index;
  105082. for (var i = 0; i < (positions.length / 3) - 1; i++) {
  105083. var currentAdjecancy = new FaceAdjacencies();
  105084. currentAdjecancy.p0 = new BABYLON.Vector3(positions[i * 3], positions[i * 3 + 1], positions[i * 3 + 2]);
  105085. currentAdjecancy.p1 = new BABYLON.Vector3(positions[(i + 1) * 3], positions[(i + 1) * 3 + 1], positions[(i + 1) * 3 + 2]);
  105086. adjacencies.push(currentAdjecancy);
  105087. }
  105088. // Create lines
  105089. for (index = 0; index < adjacencies.length; index++) {
  105090. // 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
  105091. var current = adjacencies[index];
  105092. this._checkEdge(index, current.edges[0], faceNormals, current.p0, current.p1);
  105093. }
  105094. // Merge into a single mesh
  105095. var engine = this._source.getScene().getEngine();
  105096. this._buffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, this._linesPositions, BABYLON.VertexBuffer.PositionKind, false);
  105097. this._buffers[BABYLON.VertexBuffer.NormalKind] = new BABYLON.VertexBuffer(engine, this._linesNormals, BABYLON.VertexBuffer.NormalKind, false, false, 4);
  105098. this._ib = engine.createIndexBuffer(this._linesIndices);
  105099. this._indicesCount = this._linesIndices.length;
  105100. };
  105101. return LineEdgesRenderer;
  105102. }(BABYLON.EdgesRenderer));
  105103. BABYLON.LineEdgesRenderer = LineEdgesRenderer;
  105104. })(BABYLON || (BABYLON = {}));
  105105. //# sourceMappingURL=babylon.lineEdgesRenderer.js.map
  105106. var BABYLON;
  105107. (function (BABYLON) {
  105108. // Adds the parser to the scene parsers.
  105109. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_EFFECTLAYER, function (parsedData, scene, container, rootUrl) {
  105110. if (parsedData.effectLayers) {
  105111. if (!container.effectLayers) {
  105112. container.effectLayers = new Array();
  105113. }
  105114. for (var index = 0; index < parsedData.effectLayers.length; index++) {
  105115. var effectLayer = BABYLON.EffectLayer.Parse(parsedData.effectLayers[index], scene, rootUrl);
  105116. container.effectLayers.push(effectLayer);
  105117. }
  105118. }
  105119. });
  105120. BABYLON.AbstractScene.prototype.removeEffectLayer = function (toRemove) {
  105121. var index = this.effectLayers.indexOf(toRemove);
  105122. if (index !== -1) {
  105123. this.effectLayers.splice(index, 1);
  105124. }
  105125. return index;
  105126. };
  105127. BABYLON.AbstractScene.prototype.addEffectLayer = function (newEffectLayer) {
  105128. this.effectLayers.push(newEffectLayer);
  105129. };
  105130. /**
  105131. * Defines the layer scene component responsible to manage any effect layers
  105132. * in a given scene.
  105133. */
  105134. var EffectLayerSceneComponent = /** @class */ (function () {
  105135. /**
  105136. * Creates a new instance of the component for the given scene
  105137. * @param scene Defines the scene to register the component in
  105138. */
  105139. function EffectLayerSceneComponent(scene) {
  105140. /**
  105141. * The component name helpfull to identify the component in the list of scene components.
  105142. */
  105143. this.name = BABYLON.SceneComponentConstants.NAME_EFFECTLAYER;
  105144. this._renderEffects = false;
  105145. this._needStencil = false;
  105146. this._previousStencilState = false;
  105147. this.scene = scene;
  105148. this._engine = scene.getEngine();
  105149. scene.effectLayers = new Array();
  105150. }
  105151. /**
  105152. * Registers the component in a given scene
  105153. */
  105154. EffectLayerSceneComponent.prototype.register = function () {
  105155. this.scene._isReadyForMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_ISREADYFORMESH_EFFECTLAYER, this, this._isReadyForMesh);
  105156. this.scene._cameraDrawRenderTargetStage.registerStep(BABYLON.SceneComponentConstants.STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER, this, this._renderMainTexture);
  105157. this.scene._beforeCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERADRAW_EFFECTLAYER, this, this._setStencil);
  105158. this.scene._afterRenderingGroupDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW, this, this._drawRenderingGroup);
  105159. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER, this, this._setStencilBack);
  105160. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW, this, this._drawCamera);
  105161. };
  105162. /**
  105163. * Rebuilds the elements related to this component in case of
  105164. * context lost for instance.
  105165. */
  105166. EffectLayerSceneComponent.prototype.rebuild = function () {
  105167. var layers = this.scene.effectLayers;
  105168. for (var _i = 0, layers_1 = layers; _i < layers_1.length; _i++) {
  105169. var effectLayer = layers_1[_i];
  105170. effectLayer._rebuild();
  105171. }
  105172. };
  105173. /**
  105174. * Serializes the component data to the specified json object
  105175. * @param serializationObject The object to serialize to
  105176. */
  105177. EffectLayerSceneComponent.prototype.serialize = function (serializationObject) {
  105178. // Effect layers
  105179. serializationObject.effectLayers = [];
  105180. var layers = this.scene.effectLayers;
  105181. for (var _i = 0, layers_2 = layers; _i < layers_2.length; _i++) {
  105182. var effectLayer = layers_2[_i];
  105183. if (effectLayer.serialize) {
  105184. serializationObject.effectLayers.push(effectLayer.serialize());
  105185. }
  105186. }
  105187. };
  105188. /**
  105189. * Adds all the element from the container to the scene
  105190. * @param container the container holding the elements
  105191. */
  105192. EffectLayerSceneComponent.prototype.addFromContainer = function (container) {
  105193. var _this = this;
  105194. if (!container.effectLayers) {
  105195. return;
  105196. }
  105197. container.effectLayers.forEach(function (o) {
  105198. _this.scene.addEffectLayer(o);
  105199. });
  105200. };
  105201. /**
  105202. * Removes all the elements in the container from the scene
  105203. * @param container contains the elements to remove
  105204. */
  105205. EffectLayerSceneComponent.prototype.removeFromContainer = function (container) {
  105206. var _this = this;
  105207. if (!container.effectLayers) {
  105208. return;
  105209. }
  105210. container.effectLayers.forEach(function (o) {
  105211. _this.scene.removeEffectLayer(o);
  105212. });
  105213. };
  105214. /**
  105215. * Disposes the component and the associated ressources.
  105216. */
  105217. EffectLayerSceneComponent.prototype.dispose = function () {
  105218. var layers = this.scene.effectLayers;
  105219. while (layers.length) {
  105220. layers[0].dispose();
  105221. }
  105222. };
  105223. EffectLayerSceneComponent.prototype._isReadyForMesh = function (mesh, hardwareInstancedRendering) {
  105224. var layers = this.scene.effectLayers;
  105225. for (var _i = 0, layers_3 = layers; _i < layers_3.length; _i++) {
  105226. var layer = layers_3[_i];
  105227. if (!layer.hasMesh(mesh)) {
  105228. continue;
  105229. }
  105230. for (var _a = 0, _b = mesh.subMeshes; _a < _b.length; _a++) {
  105231. var subMesh = _b[_a];
  105232. if (!layer.isReady(subMesh, hardwareInstancedRendering)) {
  105233. return false;
  105234. }
  105235. }
  105236. }
  105237. return true;
  105238. };
  105239. EffectLayerSceneComponent.prototype._renderMainTexture = function (camera) {
  105240. this._renderEffects = false;
  105241. this._needStencil = false;
  105242. var layers = this.scene.effectLayers;
  105243. if (layers && layers.length > 0) {
  105244. this._previousStencilState = this._engine.getStencilBuffer();
  105245. for (var _i = 0, layers_4 = layers; _i < layers_4.length; _i++) {
  105246. var effectLayer = layers_4[_i];
  105247. if (effectLayer.shouldRender() &&
  105248. (!effectLayer.camera ||
  105249. (effectLayer.camera.cameraRigMode === BABYLON.Camera.RIG_MODE_NONE && camera === effectLayer.camera) ||
  105250. (effectLayer.camera.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE && effectLayer.camera._rigCameras.indexOf(camera) > -1))) {
  105251. this._renderEffects = true;
  105252. this._needStencil = this._needStencil || effectLayer.needStencil();
  105253. var renderTarget = effectLayer._mainTexture;
  105254. if (renderTarget._shouldRender()) {
  105255. this.scene.incrementRenderId();
  105256. renderTarget.render(false, false);
  105257. }
  105258. }
  105259. }
  105260. this.scene.incrementRenderId();
  105261. }
  105262. };
  105263. EffectLayerSceneComponent.prototype._setStencil = function (camera) {
  105264. // Activate effect Layer stencil
  105265. if (this._needStencil) {
  105266. this._engine.setStencilBuffer(true);
  105267. }
  105268. };
  105269. EffectLayerSceneComponent.prototype._setStencilBack = function (camera) {
  105270. // Restore effect Layer stencil
  105271. if (this._needStencil) {
  105272. this._engine.setStencilBuffer(this._previousStencilState);
  105273. }
  105274. };
  105275. EffectLayerSceneComponent.prototype._draw = function (renderingGroupId) {
  105276. if (this._renderEffects) {
  105277. this._engine.setDepthBuffer(false);
  105278. var layers = this.scene.effectLayers;
  105279. for (var i = 0; i < layers.length; i++) {
  105280. var effectLayer = layers[i];
  105281. if (effectLayer.renderingGroupId === renderingGroupId) {
  105282. if (effectLayer.shouldRender()) {
  105283. effectLayer.render();
  105284. }
  105285. }
  105286. }
  105287. this._engine.setDepthBuffer(true);
  105288. }
  105289. };
  105290. EffectLayerSceneComponent.prototype._drawCamera = function (camera) {
  105291. if (this._renderEffects) {
  105292. this._draw(-1);
  105293. }
  105294. };
  105295. EffectLayerSceneComponent.prototype._drawRenderingGroup = function (index) {
  105296. if (!this.scene._isInIntermediateRendering() && this._renderEffects) {
  105297. this._draw(index);
  105298. }
  105299. };
  105300. return EffectLayerSceneComponent;
  105301. }());
  105302. BABYLON.EffectLayerSceneComponent = EffectLayerSceneComponent;
  105303. })(BABYLON || (BABYLON = {}));
  105304. //# sourceMappingURL=babylon.effectLayerSceneComponent.js.map
  105305. var __assign = (this && this.__assign) || function () {
  105306. __assign = Object.assign || function(t) {
  105307. for (var s, i = 1, n = arguments.length; i < n; i++) {
  105308. s = arguments[i];
  105309. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  105310. t[p] = s[p];
  105311. }
  105312. return t;
  105313. };
  105314. return __assign.apply(this, arguments);
  105315. };
  105316. var BABYLON;
  105317. (function (BABYLON) {
  105318. /**
  105319. * The effect layer Helps adding post process effect blended with the main pass.
  105320. *
  105321. * This can be for instance use to generate glow or higlight effects on the scene.
  105322. *
  105323. * The effect layer class can not be used directly and is intented to inherited from to be
  105324. * customized per effects.
  105325. */
  105326. var EffectLayer = /** @class */ (function () {
  105327. /**
  105328. * Instantiates a new effect Layer and references it in the scene.
  105329. * @param name The name of the layer
  105330. * @param scene The scene to use the layer in
  105331. */
  105332. function EffectLayer(
  105333. /** The Friendly of the effect in the scene */
  105334. name, scene) {
  105335. this._vertexBuffers = {};
  105336. this._maxSize = 0;
  105337. this._mainTextureDesiredSize = { width: 0, height: 0 };
  105338. this._shouldRender = true;
  105339. this._postProcesses = [];
  105340. this._textures = [];
  105341. this._emissiveTextureAndColor = { texture: null, color: new BABYLON.Color4() };
  105342. /**
  105343. * The clear color of the texture used to generate the glow map.
  105344. */
  105345. this.neutralColor = new BABYLON.Color4();
  105346. /**
  105347. * Specifies wether the highlight layer is enabled or not.
  105348. */
  105349. this.isEnabled = true;
  105350. /**
  105351. * An event triggered when the effect layer has been disposed.
  105352. */
  105353. this.onDisposeObservable = new BABYLON.Observable();
  105354. /**
  105355. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  105356. */
  105357. this.onBeforeRenderMainTextureObservable = new BABYLON.Observable();
  105358. /**
  105359. * An event triggered when the generated texture is being merged in the scene.
  105360. */
  105361. this.onBeforeComposeObservable = new BABYLON.Observable();
  105362. /**
  105363. * An event triggered when the generated texture has been merged in the scene.
  105364. */
  105365. this.onAfterComposeObservable = new BABYLON.Observable();
  105366. /**
  105367. * An event triggered when the efffect layer changes its size.
  105368. */
  105369. this.onSizeChangedObservable = new BABYLON.Observable();
  105370. this.name = name;
  105371. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  105372. var component = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_EFFECTLAYER);
  105373. if (!component) {
  105374. component = new BABYLON.EffectLayerSceneComponent(this._scene);
  105375. this._scene._addComponent(component);
  105376. }
  105377. this._engine = this._scene.getEngine();
  105378. this._maxSize = this._engine.getCaps().maxTextureSize;
  105379. this._scene.effectLayers.push(this);
  105380. // Generate Buffers
  105381. this._generateIndexBuffer();
  105382. this._genrateVertexBuffer();
  105383. }
  105384. Object.defineProperty(EffectLayer.prototype, "camera", {
  105385. /**
  105386. * Gets the camera attached to the layer.
  105387. */
  105388. get: function () {
  105389. return this._effectLayerOptions.camera;
  105390. },
  105391. enumerable: true,
  105392. configurable: true
  105393. });
  105394. Object.defineProperty(EffectLayer.prototype, "renderingGroupId", {
  105395. /**
  105396. * Gets the rendering group id the layer should render in.
  105397. */
  105398. get: function () {
  105399. return this._effectLayerOptions.renderingGroupId;
  105400. },
  105401. enumerable: true,
  105402. configurable: true
  105403. });
  105404. /**
  105405. * Initializes the effect layer with the required options.
  105406. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  105407. */
  105408. EffectLayer.prototype._init = function (options) {
  105409. // Adapt options
  105410. this._effectLayerOptions = __assign({ mainTextureRatio: 0.5, alphaBlendingMode: BABYLON.Engine.ALPHA_COMBINE, camera: null, renderingGroupId: -1 }, options);
  105411. this._setMainTextureSize();
  105412. this._createMainTexture();
  105413. this._createTextureAndPostProcesses();
  105414. this._mergeEffect = this._createMergeEffect();
  105415. };
  105416. /**
  105417. * Generates the index buffer of the full screen quad blending to the main canvas.
  105418. */
  105419. EffectLayer.prototype._generateIndexBuffer = function () {
  105420. // Indices
  105421. var indices = [];
  105422. indices.push(0);
  105423. indices.push(1);
  105424. indices.push(2);
  105425. indices.push(0);
  105426. indices.push(2);
  105427. indices.push(3);
  105428. this._indexBuffer = this._engine.createIndexBuffer(indices);
  105429. };
  105430. /**
  105431. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  105432. */
  105433. EffectLayer.prototype._genrateVertexBuffer = function () {
  105434. // VBO
  105435. var vertices = [];
  105436. vertices.push(1, 1);
  105437. vertices.push(-1, 1);
  105438. vertices.push(-1, -1);
  105439. vertices.push(1, -1);
  105440. var vertexBuffer = new BABYLON.VertexBuffer(this._engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  105441. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = vertexBuffer;
  105442. };
  105443. /**
  105444. * Sets the main texture desired size which is the closest power of two
  105445. * of the engine canvas size.
  105446. */
  105447. EffectLayer.prototype._setMainTextureSize = function () {
  105448. if (this._effectLayerOptions.mainTextureFixedSize) {
  105449. this._mainTextureDesiredSize.width = this._effectLayerOptions.mainTextureFixedSize;
  105450. this._mainTextureDesiredSize.height = this._effectLayerOptions.mainTextureFixedSize;
  105451. }
  105452. else {
  105453. this._mainTextureDesiredSize.width = this._engine.getRenderWidth() * this._effectLayerOptions.mainTextureRatio;
  105454. this._mainTextureDesiredSize.height = this._engine.getRenderHeight() * this._effectLayerOptions.mainTextureRatio;
  105455. this._mainTextureDesiredSize.width = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(this._mainTextureDesiredSize.width, this._maxSize) : this._mainTextureDesiredSize.width;
  105456. this._mainTextureDesiredSize.height = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(this._mainTextureDesiredSize.height, this._maxSize) : this._mainTextureDesiredSize.height;
  105457. }
  105458. this._mainTextureDesiredSize.width = Math.floor(this._mainTextureDesiredSize.width);
  105459. this._mainTextureDesiredSize.height = Math.floor(this._mainTextureDesiredSize.height);
  105460. };
  105461. /**
  105462. * Creates the main texture for the effect layer.
  105463. */
  105464. EffectLayer.prototype._createMainTexture = function () {
  105465. var _this = this;
  105466. this._mainTexture = new BABYLON.RenderTargetTexture("HighlightLayerMainRTT", {
  105467. width: this._mainTextureDesiredSize.width,
  105468. height: this._mainTextureDesiredSize.height
  105469. }, this._scene, false, true, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  105470. this._mainTexture.activeCamera = this._effectLayerOptions.camera;
  105471. this._mainTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  105472. this._mainTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  105473. this._mainTexture.anisotropicFilteringLevel = 1;
  105474. this._mainTexture.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  105475. this._mainTexture.renderParticles = false;
  105476. this._mainTexture.renderList = null;
  105477. this._mainTexture.ignoreCameraViewport = true;
  105478. // Custom render function
  105479. this._mainTexture.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  105480. _this.onBeforeRenderMainTextureObservable.notifyObservers(_this);
  105481. var index;
  105482. var engine = _this._scene.getEngine();
  105483. if (depthOnlySubMeshes.length) {
  105484. engine.setColorWrite(false);
  105485. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  105486. _this._renderSubMesh(depthOnlySubMeshes.data[index]);
  105487. }
  105488. engine.setColorWrite(true);
  105489. }
  105490. for (index = 0; index < opaqueSubMeshes.length; index++) {
  105491. _this._renderSubMesh(opaqueSubMeshes.data[index]);
  105492. }
  105493. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  105494. _this._renderSubMesh(alphaTestSubMeshes.data[index]);
  105495. }
  105496. for (index = 0; index < transparentSubMeshes.length; index++) {
  105497. _this._renderSubMesh(transparentSubMeshes.data[index]);
  105498. }
  105499. };
  105500. this._mainTexture.onClearObservable.add(function (engine) {
  105501. engine.clear(_this.neutralColor, true, true, true);
  105502. });
  105503. };
  105504. /**
  105505. * Checks for the readiness of the element composing the layer.
  105506. * @param subMesh the mesh to check for
  105507. * @param useInstances specify wether or not to use instances to render the mesh
  105508. * @param emissiveTexture the associated emissive texture used to generate the glow
  105509. * @return true if ready otherwise, false
  105510. */
  105511. EffectLayer.prototype._isReady = function (subMesh, useInstances, emissiveTexture) {
  105512. var material = subMesh.getMaterial();
  105513. if (!material) {
  105514. return false;
  105515. }
  105516. if (!material.isReady(subMesh.getMesh(), useInstances)) {
  105517. return false;
  105518. }
  105519. var defines = [];
  105520. var attribs = [BABYLON.VertexBuffer.PositionKind];
  105521. var mesh = subMesh.getMesh();
  105522. var uv1 = false;
  105523. var uv2 = false;
  105524. // Alpha test
  105525. if (material && material.needAlphaTesting()) {
  105526. var alphaTexture = material.getAlphaTestTexture();
  105527. if (alphaTexture) {
  105528. defines.push("#define ALPHATEST");
  105529. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind) &&
  105530. alphaTexture.coordinatesIndex === 1) {
  105531. defines.push("#define DIFFUSEUV2");
  105532. uv2 = true;
  105533. }
  105534. else if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  105535. defines.push("#define DIFFUSEUV1");
  105536. uv1 = true;
  105537. }
  105538. }
  105539. }
  105540. // Emissive
  105541. if (emissiveTexture) {
  105542. defines.push("#define EMISSIVE");
  105543. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind) &&
  105544. emissiveTexture.coordinatesIndex === 1) {
  105545. defines.push("#define EMISSIVEUV2");
  105546. uv2 = true;
  105547. }
  105548. else if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  105549. defines.push("#define EMISSIVEUV1");
  105550. uv1 = true;
  105551. }
  105552. }
  105553. if (uv1) {
  105554. attribs.push(BABYLON.VertexBuffer.UVKind);
  105555. defines.push("#define UV1");
  105556. }
  105557. if (uv2) {
  105558. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  105559. defines.push("#define UV2");
  105560. }
  105561. // Bones
  105562. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  105563. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  105564. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  105565. if (mesh.numBoneInfluencers > 4) {
  105566. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  105567. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  105568. }
  105569. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  105570. defines.push("#define BonesPerMesh " + (mesh.skeleton ? (mesh.skeleton.bones.length + 1) : 0));
  105571. }
  105572. else {
  105573. defines.push("#define NUM_BONE_INFLUENCERS 0");
  105574. }
  105575. // Morph targets
  105576. var manager = mesh.morphTargetManager;
  105577. var morphInfluencers = 0;
  105578. if (manager) {
  105579. if (manager.numInfluencers > 0) {
  105580. defines.push("#define MORPHTARGETS");
  105581. morphInfluencers = manager.numInfluencers;
  105582. defines.push("#define NUM_MORPH_INFLUENCERS " + morphInfluencers);
  105583. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, { "NUM_MORPH_INFLUENCERS": morphInfluencers });
  105584. }
  105585. }
  105586. // Instances
  105587. if (useInstances) {
  105588. defines.push("#define INSTANCES");
  105589. attribs.push("world0");
  105590. attribs.push("world1");
  105591. attribs.push("world2");
  105592. attribs.push("world3");
  105593. }
  105594. // Get correct effect
  105595. var join = defines.join("\n");
  105596. if (this._cachedDefines !== join) {
  105597. this._cachedDefines = join;
  105598. this._effectLayerMapGenerationEffect = this._scene.getEngine().createEffect("glowMapGeneration", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "color", "emissiveMatrix", "morphTargetInfluences"], ["diffuseSampler", "emissiveSampler"], join, undefined, undefined, undefined, { maxSimultaneousMorphTargets: morphInfluencers });
  105599. }
  105600. return this._effectLayerMapGenerationEffect.isReady();
  105601. };
  105602. /**
  105603. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  105604. */
  105605. EffectLayer.prototype.render = function () {
  105606. var currentEffect = this._mergeEffect;
  105607. // Check
  105608. if (!currentEffect.isReady())
  105609. return;
  105610. for (var i = 0; i < this._postProcesses.length; i++) {
  105611. if (!this._postProcesses[i].isReady()) {
  105612. return;
  105613. }
  105614. }
  105615. var engine = this._scene.getEngine();
  105616. this.onBeforeComposeObservable.notifyObservers(this);
  105617. // Render
  105618. engine.enableEffect(currentEffect);
  105619. engine.setState(false);
  105620. // VBOs
  105621. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, currentEffect);
  105622. // Cache
  105623. var previousAlphaMode = engine.getAlphaMode();
  105624. // Go Blend.
  105625. engine.setAlphaMode(this._effectLayerOptions.alphaBlendingMode);
  105626. // Blends the map on the main canvas.
  105627. this._internalRender(currentEffect);
  105628. // Restore Alpha
  105629. engine.setAlphaMode(previousAlphaMode);
  105630. this.onAfterComposeObservable.notifyObservers(this);
  105631. // Handle size changes.
  105632. var size = this._mainTexture.getSize();
  105633. this._setMainTextureSize();
  105634. if (size.width !== this._mainTextureDesiredSize.width || size.height !== this._mainTextureDesiredSize.height) {
  105635. // Recreate RTT and post processes on size change.
  105636. this.onSizeChangedObservable.notifyObservers(this);
  105637. this._disposeTextureAndPostProcesses();
  105638. this._createMainTexture();
  105639. this._createTextureAndPostProcesses();
  105640. }
  105641. };
  105642. /**
  105643. * Determine if a given mesh will be used in the current effect.
  105644. * @param mesh mesh to test
  105645. * @returns true if the mesh will be used
  105646. */
  105647. EffectLayer.prototype.hasMesh = function (mesh) {
  105648. if (this.renderingGroupId === -1 || mesh.renderingGroupId === this.renderingGroupId) {
  105649. return true;
  105650. }
  105651. return false;
  105652. };
  105653. /**
  105654. * Returns true if the layer contains information to display, otherwise false.
  105655. * @returns true if the glow layer should be rendered
  105656. */
  105657. EffectLayer.prototype.shouldRender = function () {
  105658. return this.isEnabled && this._shouldRender;
  105659. };
  105660. /**
  105661. * Returns true if the mesh should render, otherwise false.
  105662. * @param mesh The mesh to render
  105663. * @returns true if it should render otherwise false
  105664. */
  105665. EffectLayer.prototype._shouldRenderMesh = function (mesh) {
  105666. return true;
  105667. };
  105668. /**
  105669. * Returns true if the mesh should render, otherwise false.
  105670. * @param mesh The mesh to render
  105671. * @returns true if it should render otherwise false
  105672. */
  105673. EffectLayer.prototype._shouldRenderEmissiveTextureForMesh = function (mesh) {
  105674. return true;
  105675. };
  105676. /**
  105677. * Renders the submesh passed in parameter to the generation map.
  105678. */
  105679. EffectLayer.prototype._renderSubMesh = function (subMesh) {
  105680. var _this = this;
  105681. if (!this.shouldRender()) {
  105682. return;
  105683. }
  105684. var material = subMesh.getMaterial();
  105685. var mesh = subMesh.getRenderingMesh();
  105686. var scene = this._scene;
  105687. var engine = scene.getEngine();
  105688. if (!material) {
  105689. return;
  105690. }
  105691. // Do not block in blend mode.
  105692. if (material.needAlphaBlendingForMesh(mesh)) {
  105693. return;
  105694. }
  105695. // Culling
  105696. engine.setState(material.backFaceCulling);
  105697. // Managing instances
  105698. var batch = mesh._getInstancesRenderList(subMesh._id);
  105699. if (batch.mustReturn) {
  105700. return;
  105701. }
  105702. // Early Exit per mesh
  105703. if (!this._shouldRenderMesh(mesh)) {
  105704. return;
  105705. }
  105706. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  105707. this._setEmissiveTextureAndColor(mesh, subMesh, material);
  105708. if (this._isReady(subMesh, hardwareInstancedRendering, this._emissiveTextureAndColor.texture)) {
  105709. engine.enableEffect(this._effectLayerMapGenerationEffect);
  105710. mesh._bind(subMesh, this._effectLayerMapGenerationEffect, BABYLON.Material.TriangleFillMode);
  105711. this._effectLayerMapGenerationEffect.setMatrix("viewProjection", scene.getTransformMatrix());
  105712. this._effectLayerMapGenerationEffect.setFloat4("color", this._emissiveTextureAndColor.color.r, this._emissiveTextureAndColor.color.g, this._emissiveTextureAndColor.color.b, this._emissiveTextureAndColor.color.a);
  105713. // Alpha test
  105714. if (material && material.needAlphaTesting()) {
  105715. var alphaTexture = material.getAlphaTestTexture();
  105716. if (alphaTexture) {
  105717. this._effectLayerMapGenerationEffect.setTexture("diffuseSampler", alphaTexture);
  105718. var textureMatrix = alphaTexture.getTextureMatrix();
  105719. if (textureMatrix) {
  105720. this._effectLayerMapGenerationEffect.setMatrix("diffuseMatrix", textureMatrix);
  105721. }
  105722. }
  105723. }
  105724. // Glow emissive only
  105725. if (this._emissiveTextureAndColor.texture) {
  105726. this._effectLayerMapGenerationEffect.setTexture("emissiveSampler", this._emissiveTextureAndColor.texture);
  105727. this._effectLayerMapGenerationEffect.setMatrix("emissiveMatrix", this._emissiveTextureAndColor.texture.getTextureMatrix());
  105728. }
  105729. // Bones
  105730. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  105731. this._effectLayerMapGenerationEffect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  105732. }
  105733. // Morph targets
  105734. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, this._effectLayerMapGenerationEffect);
  105735. // Draw
  105736. mesh._processRendering(subMesh, this._effectLayerMapGenerationEffect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effectLayerMapGenerationEffect.setMatrix("world", world); });
  105737. }
  105738. else {
  105739. // Need to reset refresh rate of the main map
  105740. this._mainTexture.resetRefreshCounter();
  105741. }
  105742. };
  105743. /**
  105744. * Rebuild the required buffers.
  105745. * @hidden Internal use only.
  105746. */
  105747. EffectLayer.prototype._rebuild = function () {
  105748. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  105749. if (vb) {
  105750. vb._rebuild();
  105751. }
  105752. this._generateIndexBuffer();
  105753. };
  105754. /**
  105755. * Dispose only the render target textures and post process.
  105756. */
  105757. EffectLayer.prototype._disposeTextureAndPostProcesses = function () {
  105758. this._mainTexture.dispose();
  105759. for (var i = 0; i < this._postProcesses.length; i++) {
  105760. if (this._postProcesses[i]) {
  105761. this._postProcesses[i].dispose();
  105762. }
  105763. }
  105764. this._postProcesses = [];
  105765. for (var i = 0; i < this._textures.length; i++) {
  105766. if (this._textures[i]) {
  105767. this._textures[i].dispose();
  105768. }
  105769. }
  105770. this._textures = [];
  105771. };
  105772. /**
  105773. * Dispose the highlight layer and free resources.
  105774. */
  105775. EffectLayer.prototype.dispose = function () {
  105776. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  105777. if (vertexBuffer) {
  105778. vertexBuffer.dispose();
  105779. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  105780. }
  105781. if (this._indexBuffer) {
  105782. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  105783. this._indexBuffer = null;
  105784. }
  105785. // Clean textures and post processes
  105786. this._disposeTextureAndPostProcesses();
  105787. // Remove from scene
  105788. var index = this._scene.effectLayers.indexOf(this, 0);
  105789. if (index > -1) {
  105790. this._scene.effectLayers.splice(index, 1);
  105791. }
  105792. // Callback
  105793. this.onDisposeObservable.notifyObservers(this);
  105794. this.onDisposeObservable.clear();
  105795. this.onBeforeRenderMainTextureObservable.clear();
  105796. this.onBeforeComposeObservable.clear();
  105797. this.onAfterComposeObservable.clear();
  105798. this.onSizeChangedObservable.clear();
  105799. };
  105800. /**
  105801. * Gets the class name of the effect layer
  105802. * @returns the string with the class name of the effect layer
  105803. */
  105804. EffectLayer.prototype.getClassName = function () {
  105805. return "EffectLayer";
  105806. };
  105807. /**
  105808. * Creates an effect layer from parsed effect layer data
  105809. * @param parsedEffectLayer defines effect layer data
  105810. * @param scene defines the current scene
  105811. * @param rootUrl defines the root URL containing the effect layer information
  105812. * @returns a parsed effect Layer
  105813. */
  105814. EffectLayer.Parse = function (parsedEffectLayer, scene, rootUrl) {
  105815. var effectLayerType = BABYLON.Tools.Instantiate(parsedEffectLayer.customType);
  105816. return effectLayerType.Parse(parsedEffectLayer, scene, rootUrl);
  105817. };
  105818. __decorate([
  105819. BABYLON.serialize()
  105820. ], EffectLayer.prototype, "name", void 0);
  105821. __decorate([
  105822. BABYLON.serializeAsColor4()
  105823. ], EffectLayer.prototype, "neutralColor", void 0);
  105824. __decorate([
  105825. BABYLON.serialize()
  105826. ], EffectLayer.prototype, "isEnabled", void 0);
  105827. __decorate([
  105828. BABYLON.serializeAsCameraReference()
  105829. ], EffectLayer.prototype, "camera", null);
  105830. __decorate([
  105831. BABYLON.serialize()
  105832. ], EffectLayer.prototype, "renderingGroupId", null);
  105833. return EffectLayer;
  105834. }());
  105835. BABYLON.EffectLayer = EffectLayer;
  105836. })(BABYLON || (BABYLON = {}));
  105837. //# sourceMappingURL=babylon.effectLayer.js.map
  105838. var BABYLON;
  105839. (function (BABYLON) {
  105840. BABYLON.AbstractScene.prototype.getHighlightLayerByName = function (name) {
  105841. for (var index = 0; index < this.effectLayers.length; index++) {
  105842. if (this.effectLayers[index].name === name && this.effectLayers[index].getEffectName() === HighlightLayer.EffectName) {
  105843. return this.effectLayers[index];
  105844. }
  105845. }
  105846. return null;
  105847. };
  105848. /**
  105849. * Special Glow Blur post process only blurring the alpha channel
  105850. * It enforces keeping the most luminous color in the color channel.
  105851. */
  105852. var GlowBlurPostProcess = /** @class */ (function (_super) {
  105853. __extends(GlowBlurPostProcess, _super);
  105854. function GlowBlurPostProcess(name, direction, kernel, options, camera, samplingMode, engine, reusable) {
  105855. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  105856. var _this = _super.call(this, name, "glowBlurPostProcess", ["screenSize", "direction", "blurWidth"], null, options, camera, samplingMode, engine, reusable) || this;
  105857. _this.direction = direction;
  105858. _this.kernel = kernel;
  105859. _this.onApplyObservable.add(function (effect) {
  105860. effect.setFloat2("screenSize", _this.width, _this.height);
  105861. effect.setVector2("direction", _this.direction);
  105862. effect.setFloat("blurWidth", _this.kernel);
  105863. });
  105864. return _this;
  105865. }
  105866. return GlowBlurPostProcess;
  105867. }(BABYLON.PostProcess));
  105868. /**
  105869. * The highlight layer Helps adding a glow effect around a mesh.
  105870. *
  105871. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  105872. * glowy meshes to your scene.
  105873. *
  105874. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  105875. */
  105876. var HighlightLayer = /** @class */ (function (_super) {
  105877. __extends(HighlightLayer, _super);
  105878. /**
  105879. * Instantiates a new highlight Layer and references it to the scene..
  105880. * @param name The name of the layer
  105881. * @param scene The scene to use the layer in
  105882. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  105883. */
  105884. function HighlightLayer(name, scene, options) {
  105885. var _this = _super.call(this, name, scene) || this;
  105886. _this.name = name;
  105887. /**
  105888. * Specifies whether or not the inner glow is ACTIVE in the layer.
  105889. */
  105890. _this.innerGlow = true;
  105891. /**
  105892. * Specifies whether or not the outer glow is ACTIVE in the layer.
  105893. */
  105894. _this.outerGlow = true;
  105895. /**
  105896. * An event triggered when the highlight layer is being blurred.
  105897. */
  105898. _this.onBeforeBlurObservable = new BABYLON.Observable();
  105899. /**
  105900. * An event triggered when the highlight layer has been blurred.
  105901. */
  105902. _this.onAfterBlurObservable = new BABYLON.Observable();
  105903. _this._instanceGlowingMeshStencilReference = HighlightLayer.GlowingMeshStencilReference++;
  105904. _this._meshes = {};
  105905. _this._excludedMeshes = {};
  105906. _this.neutralColor = HighlightLayer.NeutralColor;
  105907. // Warn on stencil
  105908. if (!_this._engine.isStencilEnable) {
  105909. 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 }");
  105910. }
  105911. // Adapt options
  105912. _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);
  105913. // Initialize the layer
  105914. _this._init({
  105915. alphaBlendingMode: _this._options.alphaBlendingMode,
  105916. camera: _this._options.camera,
  105917. mainTextureFixedSize: _this._options.mainTextureFixedSize,
  105918. mainTextureRatio: _this._options.mainTextureRatio,
  105919. renderingGroupId: _this._options.renderingGroupId
  105920. });
  105921. // Do not render as long as no meshes have been added
  105922. _this._shouldRender = false;
  105923. return _this;
  105924. }
  105925. Object.defineProperty(HighlightLayer.prototype, "blurHorizontalSize", {
  105926. /**
  105927. * Gets the horizontal size of the blur.
  105928. */
  105929. get: function () {
  105930. return this._horizontalBlurPostprocess.kernel;
  105931. },
  105932. /**
  105933. * Specifies the horizontal size of the blur.
  105934. */
  105935. set: function (value) {
  105936. this._horizontalBlurPostprocess.kernel = value;
  105937. },
  105938. enumerable: true,
  105939. configurable: true
  105940. });
  105941. Object.defineProperty(HighlightLayer.prototype, "blurVerticalSize", {
  105942. /**
  105943. * Gets the vertical size of the blur.
  105944. */
  105945. get: function () {
  105946. return this._verticalBlurPostprocess.kernel;
  105947. },
  105948. /**
  105949. * Specifies the vertical size of the blur.
  105950. */
  105951. set: function (value) {
  105952. this._verticalBlurPostprocess.kernel = value;
  105953. },
  105954. enumerable: true,
  105955. configurable: true
  105956. });
  105957. /**
  105958. * Get the effect name of the layer.
  105959. * @return The effect name
  105960. */
  105961. HighlightLayer.prototype.getEffectName = function () {
  105962. return HighlightLayer.EffectName;
  105963. };
  105964. /**
  105965. * Create the merge effect. This is the shader use to blit the information back
  105966. * to the main canvas at the end of the scene rendering.
  105967. */
  105968. HighlightLayer.prototype._createMergeEffect = function () {
  105969. // Effect
  105970. return this._engine.createEffect("glowMapMerge", [BABYLON.VertexBuffer.PositionKind], ["offset"], ["textureSampler"], this._options.isStroke ? "#define STROKE \n" : undefined);
  105971. };
  105972. /**
  105973. * Creates the render target textures and post processes used in the highlight layer.
  105974. */
  105975. HighlightLayer.prototype._createTextureAndPostProcesses = function () {
  105976. var _this = this;
  105977. var blurTextureWidth = this._mainTextureDesiredSize.width * this._options.blurTextureSizeRatio;
  105978. var blurTextureHeight = this._mainTextureDesiredSize.height * this._options.blurTextureSizeRatio;
  105979. blurTextureWidth = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureWidth, this._maxSize) : blurTextureWidth;
  105980. blurTextureHeight = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureHeight, this._maxSize) : blurTextureHeight;
  105981. var textureType = 0;
  105982. if (this._engine.getCaps().textureHalfFloatRender) {
  105983. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  105984. }
  105985. else {
  105986. textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  105987. }
  105988. this._blurTexture = new BABYLON.RenderTargetTexture("HighlightLayerBlurRTT", {
  105989. width: blurTextureWidth,
  105990. height: blurTextureHeight
  105991. }, this._scene, false, true, textureType);
  105992. this._blurTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  105993. this._blurTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  105994. this._blurTexture.anisotropicFilteringLevel = 16;
  105995. this._blurTexture.updateSamplingMode(BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  105996. this._blurTexture.renderParticles = false;
  105997. this._blurTexture.ignoreCameraViewport = true;
  105998. this._textures = [this._blurTexture];
  105999. if (this._options.alphaBlendingMode === BABYLON.Engine.ALPHA_COMBINE) {
  106000. this._downSamplePostprocess = new BABYLON.PassPostProcess("HighlightLayerPPP", this._options.blurTextureSizeRatio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
  106001. this._downSamplePostprocess.onApplyObservable.add(function (effect) {
  106002. effect.setTexture("textureSampler", _this._mainTexture);
  106003. });
  106004. this._horizontalBlurPostprocess = new GlowBlurPostProcess("HighlightLayerHBP", new BABYLON.Vector2(1.0, 0), this._options.blurHorizontalSize, 1, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
  106005. this._horizontalBlurPostprocess.onApplyObservable.add(function (effect) {
  106006. effect.setFloat2("screenSize", blurTextureWidth, blurTextureHeight);
  106007. });
  106008. this._verticalBlurPostprocess = new GlowBlurPostProcess("HighlightLayerVBP", new BABYLON.Vector2(0, 1.0), this._options.blurVerticalSize, 1, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
  106009. this._verticalBlurPostprocess.onApplyObservable.add(function (effect) {
  106010. effect.setFloat2("screenSize", blurTextureWidth, blurTextureHeight);
  106011. });
  106012. this._postProcesses = [this._downSamplePostprocess, this._horizontalBlurPostprocess, this._verticalBlurPostprocess];
  106013. }
  106014. else {
  106015. this._horizontalBlurPostprocess = new BABYLON.BlurPostProcess("HighlightLayerHBP", new BABYLON.Vector2(1.0, 0), this._options.blurHorizontalSize / 2, {
  106016. width: blurTextureWidth,
  106017. height: blurTextureHeight
  106018. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  106019. this._horizontalBlurPostprocess.width = blurTextureWidth;
  106020. this._horizontalBlurPostprocess.height = blurTextureHeight;
  106021. this._horizontalBlurPostprocess.onApplyObservable.add(function (effect) {
  106022. effect.setTexture("textureSampler", _this._mainTexture);
  106023. });
  106024. this._verticalBlurPostprocess = new BABYLON.BlurPostProcess("HighlightLayerVBP", new BABYLON.Vector2(0, 1.0), this._options.blurVerticalSize / 2, {
  106025. width: blurTextureWidth,
  106026. height: blurTextureHeight
  106027. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  106028. this._postProcesses = [this._horizontalBlurPostprocess, this._verticalBlurPostprocess];
  106029. }
  106030. this._mainTexture.onAfterUnbindObservable.add(function () {
  106031. _this.onBeforeBlurObservable.notifyObservers(_this);
  106032. var internalTexture = _this._blurTexture.getInternalTexture();
  106033. if (internalTexture) {
  106034. _this._scene.postProcessManager.directRender(_this._postProcesses, internalTexture, true);
  106035. }
  106036. _this.onAfterBlurObservable.notifyObservers(_this);
  106037. });
  106038. // Prevent autoClear.
  106039. this._postProcesses.map(function (pp) { pp.autoClear = false; });
  106040. };
  106041. /**
  106042. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  106043. */
  106044. HighlightLayer.prototype.needStencil = function () {
  106045. return true;
  106046. };
  106047. /**
  106048. * Checks for the readiness of the element composing the layer.
  106049. * @param subMesh the mesh to check for
  106050. * @param useInstances specify wether or not to use instances to render the mesh
  106051. * @param emissiveTexture the associated emissive texture used to generate the glow
  106052. * @return true if ready otherwise, false
  106053. */
  106054. HighlightLayer.prototype.isReady = function (subMesh, useInstances) {
  106055. var material = subMesh.getMaterial();
  106056. var mesh = subMesh.getRenderingMesh();
  106057. if (!material || !mesh || !this._meshes) {
  106058. return false;
  106059. }
  106060. var emissiveTexture = null;
  106061. var highlightLayerMesh = this._meshes[mesh.uniqueId];
  106062. if (highlightLayerMesh && highlightLayerMesh.glowEmissiveOnly && material) {
  106063. emissiveTexture = material.emissiveTexture;
  106064. }
  106065. return _super.prototype._isReady.call(this, subMesh, useInstances, emissiveTexture);
  106066. };
  106067. /**
  106068. * Implementation specific of rendering the generating effect on the main canvas.
  106069. * @param effect The effect used to render through
  106070. */
  106071. HighlightLayer.prototype._internalRender = function (effect) {
  106072. // Texture
  106073. effect.setTexture("textureSampler", this._blurTexture);
  106074. // Cache
  106075. var engine = this._engine;
  106076. var previousStencilBuffer = engine.getStencilBuffer();
  106077. var previousStencilFunction = engine.getStencilFunction();
  106078. var previousStencilMask = engine.getStencilMask();
  106079. var previousStencilOperationPass = engine.getStencilOperationPass();
  106080. var previousStencilOperationFail = engine.getStencilOperationFail();
  106081. var previousStencilOperationDepthFail = engine.getStencilOperationDepthFail();
  106082. var previousStencilReference = engine.getStencilFunctionReference();
  106083. // Stencil operations
  106084. engine.setStencilOperationPass(BABYLON.Engine.REPLACE);
  106085. engine.setStencilOperationFail(BABYLON.Engine.KEEP);
  106086. engine.setStencilOperationDepthFail(BABYLON.Engine.KEEP);
  106087. // Draw order
  106088. engine.setStencilMask(0x00);
  106089. engine.setStencilBuffer(true);
  106090. engine.setStencilFunctionReference(this._instanceGlowingMeshStencilReference);
  106091. // 2 passes inner outer
  106092. if (this.outerGlow) {
  106093. effect.setFloat("offset", 0);
  106094. engine.setStencilFunction(BABYLON.Engine.NOTEQUAL);
  106095. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  106096. }
  106097. if (this.innerGlow) {
  106098. effect.setFloat("offset", 1);
  106099. engine.setStencilFunction(BABYLON.Engine.EQUAL);
  106100. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  106101. }
  106102. // Restore Cache
  106103. engine.setStencilFunction(previousStencilFunction);
  106104. engine.setStencilMask(previousStencilMask);
  106105. engine.setStencilBuffer(previousStencilBuffer);
  106106. engine.setStencilOperationPass(previousStencilOperationPass);
  106107. engine.setStencilOperationFail(previousStencilOperationFail);
  106108. engine.setStencilOperationDepthFail(previousStencilOperationDepthFail);
  106109. engine.setStencilFunctionReference(previousStencilReference);
  106110. };
  106111. /**
  106112. * Returns true if the layer contains information to display, otherwise false.
  106113. */
  106114. HighlightLayer.prototype.shouldRender = function () {
  106115. if (_super.prototype.shouldRender.call(this)) {
  106116. return this._meshes ? true : false;
  106117. }
  106118. return false;
  106119. };
  106120. /**
  106121. * Returns true if the mesh should render, otherwise false.
  106122. * @param mesh The mesh to render
  106123. * @returns true if it should render otherwise false
  106124. */
  106125. HighlightLayer.prototype._shouldRenderMesh = function (mesh) {
  106126. // Excluded Mesh
  106127. if (this._excludedMeshes && this._excludedMeshes[mesh.uniqueId]) {
  106128. return false;
  106129. }
  106130. ;
  106131. if (!_super.prototype.hasMesh.call(this, mesh)) {
  106132. return false;
  106133. }
  106134. return true;
  106135. };
  106136. /**
  106137. * Sets the required values for both the emissive texture and and the main color.
  106138. */
  106139. HighlightLayer.prototype._setEmissiveTextureAndColor = function (mesh, subMesh, material) {
  106140. var highlightLayerMesh = this._meshes[mesh.uniqueId];
  106141. if (highlightLayerMesh) {
  106142. this._emissiveTextureAndColor.color.set(highlightLayerMesh.color.r, highlightLayerMesh.color.g, highlightLayerMesh.color.b, 1.0);
  106143. }
  106144. else {
  106145. this._emissiveTextureAndColor.color.set(this.neutralColor.r, this.neutralColor.g, this.neutralColor.b, this.neutralColor.a);
  106146. }
  106147. if (highlightLayerMesh && highlightLayerMesh.glowEmissiveOnly && material) {
  106148. this._emissiveTextureAndColor.texture = material.emissiveTexture;
  106149. this._emissiveTextureAndColor.color.set(1.0, 1.0, 1.0, 1.0);
  106150. }
  106151. else {
  106152. this._emissiveTextureAndColor.texture = null;
  106153. }
  106154. };
  106155. /**
  106156. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  106157. * @param mesh The mesh to exclude from the highlight layer
  106158. */
  106159. HighlightLayer.prototype.addExcludedMesh = function (mesh) {
  106160. if (!this._excludedMeshes) {
  106161. return;
  106162. }
  106163. var meshExcluded = this._excludedMeshes[mesh.uniqueId];
  106164. if (!meshExcluded) {
  106165. this._excludedMeshes[mesh.uniqueId] = {
  106166. mesh: mesh,
  106167. beforeRender: mesh.onBeforeRenderObservable.add(function (mesh) {
  106168. mesh.getEngine().setStencilBuffer(false);
  106169. }),
  106170. afterRender: mesh.onAfterRenderObservable.add(function (mesh) {
  106171. mesh.getEngine().setStencilBuffer(true);
  106172. }),
  106173. };
  106174. }
  106175. };
  106176. /**
  106177. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  106178. * @param mesh The mesh to highlight
  106179. */
  106180. HighlightLayer.prototype.removeExcludedMesh = function (mesh) {
  106181. if (!this._excludedMeshes) {
  106182. return;
  106183. }
  106184. var meshExcluded = this._excludedMeshes[mesh.uniqueId];
  106185. if (meshExcluded) {
  106186. if (meshExcluded.beforeRender) {
  106187. mesh.onBeforeRenderObservable.remove(meshExcluded.beforeRender);
  106188. }
  106189. if (meshExcluded.afterRender) {
  106190. mesh.onAfterRenderObservable.remove(meshExcluded.afterRender);
  106191. }
  106192. }
  106193. this._excludedMeshes[mesh.uniqueId] = null;
  106194. };
  106195. /**
  106196. * Determine if a given mesh will be highlighted by the current HighlightLayer
  106197. * @param mesh mesh to test
  106198. * @returns true if the mesh will be highlighted by the current HighlightLayer
  106199. */
  106200. HighlightLayer.prototype.hasMesh = function (mesh) {
  106201. if (!this._meshes) {
  106202. return false;
  106203. }
  106204. if (!_super.prototype.hasMesh.call(this, mesh)) {
  106205. return false;
  106206. }
  106207. return this._meshes[mesh.uniqueId] !== undefined && this._meshes[mesh.uniqueId] !== null;
  106208. };
  106209. /**
  106210. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  106211. * @param mesh The mesh to highlight
  106212. * @param color The color of the highlight
  106213. * @param glowEmissiveOnly Extract the glow from the emissive texture
  106214. */
  106215. HighlightLayer.prototype.addMesh = function (mesh, color, glowEmissiveOnly) {
  106216. var _this = this;
  106217. if (glowEmissiveOnly === void 0) { glowEmissiveOnly = false; }
  106218. if (!this._meshes) {
  106219. return;
  106220. }
  106221. var meshHighlight = this._meshes[mesh.uniqueId];
  106222. if (meshHighlight) {
  106223. meshHighlight.color = color;
  106224. }
  106225. else {
  106226. this._meshes[mesh.uniqueId] = {
  106227. mesh: mesh,
  106228. color: color,
  106229. // Lambda required for capture due to Observable this context
  106230. observerHighlight: mesh.onBeforeRenderObservable.add(function (mesh) {
  106231. if (_this._excludedMeshes && _this._excludedMeshes[mesh.uniqueId]) {
  106232. _this._defaultStencilReference(mesh);
  106233. }
  106234. else {
  106235. mesh.getScene().getEngine().setStencilFunctionReference(_this._instanceGlowingMeshStencilReference);
  106236. }
  106237. }),
  106238. observerDefault: mesh.onAfterRenderObservable.add(this._defaultStencilReference),
  106239. glowEmissiveOnly: glowEmissiveOnly
  106240. };
  106241. mesh.onDisposeObservable.add(function () {
  106242. _this._disposeMesh(mesh);
  106243. });
  106244. }
  106245. this._shouldRender = true;
  106246. };
  106247. /**
  106248. * Remove a mesh from the highlight layer in order to make it stop glowing.
  106249. * @param mesh The mesh to highlight
  106250. */
  106251. HighlightLayer.prototype.removeMesh = function (mesh) {
  106252. if (!this._meshes) {
  106253. return;
  106254. }
  106255. var meshHighlight = this._meshes[mesh.uniqueId];
  106256. if (meshHighlight) {
  106257. if (meshHighlight.observerHighlight) {
  106258. mesh.onBeforeRenderObservable.remove(meshHighlight.observerHighlight);
  106259. }
  106260. if (meshHighlight.observerDefault) {
  106261. mesh.onAfterRenderObservable.remove(meshHighlight.observerDefault);
  106262. }
  106263. delete this._meshes[mesh.uniqueId];
  106264. }
  106265. this._shouldRender = false;
  106266. for (var meshHighlightToCheck in this._meshes) {
  106267. if (this._meshes[meshHighlightToCheck]) {
  106268. this._shouldRender = true;
  106269. break;
  106270. }
  106271. }
  106272. };
  106273. /**
  106274. * Force the stencil to the normal expected value for none glowing parts
  106275. */
  106276. HighlightLayer.prototype._defaultStencilReference = function (mesh) {
  106277. mesh.getScene().getEngine().setStencilFunctionReference(HighlightLayer.NormalMeshStencilReference);
  106278. };
  106279. /**
  106280. * Free any resources and references associated to a mesh.
  106281. * Internal use
  106282. * @param mesh The mesh to free.
  106283. * @hidden
  106284. */
  106285. HighlightLayer.prototype._disposeMesh = function (mesh) {
  106286. this.removeMesh(mesh);
  106287. this.removeExcludedMesh(mesh);
  106288. };
  106289. /**
  106290. * Dispose the highlight layer and free resources.
  106291. */
  106292. HighlightLayer.prototype.dispose = function () {
  106293. if (this._meshes) {
  106294. // Clean mesh references
  106295. for (var id in this._meshes) {
  106296. var meshHighlight = this._meshes[id];
  106297. if (meshHighlight && meshHighlight.mesh) {
  106298. if (meshHighlight.observerHighlight) {
  106299. meshHighlight.mesh.onBeforeRenderObservable.remove(meshHighlight.observerHighlight);
  106300. }
  106301. if (meshHighlight.observerDefault) {
  106302. meshHighlight.mesh.onAfterRenderObservable.remove(meshHighlight.observerDefault);
  106303. }
  106304. }
  106305. }
  106306. this._meshes = null;
  106307. }
  106308. if (this._excludedMeshes) {
  106309. for (var id in this._excludedMeshes) {
  106310. var meshHighlight = this._excludedMeshes[id];
  106311. if (meshHighlight) {
  106312. if (meshHighlight.beforeRender) {
  106313. meshHighlight.mesh.onBeforeRenderObservable.remove(meshHighlight.beforeRender);
  106314. }
  106315. if (meshHighlight.afterRender) {
  106316. meshHighlight.mesh.onAfterRenderObservable.remove(meshHighlight.afterRender);
  106317. }
  106318. }
  106319. }
  106320. this._excludedMeshes = null;
  106321. }
  106322. _super.prototype.dispose.call(this);
  106323. };
  106324. /**
  106325. * Gets the class name of the effect layer
  106326. * @returns the string with the class name of the effect layer
  106327. */
  106328. HighlightLayer.prototype.getClassName = function () {
  106329. return "HighlightLayer";
  106330. };
  106331. /**
  106332. * Serializes this Highlight layer
  106333. * @returns a serialized Highlight layer object
  106334. */
  106335. HighlightLayer.prototype.serialize = function () {
  106336. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  106337. serializationObject.customType = "BABYLON.HighlightLayer";
  106338. // Highlighted meshes
  106339. serializationObject.meshes = [];
  106340. if (this._meshes) {
  106341. for (var m in this._meshes) {
  106342. var mesh = this._meshes[m];
  106343. if (mesh) {
  106344. serializationObject.meshes.push({
  106345. glowEmissiveOnly: mesh.glowEmissiveOnly,
  106346. color: mesh.color.asArray(),
  106347. meshId: mesh.mesh.id
  106348. });
  106349. }
  106350. }
  106351. }
  106352. // Excluded meshes
  106353. serializationObject.excludedMeshes = [];
  106354. if (this._excludedMeshes) {
  106355. for (var e in this._excludedMeshes) {
  106356. var excludedMesh = this._excludedMeshes[e];
  106357. if (excludedMesh) {
  106358. serializationObject.excludedMeshes.push(excludedMesh.mesh.id);
  106359. }
  106360. }
  106361. }
  106362. return serializationObject;
  106363. };
  106364. /**
  106365. * Creates a Highlight layer from parsed Highlight layer data
  106366. * @param parsedHightlightLayer defines the Highlight layer data
  106367. * @param scene defines the current scene
  106368. * @param rootUrl defines the root URL containing the Highlight layer information
  106369. * @returns a parsed Highlight layer
  106370. */
  106371. HighlightLayer.Parse = function (parsedHightlightLayer, scene, rootUrl) {
  106372. var hl = BABYLON.SerializationHelper.Parse(function () { return new HighlightLayer(parsedHightlightLayer.name, scene, parsedHightlightLayer.options); }, parsedHightlightLayer, scene, rootUrl);
  106373. var index;
  106374. // Excluded meshes
  106375. for (index = 0; index < parsedHightlightLayer.excludedMeshes.length; index++) {
  106376. var mesh = scene.getMeshByID(parsedHightlightLayer.excludedMeshes[index]);
  106377. if (mesh) {
  106378. hl.addExcludedMesh(mesh);
  106379. }
  106380. }
  106381. // Included meshes
  106382. for (index = 0; index < parsedHightlightLayer.meshes.length; index++) {
  106383. var highlightedMesh = parsedHightlightLayer.meshes[index];
  106384. var mesh = scene.getMeshByID(highlightedMesh.meshId);
  106385. if (mesh) {
  106386. hl.addMesh(mesh, BABYLON.Color3.FromArray(highlightedMesh.color), highlightedMesh.glowEmissiveOnly);
  106387. }
  106388. }
  106389. return hl;
  106390. };
  106391. /**
  106392. * Effect Name of the highlight layer.
  106393. */
  106394. HighlightLayer.EffectName = "HighlightLayer";
  106395. /**
  106396. * The neutral color used during the preparation of the glow effect.
  106397. * This is black by default as the blend operation is a blend operation.
  106398. */
  106399. HighlightLayer.NeutralColor = new BABYLON.Color4(0, 0, 0, 0);
  106400. /**
  106401. * Stencil value used for glowing meshes.
  106402. */
  106403. HighlightLayer.GlowingMeshStencilReference = 0x02;
  106404. /**
  106405. * Stencil value used for the other meshes in the scene.
  106406. */
  106407. HighlightLayer.NormalMeshStencilReference = 0x01;
  106408. __decorate([
  106409. BABYLON.serialize()
  106410. ], HighlightLayer.prototype, "innerGlow", void 0);
  106411. __decorate([
  106412. BABYLON.serialize()
  106413. ], HighlightLayer.prototype, "outerGlow", void 0);
  106414. __decorate([
  106415. BABYLON.serialize()
  106416. ], HighlightLayer.prototype, "blurHorizontalSize", null);
  106417. __decorate([
  106418. BABYLON.serialize()
  106419. ], HighlightLayer.prototype, "blurVerticalSize", null);
  106420. __decorate([
  106421. BABYLON.serialize("options")
  106422. ], HighlightLayer.prototype, "_options", void 0);
  106423. return HighlightLayer;
  106424. }(BABYLON.EffectLayer));
  106425. BABYLON.HighlightLayer = HighlightLayer;
  106426. })(BABYLON || (BABYLON = {}));
  106427. //# sourceMappingURL=babylon.highlightLayer.js.map
  106428. var BABYLON;
  106429. (function (BABYLON) {
  106430. BABYLON.AbstractScene.prototype.getGlowLayerByName = function (name) {
  106431. for (var index = 0; index < this.effectLayers.length; index++) {
  106432. if (this.effectLayers[index].name === name && this.effectLayers[index].getEffectName() === GlowLayer.EffectName) {
  106433. return this.effectLayers[index];
  106434. }
  106435. }
  106436. return null;
  106437. };
  106438. /**
  106439. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  106440. *
  106441. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  106442. * glowy meshes to your scene.
  106443. *
  106444. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  106445. */
  106446. var GlowLayer = /** @class */ (function (_super) {
  106447. __extends(GlowLayer, _super);
  106448. /**
  106449. * Instantiates a new glow Layer and references it to the scene.
  106450. * @param name The name of the layer
  106451. * @param scene The scene to use the layer in
  106452. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  106453. */
  106454. function GlowLayer(name, scene, options) {
  106455. var _this = _super.call(this, name, scene) || this;
  106456. _this._intensity = 1.0;
  106457. _this._includedOnlyMeshes = [];
  106458. _this._excludedMeshes = [];
  106459. _this.neutralColor = new BABYLON.Color4(0, 0, 0, 1);
  106460. // Adapt options
  106461. _this._options = __assign({ mainTextureRatio: GlowLayer.DefaultTextureRatio, blurKernelSize: 32, mainTextureFixedSize: undefined, camera: null, mainTextureSamples: 1, renderingGroupId: -1 }, options);
  106462. // Initialize the layer
  106463. _this._init({
  106464. alphaBlendingMode: BABYLON.Engine.ALPHA_ADD,
  106465. camera: _this._options.camera,
  106466. mainTextureFixedSize: _this._options.mainTextureFixedSize,
  106467. mainTextureRatio: _this._options.mainTextureRatio,
  106468. renderingGroupId: _this._options.renderingGroupId
  106469. });
  106470. return _this;
  106471. }
  106472. Object.defineProperty(GlowLayer.prototype, "blurKernelSize", {
  106473. /**
  106474. * Gets the kernel size of the blur.
  106475. */
  106476. get: function () {
  106477. return this._horizontalBlurPostprocess1.kernel;
  106478. },
  106479. /**
  106480. * Sets the kernel size of the blur.
  106481. */
  106482. set: function (value) {
  106483. this._horizontalBlurPostprocess1.kernel = value;
  106484. this._verticalBlurPostprocess1.kernel = value;
  106485. this._horizontalBlurPostprocess2.kernel = value;
  106486. this._verticalBlurPostprocess2.kernel = value;
  106487. },
  106488. enumerable: true,
  106489. configurable: true
  106490. });
  106491. Object.defineProperty(GlowLayer.prototype, "intensity", {
  106492. /**
  106493. * Gets the glow intensity.
  106494. */
  106495. get: function () {
  106496. return this._intensity;
  106497. },
  106498. /**
  106499. * Sets the glow intensity.
  106500. */
  106501. set: function (value) {
  106502. this._intensity = value;
  106503. },
  106504. enumerable: true,
  106505. configurable: true
  106506. });
  106507. /**
  106508. * Get the effect name of the layer.
  106509. * @return The effect name
  106510. */
  106511. GlowLayer.prototype.getEffectName = function () {
  106512. return GlowLayer.EffectName;
  106513. };
  106514. /**
  106515. * Create the merge effect. This is the shader use to blit the information back
  106516. * to the main canvas at the end of the scene rendering.
  106517. */
  106518. GlowLayer.prototype._createMergeEffect = function () {
  106519. // Effect
  106520. return this._engine.createEffect("glowMapMerge", [BABYLON.VertexBuffer.PositionKind], ["offset"], ["textureSampler", "textureSampler2"], "#define EMISSIVE \n");
  106521. };
  106522. /**
  106523. * Creates the render target textures and post processes used in the glow layer.
  106524. */
  106525. GlowLayer.prototype._createTextureAndPostProcesses = function () {
  106526. var _this = this;
  106527. var blurTextureWidth = this._mainTextureDesiredSize.width;
  106528. var blurTextureHeight = this._mainTextureDesiredSize.height;
  106529. blurTextureWidth = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureWidth, this._maxSize) : blurTextureWidth;
  106530. blurTextureHeight = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureHeight, this._maxSize) : blurTextureHeight;
  106531. var textureType = 0;
  106532. if (this._engine.getCaps().textureHalfFloatRender) {
  106533. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  106534. }
  106535. else {
  106536. textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  106537. }
  106538. this._blurTexture1 = new BABYLON.RenderTargetTexture("GlowLayerBlurRTT", {
  106539. width: blurTextureWidth,
  106540. height: blurTextureHeight
  106541. }, this._scene, false, true, textureType);
  106542. this._blurTexture1.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  106543. this._blurTexture1.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  106544. this._blurTexture1.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  106545. this._blurTexture1.renderParticles = false;
  106546. this._blurTexture1.ignoreCameraViewport = true;
  106547. var blurTextureWidth2 = Math.floor(blurTextureWidth / 2);
  106548. var blurTextureHeight2 = Math.floor(blurTextureHeight / 2);
  106549. this._blurTexture2 = new BABYLON.RenderTargetTexture("GlowLayerBlurRTT2", {
  106550. width: blurTextureWidth2,
  106551. height: blurTextureHeight2
  106552. }, this._scene, false, true, textureType);
  106553. this._blurTexture2.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  106554. this._blurTexture2.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  106555. this._blurTexture2.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  106556. this._blurTexture2.renderParticles = false;
  106557. this._blurTexture2.ignoreCameraViewport = true;
  106558. this._textures = [this._blurTexture1, this._blurTexture2];
  106559. this._horizontalBlurPostprocess1 = new BABYLON.BlurPostProcess("GlowLayerHBP1", new BABYLON.Vector2(1.0, 0), this._options.blurKernelSize / 2, {
  106560. width: blurTextureWidth,
  106561. height: blurTextureHeight
  106562. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  106563. this._horizontalBlurPostprocess1.width = blurTextureWidth;
  106564. this._horizontalBlurPostprocess1.height = blurTextureHeight;
  106565. this._horizontalBlurPostprocess1.onApplyObservable.add(function (effect) {
  106566. effect.setTexture("textureSampler", _this._mainTexture);
  106567. });
  106568. this._verticalBlurPostprocess1 = new BABYLON.BlurPostProcess("GlowLayerVBP1", new BABYLON.Vector2(0, 1.0), this._options.blurKernelSize / 2, {
  106569. width: blurTextureWidth,
  106570. height: blurTextureHeight
  106571. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  106572. this._horizontalBlurPostprocess2 = new BABYLON.BlurPostProcess("GlowLayerHBP2", new BABYLON.Vector2(1.0, 0), this._options.blurKernelSize / 2, {
  106573. width: blurTextureWidth2,
  106574. height: blurTextureHeight2
  106575. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  106576. this._horizontalBlurPostprocess2.width = blurTextureWidth2;
  106577. this._horizontalBlurPostprocess2.height = blurTextureHeight2;
  106578. this._horizontalBlurPostprocess2.onApplyObservable.add(function (effect) {
  106579. effect.setTexture("textureSampler", _this._blurTexture1);
  106580. });
  106581. this._verticalBlurPostprocess2 = new BABYLON.BlurPostProcess("GlowLayerVBP2", new BABYLON.Vector2(0, 1.0), this._options.blurKernelSize / 2, {
  106582. width: blurTextureWidth2,
  106583. height: blurTextureHeight2
  106584. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  106585. this._postProcesses = [this._horizontalBlurPostprocess1, this._verticalBlurPostprocess1, this._horizontalBlurPostprocess2, this._verticalBlurPostprocess2];
  106586. this._postProcesses1 = [this._horizontalBlurPostprocess1, this._verticalBlurPostprocess1];
  106587. this._postProcesses2 = [this._horizontalBlurPostprocess2, this._verticalBlurPostprocess2];
  106588. this._mainTexture.samples = this._options.mainTextureSamples;
  106589. this._mainTexture.onAfterUnbindObservable.add(function () {
  106590. var internalTexture = _this._blurTexture1.getInternalTexture();
  106591. if (internalTexture) {
  106592. _this._scene.postProcessManager.directRender(_this._postProcesses1, internalTexture, true);
  106593. internalTexture = _this._blurTexture2.getInternalTexture();
  106594. if (internalTexture) {
  106595. _this._scene.postProcessManager.directRender(_this._postProcesses2, internalTexture, true);
  106596. }
  106597. }
  106598. });
  106599. // Prevent autoClear.
  106600. this._postProcesses.map(function (pp) { pp.autoClear = false; });
  106601. };
  106602. /**
  106603. * Checks for the readiness of the element composing the layer.
  106604. * @param subMesh the mesh to check for
  106605. * @param useInstances specify wether or not to use instances to render the mesh
  106606. * @param emissiveTexture the associated emissive texture used to generate the glow
  106607. * @return true if ready otherwise, false
  106608. */
  106609. GlowLayer.prototype.isReady = function (subMesh, useInstances) {
  106610. var material = subMesh.getMaterial();
  106611. var mesh = subMesh.getRenderingMesh();
  106612. if (!material || !mesh) {
  106613. return false;
  106614. }
  106615. var emissiveTexture = material.emissiveTexture;
  106616. return _super.prototype._isReady.call(this, subMesh, useInstances, emissiveTexture);
  106617. };
  106618. /**
  106619. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  106620. */
  106621. GlowLayer.prototype.needStencil = function () {
  106622. return false;
  106623. };
  106624. /**
  106625. * Implementation specific of rendering the generating effect on the main canvas.
  106626. * @param effect The effect used to render through
  106627. */
  106628. GlowLayer.prototype._internalRender = function (effect) {
  106629. // Texture
  106630. effect.setTexture("textureSampler", this._blurTexture1);
  106631. effect.setTexture("textureSampler2", this._blurTexture2);
  106632. effect.setFloat("offset", this._intensity);
  106633. // Cache
  106634. var engine = this._engine;
  106635. var previousStencilBuffer = engine.getStencilBuffer();
  106636. // Draw order
  106637. engine.setStencilBuffer(false);
  106638. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  106639. // Draw order
  106640. engine.setStencilBuffer(previousStencilBuffer);
  106641. };
  106642. /**
  106643. * Sets the required values for both the emissive texture and and the main color.
  106644. */
  106645. GlowLayer.prototype._setEmissiveTextureAndColor = function (mesh, subMesh, material) {
  106646. var textureLevel = 1.0;
  106647. if (this.customEmissiveTextureSelector) {
  106648. this._emissiveTextureAndColor.texture = this.customEmissiveTextureSelector(mesh, subMesh, material);
  106649. }
  106650. else {
  106651. if (material) {
  106652. this._emissiveTextureAndColor.texture = material.emissiveTexture;
  106653. if (this._emissiveTextureAndColor.texture) {
  106654. textureLevel = this._emissiveTextureAndColor.texture.level;
  106655. }
  106656. }
  106657. else {
  106658. this._emissiveTextureAndColor.texture = null;
  106659. }
  106660. }
  106661. if (this.customEmissiveColorSelector) {
  106662. this.customEmissiveColorSelector(mesh, subMesh, material, this._emissiveTextureAndColor.color);
  106663. }
  106664. else {
  106665. if (material.emissiveColor) {
  106666. this._emissiveTextureAndColor.color.set(material.emissiveColor.r * textureLevel, material.emissiveColor.g * textureLevel, material.emissiveColor.b * textureLevel, 1.0);
  106667. }
  106668. else {
  106669. this._emissiveTextureAndColor.color.set(this.neutralColor.r, this.neutralColor.g, this.neutralColor.b, this.neutralColor.a);
  106670. }
  106671. }
  106672. };
  106673. /**
  106674. * Returns true if the mesh should render, otherwise false.
  106675. * @param mesh The mesh to render
  106676. * @returns true if it should render otherwise false
  106677. */
  106678. GlowLayer.prototype._shouldRenderMesh = function (mesh) {
  106679. return this.hasMesh(mesh);
  106680. };
  106681. /**
  106682. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  106683. * @param mesh The mesh to exclude from the glow layer
  106684. */
  106685. GlowLayer.prototype.addExcludedMesh = function (mesh) {
  106686. if (this._excludedMeshes.indexOf(mesh.uniqueId) === -1) {
  106687. this._excludedMeshes.push(mesh.uniqueId);
  106688. }
  106689. };
  106690. /**
  106691. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  106692. * @param mesh The mesh to remove
  106693. */
  106694. GlowLayer.prototype.removeExcludedMesh = function (mesh) {
  106695. var index = this._excludedMeshes.indexOf(mesh.uniqueId);
  106696. if (index !== -1) {
  106697. this._excludedMeshes.splice(index, 1);
  106698. }
  106699. };
  106700. /**
  106701. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  106702. * @param mesh The mesh to include in the glow layer
  106703. */
  106704. GlowLayer.prototype.addIncludedOnlyMesh = function (mesh) {
  106705. if (this._includedOnlyMeshes.indexOf(mesh.uniqueId) === -1) {
  106706. this._includedOnlyMeshes.push(mesh.uniqueId);
  106707. }
  106708. };
  106709. /**
  106710. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  106711. * @param mesh The mesh to remove
  106712. */
  106713. GlowLayer.prototype.removeIncludedOnlyMesh = function (mesh) {
  106714. var index = this._includedOnlyMeshes.indexOf(mesh.uniqueId);
  106715. if (index !== -1) {
  106716. this._includedOnlyMeshes.splice(index, 1);
  106717. }
  106718. };
  106719. /**
  106720. * Determine if a given mesh will be used in the glow layer
  106721. * @param mesh The mesh to test
  106722. * @returns true if the mesh will be highlighted by the current glow layer
  106723. */
  106724. GlowLayer.prototype.hasMesh = function (mesh) {
  106725. if (!_super.prototype.hasMesh.call(this, mesh)) {
  106726. return false;
  106727. }
  106728. // Included Mesh
  106729. if (this._includedOnlyMeshes.length) {
  106730. return this._includedOnlyMeshes.indexOf(mesh.uniqueId) !== -1;
  106731. }
  106732. ;
  106733. // Excluded Mesh
  106734. if (this._excludedMeshes.length) {
  106735. return this._excludedMeshes.indexOf(mesh.uniqueId) === -1;
  106736. }
  106737. ;
  106738. return true;
  106739. };
  106740. /**
  106741. * Free any resources and references associated to a mesh.
  106742. * Internal use
  106743. * @param mesh The mesh to free.
  106744. * @hidden
  106745. */
  106746. GlowLayer.prototype._disposeMesh = function (mesh) {
  106747. this.removeIncludedOnlyMesh(mesh);
  106748. this.removeExcludedMesh(mesh);
  106749. };
  106750. /**
  106751. * Gets the class name of the effect layer
  106752. * @returns the string with the class name of the effect layer
  106753. */
  106754. GlowLayer.prototype.getClassName = function () {
  106755. return "GlowLayer";
  106756. };
  106757. /**
  106758. * Serializes this glow layer
  106759. * @returns a serialized glow layer object
  106760. */
  106761. GlowLayer.prototype.serialize = function () {
  106762. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  106763. serializationObject.customType = "BABYLON.GlowLayer";
  106764. var index;
  106765. // Included meshes
  106766. serializationObject.includedMeshes = [];
  106767. if (this._includedOnlyMeshes.length) {
  106768. for (index = 0; index < this._includedOnlyMeshes.length; index++) {
  106769. var mesh = this._scene.getMeshByUniqueID(this._includedOnlyMeshes[index]);
  106770. if (mesh) {
  106771. serializationObject.includedMeshes.push(mesh.id);
  106772. }
  106773. }
  106774. }
  106775. // Excluded meshes
  106776. serializationObject.excludedMeshes = [];
  106777. if (this._excludedMeshes.length) {
  106778. for (index = 0; index < this._excludedMeshes.length; index++) {
  106779. var mesh = this._scene.getMeshByUniqueID(this._excludedMeshes[index]);
  106780. if (mesh) {
  106781. serializationObject.excludedMeshes.push(mesh.id);
  106782. }
  106783. }
  106784. }
  106785. return serializationObject;
  106786. };
  106787. /**
  106788. * Creates a Glow Layer from parsed glow layer data
  106789. * @param parsedGlowLayer defines glow layer data
  106790. * @param scene defines the current scene
  106791. * @param rootUrl defines the root URL containing the glow layer information
  106792. * @returns a parsed Glow Layer
  106793. */
  106794. GlowLayer.Parse = function (parsedGlowLayer, scene, rootUrl) {
  106795. var gl = BABYLON.SerializationHelper.Parse(function () { return new GlowLayer(parsedGlowLayer.name, scene, parsedGlowLayer.options); }, parsedGlowLayer, scene, rootUrl);
  106796. var index;
  106797. // Excluded meshes
  106798. for (index = 0; index < parsedGlowLayer.excludedMeshes.length; index++) {
  106799. var mesh = scene.getMeshByID(parsedGlowLayer.excludedMeshes[index]);
  106800. if (mesh) {
  106801. gl.addExcludedMesh(mesh);
  106802. }
  106803. }
  106804. // Included meshes
  106805. for (index = 0; index < parsedGlowLayer.includedMeshes.length; index++) {
  106806. var mesh = scene.getMeshByID(parsedGlowLayer.includedMeshes[index]);
  106807. if (mesh) {
  106808. gl.addIncludedOnlyMesh(mesh);
  106809. }
  106810. }
  106811. return gl;
  106812. };
  106813. /**
  106814. * Effect Name of the layer.
  106815. */
  106816. GlowLayer.EffectName = "GlowLayer";
  106817. /**
  106818. * The default blur kernel size used for the glow.
  106819. */
  106820. GlowLayer.DefaultBlurKernelSize = 32;
  106821. /**
  106822. * The default texture size ratio used for the glow.
  106823. */
  106824. GlowLayer.DefaultTextureRatio = 0.5;
  106825. __decorate([
  106826. BABYLON.serialize()
  106827. ], GlowLayer.prototype, "blurKernelSize", null);
  106828. __decorate([
  106829. BABYLON.serialize()
  106830. ], GlowLayer.prototype, "intensity", null);
  106831. __decorate([
  106832. BABYLON.serialize("options")
  106833. ], GlowLayer.prototype, "_options", void 0);
  106834. return GlowLayer;
  106835. }(BABYLON.EffectLayer));
  106836. BABYLON.GlowLayer = GlowLayer;
  106837. })(BABYLON || (BABYLON = {}));
  106838. //# sourceMappingURL=babylon.glowLayer.js.map
  106839. var BABYLON;
  106840. (function (BABYLON) {
  106841. /**
  106842. * Defines the list of states available for a task inside a {BABYLON.AssetsManager}
  106843. */
  106844. var AssetTaskState;
  106845. (function (AssetTaskState) {
  106846. /**
  106847. * Initialization
  106848. */
  106849. AssetTaskState[AssetTaskState["INIT"] = 0] = "INIT";
  106850. /**
  106851. * Running
  106852. */
  106853. AssetTaskState[AssetTaskState["RUNNING"] = 1] = "RUNNING";
  106854. /**
  106855. * Done
  106856. */
  106857. AssetTaskState[AssetTaskState["DONE"] = 2] = "DONE";
  106858. /**
  106859. * Error
  106860. */
  106861. AssetTaskState[AssetTaskState["ERROR"] = 3] = "ERROR";
  106862. })(AssetTaskState = BABYLON.AssetTaskState || (BABYLON.AssetTaskState = {}));
  106863. /**
  106864. * Define an abstract asset task used with a {BABYLON.AssetsManager} class to load assets into a scene
  106865. */
  106866. var AbstractAssetTask = /** @class */ (function () {
  106867. /**
  106868. * Creates a new {BABYLON.AssetsManager}
  106869. * @param name defines the name of the task
  106870. */
  106871. function AbstractAssetTask(
  106872. /**
  106873. * Task name
  106874. */ name) {
  106875. this.name = name;
  106876. this._isCompleted = false;
  106877. this._taskState = AssetTaskState.INIT;
  106878. }
  106879. Object.defineProperty(AbstractAssetTask.prototype, "isCompleted", {
  106880. /**
  106881. * Get if the task is completed
  106882. */
  106883. get: function () {
  106884. return this._isCompleted;
  106885. },
  106886. enumerable: true,
  106887. configurable: true
  106888. });
  106889. Object.defineProperty(AbstractAssetTask.prototype, "taskState", {
  106890. /**
  106891. * Gets the current state of the task
  106892. */
  106893. get: function () {
  106894. return this._taskState;
  106895. },
  106896. enumerable: true,
  106897. configurable: true
  106898. });
  106899. Object.defineProperty(AbstractAssetTask.prototype, "errorObject", {
  106900. /**
  106901. * Gets the current error object (if task is in error)
  106902. */
  106903. get: function () {
  106904. return this._errorObject;
  106905. },
  106906. enumerable: true,
  106907. configurable: true
  106908. });
  106909. /**
  106910. * Internal only
  106911. * @hidden
  106912. */
  106913. AbstractAssetTask.prototype._setErrorObject = function (message, exception) {
  106914. if (this._errorObject) {
  106915. return;
  106916. }
  106917. this._errorObject = {
  106918. message: message,
  106919. exception: exception
  106920. };
  106921. };
  106922. /**
  106923. * Execute the current task
  106924. * @param scene defines the scene where you want your assets to be loaded
  106925. * @param onSuccess is a callback called when the task is successfully executed
  106926. * @param onError is a callback called if an error occurs
  106927. */
  106928. AbstractAssetTask.prototype.run = function (scene, onSuccess, onError) {
  106929. var _this = this;
  106930. this._taskState = AssetTaskState.RUNNING;
  106931. this.runTask(scene, function () {
  106932. _this.onDoneCallback(onSuccess, onError);
  106933. }, function (msg, exception) {
  106934. _this.onErrorCallback(onError, msg, exception);
  106935. });
  106936. };
  106937. /**
  106938. * Execute the current task
  106939. * @param scene defines the scene where you want your assets to be loaded
  106940. * @param onSuccess is a callback called when the task is successfully executed
  106941. * @param onError is a callback called if an error occurs
  106942. */
  106943. AbstractAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  106944. throw new Error("runTask is not implemented");
  106945. };
  106946. /**
  106947. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  106948. * This can be used with failed tasks that have the reason for failure fixed.
  106949. */
  106950. AbstractAssetTask.prototype.reset = function () {
  106951. this._taskState = AssetTaskState.INIT;
  106952. };
  106953. AbstractAssetTask.prototype.onErrorCallback = function (onError, message, exception) {
  106954. this._taskState = AssetTaskState.ERROR;
  106955. this._errorObject = {
  106956. message: message,
  106957. exception: exception
  106958. };
  106959. if (this.onError) {
  106960. this.onError(this, message, exception);
  106961. }
  106962. onError();
  106963. };
  106964. AbstractAssetTask.prototype.onDoneCallback = function (onSuccess, onError) {
  106965. try {
  106966. this._taskState = AssetTaskState.DONE;
  106967. this._isCompleted = true;
  106968. if (this.onSuccess) {
  106969. this.onSuccess(this);
  106970. }
  106971. onSuccess();
  106972. }
  106973. catch (e) {
  106974. this.onErrorCallback(onError, "Task is done, error executing success callback(s)", e);
  106975. }
  106976. };
  106977. return AbstractAssetTask;
  106978. }());
  106979. BABYLON.AbstractAssetTask = AbstractAssetTask;
  106980. /**
  106981. * Class used to share progress information about assets loading
  106982. */
  106983. var AssetsProgressEvent = /** @class */ (function () {
  106984. /**
  106985. * Creates a {BABYLON.AssetsProgressEvent}
  106986. * @param remainingCount defines the number of remaining tasks to process
  106987. * @param totalCount defines the total number of tasks
  106988. * @param task defines the task that was just processed
  106989. */
  106990. function AssetsProgressEvent(remainingCount, totalCount, task) {
  106991. this.remainingCount = remainingCount;
  106992. this.totalCount = totalCount;
  106993. this.task = task;
  106994. }
  106995. return AssetsProgressEvent;
  106996. }());
  106997. BABYLON.AssetsProgressEvent = AssetsProgressEvent;
  106998. /**
  106999. * Define a task used by {BABYLON.AssetsManager} to load meshes
  107000. */
  107001. var MeshAssetTask = /** @class */ (function (_super) {
  107002. __extends(MeshAssetTask, _super);
  107003. /**
  107004. * Creates a new {BABYLON.MeshAssetTask}
  107005. * @param name defines the name of the task
  107006. * @param meshesNames defines the list of mesh's names you want to load
  107007. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  107008. * @param sceneFilename defines the filename of the scene to load from
  107009. */
  107010. function MeshAssetTask(
  107011. /**
  107012. * Defines the name of the task
  107013. */
  107014. name,
  107015. /**
  107016. * Defines the list of mesh's names you want to load
  107017. */
  107018. meshesNames,
  107019. /**
  107020. * Defines the root url to use as a base to load your meshes and associated resources
  107021. */
  107022. rootUrl,
  107023. /**
  107024. * Defines the filename of the scene to load from
  107025. */
  107026. sceneFilename) {
  107027. var _this = _super.call(this, name) || this;
  107028. _this.name = name;
  107029. _this.meshesNames = meshesNames;
  107030. _this.rootUrl = rootUrl;
  107031. _this.sceneFilename = sceneFilename;
  107032. return _this;
  107033. }
  107034. /**
  107035. * Execute the current task
  107036. * @param scene defines the scene where you want your assets to be loaded
  107037. * @param onSuccess is a callback called when the task is successfully executed
  107038. * @param onError is a callback called if an error occurs
  107039. */
  107040. MeshAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  107041. var _this = this;
  107042. BABYLON.SceneLoader.ImportMesh(this.meshesNames, this.rootUrl, this.sceneFilename, scene, function (meshes, particleSystems, skeletons) {
  107043. _this.loadedMeshes = meshes;
  107044. _this.loadedParticleSystems = particleSystems;
  107045. _this.loadedSkeletons = skeletons;
  107046. onSuccess();
  107047. }, null, function (scene, message, exception) {
  107048. onError(message, exception);
  107049. });
  107050. };
  107051. return MeshAssetTask;
  107052. }(AbstractAssetTask));
  107053. BABYLON.MeshAssetTask = MeshAssetTask;
  107054. /**
  107055. * Define a task used by {BABYLON.AssetsManager} to load text content
  107056. */
  107057. var TextFileAssetTask = /** @class */ (function (_super) {
  107058. __extends(TextFileAssetTask, _super);
  107059. /**
  107060. * Creates a new TextFileAssetTask object
  107061. * @param name defines the name of the task
  107062. * @param url defines the location of the file to load
  107063. */
  107064. function TextFileAssetTask(
  107065. /**
  107066. * Defines the name of the task
  107067. */
  107068. name,
  107069. /**
  107070. * Defines the location of the file to load
  107071. */
  107072. url) {
  107073. var _this = _super.call(this, name) || this;
  107074. _this.name = name;
  107075. _this.url = url;
  107076. return _this;
  107077. }
  107078. /**
  107079. * Execute the current task
  107080. * @param scene defines the scene where you want your assets to be loaded
  107081. * @param onSuccess is a callback called when the task is successfully executed
  107082. * @param onError is a callback called if an error occurs
  107083. */
  107084. TextFileAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  107085. var _this = this;
  107086. scene._loadFile(this.url, function (data) {
  107087. _this.text = data;
  107088. onSuccess();
  107089. }, undefined, false, false, function (request, exception) {
  107090. if (request) {
  107091. onError(request.status + " " + request.statusText, exception);
  107092. }
  107093. });
  107094. };
  107095. return TextFileAssetTask;
  107096. }(AbstractAssetTask));
  107097. BABYLON.TextFileAssetTask = TextFileAssetTask;
  107098. /**
  107099. * Define a task used by {BABYLON.AssetsManager} to load binary data
  107100. */
  107101. var BinaryFileAssetTask = /** @class */ (function (_super) {
  107102. __extends(BinaryFileAssetTask, _super);
  107103. /**
  107104. * Creates a new BinaryFileAssetTask object
  107105. * @param name defines the name of the new task
  107106. * @param url defines the location of the file to load
  107107. */
  107108. function BinaryFileAssetTask(
  107109. /**
  107110. * Defines the name of the task
  107111. */
  107112. name,
  107113. /**
  107114. * Defines the location of the file to load
  107115. */
  107116. url) {
  107117. var _this = _super.call(this, name) || this;
  107118. _this.name = name;
  107119. _this.url = url;
  107120. return _this;
  107121. }
  107122. /**
  107123. * Execute the current task
  107124. * @param scene defines the scene where you want your assets to be loaded
  107125. * @param onSuccess is a callback called when the task is successfully executed
  107126. * @param onError is a callback called if an error occurs
  107127. */
  107128. BinaryFileAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  107129. var _this = this;
  107130. scene._loadFile(this.url, function (data) {
  107131. _this.data = data;
  107132. onSuccess();
  107133. }, undefined, true, true, function (request, exception) {
  107134. if (request) {
  107135. onError(request.status + " " + request.statusText, exception);
  107136. }
  107137. });
  107138. };
  107139. return BinaryFileAssetTask;
  107140. }(AbstractAssetTask));
  107141. BABYLON.BinaryFileAssetTask = BinaryFileAssetTask;
  107142. /**
  107143. * Define a task used by {BABYLON.AssetsManager} to load images
  107144. */
  107145. var ImageAssetTask = /** @class */ (function (_super) {
  107146. __extends(ImageAssetTask, _super);
  107147. /**
  107148. * Creates a new ImageAssetTask
  107149. * @param name defines the name of the task
  107150. * @param url defines the location of the image to load
  107151. */
  107152. function ImageAssetTask(
  107153. /**
  107154. * Defines the name of the task
  107155. */
  107156. name,
  107157. /**
  107158. * Defines the location of the image to load
  107159. */
  107160. url) {
  107161. var _this = _super.call(this, name) || this;
  107162. _this.name = name;
  107163. _this.url = url;
  107164. return _this;
  107165. }
  107166. /**
  107167. * Execute the current task
  107168. * @param scene defines the scene where you want your assets to be loaded
  107169. * @param onSuccess is a callback called when the task is successfully executed
  107170. * @param onError is a callback called if an error occurs
  107171. */
  107172. ImageAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  107173. var _this = this;
  107174. var img = new Image();
  107175. BABYLON.Tools.SetCorsBehavior(this.url, img);
  107176. img.onload = function () {
  107177. _this.image = img;
  107178. onSuccess();
  107179. };
  107180. img.onerror = function (err) {
  107181. onError("Error loading image", err);
  107182. };
  107183. img.src = this.url;
  107184. };
  107185. return ImageAssetTask;
  107186. }(AbstractAssetTask));
  107187. BABYLON.ImageAssetTask = ImageAssetTask;
  107188. /**
  107189. * Define a task used by {BABYLON.AssetsManager} to load 2D textures
  107190. */
  107191. var TextureAssetTask = /** @class */ (function (_super) {
  107192. __extends(TextureAssetTask, _super);
  107193. /**
  107194. * Creates a new TextureAssetTask object
  107195. * @param name defines the name of the task
  107196. * @param url defines the location of the file to load
  107197. * @param noMipmap defines if mipmap should not be generated (default is false)
  107198. * @param invertY defines if texture must be inverted on Y axis (default is false)
  107199. * @param samplingMode defines the sampling mode to use (default is BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  107200. */
  107201. function TextureAssetTask(
  107202. /**
  107203. * Defines the name of the task
  107204. */
  107205. name,
  107206. /**
  107207. * Defines the location of the file to load
  107208. */
  107209. url,
  107210. /**
  107211. * Defines if mipmap should not be generated (default is false)
  107212. */
  107213. noMipmap,
  107214. /**
  107215. * Defines if texture must be inverted on Y axis (default is false)
  107216. */
  107217. invertY,
  107218. /**
  107219. * Defines the sampling mode to use (default is BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  107220. */
  107221. samplingMode) {
  107222. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  107223. var _this = _super.call(this, name) || this;
  107224. _this.name = name;
  107225. _this.url = url;
  107226. _this.noMipmap = noMipmap;
  107227. _this.invertY = invertY;
  107228. _this.samplingMode = samplingMode;
  107229. return _this;
  107230. }
  107231. /**
  107232. * Execute the current task
  107233. * @param scene defines the scene where you want your assets to be loaded
  107234. * @param onSuccess is a callback called when the task is successfully executed
  107235. * @param onError is a callback called if an error occurs
  107236. */
  107237. TextureAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  107238. var onload = function () {
  107239. onSuccess();
  107240. };
  107241. var onerror = function (message, exception) {
  107242. onError(message, exception);
  107243. };
  107244. this.texture = new BABYLON.Texture(this.url, scene, this.noMipmap, this.invertY, this.samplingMode, onload, onerror);
  107245. };
  107246. return TextureAssetTask;
  107247. }(AbstractAssetTask));
  107248. BABYLON.TextureAssetTask = TextureAssetTask;
  107249. /**
  107250. * Define a task used by {BABYLON.AssetsManager} to load cube textures
  107251. */
  107252. var CubeTextureAssetTask = /** @class */ (function (_super) {
  107253. __extends(CubeTextureAssetTask, _super);
  107254. /**
  107255. * Creates a new CubeTextureAssetTask
  107256. * @param name defines the name of the task
  107257. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  107258. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  107259. * @param noMipmap defines if mipmaps should not be generated (default is false)
  107260. * @param files defines the explicit list of files (undefined by default)
  107261. */
  107262. function CubeTextureAssetTask(
  107263. /**
  107264. * Defines the name of the task
  107265. */
  107266. name,
  107267. /**
  107268. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  107269. */
  107270. url,
  107271. /**
  107272. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  107273. */
  107274. extensions,
  107275. /**
  107276. * Defines if mipmaps should not be generated (default is false)
  107277. */
  107278. noMipmap,
  107279. /**
  107280. * Defines the explicit list of files (undefined by default)
  107281. */
  107282. files) {
  107283. var _this = _super.call(this, name) || this;
  107284. _this.name = name;
  107285. _this.url = url;
  107286. _this.extensions = extensions;
  107287. _this.noMipmap = noMipmap;
  107288. _this.files = files;
  107289. return _this;
  107290. }
  107291. /**
  107292. * Execute the current task
  107293. * @param scene defines the scene where you want your assets to be loaded
  107294. * @param onSuccess is a callback called when the task is successfully executed
  107295. * @param onError is a callback called if an error occurs
  107296. */
  107297. CubeTextureAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  107298. var onload = function () {
  107299. onSuccess();
  107300. };
  107301. var onerror = function (message, exception) {
  107302. onError(message, exception);
  107303. };
  107304. this.texture = new BABYLON.CubeTexture(this.url, scene, this.extensions, this.noMipmap, this.files, onload, onerror);
  107305. };
  107306. return CubeTextureAssetTask;
  107307. }(AbstractAssetTask));
  107308. BABYLON.CubeTextureAssetTask = CubeTextureAssetTask;
  107309. /**
  107310. * Define a task used by {BABYLON.AssetsManager} to load HDR cube textures
  107311. */
  107312. var HDRCubeTextureAssetTask = /** @class */ (function (_super) {
  107313. __extends(HDRCubeTextureAssetTask, _super);
  107314. /**
  107315. * Creates a new HDRCubeTextureAssetTask object
  107316. * @param name defines the name of the task
  107317. * @param url defines the location of the file to load
  107318. * @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.
  107319. * @param noMipmap defines if mipmaps should not be generated (default is false)
  107320. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  107321. * @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)
  107322. * @param reserved Internal use only
  107323. */
  107324. function HDRCubeTextureAssetTask(
  107325. /**
  107326. * Defines the name of the task
  107327. */
  107328. name,
  107329. /**
  107330. * Defines the location of the file to load
  107331. */
  107332. url,
  107333. /**
  107334. * Defines the desired size (the more it increases the longer the generation will be)
  107335. */
  107336. size,
  107337. /**
  107338. * Defines if mipmaps should not be generated (default is false)
  107339. */
  107340. noMipmap,
  107341. /**
  107342. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  107343. */
  107344. generateHarmonics,
  107345. /**
  107346. * 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)
  107347. */
  107348. gammaSpace,
  107349. /**
  107350. * Internal Use Only
  107351. */
  107352. reserved) {
  107353. if (noMipmap === void 0) { noMipmap = false; }
  107354. if (generateHarmonics === void 0) { generateHarmonics = true; }
  107355. if (gammaSpace === void 0) { gammaSpace = false; }
  107356. if (reserved === void 0) { reserved = false; }
  107357. var _this = _super.call(this, name) || this;
  107358. _this.name = name;
  107359. _this.url = url;
  107360. _this.size = size;
  107361. _this.noMipmap = noMipmap;
  107362. _this.generateHarmonics = generateHarmonics;
  107363. _this.gammaSpace = gammaSpace;
  107364. _this.reserved = reserved;
  107365. return _this;
  107366. }
  107367. /**
  107368. * Execute the current task
  107369. * @param scene defines the scene where you want your assets to be loaded
  107370. * @param onSuccess is a callback called when the task is successfully executed
  107371. * @param onError is a callback called if an error occurs
  107372. */
  107373. HDRCubeTextureAssetTask.prototype.run = function (scene, onSuccess, onError) {
  107374. var onload = function () {
  107375. onSuccess();
  107376. };
  107377. var onerror = function (message, exception) {
  107378. onError(message, exception);
  107379. };
  107380. this.texture = new BABYLON.HDRCubeTexture(this.url, scene, this.size, this.noMipmap, this.generateHarmonics, this.gammaSpace, this.reserved, onload, onerror);
  107381. };
  107382. return HDRCubeTextureAssetTask;
  107383. }(AbstractAssetTask));
  107384. BABYLON.HDRCubeTextureAssetTask = HDRCubeTextureAssetTask;
  107385. /**
  107386. * This class can be used to easily import assets into a scene
  107387. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  107388. */
  107389. var AssetsManager = /** @class */ (function () {
  107390. /**
  107391. * Creates a new AssetsManager
  107392. * @param scene defines the scene to work on
  107393. */
  107394. function AssetsManager(scene) {
  107395. this._isLoading = false;
  107396. this._tasks = new Array();
  107397. this._waitingTasksCount = 0;
  107398. this._totalTasksCount = 0;
  107399. /**
  107400. * Observable called when all tasks are processed
  107401. */
  107402. this.onTaskSuccessObservable = new BABYLON.Observable();
  107403. /**
  107404. * Observable called when a task had an error
  107405. */
  107406. this.onTaskErrorObservable = new BABYLON.Observable();
  107407. /**
  107408. * Observable called when a task is successful
  107409. */
  107410. this.onTasksDoneObservable = new BABYLON.Observable();
  107411. /**
  107412. * Observable called when a task is done (whatever the result is)
  107413. */
  107414. this.onProgressObservable = new BABYLON.Observable();
  107415. /**
  107416. * Gets or sets a boolean defining if the {BABYLON.AssetsManager} should use the default loading screen
  107417. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  107418. */
  107419. this.useDefaultLoadingScreen = true;
  107420. this._scene = scene;
  107421. }
  107422. /**
  107423. * Add a {BABYLON.MeshAssetTask} to the list of active tasks
  107424. * @param taskName defines the name of the new task
  107425. * @param meshesNames defines the name of meshes to load
  107426. * @param rootUrl defines the root url to use to locate files
  107427. * @param sceneFilename defines the filename of the scene file
  107428. * @returns a new {BABYLON.MeshAssetTask} object
  107429. */
  107430. AssetsManager.prototype.addMeshTask = function (taskName, meshesNames, rootUrl, sceneFilename) {
  107431. var task = new MeshAssetTask(taskName, meshesNames, rootUrl, sceneFilename);
  107432. this._tasks.push(task);
  107433. return task;
  107434. };
  107435. /**
  107436. * Add a {BABYLON.TextFileAssetTask} to the list of active tasks
  107437. * @param taskName defines the name of the new task
  107438. * @param url defines the url of the file to load
  107439. * @returns a new {BABYLON.TextFileAssetTask} object
  107440. */
  107441. AssetsManager.prototype.addTextFileTask = function (taskName, url) {
  107442. var task = new TextFileAssetTask(taskName, url);
  107443. this._tasks.push(task);
  107444. return task;
  107445. };
  107446. /**
  107447. * Add a {BABYLON.BinaryFileAssetTask} to the list of active tasks
  107448. * @param taskName defines the name of the new task
  107449. * @param url defines the url of the file to load
  107450. * @returns a new {BABYLON.BinaryFileAssetTask} object
  107451. */
  107452. AssetsManager.prototype.addBinaryFileTask = function (taskName, url) {
  107453. var task = new BinaryFileAssetTask(taskName, url);
  107454. this._tasks.push(task);
  107455. return task;
  107456. };
  107457. /**
  107458. * Add a {BABYLON.ImageAssetTask} to the list of active tasks
  107459. * @param taskName defines the name of the new task
  107460. * @param url defines the url of the file to load
  107461. * @returns a new {BABYLON.ImageAssetTask} object
  107462. */
  107463. AssetsManager.prototype.addImageTask = function (taskName, url) {
  107464. var task = new ImageAssetTask(taskName, url);
  107465. this._tasks.push(task);
  107466. return task;
  107467. };
  107468. /**
  107469. * Add a {BABYLON.TextureAssetTask} to the list of active tasks
  107470. * @param taskName defines the name of the new task
  107471. * @param url defines the url of the file to load
  107472. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  107473. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  107474. * @param samplingMode defines the sampling mode to use (BABYLON.Texture.TRILINEAR_SAMPLINGMODE by default)
  107475. * @returns a new {BABYLON.TextureAssetTask} object
  107476. */
  107477. AssetsManager.prototype.addTextureTask = function (taskName, url, noMipmap, invertY, samplingMode) {
  107478. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  107479. var task = new TextureAssetTask(taskName, url, noMipmap, invertY, samplingMode);
  107480. this._tasks.push(task);
  107481. return task;
  107482. };
  107483. /**
  107484. * Add a {BABYLON.CubeTextureAssetTask} to the list of active tasks
  107485. * @param taskName defines the name of the new task
  107486. * @param url defines the url of the file to load
  107487. * @param extensions defines the extension to use to load the cube map (can be null)
  107488. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  107489. * @param files defines the list of files to load (can be null)
  107490. * @returns a new {BABYLON.CubeTextureAssetTask} object
  107491. */
  107492. AssetsManager.prototype.addCubeTextureTask = function (taskName, url, extensions, noMipmap, files) {
  107493. var task = new CubeTextureAssetTask(taskName, url, extensions, noMipmap, files);
  107494. this._tasks.push(task);
  107495. return task;
  107496. };
  107497. /**
  107498. *
  107499. * Add a {BABYLON.HDRCubeTextureAssetTask} to the list of active tasks
  107500. * @param taskName defines the name of the new task
  107501. * @param url defines the url of the file to load
  107502. * @param size defines the size you want for the cubemap (can be null)
  107503. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  107504. * @param generateHarmonics defines if you want to automatically generate (true by default)
  107505. * @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)
  107506. * @param reserved Internal use only
  107507. * @returns a new {BABYLON.HDRCubeTextureAssetTask} object
  107508. */
  107509. AssetsManager.prototype.addHDRCubeTextureTask = function (taskName, url, size, noMipmap, generateHarmonics, gammaSpace, reserved) {
  107510. if (noMipmap === void 0) { noMipmap = false; }
  107511. if (generateHarmonics === void 0) { generateHarmonics = true; }
  107512. if (gammaSpace === void 0) { gammaSpace = false; }
  107513. if (reserved === void 0) { reserved = false; }
  107514. var task = new HDRCubeTextureAssetTask(taskName, url, size, noMipmap, generateHarmonics, gammaSpace, reserved);
  107515. this._tasks.push(task);
  107516. return task;
  107517. };
  107518. /**
  107519. * Remove a task from the assets manager.
  107520. * @param task the task to remove
  107521. */
  107522. AssetsManager.prototype.removeTask = function (task) {
  107523. var index = this._tasks.indexOf(task);
  107524. if (index > -1) {
  107525. this._tasks.splice(index, 1);
  107526. }
  107527. };
  107528. AssetsManager.prototype._decreaseWaitingTasksCount = function (task) {
  107529. this._waitingTasksCount--;
  107530. try {
  107531. if (this.onProgress) {
  107532. this.onProgress(this._waitingTasksCount, this._totalTasksCount, task);
  107533. }
  107534. this.onProgressObservable.notifyObservers(new AssetsProgressEvent(this._waitingTasksCount, this._totalTasksCount, task));
  107535. }
  107536. catch (e) {
  107537. BABYLON.Tools.Error("Error running progress callbacks.");
  107538. console.log(e);
  107539. }
  107540. if (this._waitingTasksCount === 0) {
  107541. try {
  107542. if (this.onFinish) {
  107543. this.onFinish(this._tasks);
  107544. }
  107545. // Let's remove successfull tasks
  107546. var currentTasks = this._tasks.slice();
  107547. for (var _i = 0, currentTasks_1 = currentTasks; _i < currentTasks_1.length; _i++) {
  107548. var task = currentTasks_1[_i];
  107549. if (task.taskState === AssetTaskState.DONE) {
  107550. var index = this._tasks.indexOf(task);
  107551. if (index > -1) {
  107552. this._tasks.splice(index, 1);
  107553. }
  107554. }
  107555. }
  107556. this.onTasksDoneObservable.notifyObservers(this._tasks);
  107557. }
  107558. catch (e) {
  107559. BABYLON.Tools.Error("Error running tasks-done callbacks.");
  107560. console.log(e);
  107561. }
  107562. this._isLoading = false;
  107563. this._scene.getEngine().hideLoadingUI();
  107564. }
  107565. };
  107566. AssetsManager.prototype._runTask = function (task) {
  107567. var _this = this;
  107568. var done = function () {
  107569. try {
  107570. if (_this.onTaskSuccess) {
  107571. _this.onTaskSuccess(task);
  107572. }
  107573. _this.onTaskSuccessObservable.notifyObservers(task);
  107574. _this._decreaseWaitingTasksCount(task);
  107575. }
  107576. catch (e) {
  107577. error("Error executing task success callbacks", e);
  107578. }
  107579. };
  107580. var error = function (message, exception) {
  107581. task._setErrorObject(message, exception);
  107582. if (_this.onTaskError) {
  107583. _this.onTaskError(task);
  107584. }
  107585. _this.onTaskErrorObservable.notifyObservers(task);
  107586. _this._decreaseWaitingTasksCount(task);
  107587. };
  107588. task.run(this._scene, done, error);
  107589. };
  107590. /**
  107591. * Reset the {BABYLON.AssetsManager} and remove all tasks
  107592. * @return the current instance of the {BABYLON.AssetsManager}
  107593. */
  107594. AssetsManager.prototype.reset = function () {
  107595. this._isLoading = false;
  107596. this._tasks = new Array();
  107597. return this;
  107598. };
  107599. /**
  107600. * Start the loading process
  107601. * @return the current instance of the {BABYLON.AssetsManager}
  107602. */
  107603. AssetsManager.prototype.load = function () {
  107604. if (this._isLoading) {
  107605. return this;
  107606. }
  107607. this._isLoading = true;
  107608. this._waitingTasksCount = this._tasks.length;
  107609. this._totalTasksCount = this._tasks.length;
  107610. if (this._waitingTasksCount === 0) {
  107611. this._isLoading = false;
  107612. if (this.onFinish) {
  107613. this.onFinish(this._tasks);
  107614. }
  107615. this.onTasksDoneObservable.notifyObservers(this._tasks);
  107616. return this;
  107617. }
  107618. if (this.useDefaultLoadingScreen) {
  107619. this._scene.getEngine().displayLoadingUI();
  107620. }
  107621. for (var index = 0; index < this._tasks.length; index++) {
  107622. var task = this._tasks[index];
  107623. if (task.taskState === AssetTaskState.INIT) {
  107624. this._runTask(task);
  107625. }
  107626. }
  107627. return this;
  107628. };
  107629. return AssetsManager;
  107630. }());
  107631. BABYLON.AssetsManager = AssetsManager;
  107632. })(BABYLON || (BABYLON = {}));
  107633. //# sourceMappingURL=babylon.assetsManager.js.map
  107634. var BABYLON;
  107635. (function (BABYLON) {
  107636. var serializedGeometries = [];
  107637. var serializeGeometry = function (geometry, serializationGeometries) {
  107638. if (serializedGeometries[geometry.id]) {
  107639. return;
  107640. }
  107641. if (geometry.doNotSerialize) {
  107642. return;
  107643. }
  107644. if (geometry instanceof BABYLON.BoxGeometry) {
  107645. serializationGeometries.boxes.push(geometry.serialize());
  107646. }
  107647. else if (geometry instanceof BABYLON.SphereGeometry) {
  107648. serializationGeometries.spheres.push(geometry.serialize());
  107649. }
  107650. else if (geometry instanceof BABYLON.CylinderGeometry) {
  107651. serializationGeometries.cylinders.push(geometry.serialize());
  107652. }
  107653. else if (geometry instanceof BABYLON.TorusGeometry) {
  107654. serializationGeometries.toruses.push(geometry.serialize());
  107655. }
  107656. else if (geometry instanceof BABYLON.GroundGeometry) {
  107657. serializationGeometries.grounds.push(geometry.serialize());
  107658. }
  107659. else if (geometry instanceof BABYLON.Plane) {
  107660. serializationGeometries.planes.push(geometry.serialize());
  107661. }
  107662. else if (geometry instanceof BABYLON.TorusKnotGeometry) {
  107663. serializationGeometries.torusKnots.push(geometry.serialize());
  107664. }
  107665. else if (geometry instanceof BABYLON._PrimitiveGeometry) {
  107666. throw new Error("Unknown primitive type");
  107667. }
  107668. else {
  107669. serializationGeometries.vertexData.push(geometry.serializeVerticeData());
  107670. }
  107671. serializedGeometries[geometry.id] = true;
  107672. };
  107673. var serializeMesh = function (mesh, serializationScene) {
  107674. var serializationObject = {};
  107675. // Geometry
  107676. var geometry = mesh._geometry;
  107677. if (geometry) {
  107678. if (!mesh.getScene().getGeometryByID(geometry.id)) {
  107679. // 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
  107680. serializeGeometry(geometry, serializationScene.geometries);
  107681. }
  107682. }
  107683. // Custom
  107684. if (mesh.serialize) {
  107685. mesh.serialize(serializationObject);
  107686. }
  107687. return serializationObject;
  107688. };
  107689. var finalizeSingleMesh = function (mesh, serializationObject) {
  107690. //only works if the mesh is already loaded
  107691. if (mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE) {
  107692. //serialize material
  107693. if (mesh.material) {
  107694. if (mesh.material instanceof BABYLON.MultiMaterial) {
  107695. serializationObject.multiMaterials = serializationObject.multiMaterials || [];
  107696. serializationObject.materials = serializationObject.materials || [];
  107697. if (!serializationObject.multiMaterials.some(function (mat) { return (mat.id === mesh.material.id); })) {
  107698. serializationObject.multiMaterials.push(mesh.material.serialize());
  107699. var _loop_1 = function (submaterial) {
  107700. if (submaterial) {
  107701. if (!serializationObject.materials.some(function (mat) { return (mat.id === submaterial.id); })) {
  107702. serializationObject.materials.push(submaterial.serialize());
  107703. }
  107704. }
  107705. };
  107706. for (var _i = 0, _a = mesh.material.subMaterials; _i < _a.length; _i++) {
  107707. var submaterial = _a[_i];
  107708. _loop_1(submaterial);
  107709. }
  107710. }
  107711. }
  107712. else {
  107713. serializationObject.materials = serializationObject.materials || [];
  107714. if (!serializationObject.materials.some(function (mat) { return (mat.id === mesh.material.id); })) {
  107715. serializationObject.materials.push(mesh.material.serialize());
  107716. }
  107717. }
  107718. }
  107719. //serialize geometry
  107720. var geometry = mesh._geometry;
  107721. if (geometry) {
  107722. if (!serializationObject.geometries) {
  107723. serializationObject.geometries = {};
  107724. serializationObject.geometries.boxes = [];
  107725. serializationObject.geometries.spheres = [];
  107726. serializationObject.geometries.cylinders = [];
  107727. serializationObject.geometries.toruses = [];
  107728. serializationObject.geometries.grounds = [];
  107729. serializationObject.geometries.planes = [];
  107730. serializationObject.geometries.torusKnots = [];
  107731. serializationObject.geometries.vertexData = [];
  107732. }
  107733. serializeGeometry(geometry, serializationObject.geometries);
  107734. }
  107735. // Skeletons
  107736. if (mesh.skeleton) {
  107737. serializationObject.skeletons = serializationObject.skeletons || [];
  107738. serializationObject.skeletons.push(mesh.skeleton.serialize());
  107739. }
  107740. //serialize the actual mesh
  107741. serializationObject.meshes = serializationObject.meshes || [];
  107742. serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
  107743. }
  107744. };
  107745. var SceneSerializer = /** @class */ (function () {
  107746. function SceneSerializer() {
  107747. }
  107748. SceneSerializer.ClearCache = function () {
  107749. serializedGeometries = [];
  107750. };
  107751. SceneSerializer.Serialize = function (scene) {
  107752. var serializationObject = {};
  107753. SceneSerializer.ClearCache();
  107754. // Scene
  107755. serializationObject.useDelayedTextureLoading = scene.useDelayedTextureLoading;
  107756. serializationObject.autoClear = scene.autoClear;
  107757. serializationObject.clearColor = scene.clearColor.asArray();
  107758. serializationObject.ambientColor = scene.ambientColor.asArray();
  107759. serializationObject.gravity = scene.gravity.asArray();
  107760. serializationObject.collisionsEnabled = scene.collisionsEnabled;
  107761. serializationObject.workerCollisions = scene.workerCollisions;
  107762. // Fog
  107763. if (scene.fogMode && scene.fogMode !== 0) {
  107764. serializationObject.fogMode = scene.fogMode;
  107765. serializationObject.fogColor = scene.fogColor.asArray();
  107766. serializationObject.fogStart = scene.fogStart;
  107767. serializationObject.fogEnd = scene.fogEnd;
  107768. serializationObject.fogDensity = scene.fogDensity;
  107769. }
  107770. //Physics
  107771. if (scene.isPhysicsEnabled()) {
  107772. var physicEngine = scene.getPhysicsEngine();
  107773. if (physicEngine) {
  107774. serializationObject.physicsEnabled = true;
  107775. serializationObject.physicsGravity = physicEngine.gravity.asArray();
  107776. serializationObject.physicsEngine = physicEngine.getPhysicsPluginName();
  107777. }
  107778. }
  107779. // Metadata
  107780. if (scene.metadata) {
  107781. serializationObject.metadata = scene.metadata;
  107782. }
  107783. // Morph targets
  107784. serializationObject.morphTargetManagers = [];
  107785. for (var _i = 0, _a = scene.meshes; _i < _a.length; _i++) {
  107786. var abstractMesh = _a[_i];
  107787. var manager = abstractMesh.morphTargetManager;
  107788. if (manager) {
  107789. serializationObject.morphTargetManagers.push(manager.serialize());
  107790. }
  107791. }
  107792. // Lights
  107793. serializationObject.lights = [];
  107794. var index;
  107795. var light;
  107796. for (index = 0; index < scene.lights.length; index++) {
  107797. light = scene.lights[index];
  107798. if (!light.doNotSerialize) {
  107799. serializationObject.lights.push(light.serialize());
  107800. }
  107801. }
  107802. // Cameras
  107803. serializationObject.cameras = [];
  107804. for (index = 0; index < scene.cameras.length; index++) {
  107805. var camera = scene.cameras[index];
  107806. if (!camera.doNotSerialize) {
  107807. serializationObject.cameras.push(camera.serialize());
  107808. }
  107809. }
  107810. if (scene.activeCamera) {
  107811. serializationObject.activeCameraID = scene.activeCamera.id;
  107812. }
  107813. // Animations
  107814. BABYLON.Animation.AppendSerializedAnimations(scene, serializationObject);
  107815. // Materials
  107816. serializationObject.materials = [];
  107817. serializationObject.multiMaterials = [];
  107818. var material;
  107819. for (index = 0; index < scene.materials.length; index++) {
  107820. material = scene.materials[index];
  107821. if (!material.doNotSerialize) {
  107822. serializationObject.materials.push(material.serialize());
  107823. }
  107824. }
  107825. // MultiMaterials
  107826. serializationObject.multiMaterials = [];
  107827. for (index = 0; index < scene.multiMaterials.length; index++) {
  107828. var multiMaterial = scene.multiMaterials[index];
  107829. serializationObject.multiMaterials.push(multiMaterial.serialize());
  107830. }
  107831. // Environment texture
  107832. if (scene.environmentTexture) {
  107833. serializationObject.environmentTexture = scene.environmentTexture.name;
  107834. }
  107835. // Skeletons
  107836. serializationObject.skeletons = [];
  107837. for (index = 0; index < scene.skeletons.length; index++) {
  107838. var skeleton = scene.skeletons[index];
  107839. if (!skeleton.doNotSerialize) {
  107840. serializationObject.skeletons.push(skeleton.serialize());
  107841. }
  107842. }
  107843. // Transform nodes
  107844. serializationObject.transformNodes = [];
  107845. for (index = 0; index < scene.transformNodes.length; index++) {
  107846. serializationObject.transformNodes.push(scene.transformNodes[index].serialize());
  107847. }
  107848. // Geometries
  107849. serializationObject.geometries = {};
  107850. serializationObject.geometries.boxes = [];
  107851. serializationObject.geometries.spheres = [];
  107852. serializationObject.geometries.cylinders = [];
  107853. serializationObject.geometries.toruses = [];
  107854. serializationObject.geometries.grounds = [];
  107855. serializationObject.geometries.planes = [];
  107856. serializationObject.geometries.torusKnots = [];
  107857. serializationObject.geometries.vertexData = [];
  107858. serializedGeometries = [];
  107859. var geometries = scene.getGeometries();
  107860. for (index = 0; index < geometries.length; index++) {
  107861. var geometry = geometries[index];
  107862. if (geometry.isReady()) {
  107863. serializeGeometry(geometry, serializationObject.geometries);
  107864. }
  107865. }
  107866. // Meshes
  107867. serializationObject.meshes = [];
  107868. for (index = 0; index < scene.meshes.length; index++) {
  107869. var abstractMesh = scene.meshes[index];
  107870. if (abstractMesh instanceof BABYLON.Mesh) {
  107871. var mesh = abstractMesh;
  107872. if (!mesh.doNotSerialize) {
  107873. if (mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE) {
  107874. serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
  107875. }
  107876. }
  107877. }
  107878. }
  107879. // Particles Systems
  107880. serializationObject.particleSystems = [];
  107881. for (index = 0; index < scene.particleSystems.length; index++) {
  107882. serializationObject.particleSystems.push(scene.particleSystems[index].serialize());
  107883. }
  107884. // Action Manager
  107885. if (scene.actionManager) {
  107886. serializationObject.actions = scene.actionManager.serialize("scene");
  107887. }
  107888. // Components
  107889. for (var _b = 0, _c = scene._serializableComponents; _b < _c.length; _b++) {
  107890. var component = _c[_b];
  107891. component.serialize(serializationObject);
  107892. }
  107893. return serializationObject;
  107894. };
  107895. SceneSerializer.SerializeMesh = function (toSerialize /* Mesh || Mesh[] */, withParents, withChildren) {
  107896. if (withParents === void 0) { withParents = false; }
  107897. if (withChildren === void 0) { withChildren = false; }
  107898. var serializationObject = {};
  107899. SceneSerializer.ClearCache();
  107900. toSerialize = (toSerialize instanceof Array) ? toSerialize : [toSerialize];
  107901. if (withParents || withChildren) {
  107902. //deliberate for loop! not for each, appended should be processed as well.
  107903. for (var i = 0; i < toSerialize.length; ++i) {
  107904. if (withChildren) {
  107905. toSerialize[i].getDescendants().forEach(function (node) {
  107906. if (node instanceof BABYLON.Mesh && (toSerialize.indexOf(node) < 0)) {
  107907. toSerialize.push(node);
  107908. }
  107909. });
  107910. }
  107911. //make sure the array doesn't contain the object already
  107912. if (withParents && toSerialize[i].parent && (toSerialize.indexOf(toSerialize[i].parent) < 0)) {
  107913. toSerialize.push(toSerialize[i].parent);
  107914. }
  107915. }
  107916. }
  107917. toSerialize.forEach(function (mesh) {
  107918. finalizeSingleMesh(mesh, serializationObject);
  107919. });
  107920. return serializationObject;
  107921. };
  107922. return SceneSerializer;
  107923. }());
  107924. BABYLON.SceneSerializer = SceneSerializer;
  107925. })(BABYLON || (BABYLON = {}));
  107926. //# sourceMappingURL=babylon.sceneSerializer.js.map
  107927. var BABYLON;
  107928. (function (BABYLON) {
  107929. /**
  107930. * Class used to generate realtime reflection / refraction cube textures
  107931. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  107932. */
  107933. var ReflectionProbe = /** @class */ (function () {
  107934. /**
  107935. * Creates a new reflection probe
  107936. * @param name defines the name of the probe
  107937. * @param size defines the texture resolution (for each face)
  107938. * @param scene defines the hosting scene
  107939. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  107940. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  107941. */
  107942. function ReflectionProbe(
  107943. /** defines the name of the probe */
  107944. name, size, scene, generateMipMaps, useFloat) {
  107945. if (generateMipMaps === void 0) { generateMipMaps = true; }
  107946. if (useFloat === void 0) { useFloat = false; }
  107947. var _this = this;
  107948. this.name = name;
  107949. this._viewMatrix = BABYLON.Matrix.Identity();
  107950. this._target = BABYLON.Vector3.Zero();
  107951. this._add = BABYLON.Vector3.Zero();
  107952. this._invertYAxis = false;
  107953. /** Gets or sets probe position (center of the cube map) */
  107954. this.position = BABYLON.Vector3.Zero();
  107955. this._scene = scene;
  107956. // Create the scene field if not exist.
  107957. if (!this._scene.reflectionProbes) {
  107958. this._scene.reflectionProbes = new Array();
  107959. }
  107960. this._scene.reflectionProbes.push(this);
  107961. this._renderTargetTexture = new BABYLON.RenderTargetTexture(name, size, scene, generateMipMaps, true, useFloat ? BABYLON.Engine.TEXTURETYPE_FLOAT : BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT, true);
  107962. this._renderTargetTexture.onBeforeRenderObservable.add(function (faceIndex) {
  107963. switch (faceIndex) {
  107964. case 0:
  107965. _this._add.copyFromFloats(1, 0, 0);
  107966. break;
  107967. case 1:
  107968. _this._add.copyFromFloats(-1, 0, 0);
  107969. break;
  107970. case 2:
  107971. _this._add.copyFromFloats(0, _this._invertYAxis ? 1 : -1, 0);
  107972. break;
  107973. case 3:
  107974. _this._add.copyFromFloats(0, _this._invertYAxis ? -1 : 1, 0);
  107975. break;
  107976. case 4:
  107977. _this._add.copyFromFloats(0, 0, 1);
  107978. break;
  107979. case 5:
  107980. _this._add.copyFromFloats(0, 0, -1);
  107981. break;
  107982. }
  107983. if (_this._attachedMesh) {
  107984. _this.position.copyFrom(_this._attachedMesh.getAbsolutePosition());
  107985. }
  107986. _this.position.addToRef(_this._add, _this._target);
  107987. BABYLON.Matrix.LookAtLHToRef(_this.position, _this._target, BABYLON.Vector3.Up(), _this._viewMatrix);
  107988. scene.setTransformMatrix(_this._viewMatrix, _this._projectionMatrix);
  107989. scene._forcedViewPosition = _this.position;
  107990. });
  107991. this._renderTargetTexture.onAfterUnbindObservable.add(function () {
  107992. scene._forcedViewPosition = null;
  107993. scene.updateTransformMatrix(true);
  107994. });
  107995. if (scene.activeCamera) {
  107996. this._projectionMatrix = BABYLON.Matrix.PerspectiveFovLH(Math.PI / 2, 1, scene.activeCamera.minZ, scene.activeCamera.maxZ);
  107997. }
  107998. }
  107999. Object.defineProperty(ReflectionProbe.prototype, "samples", {
  108000. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  108001. get: function () {
  108002. return this._renderTargetTexture.samples;
  108003. },
  108004. set: function (value) {
  108005. this._renderTargetTexture.samples = value;
  108006. },
  108007. enumerable: true,
  108008. configurable: true
  108009. });
  108010. Object.defineProperty(ReflectionProbe.prototype, "refreshRate", {
  108011. /** Gets or sets the refresh rate to use (on every frame by default) */
  108012. get: function () {
  108013. return this._renderTargetTexture.refreshRate;
  108014. },
  108015. set: function (value) {
  108016. this._renderTargetTexture.refreshRate = value;
  108017. },
  108018. enumerable: true,
  108019. configurable: true
  108020. });
  108021. /**
  108022. * Gets the hosting scene
  108023. * @returns a Scene
  108024. */
  108025. ReflectionProbe.prototype.getScene = function () {
  108026. return this._scene;
  108027. };
  108028. Object.defineProperty(ReflectionProbe.prototype, "cubeTexture", {
  108029. /** Gets the internal CubeTexture used to render to */
  108030. get: function () {
  108031. return this._renderTargetTexture;
  108032. },
  108033. enumerable: true,
  108034. configurable: true
  108035. });
  108036. Object.defineProperty(ReflectionProbe.prototype, "renderList", {
  108037. /** Gets the list of meshes to render */
  108038. get: function () {
  108039. return this._renderTargetTexture.renderList;
  108040. },
  108041. enumerable: true,
  108042. configurable: true
  108043. });
  108044. /**
  108045. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  108046. * @param mesh defines the mesh to attach to
  108047. */
  108048. ReflectionProbe.prototype.attachToMesh = function (mesh) {
  108049. this._attachedMesh = mesh;
  108050. };
  108051. /**
  108052. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  108053. * @param renderingGroupId The rendering group id corresponding to its index
  108054. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  108055. */
  108056. ReflectionProbe.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil) {
  108057. this._renderTargetTexture.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil);
  108058. };
  108059. /**
  108060. * Clean all associated resources
  108061. */
  108062. ReflectionProbe.prototype.dispose = function () {
  108063. var index = this._scene.reflectionProbes.indexOf(this);
  108064. if (index !== -1) {
  108065. // Remove from the scene if found
  108066. this._scene.reflectionProbes.splice(index, 1);
  108067. }
  108068. if (this._renderTargetTexture) {
  108069. this._renderTargetTexture.dispose();
  108070. this._renderTargetTexture = null;
  108071. }
  108072. };
  108073. return ReflectionProbe;
  108074. }());
  108075. BABYLON.ReflectionProbe = ReflectionProbe;
  108076. })(BABYLON || (BABYLON = {}));
  108077. //# sourceMappingURL=babylon.reflectionProbe.js.map
  108078. var BABYLON;
  108079. (function (BABYLON) {
  108080. /**
  108081. * Defines the layer scene component responsible to manage any layers
  108082. * in a given scene.
  108083. */
  108084. var LayerSceneComponent = /** @class */ (function () {
  108085. /**
  108086. * Creates a new instance of the component for the given scene
  108087. * @param scene Defines the scene to register the component in
  108088. */
  108089. function LayerSceneComponent(scene) {
  108090. /**
  108091. * The component name helpfull to identify the component in the list of scene components.
  108092. */
  108093. this.name = BABYLON.SceneComponentConstants.NAME_LAYER;
  108094. this.scene = scene;
  108095. this._engine = scene.getEngine();
  108096. scene.layers = new Array();
  108097. }
  108098. /**
  108099. * Registers the component in a given scene
  108100. */
  108101. LayerSceneComponent.prototype.register = function () {
  108102. this.scene._beforeCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERADRAW_LAYER, this, this._drawBackground);
  108103. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_LAYER, this, this._drawForeground);
  108104. };
  108105. /**
  108106. * Rebuilds the elements related to this component in case of
  108107. * context lost for instance.
  108108. */
  108109. LayerSceneComponent.prototype.rebuild = function () {
  108110. var layers = this.scene.layers;
  108111. for (var _i = 0, layers_1 = layers; _i < layers_1.length; _i++) {
  108112. var layer = layers_1[_i];
  108113. layer._rebuild();
  108114. }
  108115. };
  108116. /**
  108117. * Disposes the component and the associated ressources.
  108118. */
  108119. LayerSceneComponent.prototype.dispose = function () {
  108120. var layers = this.scene.layers;
  108121. while (layers.length) {
  108122. layers[0].dispose();
  108123. }
  108124. };
  108125. LayerSceneComponent.prototype._draw = function (camera, isBackground) {
  108126. var layers = this.scene.layers;
  108127. if (layers.length) {
  108128. this._engine.setDepthBuffer(false);
  108129. var cameraLayerMask = camera.layerMask;
  108130. for (var _i = 0, layers_2 = layers; _i < layers_2.length; _i++) {
  108131. var layer = layers_2[_i];
  108132. if (layer.isBackground === isBackground && ((layer.layerMask & cameraLayerMask) !== 0)) {
  108133. layer.render();
  108134. }
  108135. }
  108136. this._engine.setDepthBuffer(true);
  108137. }
  108138. };
  108139. LayerSceneComponent.prototype._drawBackground = function (camera) {
  108140. this._draw(camera, true);
  108141. };
  108142. LayerSceneComponent.prototype._drawForeground = function (camera) {
  108143. this._draw(camera, false);
  108144. };
  108145. return LayerSceneComponent;
  108146. }());
  108147. BABYLON.LayerSceneComponent = LayerSceneComponent;
  108148. })(BABYLON || (BABYLON = {}));
  108149. //# sourceMappingURL=babylon.layerSceneComponent.js.map
  108150. var BABYLON;
  108151. (function (BABYLON) {
  108152. /**
  108153. * This represents a full screen 2d layer.
  108154. * This can be usefull to display a picture in the background of your scene for instance.
  108155. * @see https://www.babylonjs-playground.com/#08A2BS#1
  108156. */
  108157. var Layer = /** @class */ (function () {
  108158. /**
  108159. * Instantiates a new layer.
  108160. * This represents a full screen 2d layer.
  108161. * This can be usefull to display a picture in the background of your scene for instance.
  108162. * @see https://www.babylonjs-playground.com/#08A2BS#1
  108163. * @param name Define the name of the layer in the scene
  108164. * @param imgUrl Define the url of the texture to display in the layer
  108165. * @param scene Define the scene the layer belongs to
  108166. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  108167. * @param color Defines a color for the layer
  108168. */
  108169. function Layer(
  108170. /**
  108171. * Define the name of the layer.
  108172. */
  108173. name, imgUrl, scene, isBackground, color) {
  108174. this.name = name;
  108175. /**
  108176. * Define the scale of the layer in order to zoom in out of the texture.
  108177. */
  108178. this.scale = new BABYLON.Vector2(1, 1);
  108179. /**
  108180. * Define an offset for the layer in order to shift the texture.
  108181. */
  108182. this.offset = new BABYLON.Vector2(0, 0);
  108183. /**
  108184. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  108185. */
  108186. this.alphaBlendingMode = BABYLON.Engine.ALPHA_COMBINE;
  108187. /**
  108188. * Define a mask to restrict the layer to only some of the scene cameras.
  108189. */
  108190. this.layerMask = 0x0FFFFFFF;
  108191. this._vertexBuffers = {};
  108192. /**
  108193. * An event triggered when the layer is disposed.
  108194. */
  108195. this.onDisposeObservable = new BABYLON.Observable();
  108196. /**
  108197. * An event triggered before rendering the scene
  108198. */
  108199. this.onBeforeRenderObservable = new BABYLON.Observable();
  108200. /**
  108201. * An event triggered after rendering the scene
  108202. */
  108203. this.onAfterRenderObservable = new BABYLON.Observable();
  108204. this.texture = imgUrl ? new BABYLON.Texture(imgUrl, scene, true) : null;
  108205. this.isBackground = isBackground === undefined ? true : isBackground;
  108206. this.color = color === undefined ? new BABYLON.Color4(1, 1, 1, 1) : color;
  108207. this._scene = (scene || BABYLON.Engine.LastCreatedScene);
  108208. var layerComponent = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_LAYER);
  108209. if (!layerComponent) {
  108210. layerComponent = new BABYLON.LayerSceneComponent(this._scene);
  108211. this._scene._addComponent(layerComponent);
  108212. }
  108213. this._scene.layers.push(this);
  108214. var engine = this._scene.getEngine();
  108215. // VBO
  108216. var vertices = [];
  108217. vertices.push(1, 1);
  108218. vertices.push(-1, 1);
  108219. vertices.push(-1, -1);
  108220. vertices.push(1, -1);
  108221. var vertexBuffer = new BABYLON.VertexBuffer(engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  108222. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = vertexBuffer;
  108223. this._createIndexBuffer();
  108224. // Effects
  108225. this._effect = engine.createEffect("layer", [BABYLON.VertexBuffer.PositionKind], ["textureMatrix", "color", "scale", "offset"], ["textureSampler"], "");
  108226. this._alphaTestEffect = engine.createEffect("layer", [BABYLON.VertexBuffer.PositionKind], ["textureMatrix", "color", "scale", "offset"], ["textureSampler"], "#define ALPHATEST");
  108227. }
  108228. Object.defineProperty(Layer.prototype, "onDispose", {
  108229. /**
  108230. * Back compatibility with callback before the onDisposeObservable existed.
  108231. * The set callback will be triggered when the layer has been disposed.
  108232. */
  108233. set: function (callback) {
  108234. if (this._onDisposeObserver) {
  108235. this.onDisposeObservable.remove(this._onDisposeObserver);
  108236. }
  108237. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  108238. },
  108239. enumerable: true,
  108240. configurable: true
  108241. });
  108242. Object.defineProperty(Layer.prototype, "onBeforeRender", {
  108243. /**
  108244. * Back compatibility with callback before the onBeforeRenderObservable existed.
  108245. * The set callback will be triggered just before rendering the layer.
  108246. */
  108247. set: function (callback) {
  108248. if (this._onBeforeRenderObserver) {
  108249. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  108250. }
  108251. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  108252. },
  108253. enumerable: true,
  108254. configurable: true
  108255. });
  108256. Object.defineProperty(Layer.prototype, "onAfterRender", {
  108257. /**
  108258. * Back compatibility with callback before the onAfterRenderObservable existed.
  108259. * The set callback will be triggered just after rendering the layer.
  108260. */
  108261. set: function (callback) {
  108262. if (this._onAfterRenderObserver) {
  108263. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  108264. }
  108265. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  108266. },
  108267. enumerable: true,
  108268. configurable: true
  108269. });
  108270. Layer.prototype._createIndexBuffer = function () {
  108271. var engine = this._scene.getEngine();
  108272. // Indices
  108273. var indices = [];
  108274. indices.push(0);
  108275. indices.push(1);
  108276. indices.push(2);
  108277. indices.push(0);
  108278. indices.push(2);
  108279. indices.push(3);
  108280. this._indexBuffer = engine.createIndexBuffer(indices);
  108281. };
  108282. /** @hidden */
  108283. Layer.prototype._rebuild = function () {
  108284. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  108285. if (vb) {
  108286. vb._rebuild();
  108287. }
  108288. this._createIndexBuffer();
  108289. };
  108290. /**
  108291. * Renders the layer in the scene.
  108292. */
  108293. Layer.prototype.render = function () {
  108294. var currentEffect = this.alphaTest ? this._alphaTestEffect : this._effect;
  108295. // Check
  108296. if (!currentEffect.isReady() || !this.texture || !this.texture.isReady())
  108297. return;
  108298. var engine = this._scene.getEngine();
  108299. this.onBeforeRenderObservable.notifyObservers(this);
  108300. // Render
  108301. engine.enableEffect(currentEffect);
  108302. engine.setState(false);
  108303. // Texture
  108304. currentEffect.setTexture("textureSampler", this.texture);
  108305. currentEffect.setMatrix("textureMatrix", this.texture.getTextureMatrix());
  108306. // Color
  108307. currentEffect.setFloat4("color", this.color.r, this.color.g, this.color.b, this.color.a);
  108308. // Scale / offset
  108309. currentEffect.setVector2("offset", this.offset);
  108310. currentEffect.setVector2("scale", this.scale);
  108311. // VBOs
  108312. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, currentEffect);
  108313. // Draw order
  108314. if (!this.alphaTest) {
  108315. engine.setAlphaMode(this.alphaBlendingMode);
  108316. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  108317. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  108318. }
  108319. else {
  108320. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  108321. }
  108322. this.onAfterRenderObservable.notifyObservers(this);
  108323. };
  108324. /**
  108325. * Disposes and releases the associated ressources.
  108326. */
  108327. Layer.prototype.dispose = function () {
  108328. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  108329. if (vertexBuffer) {
  108330. vertexBuffer.dispose();
  108331. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  108332. }
  108333. if (this._indexBuffer) {
  108334. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  108335. this._indexBuffer = null;
  108336. }
  108337. if (this.texture) {
  108338. this.texture.dispose();
  108339. this.texture = null;
  108340. }
  108341. // Remove from scene
  108342. var index = this._scene.layers.indexOf(this);
  108343. this._scene.layers.splice(index, 1);
  108344. // Callback
  108345. this.onDisposeObservable.notifyObservers(this);
  108346. this.onDisposeObservable.clear();
  108347. this.onAfterRenderObservable.clear();
  108348. this.onBeforeRenderObservable.clear();
  108349. };
  108350. return Layer;
  108351. }());
  108352. BABYLON.Layer = Layer;
  108353. })(BABYLON || (BABYLON = {}));
  108354. //# sourceMappingURL=babylon.layer.js.map
  108355. var BABYLON;
  108356. (function (BABYLON) {
  108357. var TextureTools = /** @class */ (function () {
  108358. function TextureTools() {
  108359. }
  108360. /**
  108361. * Uses the GPU to create a copy texture rescaled at a given size
  108362. * @param texture Texture to copy from
  108363. * @param width Desired width
  108364. * @param height Desired height
  108365. * @return Generated texture
  108366. */
  108367. TextureTools.CreateResizedCopy = function (texture, width, height, useBilinearMode) {
  108368. if (useBilinearMode === void 0) { useBilinearMode = true; }
  108369. var scene = texture.getScene();
  108370. var engine = scene.getEngine();
  108371. var rtt = new BABYLON.RenderTargetTexture('resized' + texture.name, { width: width, height: height }, scene, !texture.noMipmap, true, texture._texture.type, false, texture._samplingMode, false);
  108372. rtt.wrapU = texture.wrapU;
  108373. rtt.wrapV = texture.wrapV;
  108374. rtt.uOffset = texture.uOffset;
  108375. rtt.vOffset = texture.vOffset;
  108376. rtt.uScale = texture.uScale;
  108377. rtt.vScale = texture.vScale;
  108378. rtt.uAng = texture.uAng;
  108379. rtt.vAng = texture.vAng;
  108380. rtt.wAng = texture.wAng;
  108381. rtt.coordinatesIndex = texture.coordinatesIndex;
  108382. rtt.level = texture.level;
  108383. rtt.anisotropicFilteringLevel = texture.anisotropicFilteringLevel;
  108384. rtt._texture.isReady = false;
  108385. texture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  108386. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  108387. var passPostProcess = new BABYLON.PassPostProcess("pass", 1, null, useBilinearMode ? BABYLON.Texture.BILINEAR_SAMPLINGMODE : BABYLON.Texture.NEAREST_SAMPLINGMODE, engine, false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  108388. passPostProcess.getEffect().executeWhenCompiled(function () {
  108389. passPostProcess.onApply = function (effect) {
  108390. effect.setTexture("textureSampler", texture);
  108391. };
  108392. var internalTexture = rtt.getInternalTexture();
  108393. if (internalTexture) {
  108394. scene.postProcessManager.directRender([passPostProcess], internalTexture);
  108395. engine.unBindFramebuffer(internalTexture);
  108396. rtt.disposeFramebufferObjects();
  108397. passPostProcess.dispose();
  108398. internalTexture.isReady = true;
  108399. }
  108400. });
  108401. return rtt;
  108402. };
  108403. TextureTools.GetEnvironmentBRDFTexture = function (scene) {
  108404. if (!scene._environmentBRDFTexture) {
  108405. var texture = BABYLON.Texture.CreateFromBase64String(this._environmentBRDFBase64Texture, "EnvironmentBRDFTexture", scene, true, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  108406. texture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  108407. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  108408. scene._environmentBRDFTexture = texture;
  108409. }
  108410. return scene._environmentBRDFTexture;
  108411. };
  108412. TextureTools._environmentBRDFBase64Texture = 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";
  108413. return TextureTools;
  108414. }());
  108415. BABYLON.TextureTools = TextureTools;
  108416. })(BABYLON || (BABYLON = {}));
  108417. //# sourceMappingURL=babylon.textureTools.js.map
  108418. var BABYLON;
  108419. (function (BABYLON) {
  108420. /**
  108421. * 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.
  108422. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  108423. */
  108424. var FramingBehavior = /** @class */ (function () {
  108425. function FramingBehavior() {
  108426. this._mode = FramingBehavior.FitFrustumSidesMode;
  108427. this._radiusScale = 1.0;
  108428. this._positionScale = 0.5;
  108429. this._defaultElevation = 0.3;
  108430. this._elevationReturnTime = 1500;
  108431. this._elevationReturnWaitTime = 1000;
  108432. this._zoomStopsAnimation = false;
  108433. this._framingTime = 1500;
  108434. /**
  108435. * Define if the behavior should automatically change the configured
  108436. * camera limits and sensibilities.
  108437. */
  108438. this.autoCorrectCameraLimitsAndSensibility = true;
  108439. this._isPointerDown = false;
  108440. this._lastInteractionTime = -Infinity;
  108441. // Framing control
  108442. this._animatables = new Array();
  108443. this._betaIsAnimating = false;
  108444. }
  108445. Object.defineProperty(FramingBehavior.prototype, "name", {
  108446. /**
  108447. * Gets the name of the behavior.
  108448. */
  108449. get: function () {
  108450. return "Framing";
  108451. },
  108452. enumerable: true,
  108453. configurable: true
  108454. });
  108455. Object.defineProperty(FramingBehavior.prototype, "mode", {
  108456. /**
  108457. * Gets current mode used by the behavior.
  108458. */
  108459. get: function () {
  108460. return this._mode;
  108461. },
  108462. /**
  108463. * Sets the current mode used by the behavior
  108464. */
  108465. set: function (mode) {
  108466. this._mode = mode;
  108467. },
  108468. enumerable: true,
  108469. configurable: true
  108470. });
  108471. Object.defineProperty(FramingBehavior.prototype, "radiusScale", {
  108472. /**
  108473. * Gets the scale applied to the radius
  108474. */
  108475. get: function () {
  108476. return this._radiusScale;
  108477. },
  108478. /**
  108479. * Sets the scale applied to the radius (1 by default)
  108480. */
  108481. set: function (radius) {
  108482. this._radiusScale = radius;
  108483. },
  108484. enumerable: true,
  108485. configurable: true
  108486. });
  108487. Object.defineProperty(FramingBehavior.prototype, "positionScale", {
  108488. /**
  108489. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  108490. */
  108491. get: function () {
  108492. return this._positionScale;
  108493. },
  108494. /**
  108495. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  108496. */
  108497. set: function (scale) {
  108498. this._positionScale = scale;
  108499. },
  108500. enumerable: true,
  108501. configurable: true
  108502. });
  108503. Object.defineProperty(FramingBehavior.prototype, "defaultElevation", {
  108504. /**
  108505. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  108506. * behaviour is triggered, in radians.
  108507. */
  108508. get: function () {
  108509. return this._defaultElevation;
  108510. },
  108511. /**
  108512. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  108513. * behaviour is triggered, in radians.
  108514. */
  108515. set: function (elevation) {
  108516. this._defaultElevation = elevation;
  108517. },
  108518. enumerable: true,
  108519. configurable: true
  108520. });
  108521. Object.defineProperty(FramingBehavior.prototype, "elevationReturnTime", {
  108522. /**
  108523. * Gets the time (in milliseconds) taken to return to the default beta position.
  108524. * Negative value indicates camera should not return to default.
  108525. */
  108526. get: function () {
  108527. return this._elevationReturnTime;
  108528. },
  108529. /**
  108530. * Sets the time (in milliseconds) taken to return to the default beta position.
  108531. * Negative value indicates camera should not return to default.
  108532. */
  108533. set: function (speed) {
  108534. this._elevationReturnTime = speed;
  108535. },
  108536. enumerable: true,
  108537. configurable: true
  108538. });
  108539. Object.defineProperty(FramingBehavior.prototype, "elevationReturnWaitTime", {
  108540. /**
  108541. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  108542. */
  108543. get: function () {
  108544. return this._elevationReturnWaitTime;
  108545. },
  108546. /**
  108547. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  108548. */
  108549. set: function (time) {
  108550. this._elevationReturnWaitTime = time;
  108551. },
  108552. enumerable: true,
  108553. configurable: true
  108554. });
  108555. Object.defineProperty(FramingBehavior.prototype, "zoomStopsAnimation", {
  108556. /**
  108557. * Gets the flag that indicates if user zooming should stop animation.
  108558. */
  108559. get: function () {
  108560. return this._zoomStopsAnimation;
  108561. },
  108562. /**
  108563. * Sets the flag that indicates if user zooming should stop animation.
  108564. */
  108565. set: function (flag) {
  108566. this._zoomStopsAnimation = flag;
  108567. },
  108568. enumerable: true,
  108569. configurable: true
  108570. });
  108571. Object.defineProperty(FramingBehavior.prototype, "framingTime", {
  108572. /**
  108573. * Gets the transition time when framing the mesh, in milliseconds
  108574. */
  108575. get: function () {
  108576. return this._framingTime;
  108577. },
  108578. /**
  108579. * Sets the transition time when framing the mesh, in milliseconds
  108580. */
  108581. set: function (time) {
  108582. this._framingTime = time;
  108583. },
  108584. enumerable: true,
  108585. configurable: true
  108586. });
  108587. /**
  108588. * Initializes the behavior.
  108589. */
  108590. FramingBehavior.prototype.init = function () {
  108591. // Do notihng
  108592. };
  108593. /**
  108594. * Attaches the behavior to its arc rotate camera.
  108595. * @param camera Defines the camera to attach the behavior to
  108596. */
  108597. FramingBehavior.prototype.attach = function (camera) {
  108598. var _this = this;
  108599. this._attachedCamera = camera;
  108600. var scene = this._attachedCamera.getScene();
  108601. FramingBehavior.EasingFunction.setEasingMode(FramingBehavior.EasingMode);
  108602. this._onPrePointerObservableObserver = scene.onPrePointerObservable.add(function (pointerInfoPre) {
  108603. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  108604. _this._isPointerDown = true;
  108605. return;
  108606. }
  108607. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERUP) {
  108608. _this._isPointerDown = false;
  108609. }
  108610. });
  108611. this._onMeshTargetChangedObserver = camera.onMeshTargetChangedObservable.add(function (mesh) {
  108612. if (mesh) {
  108613. _this.zoomOnMesh(mesh);
  108614. }
  108615. });
  108616. this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {
  108617. // Stop the animation if there is user interaction and the animation should stop for this interaction
  108618. _this._applyUserInteraction();
  108619. // Maintain the camera above the ground. If the user pulls the camera beneath the ground plane, lift it
  108620. // back to the default position after a given timeout
  108621. _this._maintainCameraAboveGround();
  108622. });
  108623. };
  108624. /**
  108625. * Detaches the behavior from its current arc rotate camera.
  108626. */
  108627. FramingBehavior.prototype.detach = function () {
  108628. if (!this._attachedCamera) {
  108629. return;
  108630. }
  108631. var scene = this._attachedCamera.getScene();
  108632. if (this._onPrePointerObservableObserver) {
  108633. scene.onPrePointerObservable.remove(this._onPrePointerObservableObserver);
  108634. }
  108635. if (this._onAfterCheckInputsObserver) {
  108636. this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);
  108637. }
  108638. if (this._onMeshTargetChangedObserver) {
  108639. this._attachedCamera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);
  108640. }
  108641. this._attachedCamera = null;
  108642. };
  108643. /**
  108644. * Targets the given mesh and updates zoom level accordingly.
  108645. * @param mesh The mesh to target.
  108646. * @param radius Optional. If a cached radius position already exists, overrides default.
  108647. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  108648. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  108649. * @param onAnimationEnd Callback triggered at the end of the framing animation
  108650. */
  108651. FramingBehavior.prototype.zoomOnMesh = function (mesh, focusOnOriginXZ, onAnimationEnd) {
  108652. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  108653. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  108654. mesh.computeWorldMatrix(true);
  108655. var boundingBox = mesh.getBoundingInfo().boundingBox;
  108656. this.zoomOnBoundingInfo(boundingBox.minimumWorld, boundingBox.maximumWorld, focusOnOriginXZ, onAnimationEnd);
  108657. };
  108658. /**
  108659. * Targets the given mesh with its children and updates zoom level accordingly.
  108660. * @param mesh The mesh to target.
  108661. * @param radius Optional. If a cached radius position already exists, overrides default.
  108662. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  108663. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  108664. * @param onAnimationEnd Callback triggered at the end of the framing animation
  108665. */
  108666. FramingBehavior.prototype.zoomOnMeshHierarchy = function (mesh, focusOnOriginXZ, onAnimationEnd) {
  108667. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  108668. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  108669. mesh.computeWorldMatrix(true);
  108670. var boundingBox = mesh.getHierarchyBoundingVectors(true);
  108671. this.zoomOnBoundingInfo(boundingBox.min, boundingBox.max, focusOnOriginXZ, onAnimationEnd);
  108672. };
  108673. /**
  108674. * Targets the given meshes with their children and updates zoom level accordingly.
  108675. * @param meshes The mesh to target.
  108676. * @param radius Optional. If a cached radius position already exists, overrides default.
  108677. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  108678. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  108679. * @param onAnimationEnd Callback triggered at the end of the framing animation
  108680. */
  108681. FramingBehavior.prototype.zoomOnMeshesHierarchy = function (meshes, focusOnOriginXZ, onAnimationEnd) {
  108682. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  108683. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  108684. var min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  108685. var max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  108686. for (var i = 0; i < meshes.length; i++) {
  108687. var boundingInfo = meshes[i].getHierarchyBoundingVectors(true);
  108688. BABYLON.Tools.CheckExtends(boundingInfo.min, min, max);
  108689. BABYLON.Tools.CheckExtends(boundingInfo.max, min, max);
  108690. }
  108691. this.zoomOnBoundingInfo(min, max, focusOnOriginXZ, onAnimationEnd);
  108692. };
  108693. /**
  108694. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  108695. * @param minimumWorld Determines the smaller position of the bounding box extend
  108696. * @param maximumWorld Determines the bigger position of the bounding box extend
  108697. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  108698. * @param onAnimationEnd Callback triggered at the end of the framing animation
  108699. */
  108700. FramingBehavior.prototype.zoomOnBoundingInfo = function (minimumWorld, maximumWorld, focusOnOriginXZ, onAnimationEnd) {
  108701. var _this = this;
  108702. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  108703. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  108704. var zoomTarget;
  108705. if (!this._attachedCamera) {
  108706. return;
  108707. }
  108708. // Find target by interpolating from bottom of bounding box in world-space to top via framingPositionY
  108709. var bottom = minimumWorld.y;
  108710. var top = maximumWorld.y;
  108711. var zoomTargetY = bottom + (top - bottom) * this._positionScale;
  108712. var radiusWorld = maximumWorld.subtract(minimumWorld).scale(0.5);
  108713. if (focusOnOriginXZ) {
  108714. zoomTarget = new BABYLON.Vector3(0, zoomTargetY, 0);
  108715. }
  108716. else {
  108717. var centerWorld = minimumWorld.add(radiusWorld);
  108718. zoomTarget = new BABYLON.Vector3(centerWorld.x, zoomTargetY, centerWorld.z);
  108719. }
  108720. if (!this._vectorTransition) {
  108721. this._vectorTransition = BABYLON.Animation.CreateAnimation("target", BABYLON.Animation.ANIMATIONTYPE_VECTOR3, 60, FramingBehavior.EasingFunction);
  108722. }
  108723. this._betaIsAnimating = true;
  108724. var animatable = BABYLON.Animation.TransitionTo("target", zoomTarget, this._attachedCamera, this._attachedCamera.getScene(), 60, this._vectorTransition, this._framingTime);
  108725. if (animatable) {
  108726. this._animatables.push(animatable);
  108727. }
  108728. // sets the radius and lower radius bounds
  108729. // Small delta ensures camera is not always at lower zoom limit.
  108730. var radius = 0;
  108731. if (this._mode === FramingBehavior.FitFrustumSidesMode) {
  108732. var position = this._calculateLowerRadiusFromModelBoundingSphere(minimumWorld, maximumWorld);
  108733. if (this.autoCorrectCameraLimitsAndSensibility) {
  108734. this._attachedCamera.lowerRadiusLimit = radiusWorld.length() + this._attachedCamera.minZ;
  108735. }
  108736. radius = position;
  108737. }
  108738. else if (this._mode === FramingBehavior.IgnoreBoundsSizeMode) {
  108739. radius = this._calculateLowerRadiusFromModelBoundingSphere(minimumWorld, maximumWorld);
  108740. if (this.autoCorrectCameraLimitsAndSensibility && this._attachedCamera.lowerRadiusLimit === null) {
  108741. this._attachedCamera.lowerRadiusLimit = this._attachedCamera.minZ;
  108742. }
  108743. }
  108744. // Set sensibilities
  108745. if (this.autoCorrectCameraLimitsAndSensibility) {
  108746. var extend = maximumWorld.subtract(minimumWorld).length();
  108747. this._attachedCamera.panningSensibility = 5000 / extend;
  108748. this._attachedCamera.wheelPrecision = 100 / radius;
  108749. }
  108750. // transition to new radius
  108751. if (!this._radiusTransition) {
  108752. this._radiusTransition = BABYLON.Animation.CreateAnimation("radius", BABYLON.Animation.ANIMATIONTYPE_FLOAT, 60, FramingBehavior.EasingFunction);
  108753. }
  108754. animatable = BABYLON.Animation.TransitionTo("radius", radius, this._attachedCamera, this._attachedCamera.getScene(), 60, this._radiusTransition, this._framingTime, function () {
  108755. _this.stopAllAnimations();
  108756. if (onAnimationEnd) {
  108757. onAnimationEnd();
  108758. }
  108759. if (_this._attachedCamera && _this._attachedCamera.useInputToRestoreState) {
  108760. _this._attachedCamera.storeState();
  108761. }
  108762. });
  108763. if (animatable) {
  108764. this._animatables.push(animatable);
  108765. }
  108766. };
  108767. /**
  108768. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  108769. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  108770. * frustum width.
  108771. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  108772. * to fully enclose the mesh in the viewing frustum.
  108773. */
  108774. FramingBehavior.prototype._calculateLowerRadiusFromModelBoundingSphere = function (minimumWorld, maximumWorld) {
  108775. var size = maximumWorld.subtract(minimumWorld);
  108776. var boxVectorGlobalDiagonal = size.length();
  108777. var frustumSlope = this._getFrustumSlope();
  108778. // Formula for setting distance
  108779. // (Good explanation: http://stackoverflow.com/questions/2866350/move-camera-to-fit-3d-scene)
  108780. var radiusWithoutFraming = boxVectorGlobalDiagonal * 0.5;
  108781. // Horizon distance
  108782. var radius = radiusWithoutFraming * this._radiusScale;
  108783. var distanceForHorizontalFrustum = radius * Math.sqrt(1.0 + 1.0 / (frustumSlope.x * frustumSlope.x));
  108784. var distanceForVerticalFrustum = radius * Math.sqrt(1.0 + 1.0 / (frustumSlope.y * frustumSlope.y));
  108785. var distance = Math.max(distanceForHorizontalFrustum, distanceForVerticalFrustum);
  108786. var camera = this._attachedCamera;
  108787. if (!camera) {
  108788. return 0;
  108789. }
  108790. if (camera.lowerRadiusLimit && this._mode === FramingBehavior.IgnoreBoundsSizeMode) {
  108791. // Don't exceed the requested limit
  108792. distance = distance < camera.lowerRadiusLimit ? camera.lowerRadiusLimit : distance;
  108793. }
  108794. // Don't exceed the upper radius limit
  108795. if (camera.upperRadiusLimit) {
  108796. distance = distance > camera.upperRadiusLimit ? camera.upperRadiusLimit : distance;
  108797. }
  108798. return distance;
  108799. };
  108800. /**
  108801. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  108802. * is automatically returned to its default position (expected to be above ground plane).
  108803. */
  108804. FramingBehavior.prototype._maintainCameraAboveGround = function () {
  108805. var _this = this;
  108806. if (this._elevationReturnTime < 0) {
  108807. return;
  108808. }
  108809. var timeSinceInteraction = BABYLON.Tools.Now - this._lastInteractionTime;
  108810. var defaultBeta = Math.PI * 0.5 - this._defaultElevation;
  108811. var limitBeta = Math.PI * 0.5;
  108812. // Bring the camera back up if below the ground plane
  108813. if (this._attachedCamera && !this._betaIsAnimating && this._attachedCamera.beta > limitBeta && timeSinceInteraction >= this._elevationReturnWaitTime) {
  108814. this._betaIsAnimating = true;
  108815. //Transition to new position
  108816. this.stopAllAnimations();
  108817. if (!this._betaTransition) {
  108818. this._betaTransition = BABYLON.Animation.CreateAnimation("beta", BABYLON.Animation.ANIMATIONTYPE_FLOAT, 60, FramingBehavior.EasingFunction);
  108819. }
  108820. var animatabe = BABYLON.Animation.TransitionTo("beta", defaultBeta, this._attachedCamera, this._attachedCamera.getScene(), 60, this._betaTransition, this._elevationReturnTime, function () {
  108821. _this._clearAnimationLocks();
  108822. _this.stopAllAnimations();
  108823. });
  108824. if (animatabe) {
  108825. this._animatables.push(animatabe);
  108826. }
  108827. }
  108828. };
  108829. /**
  108830. * Returns the frustum slope based on the canvas ratio and camera FOV
  108831. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  108832. */
  108833. FramingBehavior.prototype._getFrustumSlope = function () {
  108834. // Calculate the viewport ratio
  108835. // Aspect Ratio is Height/Width.
  108836. var camera = this._attachedCamera;
  108837. if (!camera) {
  108838. return BABYLON.Vector2.Zero();
  108839. }
  108840. var engine = camera.getScene().getEngine();
  108841. var aspectRatio = engine.getAspectRatio(camera);
  108842. // Camera FOV is the vertical field of view (top-bottom) in radians.
  108843. // Slope of the frustum top/bottom planes in view space, relative to the forward vector.
  108844. var frustumSlopeY = Math.tan(camera.fov / 2);
  108845. // Slope of the frustum left/right planes in view space, relative to the forward vector.
  108846. // Provides the amount that one side (e.g. left) of the frustum gets wider for every unit
  108847. // along the forward vector.
  108848. var frustumSlopeX = frustumSlopeY * aspectRatio;
  108849. return new BABYLON.Vector2(frustumSlopeX, frustumSlopeY);
  108850. };
  108851. /**
  108852. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  108853. */
  108854. FramingBehavior.prototype._clearAnimationLocks = function () {
  108855. this._betaIsAnimating = false;
  108856. };
  108857. /**
  108858. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  108859. */
  108860. FramingBehavior.prototype._applyUserInteraction = function () {
  108861. if (this.isUserIsMoving) {
  108862. this._lastInteractionTime = BABYLON.Tools.Now;
  108863. this.stopAllAnimations();
  108864. this._clearAnimationLocks();
  108865. }
  108866. };
  108867. /**
  108868. * Stops and removes all animations that have been applied to the camera
  108869. */
  108870. FramingBehavior.prototype.stopAllAnimations = function () {
  108871. if (this._attachedCamera) {
  108872. this._attachedCamera.animations = [];
  108873. }
  108874. while (this._animatables.length) {
  108875. if (this._animatables[0]) {
  108876. this._animatables[0].onAnimationEnd = null;
  108877. this._animatables[0].stop();
  108878. }
  108879. this._animatables.shift();
  108880. }
  108881. };
  108882. Object.defineProperty(FramingBehavior.prototype, "isUserIsMoving", {
  108883. /**
  108884. * Gets a value indicating if the user is moving the camera
  108885. */
  108886. get: function () {
  108887. if (!this._attachedCamera) {
  108888. return false;
  108889. }
  108890. return this._attachedCamera.inertialAlphaOffset !== 0 ||
  108891. this._attachedCamera.inertialBetaOffset !== 0 ||
  108892. this._attachedCamera.inertialRadiusOffset !== 0 ||
  108893. this._attachedCamera.inertialPanningX !== 0 ||
  108894. this._attachedCamera.inertialPanningY !== 0 ||
  108895. this._isPointerDown;
  108896. },
  108897. enumerable: true,
  108898. configurable: true
  108899. });
  108900. /**
  108901. * The easing function used by animations
  108902. */
  108903. FramingBehavior.EasingFunction = new BABYLON.ExponentialEase();
  108904. /**
  108905. * The easing mode used by animations
  108906. */
  108907. FramingBehavior.EasingMode = BABYLON.EasingFunction.EASINGMODE_EASEINOUT;
  108908. // Statics
  108909. /**
  108910. * The camera can move all the way towards the mesh.
  108911. */
  108912. FramingBehavior.IgnoreBoundsSizeMode = 0;
  108913. /**
  108914. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  108915. */
  108916. FramingBehavior.FitFrustumSidesMode = 1;
  108917. return FramingBehavior;
  108918. }());
  108919. BABYLON.FramingBehavior = FramingBehavior;
  108920. })(BABYLON || (BABYLON = {}));
  108921. //# sourceMappingURL=babylon.framingBehavior.js.map
  108922. var BABYLON;
  108923. (function (BABYLON) {
  108924. /**
  108925. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  108926. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  108927. */
  108928. var BouncingBehavior = /** @class */ (function () {
  108929. function BouncingBehavior() {
  108930. /**
  108931. * The duration of the animation, in milliseconds
  108932. */
  108933. this.transitionDuration = 450;
  108934. /**
  108935. * Length of the distance animated by the transition when lower radius is reached
  108936. */
  108937. this.lowerRadiusTransitionRange = 2;
  108938. /**
  108939. * Length of the distance animated by the transition when upper radius is reached
  108940. */
  108941. this.upperRadiusTransitionRange = -2;
  108942. this._autoTransitionRange = false;
  108943. // Animations
  108944. this._radiusIsAnimating = false;
  108945. this._radiusBounceTransition = null;
  108946. this._animatables = new Array();
  108947. }
  108948. Object.defineProperty(BouncingBehavior.prototype, "name", {
  108949. /**
  108950. * Gets the name of the behavior.
  108951. */
  108952. get: function () {
  108953. return "Bouncing";
  108954. },
  108955. enumerable: true,
  108956. configurable: true
  108957. });
  108958. Object.defineProperty(BouncingBehavior.prototype, "autoTransitionRange", {
  108959. /**
  108960. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  108961. */
  108962. get: function () {
  108963. return this._autoTransitionRange;
  108964. },
  108965. /**
  108966. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  108967. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  108968. */
  108969. set: function (value) {
  108970. var _this = this;
  108971. if (this._autoTransitionRange === value) {
  108972. return;
  108973. }
  108974. this._autoTransitionRange = value;
  108975. var camera = this._attachedCamera;
  108976. if (!camera) {
  108977. return;
  108978. }
  108979. if (value) {
  108980. this._onMeshTargetChangedObserver = camera.onMeshTargetChangedObservable.add(function (mesh) {
  108981. if (!mesh) {
  108982. return;
  108983. }
  108984. mesh.computeWorldMatrix(true);
  108985. var diagonal = mesh.getBoundingInfo().diagonalLength;
  108986. _this.lowerRadiusTransitionRange = diagonal * 0.05;
  108987. _this.upperRadiusTransitionRange = diagonal * 0.05;
  108988. });
  108989. }
  108990. else if (this._onMeshTargetChangedObserver) {
  108991. camera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);
  108992. }
  108993. },
  108994. enumerable: true,
  108995. configurable: true
  108996. });
  108997. /**
  108998. * Initializes the behavior.
  108999. */
  109000. BouncingBehavior.prototype.init = function () {
  109001. // Do notihng
  109002. };
  109003. /**
  109004. * Attaches the behavior to its arc rotate camera.
  109005. * @param camera Defines the camera to attach the behavior to
  109006. */
  109007. BouncingBehavior.prototype.attach = function (camera) {
  109008. var _this = this;
  109009. this._attachedCamera = camera;
  109010. this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {
  109011. if (!_this._attachedCamera) {
  109012. return;
  109013. }
  109014. // Add the bounce animation to the lower radius limit
  109015. if (_this._isRadiusAtLimit(_this._attachedCamera.lowerRadiusLimit)) {
  109016. _this._applyBoundRadiusAnimation(_this.lowerRadiusTransitionRange);
  109017. }
  109018. // Add the bounce animation to the upper radius limit
  109019. if (_this._isRadiusAtLimit(_this._attachedCamera.upperRadiusLimit)) {
  109020. _this._applyBoundRadiusAnimation(_this.upperRadiusTransitionRange);
  109021. }
  109022. });
  109023. };
  109024. /**
  109025. * Detaches the behavior from its current arc rotate camera.
  109026. */
  109027. BouncingBehavior.prototype.detach = function () {
  109028. if (!this._attachedCamera) {
  109029. return;
  109030. }
  109031. if (this._onAfterCheckInputsObserver) {
  109032. this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);
  109033. }
  109034. if (this._onMeshTargetChangedObserver) {
  109035. this._attachedCamera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);
  109036. }
  109037. this._attachedCamera = null;
  109038. };
  109039. /**
  109040. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  109041. * @param radiusLimit The limit to check against.
  109042. * @return Bool to indicate if at limit.
  109043. */
  109044. BouncingBehavior.prototype._isRadiusAtLimit = function (radiusLimit) {
  109045. if (!this._attachedCamera) {
  109046. return false;
  109047. }
  109048. if (this._attachedCamera.radius === radiusLimit && !this._radiusIsAnimating) {
  109049. return true;
  109050. }
  109051. return false;
  109052. };
  109053. /**
  109054. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  109055. * @param radiusDelta The delta by which to animate to. Can be negative.
  109056. */
  109057. BouncingBehavior.prototype._applyBoundRadiusAnimation = function (radiusDelta) {
  109058. var _this = this;
  109059. if (!this._attachedCamera) {
  109060. return;
  109061. }
  109062. if (!this._radiusBounceTransition) {
  109063. BouncingBehavior.EasingFunction.setEasingMode(BouncingBehavior.EasingMode);
  109064. this._radiusBounceTransition = BABYLON.Animation.CreateAnimation("radius", BABYLON.Animation.ANIMATIONTYPE_FLOAT, 60, BouncingBehavior.EasingFunction);
  109065. }
  109066. // Prevent zoom until bounce has completed
  109067. this._cachedWheelPrecision = this._attachedCamera.wheelPrecision;
  109068. this._attachedCamera.wheelPrecision = Infinity;
  109069. this._attachedCamera.inertialRadiusOffset = 0;
  109070. // Animate to the radius limit
  109071. this.stopAllAnimations();
  109072. this._radiusIsAnimating = true;
  109073. var animatable = BABYLON.Animation.TransitionTo("radius", this._attachedCamera.radius + radiusDelta, this._attachedCamera, this._attachedCamera.getScene(), 60, this._radiusBounceTransition, this.transitionDuration, function () { return _this._clearAnimationLocks(); });
  109074. if (animatable) {
  109075. this._animatables.push(animatable);
  109076. }
  109077. };
  109078. /**
  109079. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  109080. */
  109081. BouncingBehavior.prototype._clearAnimationLocks = function () {
  109082. this._radiusIsAnimating = false;
  109083. if (this._attachedCamera) {
  109084. this._attachedCamera.wheelPrecision = this._cachedWheelPrecision;
  109085. }
  109086. };
  109087. /**
  109088. * Stops and removes all animations that have been applied to the camera
  109089. */
  109090. BouncingBehavior.prototype.stopAllAnimations = function () {
  109091. if (this._attachedCamera) {
  109092. this._attachedCamera.animations = [];
  109093. }
  109094. while (this._animatables.length) {
  109095. this._animatables[0].onAnimationEnd = null;
  109096. this._animatables[0].stop();
  109097. this._animatables.shift();
  109098. }
  109099. };
  109100. /**
  109101. * The easing function used by animations
  109102. */
  109103. BouncingBehavior.EasingFunction = new BABYLON.BackEase(0.3);
  109104. /**
  109105. * The easing mode used by animations
  109106. */
  109107. BouncingBehavior.EasingMode = BABYLON.EasingFunction.EASINGMODE_EASEOUT;
  109108. return BouncingBehavior;
  109109. }());
  109110. BABYLON.BouncingBehavior = BouncingBehavior;
  109111. })(BABYLON || (BABYLON = {}));
  109112. //# sourceMappingURL=babylon.bouncingBehavior.js.map
  109113. var BABYLON;
  109114. (function (BABYLON) {
  109115. /**
  109116. * The autoRotation behavior (BABYLON.AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  109117. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  109118. */
  109119. var AutoRotationBehavior = /** @class */ (function () {
  109120. function AutoRotationBehavior() {
  109121. this._zoomStopsAnimation = false;
  109122. this._idleRotationSpeed = 0.05;
  109123. this._idleRotationWaitTime = 2000;
  109124. this._idleRotationSpinupTime = 2000;
  109125. this._isPointerDown = false;
  109126. this._lastFrameTime = null;
  109127. this._lastInteractionTime = -Infinity;
  109128. this._cameraRotationSpeed = 0;
  109129. this._lastFrameRadius = 0;
  109130. }
  109131. Object.defineProperty(AutoRotationBehavior.prototype, "name", {
  109132. /**
  109133. * Gets the name of the behavior.
  109134. */
  109135. get: function () {
  109136. return "AutoRotation";
  109137. },
  109138. enumerable: true,
  109139. configurable: true
  109140. });
  109141. Object.defineProperty(AutoRotationBehavior.prototype, "zoomStopsAnimation", {
  109142. /**
  109143. * Gets the flag that indicates if user zooming should stop animation.
  109144. */
  109145. get: function () {
  109146. return this._zoomStopsAnimation;
  109147. },
  109148. /**
  109149. * Sets the flag that indicates if user zooming should stop animation.
  109150. */
  109151. set: function (flag) {
  109152. this._zoomStopsAnimation = flag;
  109153. },
  109154. enumerable: true,
  109155. configurable: true
  109156. });
  109157. Object.defineProperty(AutoRotationBehavior.prototype, "idleRotationSpeed", {
  109158. /**
  109159. * Gets the default speed at which the camera rotates around the model.
  109160. */
  109161. get: function () {
  109162. return this._idleRotationSpeed;
  109163. },
  109164. /**
  109165. * Sets the default speed at which the camera rotates around the model.
  109166. */
  109167. set: function (speed) {
  109168. this._idleRotationSpeed = speed;
  109169. },
  109170. enumerable: true,
  109171. configurable: true
  109172. });
  109173. Object.defineProperty(AutoRotationBehavior.prototype, "idleRotationWaitTime", {
  109174. /**
  109175. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  109176. */
  109177. get: function () {
  109178. return this._idleRotationWaitTime;
  109179. },
  109180. /**
  109181. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  109182. */
  109183. set: function (time) {
  109184. this._idleRotationWaitTime = time;
  109185. },
  109186. enumerable: true,
  109187. configurable: true
  109188. });
  109189. Object.defineProperty(AutoRotationBehavior.prototype, "idleRotationSpinupTime", {
  109190. /**
  109191. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  109192. */
  109193. get: function () {
  109194. return this._idleRotationSpinupTime;
  109195. },
  109196. /**
  109197. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  109198. */
  109199. set: function (time) {
  109200. this._idleRotationSpinupTime = time;
  109201. },
  109202. enumerable: true,
  109203. configurable: true
  109204. });
  109205. Object.defineProperty(AutoRotationBehavior.prototype, "rotationInProgress", {
  109206. /**
  109207. * Gets a value indicating if the camera is currently rotating because of this behavior
  109208. */
  109209. get: function () {
  109210. return Math.abs(this._cameraRotationSpeed) > 0;
  109211. },
  109212. enumerable: true,
  109213. configurable: true
  109214. });
  109215. /**
  109216. * Initializes the behavior.
  109217. */
  109218. AutoRotationBehavior.prototype.init = function () {
  109219. // Do notihng
  109220. };
  109221. /**
  109222. * Attaches the behavior to its arc rotate camera.
  109223. * @param camera Defines the camera to attach the behavior to
  109224. */
  109225. AutoRotationBehavior.prototype.attach = function (camera) {
  109226. var _this = this;
  109227. this._attachedCamera = camera;
  109228. var scene = this._attachedCamera.getScene();
  109229. this._onPrePointerObservableObserver = scene.onPrePointerObservable.add(function (pointerInfoPre) {
  109230. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  109231. _this._isPointerDown = true;
  109232. return;
  109233. }
  109234. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERUP) {
  109235. _this._isPointerDown = false;
  109236. }
  109237. });
  109238. this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {
  109239. var now = BABYLON.Tools.Now;
  109240. var dt = 0;
  109241. if (_this._lastFrameTime != null) {
  109242. dt = now - _this._lastFrameTime;
  109243. }
  109244. _this._lastFrameTime = now;
  109245. // Stop the animation if there is user interaction and the animation should stop for this interaction
  109246. _this._applyUserInteraction();
  109247. var timeToRotation = now - _this._lastInteractionTime - _this._idleRotationWaitTime;
  109248. var scale = Math.max(Math.min(timeToRotation / (_this._idleRotationSpinupTime), 1), 0);
  109249. _this._cameraRotationSpeed = _this._idleRotationSpeed * scale;
  109250. // Step camera rotation by rotation speed
  109251. if (_this._attachedCamera) {
  109252. _this._attachedCamera.alpha -= _this._cameraRotationSpeed * (dt / 1000);
  109253. }
  109254. });
  109255. };
  109256. /**
  109257. * Detaches the behavior from its current arc rotate camera.
  109258. */
  109259. AutoRotationBehavior.prototype.detach = function () {
  109260. if (!this._attachedCamera) {
  109261. return;
  109262. }
  109263. var scene = this._attachedCamera.getScene();
  109264. if (this._onPrePointerObservableObserver) {
  109265. scene.onPrePointerObservable.remove(this._onPrePointerObservableObserver);
  109266. }
  109267. this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);
  109268. this._attachedCamera = null;
  109269. };
  109270. /**
  109271. * Returns true if user is scrolling.
  109272. * @return true if user is scrolling.
  109273. */
  109274. AutoRotationBehavior.prototype._userIsZooming = function () {
  109275. if (!this._attachedCamera) {
  109276. return false;
  109277. }
  109278. return this._attachedCamera.inertialRadiusOffset !== 0;
  109279. };
  109280. AutoRotationBehavior.prototype._shouldAnimationStopForInteraction = function () {
  109281. if (!this._attachedCamera) {
  109282. return false;
  109283. }
  109284. var zoomHasHitLimit = false;
  109285. if (this._lastFrameRadius === this._attachedCamera.radius && this._attachedCamera.inertialRadiusOffset !== 0) {
  109286. zoomHasHitLimit = true;
  109287. }
  109288. // Update the record of previous radius - works as an approx. indicator of hitting radius limits
  109289. this._lastFrameRadius = this._attachedCamera.radius;
  109290. return this._zoomStopsAnimation ? zoomHasHitLimit : this._userIsZooming();
  109291. };
  109292. /**
  109293. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  109294. */
  109295. AutoRotationBehavior.prototype._applyUserInteraction = function () {
  109296. if (this._userIsMoving() && !this._shouldAnimationStopForInteraction()) {
  109297. this._lastInteractionTime = BABYLON.Tools.Now;
  109298. }
  109299. };
  109300. // Tools
  109301. AutoRotationBehavior.prototype._userIsMoving = function () {
  109302. if (!this._attachedCamera) {
  109303. return false;
  109304. }
  109305. return this._attachedCamera.inertialAlphaOffset !== 0 ||
  109306. this._attachedCamera.inertialBetaOffset !== 0 ||
  109307. this._attachedCamera.inertialRadiusOffset !== 0 ||
  109308. this._attachedCamera.inertialPanningX !== 0 ||
  109309. this._attachedCamera.inertialPanningY !== 0 ||
  109310. this._isPointerDown;
  109311. };
  109312. return AutoRotationBehavior;
  109313. }());
  109314. BABYLON.AutoRotationBehavior = AutoRotationBehavior;
  109315. })(BABYLON || (BABYLON = {}));
  109316. //# sourceMappingURL=babylon.autoRotationBehavior.js.map
  109317. var BABYLON;
  109318. (function (BABYLON) {
  109319. var NullEngineOptions = /** @class */ (function () {
  109320. function NullEngineOptions() {
  109321. this.renderWidth = 512;
  109322. this.renderHeight = 256;
  109323. this.textureSize = 512;
  109324. this.deterministicLockstep = false;
  109325. this.lockstepMaxSteps = 4;
  109326. }
  109327. return NullEngineOptions;
  109328. }());
  109329. BABYLON.NullEngineOptions = NullEngineOptions;
  109330. /**
  109331. * The null engine class provides support for headless version of babylon.js.
  109332. * This can be used in server side scenario or for testing purposes
  109333. */
  109334. var NullEngine = /** @class */ (function (_super) {
  109335. __extends(NullEngine, _super);
  109336. function NullEngine(options) {
  109337. if (options === void 0) { options = new NullEngineOptions(); }
  109338. var _this = _super.call(this, null) || this;
  109339. if (options.deterministicLockstep === undefined) {
  109340. options.deterministicLockstep = false;
  109341. }
  109342. if (options.lockstepMaxSteps === undefined) {
  109343. options.lockstepMaxSteps = 4;
  109344. }
  109345. _this._options = options;
  109346. // Init caps
  109347. // We consider we are on a webgl1 capable device
  109348. _this._caps = new BABYLON.EngineCapabilities();
  109349. _this._caps.maxTexturesImageUnits = 16;
  109350. _this._caps.maxVertexTextureImageUnits = 16;
  109351. _this._caps.maxTextureSize = 512;
  109352. _this._caps.maxCubemapTextureSize = 512;
  109353. _this._caps.maxRenderTextureSize = 512;
  109354. _this._caps.maxVertexAttribs = 16;
  109355. _this._caps.maxVaryingVectors = 16;
  109356. _this._caps.maxFragmentUniformVectors = 16;
  109357. _this._caps.maxVertexUniformVectors = 16;
  109358. // Extensions
  109359. _this._caps.standardDerivatives = false;
  109360. _this._caps.astc = null;
  109361. _this._caps.s3tc = null;
  109362. _this._caps.pvrtc = null;
  109363. _this._caps.etc1 = null;
  109364. _this._caps.etc2 = null;
  109365. _this._caps.textureAnisotropicFilterExtension = null;
  109366. _this._caps.maxAnisotropy = 0;
  109367. _this._caps.uintIndices = false;
  109368. _this._caps.fragmentDepthSupported = false;
  109369. _this._caps.highPrecisionShaderSupported = true;
  109370. _this._caps.colorBufferFloat = false;
  109371. _this._caps.textureFloat = false;
  109372. _this._caps.textureFloatLinearFiltering = false;
  109373. _this._caps.textureFloatRender = false;
  109374. _this._caps.textureHalfFloat = false;
  109375. _this._caps.textureHalfFloatLinearFiltering = false;
  109376. _this._caps.textureHalfFloatRender = false;
  109377. _this._caps.textureLOD = false;
  109378. _this._caps.drawBuffersExtension = false;
  109379. _this._caps.depthTextureExtension = false;
  109380. _this._caps.vertexArrayObject = false;
  109381. _this._caps.instancedArrays = false;
  109382. BABYLON.Tools.Log("Babylon.js null engine (v" + BABYLON.Engine.Version + ") launched");
  109383. // Wrappers
  109384. if (typeof URL === "undefined") {
  109385. URL = {
  109386. createObjectURL: function () { },
  109387. revokeObjectURL: function () { }
  109388. };
  109389. }
  109390. if (typeof Blob === "undefined") {
  109391. Blob = function () { };
  109392. }
  109393. return _this;
  109394. }
  109395. NullEngine.prototype.isDeterministicLockStep = function () {
  109396. return this._options.deterministicLockstep;
  109397. };
  109398. NullEngine.prototype.getLockstepMaxSteps = function () {
  109399. return this._options.lockstepMaxSteps;
  109400. };
  109401. NullEngine.prototype.getHardwareScalingLevel = function () {
  109402. return 1.0;
  109403. };
  109404. NullEngine.prototype.createVertexBuffer = function (vertices) {
  109405. return {
  109406. capacity: 0,
  109407. references: 1,
  109408. is32Bits: false
  109409. };
  109410. };
  109411. NullEngine.prototype.createIndexBuffer = function (indices) {
  109412. return {
  109413. capacity: 0,
  109414. references: 1,
  109415. is32Bits: false
  109416. };
  109417. };
  109418. NullEngine.prototype.clear = function (color, backBuffer, depth, stencil) {
  109419. if (stencil === void 0) { stencil = false; }
  109420. };
  109421. NullEngine.prototype.getRenderWidth = function (useScreen) {
  109422. if (useScreen === void 0) { useScreen = false; }
  109423. if (!useScreen && this._currentRenderTarget) {
  109424. return this._currentRenderTarget.width;
  109425. }
  109426. return this._options.renderWidth;
  109427. };
  109428. NullEngine.prototype.getRenderHeight = function (useScreen) {
  109429. if (useScreen === void 0) { useScreen = false; }
  109430. if (!useScreen && this._currentRenderTarget) {
  109431. return this._currentRenderTarget.height;
  109432. }
  109433. return this._options.renderHeight;
  109434. };
  109435. NullEngine.prototype.setViewport = function (viewport, requiredWidth, requiredHeight) {
  109436. this._cachedViewport = viewport;
  109437. };
  109438. NullEngine.prototype.createShaderProgram = function (vertexCode, fragmentCode, defines, context) {
  109439. return {
  109440. transformFeedback: null,
  109441. __SPECTOR_rebuildProgram: null
  109442. };
  109443. };
  109444. NullEngine.prototype.getUniforms = function (shaderProgram, uniformsNames) {
  109445. return [];
  109446. };
  109447. NullEngine.prototype.getAttributes = function (shaderProgram, attributesNames) {
  109448. return [];
  109449. };
  109450. NullEngine.prototype.bindSamplers = function (effect) {
  109451. this._currentEffect = null;
  109452. };
  109453. NullEngine.prototype.enableEffect = function (effect) {
  109454. this._currentEffect = effect;
  109455. if (effect.onBind) {
  109456. effect.onBind(effect);
  109457. }
  109458. if (effect._onBindObservable) {
  109459. effect._onBindObservable.notifyObservers(effect);
  109460. }
  109461. };
  109462. NullEngine.prototype.setState = function (culling, zOffset, force, reverseSide) {
  109463. if (zOffset === void 0) { zOffset = 0; }
  109464. if (reverseSide === void 0) { reverseSide = false; }
  109465. };
  109466. NullEngine.prototype.setIntArray = function (uniform, array) {
  109467. };
  109468. NullEngine.prototype.setIntArray2 = function (uniform, array) {
  109469. };
  109470. NullEngine.prototype.setIntArray3 = function (uniform, array) {
  109471. };
  109472. NullEngine.prototype.setIntArray4 = function (uniform, array) {
  109473. };
  109474. NullEngine.prototype.setFloatArray = function (uniform, array) {
  109475. };
  109476. NullEngine.prototype.setFloatArray2 = function (uniform, array) {
  109477. };
  109478. NullEngine.prototype.setFloatArray3 = function (uniform, array) {
  109479. };
  109480. NullEngine.prototype.setFloatArray4 = function (uniform, array) {
  109481. };
  109482. NullEngine.prototype.setArray = function (uniform, array) {
  109483. };
  109484. NullEngine.prototype.setArray2 = function (uniform, array) {
  109485. };
  109486. NullEngine.prototype.setArray3 = function (uniform, array) {
  109487. };
  109488. NullEngine.prototype.setArray4 = function (uniform, array) {
  109489. };
  109490. NullEngine.prototype.setMatrices = function (uniform, matrices) {
  109491. };
  109492. NullEngine.prototype.setMatrix = function (uniform, matrix) {
  109493. };
  109494. NullEngine.prototype.setMatrix3x3 = function (uniform, matrix) {
  109495. };
  109496. NullEngine.prototype.setMatrix2x2 = function (uniform, matrix) {
  109497. };
  109498. NullEngine.prototype.setFloat = function (uniform, value) {
  109499. };
  109500. NullEngine.prototype.setFloat2 = function (uniform, x, y) {
  109501. };
  109502. NullEngine.prototype.setFloat3 = function (uniform, x, y, z) {
  109503. };
  109504. NullEngine.prototype.setBool = function (uniform, bool) {
  109505. };
  109506. NullEngine.prototype.setFloat4 = function (uniform, x, y, z, w) {
  109507. };
  109508. NullEngine.prototype.setColor3 = function (uniform, color3) {
  109509. };
  109510. NullEngine.prototype.setColor4 = function (uniform, color3, alpha) {
  109511. };
  109512. NullEngine.prototype.setAlphaMode = function (mode, noDepthWriteChange) {
  109513. if (noDepthWriteChange === void 0) { noDepthWriteChange = false; }
  109514. if (this._alphaMode === mode) {
  109515. return;
  109516. }
  109517. this._alphaState.alphaBlend = (mode !== BABYLON.Engine.ALPHA_DISABLE);
  109518. if (!noDepthWriteChange) {
  109519. this.setDepthWrite(mode === BABYLON.Engine.ALPHA_DISABLE);
  109520. }
  109521. this._alphaMode = mode;
  109522. };
  109523. NullEngine.prototype.bindBuffers = function (vertexBuffers, indexBuffer, effect) {
  109524. };
  109525. NullEngine.prototype.wipeCaches = function (bruteForce) {
  109526. if (this.preventCacheWipeBetweenFrames) {
  109527. return;
  109528. }
  109529. this.resetTextureCache();
  109530. this._currentEffect = null;
  109531. if (bruteForce) {
  109532. this._currentProgram = null;
  109533. this._stencilState.reset();
  109534. this._depthCullingState.reset();
  109535. this._alphaState.reset();
  109536. }
  109537. this._cachedVertexBuffers = null;
  109538. this._cachedIndexBuffer = null;
  109539. this._cachedEffectForVertexBuffers = null;
  109540. };
  109541. NullEngine.prototype.draw = function (useTriangles, indexStart, indexCount, instancesCount) {
  109542. };
  109543. NullEngine.prototype.drawElementsType = function (fillMode, indexStart, indexCount, instancesCount) {
  109544. };
  109545. NullEngine.prototype.drawArraysType = function (fillMode, verticesStart, verticesCount, instancesCount) {
  109546. };
  109547. /** @hidden */
  109548. NullEngine.prototype._createTexture = function () {
  109549. return {};
  109550. };
  109551. /** @hidden */
  109552. NullEngine.prototype._releaseTexture = function (texture) {
  109553. };
  109554. NullEngine.prototype.createTexture = function (urlArg, noMipmap, invertY, scene, samplingMode, onLoad, onError, buffer, fallBack, format) {
  109555. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  109556. if (onLoad === void 0) { onLoad = null; }
  109557. if (onError === void 0) { onError = null; }
  109558. if (buffer === void 0) { buffer = null; }
  109559. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_URL);
  109560. var url = String(urlArg);
  109561. texture.url = url;
  109562. texture.generateMipMaps = !noMipmap;
  109563. texture.samplingMode = samplingMode;
  109564. texture.invertY = invertY;
  109565. texture.baseWidth = this._options.textureSize;
  109566. texture.baseHeight = this._options.textureSize;
  109567. texture.width = this._options.textureSize;
  109568. texture.height = this._options.textureSize;
  109569. if (format) {
  109570. texture.format = format;
  109571. }
  109572. texture.isReady = true;
  109573. if (onLoad) {
  109574. onLoad();
  109575. }
  109576. this._internalTexturesCache.push(texture);
  109577. return texture;
  109578. };
  109579. NullEngine.prototype.createRenderTargetTexture = function (size, options) {
  109580. var fullOptions = new BABYLON.RenderTargetCreationOptions();
  109581. if (options !== undefined && typeof options === "object") {
  109582. fullOptions.generateMipMaps = options.generateMipMaps;
  109583. fullOptions.generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  109584. fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && options.generateStencilBuffer;
  109585. fullOptions.type = options.type === undefined ? BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT : options.type;
  109586. fullOptions.samplingMode = options.samplingMode === undefined ? BABYLON.Texture.TRILINEAR_SAMPLINGMODE : options.samplingMode;
  109587. }
  109588. else {
  109589. fullOptions.generateMipMaps = options;
  109590. fullOptions.generateDepthBuffer = true;
  109591. fullOptions.generateStencilBuffer = false;
  109592. fullOptions.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  109593. fullOptions.samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE;
  109594. }
  109595. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RENDERTARGET);
  109596. var width = size.width || size;
  109597. var height = size.height || size;
  109598. texture._depthStencilBuffer = {};
  109599. texture._framebuffer = {};
  109600. texture.baseWidth = width;
  109601. texture.baseHeight = height;
  109602. texture.width = width;
  109603. texture.height = height;
  109604. texture.isReady = true;
  109605. texture.samples = 1;
  109606. texture.generateMipMaps = fullOptions.generateMipMaps ? true : false;
  109607. texture.samplingMode = fullOptions.samplingMode;
  109608. texture.type = fullOptions.type;
  109609. texture._generateDepthBuffer = fullOptions.generateDepthBuffer;
  109610. texture._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;
  109611. this._internalTexturesCache.push(texture);
  109612. return texture;
  109613. };
  109614. NullEngine.prototype.updateTextureSamplingMode = function (samplingMode, texture) {
  109615. texture.samplingMode = samplingMode;
  109616. };
  109617. NullEngine.prototype.bindFramebuffer = function (texture, faceIndex, requiredWidth, requiredHeight, forceFullscreenViewport) {
  109618. if (this._currentRenderTarget) {
  109619. this.unBindFramebuffer(this._currentRenderTarget);
  109620. }
  109621. this._currentRenderTarget = texture;
  109622. this._currentFramebuffer = texture._MSAAFramebuffer ? texture._MSAAFramebuffer : texture._framebuffer;
  109623. if (this._cachedViewport && !forceFullscreenViewport) {
  109624. this.setViewport(this._cachedViewport, requiredWidth, requiredHeight);
  109625. }
  109626. };
  109627. NullEngine.prototype.unBindFramebuffer = function (texture, disableGenerateMipMaps, onBeforeUnbind) {
  109628. if (disableGenerateMipMaps === void 0) { disableGenerateMipMaps = false; }
  109629. this._currentRenderTarget = null;
  109630. if (onBeforeUnbind) {
  109631. if (texture._MSAAFramebuffer) {
  109632. this._currentFramebuffer = texture._framebuffer;
  109633. }
  109634. onBeforeUnbind();
  109635. }
  109636. this._currentFramebuffer = null;
  109637. };
  109638. NullEngine.prototype.createDynamicVertexBuffer = function (vertices) {
  109639. var vbo = {
  109640. capacity: 1,
  109641. references: 1,
  109642. is32Bits: false
  109643. };
  109644. return vbo;
  109645. };
  109646. NullEngine.prototype.updateDynamicTexture = function (texture, canvas, invertY, premulAlpha, format) {
  109647. if (premulAlpha === void 0) { premulAlpha = false; }
  109648. };
  109649. /**
  109650. * @hidden
  109651. * Get the current error code of the webGL context
  109652. * @returns the error code
  109653. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  109654. */
  109655. NullEngine.prototype.getError = function () {
  109656. return 0;
  109657. };
  109658. /** @hidden */
  109659. NullEngine.prototype._getUnpackAlignement = function () {
  109660. return 1;
  109661. };
  109662. /** @hidden */
  109663. NullEngine.prototype._unpackFlipY = function (value) {
  109664. };
  109665. NullEngine.prototype.updateDynamicIndexBuffer = function (indexBuffer, indices, offset) {
  109666. if (offset === void 0) { offset = 0; }
  109667. };
  109668. /**
  109669. * Updates a dynamic vertex buffer.
  109670. * @param vertexBuffer the vertex buffer to update
  109671. * @param data the data used to update the vertex buffer
  109672. * @param byteOffset the byte offset of the data (optional)
  109673. * @param byteLength the byte length of the data (optional)
  109674. */
  109675. NullEngine.prototype.updateDynamicVertexBuffer = function (vertexBuffer, vertices, byteOffset, byteLength) {
  109676. };
  109677. NullEngine.prototype._bindTextureDirectly = function (target, texture) {
  109678. if (this._boundTexturesCache[this._activeChannel] !== texture) {
  109679. this._boundTexturesCache[this._activeChannel] = texture;
  109680. return true;
  109681. }
  109682. return false;
  109683. };
  109684. /** @hidden */
  109685. NullEngine.prototype._bindTexture = function (channel, texture) {
  109686. if (channel < 0) {
  109687. return;
  109688. }
  109689. this._bindTextureDirectly(0, texture);
  109690. };
  109691. /** @hidden */
  109692. NullEngine.prototype._releaseBuffer = function (buffer) {
  109693. buffer.references--;
  109694. if (buffer.references === 0) {
  109695. return true;
  109696. }
  109697. return false;
  109698. };
  109699. NullEngine.prototype.releaseEffects = function () {
  109700. };
  109701. NullEngine.prototype.displayLoadingUI = function () {
  109702. };
  109703. NullEngine.prototype.hideLoadingUI = function () {
  109704. };
  109705. /** @hidden */
  109706. NullEngine.prototype._uploadCompressedDataToTextureDirectly = function (texture, internalFormat, width, height, data, faceIndex, lod) {
  109707. if (faceIndex === void 0) { faceIndex = 0; }
  109708. if (lod === void 0) { lod = 0; }
  109709. };
  109710. /** @hidden */
  109711. NullEngine.prototype._uploadDataToTextureDirectly = function (texture, imageData, faceIndex, lod) {
  109712. if (faceIndex === void 0) { faceIndex = 0; }
  109713. if (lod === void 0) { lod = 0; }
  109714. };
  109715. /** @hidden */
  109716. NullEngine.prototype._uploadArrayBufferViewToTexture = function (texture, imageData, faceIndex, lod) {
  109717. if (faceIndex === void 0) { faceIndex = 0; }
  109718. if (lod === void 0) { lod = 0; }
  109719. };
  109720. /** @hidden */
  109721. NullEngine.prototype._uploadImageToTexture = function (texture, image, faceIndex, lod) {
  109722. if (faceIndex === void 0) { faceIndex = 0; }
  109723. if (lod === void 0) { lod = 0; }
  109724. };
  109725. return NullEngine;
  109726. }(BABYLON.Engine));
  109727. BABYLON.NullEngine = NullEngine;
  109728. })(BABYLON || (BABYLON = {}));
  109729. //# sourceMappingURL=babylon.nullEngine.js.map
  109730. var BABYLON;
  109731. (function (BABYLON) {
  109732. /**
  109733. * This class can be used to get instrumentation data from a Babylon engine
  109734. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  109735. */
  109736. var EngineInstrumentation = /** @class */ (function () {
  109737. /**
  109738. * Instantiates a new engine instrumentation.
  109739. * This class can be used to get instrumentation data from a Babylon engine
  109740. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  109741. * @param engine Defines the engine to instrument
  109742. */
  109743. function EngineInstrumentation(
  109744. /**
  109745. * Define the instrumented engine.
  109746. */
  109747. engine) {
  109748. this.engine = engine;
  109749. this._captureGPUFrameTime = false;
  109750. this._gpuFrameTime = new BABYLON.PerfCounter();
  109751. this._captureShaderCompilationTime = false;
  109752. this._shaderCompilationTime = new BABYLON.PerfCounter();
  109753. // Observers
  109754. this._onBeginFrameObserver = null;
  109755. this._onEndFrameObserver = null;
  109756. this._onBeforeShaderCompilationObserver = null;
  109757. this._onAfterShaderCompilationObserver = null;
  109758. }
  109759. Object.defineProperty(EngineInstrumentation.prototype, "gpuFrameTimeCounter", {
  109760. // Properties
  109761. /**
  109762. * Gets the perf counter used for GPU frame time
  109763. */
  109764. get: function () {
  109765. return this._gpuFrameTime;
  109766. },
  109767. enumerable: true,
  109768. configurable: true
  109769. });
  109770. Object.defineProperty(EngineInstrumentation.prototype, "captureGPUFrameTime", {
  109771. /**
  109772. * Gets the GPU frame time capture status
  109773. */
  109774. get: function () {
  109775. return this._captureGPUFrameTime;
  109776. },
  109777. /**
  109778. * Enable or disable the GPU frame time capture
  109779. */
  109780. set: function (value) {
  109781. var _this = this;
  109782. if (value === this._captureGPUFrameTime) {
  109783. return;
  109784. }
  109785. this._captureGPUFrameTime = value;
  109786. if (value) {
  109787. this._onBeginFrameObserver = this.engine.onBeginFrameObservable.add(function () {
  109788. if (!_this._gpuFrameTimeToken) {
  109789. _this._gpuFrameTimeToken = _this.engine.startTimeQuery();
  109790. }
  109791. });
  109792. this._onEndFrameObserver = this.engine.onEndFrameObservable.add(function () {
  109793. if (!_this._gpuFrameTimeToken) {
  109794. return;
  109795. }
  109796. var time = _this.engine.endTimeQuery(_this._gpuFrameTimeToken);
  109797. if (time > -1) {
  109798. _this._gpuFrameTimeToken = null;
  109799. _this._gpuFrameTime.fetchNewFrame();
  109800. _this._gpuFrameTime.addCount(time, true);
  109801. }
  109802. });
  109803. }
  109804. else {
  109805. this.engine.onBeginFrameObservable.remove(this._onBeginFrameObserver);
  109806. this._onBeginFrameObserver = null;
  109807. this.engine.onEndFrameObservable.remove(this._onEndFrameObserver);
  109808. this._onEndFrameObserver = null;
  109809. }
  109810. },
  109811. enumerable: true,
  109812. configurable: true
  109813. });
  109814. Object.defineProperty(EngineInstrumentation.prototype, "shaderCompilationTimeCounter", {
  109815. /**
  109816. * Gets the perf counter used for shader compilation time
  109817. */
  109818. get: function () {
  109819. return this._shaderCompilationTime;
  109820. },
  109821. enumerable: true,
  109822. configurable: true
  109823. });
  109824. Object.defineProperty(EngineInstrumentation.prototype, "captureShaderCompilationTime", {
  109825. /**
  109826. * Gets the shader compilation time capture status
  109827. */
  109828. get: function () {
  109829. return this._captureShaderCompilationTime;
  109830. },
  109831. /**
  109832. * Enable or disable the shader compilation time capture
  109833. */
  109834. set: function (value) {
  109835. var _this = this;
  109836. if (value === this._captureShaderCompilationTime) {
  109837. return;
  109838. }
  109839. this._captureShaderCompilationTime = value;
  109840. if (value) {
  109841. this._onBeforeShaderCompilationObserver = this.engine.onBeforeShaderCompilationObservable.add(function () {
  109842. _this._shaderCompilationTime.fetchNewFrame();
  109843. _this._shaderCompilationTime.beginMonitoring();
  109844. });
  109845. this._onAfterShaderCompilationObserver = this.engine.onAfterShaderCompilationObservable.add(function () {
  109846. _this._shaderCompilationTime.endMonitoring();
  109847. });
  109848. }
  109849. else {
  109850. this.engine.onBeforeShaderCompilationObservable.remove(this._onBeforeShaderCompilationObserver);
  109851. this._onBeforeShaderCompilationObserver = null;
  109852. this.engine.onAfterShaderCompilationObservable.remove(this._onAfterShaderCompilationObserver);
  109853. this._onAfterShaderCompilationObserver = null;
  109854. }
  109855. },
  109856. enumerable: true,
  109857. configurable: true
  109858. });
  109859. /**
  109860. * Dispose and release associated resources.
  109861. */
  109862. EngineInstrumentation.prototype.dispose = function () {
  109863. this.engine.onBeginFrameObservable.remove(this._onBeginFrameObserver);
  109864. this._onBeginFrameObserver = null;
  109865. this.engine.onEndFrameObservable.remove(this._onEndFrameObserver);
  109866. this._onEndFrameObserver = null;
  109867. this.engine.onBeforeShaderCompilationObservable.remove(this._onBeforeShaderCompilationObserver);
  109868. this._onBeforeShaderCompilationObserver = null;
  109869. this.engine.onAfterShaderCompilationObservable.remove(this._onAfterShaderCompilationObserver);
  109870. this._onAfterShaderCompilationObserver = null;
  109871. this.engine = null;
  109872. };
  109873. return EngineInstrumentation;
  109874. }());
  109875. BABYLON.EngineInstrumentation = EngineInstrumentation;
  109876. })(BABYLON || (BABYLON = {}));
  109877. //# sourceMappingURL=babylon.engineInstrumentation.js.map
  109878. var BABYLON;
  109879. (function (BABYLON) {
  109880. /**
  109881. * This class can be used to get instrumentation data from a Babylon engine
  109882. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  109883. */
  109884. var SceneInstrumentation = /** @class */ (function () {
  109885. /**
  109886. * Instantiates a new scene instrumentation.
  109887. * This class can be used to get instrumentation data from a Babylon engine
  109888. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  109889. * @param scene Defines the scene to instrument
  109890. */
  109891. function SceneInstrumentation(
  109892. /**
  109893. * Defines the scene to instrument
  109894. */
  109895. scene) {
  109896. var _this = this;
  109897. this.scene = scene;
  109898. this._captureActiveMeshesEvaluationTime = false;
  109899. this._activeMeshesEvaluationTime = new BABYLON.PerfCounter();
  109900. this._captureRenderTargetsRenderTime = false;
  109901. this._renderTargetsRenderTime = new BABYLON.PerfCounter();
  109902. this._captureFrameTime = false;
  109903. this._frameTime = new BABYLON.PerfCounter();
  109904. this._captureRenderTime = false;
  109905. this._renderTime = new BABYLON.PerfCounter();
  109906. this._captureInterFrameTime = false;
  109907. this._interFrameTime = new BABYLON.PerfCounter();
  109908. this._captureParticlesRenderTime = false;
  109909. this._particlesRenderTime = new BABYLON.PerfCounter();
  109910. this._captureSpritesRenderTime = false;
  109911. this._spritesRenderTime = new BABYLON.PerfCounter();
  109912. this._capturePhysicsTime = false;
  109913. this._physicsTime = new BABYLON.PerfCounter();
  109914. this._captureAnimationsTime = false;
  109915. this._animationsTime = new BABYLON.PerfCounter();
  109916. this._captureCameraRenderTime = false;
  109917. this._cameraRenderTime = new BABYLON.PerfCounter();
  109918. // Observers
  109919. this._onBeforeActiveMeshesEvaluationObserver = null;
  109920. this._onAfterActiveMeshesEvaluationObserver = null;
  109921. this._onBeforeRenderTargetsRenderObserver = null;
  109922. this._onAfterRenderTargetsRenderObserver = null;
  109923. this._onAfterRenderObserver = null;
  109924. this._onBeforeDrawPhaseObserver = null;
  109925. this._onAfterDrawPhaseObserver = null;
  109926. this._onBeforeAnimationsObserver = null;
  109927. this._onBeforeParticlesRenderingObserver = null;
  109928. this._onAfterParticlesRenderingObserver = null;
  109929. this._onBeforeSpritesRenderingObserver = null;
  109930. this._onAfterSpritesRenderingObserver = null;
  109931. this._onBeforePhysicsObserver = null;
  109932. this._onAfterPhysicsObserver = null;
  109933. this._onAfterAnimationsObserver = null;
  109934. this._onBeforeCameraRenderObserver = null;
  109935. this._onAfterCameraRenderObserver = null;
  109936. // Before render
  109937. this._onBeforeAnimationsObserver = scene.onBeforeAnimationsObservable.add(function () {
  109938. if (_this._captureActiveMeshesEvaluationTime) {
  109939. _this._activeMeshesEvaluationTime.fetchNewFrame();
  109940. }
  109941. if (_this._captureRenderTargetsRenderTime) {
  109942. _this._renderTargetsRenderTime.fetchNewFrame();
  109943. }
  109944. if (_this._captureFrameTime) {
  109945. BABYLON.Tools.StartPerformanceCounter("Scene rendering");
  109946. _this._frameTime.beginMonitoring();
  109947. }
  109948. if (_this._captureInterFrameTime) {
  109949. _this._interFrameTime.endMonitoring();
  109950. }
  109951. if (_this._captureParticlesRenderTime) {
  109952. _this._particlesRenderTime.fetchNewFrame();
  109953. }
  109954. if (_this._captureSpritesRenderTime) {
  109955. _this._spritesRenderTime.fetchNewFrame();
  109956. }
  109957. if (_this._captureAnimationsTime) {
  109958. _this._animationsTime.beginMonitoring();
  109959. }
  109960. _this.scene.getEngine()._drawCalls.fetchNewFrame();
  109961. _this.scene.getEngine()._textureCollisions.fetchNewFrame();
  109962. });
  109963. // After render
  109964. this._onAfterRenderObserver = scene.onAfterRenderObservable.add(function () {
  109965. if (_this._captureFrameTime) {
  109966. BABYLON.Tools.EndPerformanceCounter("Scene rendering");
  109967. _this._frameTime.endMonitoring();
  109968. }
  109969. if (_this._captureRenderTime) {
  109970. _this._renderTime.endMonitoring(false);
  109971. }
  109972. if (_this._captureInterFrameTime) {
  109973. _this._interFrameTime.beginMonitoring();
  109974. }
  109975. });
  109976. }
  109977. Object.defineProperty(SceneInstrumentation.prototype, "activeMeshesEvaluationTimeCounter", {
  109978. // Properties
  109979. /**
  109980. * Gets the perf counter used for active meshes evaluation time
  109981. */
  109982. get: function () {
  109983. return this._activeMeshesEvaluationTime;
  109984. },
  109985. enumerable: true,
  109986. configurable: true
  109987. });
  109988. Object.defineProperty(SceneInstrumentation.prototype, "captureActiveMeshesEvaluationTime", {
  109989. /**
  109990. * Gets the active meshes evaluation time capture status
  109991. */
  109992. get: function () {
  109993. return this._captureActiveMeshesEvaluationTime;
  109994. },
  109995. /**
  109996. * Enable or disable the active meshes evaluation time capture
  109997. */
  109998. set: function (value) {
  109999. var _this = this;
  110000. if (value === this._captureActiveMeshesEvaluationTime) {
  110001. return;
  110002. }
  110003. this._captureActiveMeshesEvaluationTime = value;
  110004. if (value) {
  110005. this._onBeforeActiveMeshesEvaluationObserver = this.scene.onBeforeActiveMeshesEvaluationObservable.add(function () {
  110006. BABYLON.Tools.StartPerformanceCounter("Active meshes evaluation");
  110007. _this._activeMeshesEvaluationTime.beginMonitoring();
  110008. });
  110009. this._onAfterActiveMeshesEvaluationObserver = this.scene.onAfterActiveMeshesEvaluationObservable.add(function () {
  110010. BABYLON.Tools.EndPerformanceCounter("Active meshes evaluation");
  110011. _this._activeMeshesEvaluationTime.endMonitoring();
  110012. });
  110013. }
  110014. else {
  110015. this.scene.onBeforeActiveMeshesEvaluationObservable.remove(this._onBeforeActiveMeshesEvaluationObserver);
  110016. this._onBeforeActiveMeshesEvaluationObserver = null;
  110017. this.scene.onAfterActiveMeshesEvaluationObservable.remove(this._onAfterActiveMeshesEvaluationObserver);
  110018. this._onAfterActiveMeshesEvaluationObserver = null;
  110019. }
  110020. },
  110021. enumerable: true,
  110022. configurable: true
  110023. });
  110024. Object.defineProperty(SceneInstrumentation.prototype, "renderTargetsRenderTimeCounter", {
  110025. /**
  110026. * Gets the perf counter used for render targets render time
  110027. */
  110028. get: function () {
  110029. return this._renderTargetsRenderTime;
  110030. },
  110031. enumerable: true,
  110032. configurable: true
  110033. });
  110034. Object.defineProperty(SceneInstrumentation.prototype, "captureRenderTargetsRenderTime", {
  110035. /**
  110036. * Gets the render targets render time capture status
  110037. */
  110038. get: function () {
  110039. return this._captureRenderTargetsRenderTime;
  110040. },
  110041. /**
  110042. * Enable or disable the render targets render time capture
  110043. */
  110044. set: function (value) {
  110045. var _this = this;
  110046. if (value === this._captureRenderTargetsRenderTime) {
  110047. return;
  110048. }
  110049. this._captureRenderTargetsRenderTime = value;
  110050. if (value) {
  110051. this._onBeforeRenderTargetsRenderObserver = this.scene.onBeforeRenderTargetsRenderObservable.add(function () {
  110052. BABYLON.Tools.StartPerformanceCounter("Render targets rendering");
  110053. _this._renderTargetsRenderTime.beginMonitoring();
  110054. });
  110055. this._onAfterRenderTargetsRenderObserver = this.scene.onAfterRenderTargetsRenderObservable.add(function () {
  110056. BABYLON.Tools.EndPerformanceCounter("Render targets rendering");
  110057. _this._renderTargetsRenderTime.endMonitoring(false);
  110058. });
  110059. }
  110060. else {
  110061. this.scene.onBeforeRenderTargetsRenderObservable.remove(this._onBeforeRenderTargetsRenderObserver);
  110062. this._onBeforeRenderTargetsRenderObserver = null;
  110063. this.scene.onAfterRenderTargetsRenderObservable.remove(this._onAfterRenderTargetsRenderObserver);
  110064. this._onAfterRenderTargetsRenderObserver = null;
  110065. }
  110066. },
  110067. enumerable: true,
  110068. configurable: true
  110069. });
  110070. Object.defineProperty(SceneInstrumentation.prototype, "particlesRenderTimeCounter", {
  110071. /**
  110072. * Gets the perf counter used for particles render time
  110073. */
  110074. get: function () {
  110075. return this._particlesRenderTime;
  110076. },
  110077. enumerable: true,
  110078. configurable: true
  110079. });
  110080. Object.defineProperty(SceneInstrumentation.prototype, "captureParticlesRenderTime", {
  110081. /**
  110082. * Gets the particles render time capture status
  110083. */
  110084. get: function () {
  110085. return this._captureParticlesRenderTime;
  110086. },
  110087. /**
  110088. * Enable or disable the particles render time capture
  110089. */
  110090. set: function (value) {
  110091. var _this = this;
  110092. if (value === this._captureParticlesRenderTime) {
  110093. return;
  110094. }
  110095. this._captureParticlesRenderTime = value;
  110096. if (value) {
  110097. this._onBeforeParticlesRenderingObserver = this.scene.onBeforeParticlesRenderingObservable.add(function () {
  110098. BABYLON.Tools.StartPerformanceCounter("Particles");
  110099. _this._particlesRenderTime.beginMonitoring();
  110100. });
  110101. this._onAfterParticlesRenderingObserver = this.scene.onAfterParticlesRenderingObservable.add(function () {
  110102. BABYLON.Tools.EndPerformanceCounter("Particles");
  110103. _this._particlesRenderTime.endMonitoring(false);
  110104. });
  110105. }
  110106. else {
  110107. this.scene.onBeforeParticlesRenderingObservable.remove(this._onBeforeParticlesRenderingObserver);
  110108. this._onBeforeParticlesRenderingObserver = null;
  110109. this.scene.onAfterParticlesRenderingObservable.remove(this._onAfterParticlesRenderingObserver);
  110110. this._onAfterParticlesRenderingObserver = null;
  110111. }
  110112. },
  110113. enumerable: true,
  110114. configurable: true
  110115. });
  110116. Object.defineProperty(SceneInstrumentation.prototype, "spritesRenderTimeCounter", {
  110117. /**
  110118. * Gets the perf counter used for sprites render time
  110119. */
  110120. get: function () {
  110121. return this._spritesRenderTime;
  110122. },
  110123. enumerable: true,
  110124. configurable: true
  110125. });
  110126. Object.defineProperty(SceneInstrumentation.prototype, "captureSpritesRenderTime", {
  110127. /**
  110128. * Gets the sprites render time capture status
  110129. */
  110130. get: function () {
  110131. return this._captureSpritesRenderTime;
  110132. },
  110133. /**
  110134. * Enable or disable the sprites render time capture
  110135. */
  110136. set: function (value) {
  110137. var _this = this;
  110138. if (value === this._captureSpritesRenderTime) {
  110139. return;
  110140. }
  110141. this._captureSpritesRenderTime = value;
  110142. if (!this.scene.spriteManagers) {
  110143. return;
  110144. }
  110145. if (value) {
  110146. this._onBeforeSpritesRenderingObserver = this.scene.onBeforeSpritesRenderingObservable.add(function () {
  110147. BABYLON.Tools.StartPerformanceCounter("Sprites");
  110148. _this._spritesRenderTime.beginMonitoring();
  110149. });
  110150. this._onAfterSpritesRenderingObserver = this.scene.onAfterSpritesRenderingObservable.add(function () {
  110151. BABYLON.Tools.EndPerformanceCounter("Sprites");
  110152. _this._spritesRenderTime.endMonitoring(false);
  110153. });
  110154. }
  110155. else {
  110156. this.scene.onBeforeSpritesRenderingObservable.remove(this._onBeforeSpritesRenderingObserver);
  110157. this._onBeforeSpritesRenderingObserver = null;
  110158. this.scene.onAfterSpritesRenderingObservable.remove(this._onAfterSpritesRenderingObserver);
  110159. this._onAfterSpritesRenderingObserver = null;
  110160. }
  110161. },
  110162. enumerable: true,
  110163. configurable: true
  110164. });
  110165. Object.defineProperty(SceneInstrumentation.prototype, "physicsTimeCounter", {
  110166. /**
  110167. * Gets the perf counter used for physics time
  110168. */
  110169. get: function () {
  110170. return this._physicsTime;
  110171. },
  110172. enumerable: true,
  110173. configurable: true
  110174. });
  110175. Object.defineProperty(SceneInstrumentation.prototype, "capturePhysicsTime", {
  110176. /**
  110177. * Gets the physics time capture status
  110178. */
  110179. get: function () {
  110180. return this._capturePhysicsTime;
  110181. },
  110182. /**
  110183. * Enable or disable the physics time capture
  110184. */
  110185. set: function (value) {
  110186. var _this = this;
  110187. if (value === this._capturePhysicsTime) {
  110188. return;
  110189. }
  110190. if (!this.scene.onBeforePhysicsObservable) {
  110191. return;
  110192. }
  110193. this._capturePhysicsTime = value;
  110194. if (value) {
  110195. this._onBeforePhysicsObserver = this.scene.onBeforePhysicsObservable.add(function () {
  110196. BABYLON.Tools.StartPerformanceCounter("Physics");
  110197. _this._physicsTime.beginMonitoring();
  110198. });
  110199. this._onAfterPhysicsObserver = this.scene.onAfterPhysicsObservable.add(function () {
  110200. BABYLON.Tools.EndPerformanceCounter("Physics");
  110201. _this._physicsTime.endMonitoring();
  110202. });
  110203. }
  110204. else {
  110205. this.scene.onBeforePhysicsObservable.remove(this._onBeforePhysicsObserver);
  110206. this._onBeforePhysicsObserver = null;
  110207. this.scene.onAfterPhysicsObservable.remove(this._onAfterPhysicsObserver);
  110208. this._onAfterPhysicsObserver = null;
  110209. }
  110210. },
  110211. enumerable: true,
  110212. configurable: true
  110213. });
  110214. Object.defineProperty(SceneInstrumentation.prototype, "animationsTimeCounter", {
  110215. /**
  110216. * Gets the perf counter used for animations time
  110217. */
  110218. get: function () {
  110219. return this._animationsTime;
  110220. },
  110221. enumerable: true,
  110222. configurable: true
  110223. });
  110224. Object.defineProperty(SceneInstrumentation.prototype, "captureAnimationsTime", {
  110225. /**
  110226. * Gets the animations time capture status
  110227. */
  110228. get: function () {
  110229. return this._captureAnimationsTime;
  110230. },
  110231. /**
  110232. * Enable or disable the animations time capture
  110233. */
  110234. set: function (value) {
  110235. var _this = this;
  110236. if (value === this._captureAnimationsTime) {
  110237. return;
  110238. }
  110239. this._captureAnimationsTime = value;
  110240. if (value) {
  110241. this._onAfterAnimationsObserver = this.scene.onAfterAnimationsObservable.add(function () {
  110242. _this._animationsTime.endMonitoring();
  110243. });
  110244. }
  110245. else {
  110246. this.scene.onAfterAnimationsObservable.remove(this._onAfterAnimationsObserver);
  110247. this._onAfterAnimationsObserver = null;
  110248. }
  110249. },
  110250. enumerable: true,
  110251. configurable: true
  110252. });
  110253. Object.defineProperty(SceneInstrumentation.prototype, "frameTimeCounter", {
  110254. /**
  110255. * Gets the perf counter used for frame time capture
  110256. */
  110257. get: function () {
  110258. return this._frameTime;
  110259. },
  110260. enumerable: true,
  110261. configurable: true
  110262. });
  110263. Object.defineProperty(SceneInstrumentation.prototype, "captureFrameTime", {
  110264. /**
  110265. * Gets the frame time capture status
  110266. */
  110267. get: function () {
  110268. return this._captureFrameTime;
  110269. },
  110270. /**
  110271. * Enable or disable the frame time capture
  110272. */
  110273. set: function (value) {
  110274. this._captureFrameTime = value;
  110275. },
  110276. enumerable: true,
  110277. configurable: true
  110278. });
  110279. Object.defineProperty(SceneInstrumentation.prototype, "interFrameTimeCounter", {
  110280. /**
  110281. * Gets the perf counter used for inter-frames time capture
  110282. */
  110283. get: function () {
  110284. return this._interFrameTime;
  110285. },
  110286. enumerable: true,
  110287. configurable: true
  110288. });
  110289. Object.defineProperty(SceneInstrumentation.prototype, "captureInterFrameTime", {
  110290. /**
  110291. * Gets the inter-frames time capture status
  110292. */
  110293. get: function () {
  110294. return this._captureInterFrameTime;
  110295. },
  110296. /**
  110297. * Enable or disable the inter-frames time capture
  110298. */
  110299. set: function (value) {
  110300. this._captureInterFrameTime = value;
  110301. },
  110302. enumerable: true,
  110303. configurable: true
  110304. });
  110305. Object.defineProperty(SceneInstrumentation.prototype, "renderTimeCounter", {
  110306. /**
  110307. * Gets the perf counter used for render time capture
  110308. */
  110309. get: function () {
  110310. return this._renderTime;
  110311. },
  110312. enumerable: true,
  110313. configurable: true
  110314. });
  110315. Object.defineProperty(SceneInstrumentation.prototype, "captureRenderTime", {
  110316. /**
  110317. * Gets the render time capture status
  110318. */
  110319. get: function () {
  110320. return this._captureRenderTime;
  110321. },
  110322. /**
  110323. * Enable or disable the render time capture
  110324. */
  110325. set: function (value) {
  110326. var _this = this;
  110327. if (value === this._captureRenderTime) {
  110328. return;
  110329. }
  110330. this._captureRenderTime = value;
  110331. if (value) {
  110332. this._onBeforeDrawPhaseObserver = this.scene.onBeforeDrawPhaseObservable.add(function () {
  110333. _this._renderTime.beginMonitoring();
  110334. BABYLON.Tools.StartPerformanceCounter("Main render");
  110335. });
  110336. this._onAfterDrawPhaseObserver = this.scene.onAfterDrawPhaseObservable.add(function () {
  110337. _this._renderTime.endMonitoring(false);
  110338. BABYLON.Tools.EndPerformanceCounter("Main render");
  110339. });
  110340. }
  110341. else {
  110342. this.scene.onBeforeDrawPhaseObservable.remove(this._onBeforeDrawPhaseObserver);
  110343. this._onBeforeDrawPhaseObserver = null;
  110344. this.scene.onAfterDrawPhaseObservable.remove(this._onAfterDrawPhaseObserver);
  110345. this._onAfterDrawPhaseObserver = null;
  110346. }
  110347. },
  110348. enumerable: true,
  110349. configurable: true
  110350. });
  110351. Object.defineProperty(SceneInstrumentation.prototype, "cameraRenderTimeCounter", {
  110352. /**
  110353. * Gets the perf counter used for camera render time capture
  110354. */
  110355. get: function () {
  110356. return this._cameraRenderTime;
  110357. },
  110358. enumerable: true,
  110359. configurable: true
  110360. });
  110361. Object.defineProperty(SceneInstrumentation.prototype, "captureCameraRenderTime", {
  110362. /**
  110363. * Gets the camera render time capture status
  110364. */
  110365. get: function () {
  110366. return this._captureCameraRenderTime;
  110367. },
  110368. /**
  110369. * Enable or disable the camera render time capture
  110370. */
  110371. set: function (value) {
  110372. var _this = this;
  110373. if (value === this._captureCameraRenderTime) {
  110374. return;
  110375. }
  110376. this._captureCameraRenderTime = value;
  110377. if (value) {
  110378. this._onBeforeCameraRenderObserver = this.scene.onBeforeCameraRenderObservable.add(function (camera) {
  110379. _this._cameraRenderTime.beginMonitoring();
  110380. BABYLON.Tools.StartPerformanceCounter("Rendering camera " + camera.name);
  110381. });
  110382. this._onAfterCameraRenderObserver = this.scene.onAfterCameraRenderObservable.add(function (camera) {
  110383. _this._cameraRenderTime.endMonitoring(false);
  110384. BABYLON.Tools.EndPerformanceCounter("Rendering camera " + camera.name);
  110385. });
  110386. }
  110387. else {
  110388. this.scene.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);
  110389. this._onBeforeCameraRenderObserver = null;
  110390. this.scene.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);
  110391. this._onAfterCameraRenderObserver = null;
  110392. }
  110393. },
  110394. enumerable: true,
  110395. configurable: true
  110396. });
  110397. Object.defineProperty(SceneInstrumentation.prototype, "drawCallsCounter", {
  110398. /**
  110399. * Gets the perf counter used for draw calls
  110400. */
  110401. get: function () {
  110402. return this.scene.getEngine()._drawCalls;
  110403. },
  110404. enumerable: true,
  110405. configurable: true
  110406. });
  110407. Object.defineProperty(SceneInstrumentation.prototype, "textureCollisionsCounter", {
  110408. /**
  110409. * Gets the perf counter used for texture collisions
  110410. */
  110411. get: function () {
  110412. return this.scene.getEngine()._textureCollisions;
  110413. },
  110414. enumerable: true,
  110415. configurable: true
  110416. });
  110417. /**
  110418. * Dispose and release associated resources.
  110419. */
  110420. SceneInstrumentation.prototype.dispose = function () {
  110421. this.scene.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  110422. this._onAfterRenderObserver = null;
  110423. this.scene.onBeforeActiveMeshesEvaluationObservable.remove(this._onBeforeActiveMeshesEvaluationObserver);
  110424. this._onBeforeActiveMeshesEvaluationObserver = null;
  110425. this.scene.onAfterActiveMeshesEvaluationObservable.remove(this._onAfterActiveMeshesEvaluationObserver);
  110426. this._onAfterActiveMeshesEvaluationObserver = null;
  110427. this.scene.onBeforeRenderTargetsRenderObservable.remove(this._onBeforeRenderTargetsRenderObserver);
  110428. this._onBeforeRenderTargetsRenderObserver = null;
  110429. this.scene.onAfterRenderTargetsRenderObservable.remove(this._onAfterRenderTargetsRenderObserver);
  110430. this._onAfterRenderTargetsRenderObserver = null;
  110431. this.scene.onBeforeAnimationsObservable.remove(this._onBeforeAnimationsObserver);
  110432. this._onBeforeAnimationsObserver = null;
  110433. this.scene.onBeforeParticlesRenderingObservable.remove(this._onBeforeParticlesRenderingObserver);
  110434. this._onBeforeParticlesRenderingObserver = null;
  110435. this.scene.onAfterParticlesRenderingObservable.remove(this._onAfterParticlesRenderingObserver);
  110436. this._onAfterParticlesRenderingObserver = null;
  110437. if (this._onBeforeSpritesRenderingObserver) {
  110438. this.scene.onBeforeSpritesRenderingObservable.remove(this._onBeforeSpritesRenderingObserver);
  110439. this._onBeforeSpritesRenderingObserver = null;
  110440. }
  110441. if (this._onAfterSpritesRenderingObserver) {
  110442. this.scene.onAfterSpritesRenderingObservable.remove(this._onAfterSpritesRenderingObserver);
  110443. this._onAfterSpritesRenderingObserver = null;
  110444. }
  110445. this.scene.onBeforeDrawPhaseObservable.remove(this._onBeforeDrawPhaseObserver);
  110446. this._onBeforeDrawPhaseObserver = null;
  110447. this.scene.onAfterDrawPhaseObservable.remove(this._onAfterDrawPhaseObserver);
  110448. this._onAfterDrawPhaseObserver = null;
  110449. if (this._onBeforePhysicsObserver) {
  110450. this.scene.onBeforePhysicsObservable.remove(this._onBeforePhysicsObserver);
  110451. this._onBeforePhysicsObserver = null;
  110452. }
  110453. if (this._onAfterPhysicsObserver) {
  110454. this.scene.onAfterPhysicsObservable.remove(this._onAfterPhysicsObserver);
  110455. this._onAfterPhysicsObserver = null;
  110456. }
  110457. this.scene.onAfterAnimationsObservable.remove(this._onAfterAnimationsObserver);
  110458. this._onAfterAnimationsObserver = null;
  110459. this.scene.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);
  110460. this._onBeforeCameraRenderObserver = null;
  110461. this.scene.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);
  110462. this._onAfterCameraRenderObserver = null;
  110463. this.scene = null;
  110464. };
  110465. return SceneInstrumentation;
  110466. }());
  110467. BABYLON.SceneInstrumentation = SceneInstrumentation;
  110468. })(BABYLON || (BABYLON = {}));
  110469. //# sourceMappingURL=babylon.sceneInstrumentation.js.map
  110470. var BABYLON;
  110471. (function (BABYLON) {
  110472. /**
  110473. * @hidden
  110474. **/
  110475. var _TimeToken = /** @class */ (function () {
  110476. function _TimeToken() {
  110477. this._timeElapsedQueryEnded = false;
  110478. }
  110479. return _TimeToken;
  110480. }());
  110481. BABYLON._TimeToken = _TimeToken;
  110482. })(BABYLON || (BABYLON = {}));
  110483. //# sourceMappingURL=babylon.timeToken.js.map
  110484. var BABYLON;
  110485. (function (BABYLON) {
  110486. /**
  110487. * Background material defines definition.
  110488. * @hidden Mainly internal Use
  110489. */
  110490. var BackgroundMaterialDefines = /** @class */ (function (_super) {
  110491. __extends(BackgroundMaterialDefines, _super);
  110492. /**
  110493. * Constructor of the defines.
  110494. */
  110495. function BackgroundMaterialDefines() {
  110496. var _this = _super.call(this) || this;
  110497. /**
  110498. * True if the diffuse texture is in use.
  110499. */
  110500. _this.DIFFUSE = false;
  110501. /**
  110502. * The direct UV channel to use.
  110503. */
  110504. _this.DIFFUSEDIRECTUV = 0;
  110505. /**
  110506. * True if the diffuse texture is in gamma space.
  110507. */
  110508. _this.GAMMADIFFUSE = false;
  110509. /**
  110510. * True if the diffuse texture has opacity in the alpha channel.
  110511. */
  110512. _this.DIFFUSEHASALPHA = false;
  110513. /**
  110514. * True if you want the material to fade to transparent at grazing angle.
  110515. */
  110516. _this.OPACITYFRESNEL = false;
  110517. /**
  110518. * True if an extra blur needs to be added in the reflection.
  110519. */
  110520. _this.REFLECTIONBLUR = false;
  110521. /**
  110522. * True if you want the material to fade to reflection at grazing angle.
  110523. */
  110524. _this.REFLECTIONFRESNEL = false;
  110525. /**
  110526. * True if you want the material to falloff as far as you move away from the scene center.
  110527. */
  110528. _this.REFLECTIONFALLOFF = false;
  110529. /**
  110530. * False if the current Webgl implementation does not support the texture lod extension.
  110531. */
  110532. _this.TEXTURELODSUPPORT = false;
  110533. /**
  110534. * True to ensure the data are premultiplied.
  110535. */
  110536. _this.PREMULTIPLYALPHA = false;
  110537. /**
  110538. * True if the texture contains cooked RGB values and not gray scaled multipliers.
  110539. */
  110540. _this.USERGBCOLOR = false;
  110541. /**
  110542. * True if highlight and shadow levels have been specified. It can help ensuring the main perceived color
  110543. * stays aligned with the desired configuration.
  110544. */
  110545. _this.USEHIGHLIGHTANDSHADOWCOLORS = false;
  110546. /**
  110547. * True to add noise in order to reduce the banding effect.
  110548. */
  110549. _this.NOISE = false;
  110550. /**
  110551. * is the reflection texture in BGR color scheme?
  110552. * Mainly used to solve a bug in ios10 video tag
  110553. */
  110554. _this.REFLECTIONBGR = false;
  110555. _this.IMAGEPROCESSING = false;
  110556. _this.VIGNETTE = false;
  110557. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  110558. _this.VIGNETTEBLENDMODEOPAQUE = false;
  110559. _this.TONEMAPPING = false;
  110560. _this.TONEMAPPING_ACES = false;
  110561. _this.CONTRAST = false;
  110562. _this.COLORCURVES = false;
  110563. _this.COLORGRADING = false;
  110564. _this.COLORGRADING3D = false;
  110565. _this.SAMPLER3DGREENDEPTH = false;
  110566. _this.SAMPLER3DBGRMAP = false;
  110567. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  110568. _this.EXPOSURE = false;
  110569. // Reflection.
  110570. _this.REFLECTION = false;
  110571. _this.REFLECTIONMAP_3D = false;
  110572. _this.REFLECTIONMAP_SPHERICAL = false;
  110573. _this.REFLECTIONMAP_PLANAR = false;
  110574. _this.REFLECTIONMAP_CUBIC = false;
  110575. _this.REFLECTIONMAP_PROJECTION = false;
  110576. _this.REFLECTIONMAP_SKYBOX = false;
  110577. _this.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  110578. _this.REFLECTIONMAP_EXPLICIT = false;
  110579. _this.REFLECTIONMAP_EQUIRECTANGULAR = false;
  110580. _this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  110581. _this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  110582. _this.INVERTCUBICMAP = false;
  110583. _this.REFLECTIONMAP_OPPOSITEZ = false;
  110584. _this.LODINREFLECTIONALPHA = false;
  110585. _this.GAMMAREFLECTION = false;
  110586. _this.RGBDREFLECTION = false;
  110587. _this.EQUIRECTANGULAR_RELFECTION_FOV = false;
  110588. // Default BJS.
  110589. _this.MAINUV1 = false;
  110590. _this.MAINUV2 = false;
  110591. _this.UV1 = false;
  110592. _this.UV2 = false;
  110593. _this.CLIPPLANE = false;
  110594. _this.CLIPPLANE2 = false;
  110595. _this.CLIPPLANE3 = false;
  110596. _this.CLIPPLANE4 = false;
  110597. _this.POINTSIZE = false;
  110598. _this.FOG = false;
  110599. _this.NORMAL = false;
  110600. _this.NUM_BONE_INFLUENCERS = 0;
  110601. _this.BonesPerMesh = 0;
  110602. _this.INSTANCES = false;
  110603. _this.SHADOWFLOAT = false;
  110604. _this.rebuild();
  110605. return _this;
  110606. }
  110607. return BackgroundMaterialDefines;
  110608. }(BABYLON.MaterialDefines));
  110609. /**
  110610. * Background material used to create an efficient environement around your scene.
  110611. */
  110612. var BackgroundMaterial = /** @class */ (function (_super) {
  110613. __extends(BackgroundMaterial, _super);
  110614. /**
  110615. * Instantiates a Background Material in the given scene
  110616. * @param name The friendly name of the material
  110617. * @param scene The scene to add the material to
  110618. */
  110619. function BackgroundMaterial(name, scene) {
  110620. var _this = _super.call(this, name, scene) || this;
  110621. /**
  110622. * Key light Color (multiply against the environement texture)
  110623. */
  110624. _this.primaryColor = BABYLON.Color3.White();
  110625. _this._primaryColorShadowLevel = 0;
  110626. _this._primaryColorHighlightLevel = 0;
  110627. /**
  110628. * Reflection Texture used in the material.
  110629. * Should be author in a specific way for the best result (refer to the documentation).
  110630. */
  110631. _this.reflectionTexture = null;
  110632. /**
  110633. * Reflection Texture level of blur.
  110634. *
  110635. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  110636. * texture twice.
  110637. */
  110638. _this.reflectionBlur = 0;
  110639. /**
  110640. * Diffuse Texture used in the material.
  110641. * Should be author in a specific way for the best result (refer to the documentation).
  110642. */
  110643. _this.diffuseTexture = null;
  110644. _this._shadowLights = null;
  110645. /**
  110646. * Specify the list of lights casting shadow on the material.
  110647. * All scene shadow lights will be included if null.
  110648. */
  110649. _this.shadowLights = null;
  110650. /**
  110651. * Helps adjusting the shadow to a softer level if required.
  110652. * 0 means black shadows and 1 means no shadows.
  110653. */
  110654. _this.shadowLevel = 0;
  110655. /**
  110656. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  110657. * It is usually zero but might be interesting to modify according to your setup.
  110658. */
  110659. _this.sceneCenter = BABYLON.Vector3.Zero();
  110660. /**
  110661. * This helps specifying that the material is falling off to the sky box at grazing angle.
  110662. * This helps ensuring a nice transition when the camera goes under the ground.
  110663. */
  110664. _this.opacityFresnel = true;
  110665. /**
  110666. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  110667. * This helps adding a mirror texture on the ground.
  110668. */
  110669. _this.reflectionFresnel = false;
  110670. /**
  110671. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  110672. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  110673. */
  110674. _this.reflectionFalloffDistance = 0.0;
  110675. /**
  110676. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  110677. */
  110678. _this.reflectionAmount = 1.0;
  110679. /**
  110680. * This specifies the weight of the reflection at grazing angle.
  110681. */
  110682. _this.reflectionReflectance0 = 0.05;
  110683. /**
  110684. * This specifies the weight of the reflection at a perpendicular point of view.
  110685. */
  110686. _this.reflectionReflectance90 = 0.5;
  110687. /**
  110688. * Helps to directly use the maps channels instead of their level.
  110689. */
  110690. _this.useRGBColor = true;
  110691. /**
  110692. * This helps reducing the banding effect that could occur on the background.
  110693. */
  110694. _this.enableNoise = false;
  110695. _this._fovMultiplier = 1.0;
  110696. /**
  110697. * Enable the FOV adjustment feature controlled by fovMultiplier.
  110698. */
  110699. _this.useEquirectangularFOV = false;
  110700. _this._maxSimultaneousLights = 4;
  110701. /**
  110702. * Number of Simultaneous lights allowed on the material.
  110703. */
  110704. _this.maxSimultaneousLights = 4;
  110705. /**
  110706. * Keep track of the image processing observer to allow dispose and replace.
  110707. */
  110708. _this._imageProcessingObserver = null;
  110709. /**
  110710. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  110711. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  110712. */
  110713. _this.switchToBGR = false;
  110714. // Temp values kept as cache in the material.
  110715. _this._renderTargets = new BABYLON.SmartArray(16);
  110716. _this._reflectionControls = BABYLON.Vector4.Zero();
  110717. _this._white = BABYLON.Color3.White();
  110718. _this._primaryShadowColor = BABYLON.Color3.Black();
  110719. _this._primaryHighlightColor = BABYLON.Color3.Black();
  110720. // Setup the default processing configuration to the scene.
  110721. _this._attachImageProcessingConfiguration(null);
  110722. _this.getRenderTargetTextures = function () {
  110723. _this._renderTargets.reset();
  110724. if (_this._diffuseTexture && _this._diffuseTexture.isRenderTarget) {
  110725. _this._renderTargets.push(_this._diffuseTexture);
  110726. }
  110727. if (_this._reflectionTexture && _this._reflectionTexture.isRenderTarget) {
  110728. _this._renderTargets.push(_this._reflectionTexture);
  110729. }
  110730. return _this._renderTargets;
  110731. };
  110732. return _this;
  110733. }
  110734. Object.defineProperty(BackgroundMaterial.prototype, "_perceptualColor", {
  110735. /**
  110736. * Experimental Internal Use Only.
  110737. *
  110738. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  110739. * This acts as a helper to set the primary color to a more "human friendly" value.
  110740. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  110741. * output color as close as possible from the chosen value.
  110742. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  110743. * part of lighting setup.)
  110744. */
  110745. get: function () {
  110746. return this.__perceptualColor;
  110747. },
  110748. set: function (value) {
  110749. this.__perceptualColor = value;
  110750. this._computePrimaryColorFromPerceptualColor();
  110751. this._markAllSubMeshesAsLightsDirty();
  110752. },
  110753. enumerable: true,
  110754. configurable: true
  110755. });
  110756. Object.defineProperty(BackgroundMaterial.prototype, "primaryColorShadowLevel", {
  110757. /**
  110758. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  110759. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  110760. */
  110761. get: function () {
  110762. return this._primaryColorShadowLevel;
  110763. },
  110764. set: function (value) {
  110765. this._primaryColorShadowLevel = value;
  110766. this._computePrimaryColors();
  110767. this._markAllSubMeshesAsLightsDirty();
  110768. },
  110769. enumerable: true,
  110770. configurable: true
  110771. });
  110772. Object.defineProperty(BackgroundMaterial.prototype, "primaryColorHighlightLevel", {
  110773. /**
  110774. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  110775. * The primary color is used at the level chosen to define what the white area would look.
  110776. */
  110777. get: function () {
  110778. return this._primaryColorHighlightLevel;
  110779. },
  110780. set: function (value) {
  110781. this._primaryColorHighlightLevel = value;
  110782. this._computePrimaryColors();
  110783. this._markAllSubMeshesAsLightsDirty();
  110784. },
  110785. enumerable: true,
  110786. configurable: true
  110787. });
  110788. Object.defineProperty(BackgroundMaterial.prototype, "reflectionStandardFresnelWeight", {
  110789. /**
  110790. * Sets the reflection reflectance fresnel values according to the default standard
  110791. * empirically know to work well :-)
  110792. */
  110793. set: function (value) {
  110794. var reflectionWeight = value;
  110795. if (reflectionWeight < 0.5) {
  110796. reflectionWeight = reflectionWeight * 2.0;
  110797. this.reflectionReflectance0 = BackgroundMaterial.StandardReflectance0 * reflectionWeight;
  110798. this.reflectionReflectance90 = BackgroundMaterial.StandardReflectance90 * reflectionWeight;
  110799. }
  110800. else {
  110801. reflectionWeight = reflectionWeight * 2.0 - 1.0;
  110802. this.reflectionReflectance0 = BackgroundMaterial.StandardReflectance0 + (1.0 - BackgroundMaterial.StandardReflectance0) * reflectionWeight;
  110803. this.reflectionReflectance90 = BackgroundMaterial.StandardReflectance90 + (1.0 - BackgroundMaterial.StandardReflectance90) * reflectionWeight;
  110804. }
  110805. },
  110806. enumerable: true,
  110807. configurable: true
  110808. });
  110809. Object.defineProperty(BackgroundMaterial.prototype, "fovMultiplier", {
  110810. /**
  110811. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  110812. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  110813. * Recommended to be keep at 1.0 except for special cases.
  110814. */
  110815. get: function () {
  110816. return this._fovMultiplier;
  110817. },
  110818. set: function (value) {
  110819. if (isNaN(value)) {
  110820. value = 1.0;
  110821. }
  110822. this._fovMultiplier = Math.max(0.0, Math.min(2.0, value));
  110823. },
  110824. enumerable: true,
  110825. configurable: true
  110826. });
  110827. /**
  110828. * Attaches a new image processing configuration to the PBR Material.
  110829. * @param configuration (if null the scene configuration will be use)
  110830. */
  110831. BackgroundMaterial.prototype._attachImageProcessingConfiguration = function (configuration) {
  110832. var _this = this;
  110833. if (configuration === this._imageProcessingConfiguration) {
  110834. return;
  110835. }
  110836. // Detaches observer.
  110837. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  110838. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  110839. }
  110840. // Pick the scene configuration if needed.
  110841. if (!configuration) {
  110842. this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;
  110843. }
  110844. else {
  110845. this._imageProcessingConfiguration = configuration;
  110846. }
  110847. // Attaches observer.
  110848. if (this._imageProcessingConfiguration) {
  110849. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  110850. _this._computePrimaryColorFromPerceptualColor();
  110851. _this._markAllSubMeshesAsImageProcessingDirty();
  110852. });
  110853. }
  110854. };
  110855. Object.defineProperty(BackgroundMaterial.prototype, "imageProcessingConfiguration", {
  110856. /**
  110857. * Gets the image processing configuration used either in this material.
  110858. */
  110859. get: function () {
  110860. return this._imageProcessingConfiguration;
  110861. },
  110862. /**
  110863. * Sets the Default image processing configuration used either in the this material.
  110864. *
  110865. * If sets to null, the scene one is in use.
  110866. */
  110867. set: function (value) {
  110868. this._attachImageProcessingConfiguration(value);
  110869. // Ensure the effect will be rebuilt.
  110870. this._markAllSubMeshesAsTexturesDirty();
  110871. },
  110872. enumerable: true,
  110873. configurable: true
  110874. });
  110875. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorCurvesEnabled", {
  110876. /**
  110877. * Gets wether the color curves effect is enabled.
  110878. */
  110879. get: function () {
  110880. return this.imageProcessingConfiguration.colorCurvesEnabled;
  110881. },
  110882. /**
  110883. * Sets wether the color curves effect is enabled.
  110884. */
  110885. set: function (value) {
  110886. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  110887. },
  110888. enumerable: true,
  110889. configurable: true
  110890. });
  110891. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorGradingEnabled", {
  110892. /**
  110893. * Gets wether the color grading effect is enabled.
  110894. */
  110895. get: function () {
  110896. return this.imageProcessingConfiguration.colorGradingEnabled;
  110897. },
  110898. /**
  110899. * Gets wether the color grading effect is enabled.
  110900. */
  110901. set: function (value) {
  110902. this.imageProcessingConfiguration.colorGradingEnabled = value;
  110903. },
  110904. enumerable: true,
  110905. configurable: true
  110906. });
  110907. Object.defineProperty(BackgroundMaterial.prototype, "cameraToneMappingEnabled", {
  110908. /**
  110909. * Gets wether tonemapping is enabled or not.
  110910. */
  110911. get: function () {
  110912. return this._imageProcessingConfiguration.toneMappingEnabled;
  110913. },
  110914. /**
  110915. * Sets wether tonemapping is enabled or not
  110916. */
  110917. set: function (value) {
  110918. this._imageProcessingConfiguration.toneMappingEnabled = value;
  110919. },
  110920. enumerable: true,
  110921. configurable: true
  110922. });
  110923. ;
  110924. ;
  110925. Object.defineProperty(BackgroundMaterial.prototype, "cameraExposure", {
  110926. /**
  110927. * The camera exposure used on this material.
  110928. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  110929. * This corresponds to a photographic exposure.
  110930. */
  110931. get: function () {
  110932. return this._imageProcessingConfiguration.exposure;
  110933. },
  110934. /**
  110935. * The camera exposure used on this material.
  110936. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  110937. * This corresponds to a photographic exposure.
  110938. */
  110939. set: function (value) {
  110940. this._imageProcessingConfiguration.exposure = value;
  110941. },
  110942. enumerable: true,
  110943. configurable: true
  110944. });
  110945. ;
  110946. ;
  110947. Object.defineProperty(BackgroundMaterial.prototype, "cameraContrast", {
  110948. /**
  110949. * Gets The camera contrast used on this material.
  110950. */
  110951. get: function () {
  110952. return this._imageProcessingConfiguration.contrast;
  110953. },
  110954. /**
  110955. * Sets The camera contrast used on this material.
  110956. */
  110957. set: function (value) {
  110958. this._imageProcessingConfiguration.contrast = value;
  110959. },
  110960. enumerable: true,
  110961. configurable: true
  110962. });
  110963. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorGradingTexture", {
  110964. /**
  110965. * Gets the Color Grading 2D Lookup Texture.
  110966. */
  110967. get: function () {
  110968. return this._imageProcessingConfiguration.colorGradingTexture;
  110969. },
  110970. /**
  110971. * Sets the Color Grading 2D Lookup Texture.
  110972. */
  110973. set: function (value) {
  110974. this.imageProcessingConfiguration.colorGradingTexture = value;
  110975. },
  110976. enumerable: true,
  110977. configurable: true
  110978. });
  110979. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorCurves", {
  110980. /**
  110981. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  110982. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  110983. * 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;
  110984. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  110985. */
  110986. get: function () {
  110987. return this.imageProcessingConfiguration.colorCurves;
  110988. },
  110989. /**
  110990. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  110991. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  110992. * 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;
  110993. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  110994. */
  110995. set: function (value) {
  110996. this.imageProcessingConfiguration.colorCurves = value;
  110997. },
  110998. enumerable: true,
  110999. configurable: true
  111000. });
  111001. Object.defineProperty(BackgroundMaterial.prototype, "hasRenderTargetTextures", {
  111002. /**
  111003. * Gets a boolean indicating that current material needs to register RTT
  111004. */
  111005. get: function () {
  111006. if (this._diffuseTexture && this._diffuseTexture.isRenderTarget) {
  111007. return true;
  111008. }
  111009. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  111010. return true;
  111011. }
  111012. return false;
  111013. },
  111014. enumerable: true,
  111015. configurable: true
  111016. });
  111017. /**
  111018. * The entire material has been created in order to prevent overdraw.
  111019. * @returns false
  111020. */
  111021. BackgroundMaterial.prototype.needAlphaTesting = function () {
  111022. return true;
  111023. };
  111024. /**
  111025. * The entire material has been created in order to prevent overdraw.
  111026. * @returns true if blending is enable
  111027. */
  111028. BackgroundMaterial.prototype.needAlphaBlending = function () {
  111029. return ((this.alpha < 0) || (this._diffuseTexture != null && this._diffuseTexture.hasAlpha));
  111030. };
  111031. /**
  111032. * Checks wether the material is ready to be rendered for a given mesh.
  111033. * @param mesh The mesh to render
  111034. * @param subMesh The submesh to check against
  111035. * @param useInstances Specify wether or not the material is used with instances
  111036. * @returns true if all the dependencies are ready (Textures, Effects...)
  111037. */
  111038. BackgroundMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  111039. var _this = this;
  111040. if (useInstances === void 0) { useInstances = false; }
  111041. if (subMesh.effect && this.isFrozen) {
  111042. if (this._wasPreviouslyReady) {
  111043. return true;
  111044. }
  111045. }
  111046. if (!subMesh._materialDefines) {
  111047. subMesh._materialDefines = new BackgroundMaterialDefines();
  111048. }
  111049. var scene = this.getScene();
  111050. var defines = subMesh._materialDefines;
  111051. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  111052. if (defines._renderId === scene.getRenderId()) {
  111053. return true;
  111054. }
  111055. }
  111056. var engine = scene.getEngine();
  111057. // Lights
  111058. BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, false, this._maxSimultaneousLights);
  111059. defines._needNormals = true;
  111060. // Textures
  111061. if (defines._areTexturesDirty) {
  111062. defines._needUVs = false;
  111063. if (scene.texturesEnabled) {
  111064. if (scene.getEngine().getCaps().textureLOD) {
  111065. defines.TEXTURELODSUPPORT = true;
  111066. }
  111067. if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  111068. if (!this._diffuseTexture.isReadyOrNotBlocking()) {
  111069. return false;
  111070. }
  111071. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._diffuseTexture, defines, "DIFFUSE");
  111072. defines.DIFFUSEHASALPHA = this._diffuseTexture.hasAlpha;
  111073. defines.GAMMADIFFUSE = this._diffuseTexture.gammaSpace;
  111074. defines.OPACITYFRESNEL = this._opacityFresnel;
  111075. }
  111076. else {
  111077. defines.DIFFUSE = false;
  111078. defines.DIFFUSEHASALPHA = false;
  111079. defines.GAMMADIFFUSE = false;
  111080. defines.OPACITYFRESNEL = false;
  111081. }
  111082. var reflectionTexture = this._reflectionTexture;
  111083. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  111084. if (!reflectionTexture.isReadyOrNotBlocking()) {
  111085. return false;
  111086. }
  111087. defines.REFLECTION = true;
  111088. defines.GAMMAREFLECTION = reflectionTexture.gammaSpace;
  111089. defines.RGBDREFLECTION = reflectionTexture.isRGBD;
  111090. defines.REFLECTIONBLUR = this._reflectionBlur > 0;
  111091. defines.REFLECTIONMAP_OPPOSITEZ = this.getScene().useRightHandedSystem ? !reflectionTexture.invertZ : reflectionTexture.invertZ;
  111092. defines.LODINREFLECTIONALPHA = reflectionTexture.lodLevelInAlpha;
  111093. defines.EQUIRECTANGULAR_RELFECTION_FOV = this.useEquirectangularFOV;
  111094. defines.REFLECTIONBGR = this.switchToBGR;
  111095. if (reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE) {
  111096. defines.INVERTCUBICMAP = true;
  111097. }
  111098. defines.REFLECTIONMAP_3D = reflectionTexture.isCube;
  111099. switch (reflectionTexture.coordinatesMode) {
  111100. case BABYLON.Texture.EXPLICIT_MODE:
  111101. defines.REFLECTIONMAP_EXPLICIT = true;
  111102. break;
  111103. case BABYLON.Texture.PLANAR_MODE:
  111104. defines.REFLECTIONMAP_PLANAR = true;
  111105. break;
  111106. case BABYLON.Texture.PROJECTION_MODE:
  111107. defines.REFLECTIONMAP_PROJECTION = true;
  111108. break;
  111109. case BABYLON.Texture.SKYBOX_MODE:
  111110. defines.REFLECTIONMAP_SKYBOX = true;
  111111. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = !reflectionTexture.getReflectionTextureMatrix().isIdentity();
  111112. break;
  111113. case BABYLON.Texture.SPHERICAL_MODE:
  111114. defines.REFLECTIONMAP_SPHERICAL = true;
  111115. break;
  111116. case BABYLON.Texture.EQUIRECTANGULAR_MODE:
  111117. defines.REFLECTIONMAP_EQUIRECTANGULAR = true;
  111118. break;
  111119. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MODE:
  111120. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = true;
  111121. break;
  111122. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:
  111123. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = true;
  111124. break;
  111125. case BABYLON.Texture.CUBIC_MODE:
  111126. case BABYLON.Texture.INVCUBIC_MODE:
  111127. default:
  111128. defines.REFLECTIONMAP_CUBIC = true;
  111129. break;
  111130. }
  111131. if (this.reflectionFresnel) {
  111132. defines.REFLECTIONFRESNEL = true;
  111133. defines.REFLECTIONFALLOFF = this.reflectionFalloffDistance > 0;
  111134. this._reflectionControls.x = this.reflectionAmount;
  111135. this._reflectionControls.y = this.reflectionReflectance0;
  111136. this._reflectionControls.z = this.reflectionReflectance90;
  111137. this._reflectionControls.w = 1 / this.reflectionFalloffDistance;
  111138. }
  111139. else {
  111140. defines.REFLECTIONFRESNEL = false;
  111141. defines.REFLECTIONFALLOFF = false;
  111142. }
  111143. }
  111144. else {
  111145. defines.REFLECTION = false;
  111146. defines.REFLECTIONFRESNEL = false;
  111147. defines.REFLECTIONFALLOFF = false;
  111148. defines.REFLECTIONBLUR = false;
  111149. defines.REFLECTIONMAP_3D = false;
  111150. defines.REFLECTIONMAP_SPHERICAL = false;
  111151. defines.REFLECTIONMAP_PLANAR = false;
  111152. defines.REFLECTIONMAP_CUBIC = false;
  111153. defines.REFLECTIONMAP_PROJECTION = false;
  111154. defines.REFLECTIONMAP_SKYBOX = false;
  111155. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  111156. defines.REFLECTIONMAP_EXPLICIT = false;
  111157. defines.REFLECTIONMAP_EQUIRECTANGULAR = false;
  111158. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  111159. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  111160. defines.INVERTCUBICMAP = false;
  111161. defines.REFLECTIONMAP_OPPOSITEZ = false;
  111162. defines.LODINREFLECTIONALPHA = false;
  111163. defines.GAMMAREFLECTION = false;
  111164. defines.RGBDREFLECTION = false;
  111165. }
  111166. }
  111167. defines.PREMULTIPLYALPHA = (this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED || this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF);
  111168. defines.USERGBCOLOR = this._useRGBColor;
  111169. defines.NOISE = this._enableNoise;
  111170. }
  111171. if (defines._areLightsDirty) {
  111172. defines.USEHIGHLIGHTANDSHADOWCOLORS = !this._useRGBColor && (this._primaryColorShadowLevel !== 0 || this._primaryColorHighlightLevel !== 0);
  111173. }
  111174. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  111175. if (!this._imageProcessingConfiguration.isReady()) {
  111176. return false;
  111177. }
  111178. this._imageProcessingConfiguration.prepareDefines(defines);
  111179. }
  111180. // Misc.
  111181. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);
  111182. // Values that need to be evaluated on every frame
  111183. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances);
  111184. // Attribs
  111185. if (BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, false, true, false)) {
  111186. if (mesh) {
  111187. if (!scene.getEngine().getCaps().standardDerivatives && !mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  111188. mesh.createNormals(true);
  111189. BABYLON.Tools.Warn("BackgroundMaterial: Normals have been created for the mesh: " + mesh.name);
  111190. }
  111191. }
  111192. }
  111193. // Get correct effect
  111194. if (defines.isDirty) {
  111195. defines.markAsProcessed();
  111196. scene.resetCachedMaterial();
  111197. // Fallbacks
  111198. var fallbacks = new BABYLON.EffectFallbacks();
  111199. if (defines.FOG) {
  111200. fallbacks.addFallback(0, "FOG");
  111201. }
  111202. if (defines.POINTSIZE) {
  111203. fallbacks.addFallback(1, "POINTSIZE");
  111204. }
  111205. BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights);
  111206. if (defines.NUM_BONE_INFLUENCERS > 0) {
  111207. fallbacks.addCPUSkinningFallback(0, mesh);
  111208. }
  111209. //Attributes
  111210. var attribs = [BABYLON.VertexBuffer.PositionKind];
  111211. if (defines.NORMAL) {
  111212. attribs.push(BABYLON.VertexBuffer.NormalKind);
  111213. }
  111214. if (defines.UV1) {
  111215. attribs.push(BABYLON.VertexBuffer.UVKind);
  111216. }
  111217. if (defines.UV2) {
  111218. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  111219. }
  111220. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  111221. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  111222. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType",
  111223. "vFogInfos", "vFogColor", "pointSize",
  111224. "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "mBones",
  111225. "vPrimaryColor", "vPrimaryColorShadow",
  111226. "vReflectionInfos", "reflectionMatrix", "vReflectionMicrosurfaceInfos", "fFovMultiplier",
  111227. "shadowLevel", "alpha",
  111228. "vBackgroundCenter", "vReflectionControl",
  111229. "vDiffuseInfos", "diffuseMatrix",
  111230. ];
  111231. var samplers = ["diffuseSampler", "reflectionSampler", "reflectionSamplerLow", "reflectionSamplerHigh"];
  111232. var uniformBuffers = ["Material", "Scene"];
  111233. if (BABYLON.ImageProcessingConfiguration) {
  111234. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);
  111235. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, defines);
  111236. }
  111237. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  111238. uniformsNames: uniforms,
  111239. uniformBuffersNames: uniformBuffers,
  111240. samplers: samplers,
  111241. defines: defines,
  111242. maxSimultaneousLights: this._maxSimultaneousLights
  111243. });
  111244. var onCompiled = function (effect) {
  111245. if (_this.onCompiled) {
  111246. _this.onCompiled(effect);
  111247. }
  111248. _this.bindSceneUniformBuffer(effect, scene.getSceneUniformBuffer());
  111249. };
  111250. var join = defines.toString();
  111251. subMesh.setEffect(scene.getEngine().createEffect("background", {
  111252. attributes: attribs,
  111253. uniformsNames: uniforms,
  111254. uniformBuffersNames: uniformBuffers,
  111255. samplers: samplers,
  111256. defines: join,
  111257. fallbacks: fallbacks,
  111258. onCompiled: onCompiled,
  111259. onError: this.onError,
  111260. indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights }
  111261. }, engine), defines);
  111262. this.buildUniformLayout();
  111263. }
  111264. if (!subMesh.effect || !subMesh.effect.isReady()) {
  111265. return false;
  111266. }
  111267. defines._renderId = scene.getRenderId();
  111268. this._wasPreviouslyReady = true;
  111269. return true;
  111270. };
  111271. /**
  111272. * Compute the primary color according to the chosen perceptual color.
  111273. */
  111274. BackgroundMaterial.prototype._computePrimaryColorFromPerceptualColor = function () {
  111275. if (!this.__perceptualColor) {
  111276. return;
  111277. }
  111278. this._primaryColor.copyFrom(this.__perceptualColor);
  111279. // Revert gamma space.
  111280. this._primaryColor.toLinearSpaceToRef(this._primaryColor);
  111281. // Revert image processing configuration.
  111282. if (this._imageProcessingConfiguration) {
  111283. // Revert Exposure.
  111284. this._primaryColor.scaleToRef(1 / this._imageProcessingConfiguration.exposure, this._primaryColor);
  111285. }
  111286. this._computePrimaryColors();
  111287. };
  111288. /**
  111289. * Compute the highlights and shadow colors according to their chosen levels.
  111290. */
  111291. BackgroundMaterial.prototype._computePrimaryColors = function () {
  111292. if (this._primaryColorShadowLevel === 0 && this._primaryColorHighlightLevel === 0) {
  111293. return;
  111294. }
  111295. // Find the highlight color based on the configuration.
  111296. this._primaryColor.scaleToRef(this._primaryColorShadowLevel, this._primaryShadowColor);
  111297. this._primaryColor.subtractToRef(this._primaryShadowColor, this._primaryShadowColor);
  111298. // Find the shadow color based on the configuration.
  111299. this._white.subtractToRef(this._primaryColor, this._primaryHighlightColor);
  111300. this._primaryHighlightColor.scaleToRef(this._primaryColorHighlightLevel, this._primaryHighlightColor);
  111301. this._primaryColor.addToRef(this._primaryHighlightColor, this._primaryHighlightColor);
  111302. };
  111303. /**
  111304. * Build the uniform buffer used in the material.
  111305. */
  111306. BackgroundMaterial.prototype.buildUniformLayout = function () {
  111307. // Order is important !
  111308. this._uniformBuffer.addUniform("vPrimaryColor", 4);
  111309. this._uniformBuffer.addUniform("vPrimaryColorShadow", 4);
  111310. this._uniformBuffer.addUniform("vDiffuseInfos", 2);
  111311. this._uniformBuffer.addUniform("vReflectionInfos", 2);
  111312. this._uniformBuffer.addUniform("diffuseMatrix", 16);
  111313. this._uniformBuffer.addUniform("reflectionMatrix", 16);
  111314. this._uniformBuffer.addUniform("vReflectionMicrosurfaceInfos", 3);
  111315. this._uniformBuffer.addUniform("fFovMultiplier", 1);
  111316. this._uniformBuffer.addUniform("pointSize", 1);
  111317. this._uniformBuffer.addUniform("shadowLevel", 1);
  111318. this._uniformBuffer.addUniform("alpha", 1);
  111319. this._uniformBuffer.addUniform("vBackgroundCenter", 3);
  111320. this._uniformBuffer.addUniform("vReflectionControl", 4);
  111321. this._uniformBuffer.create();
  111322. };
  111323. /**
  111324. * Unbind the material.
  111325. */
  111326. BackgroundMaterial.prototype.unbind = function () {
  111327. if (this._diffuseTexture && this._diffuseTexture.isRenderTarget) {
  111328. this._uniformBuffer.setTexture("diffuseSampler", null);
  111329. }
  111330. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  111331. this._uniformBuffer.setTexture("reflectionSampler", null);
  111332. }
  111333. _super.prototype.unbind.call(this);
  111334. };
  111335. /**
  111336. * Bind only the world matrix to the material.
  111337. * @param world The world matrix to bind.
  111338. */
  111339. BackgroundMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  111340. this._activeEffect.setMatrix("world", world);
  111341. };
  111342. /**
  111343. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  111344. * @param world The world matrix to bind.
  111345. * @param subMesh The submesh to bind for.
  111346. */
  111347. BackgroundMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  111348. var scene = this.getScene();
  111349. var defines = subMesh._materialDefines;
  111350. if (!defines) {
  111351. return;
  111352. }
  111353. var effect = subMesh.effect;
  111354. if (!effect) {
  111355. return;
  111356. }
  111357. this._activeEffect = effect;
  111358. // Matrices
  111359. this.bindOnlyWorldMatrix(world);
  111360. // Bones
  111361. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._activeEffect);
  111362. var mustRebind = this._mustRebind(scene, effect, mesh.visibility);
  111363. if (mustRebind) {
  111364. this._uniformBuffer.bindToEffect(effect, "Material");
  111365. this.bindViewProjection(effect);
  111366. var reflectionTexture = this._reflectionTexture;
  111367. if (!this._uniformBuffer.useUbo || !this.isFrozen || !this._uniformBuffer.isSync) {
  111368. // Texture uniforms
  111369. if (scene.texturesEnabled) {
  111370. if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  111371. this._uniformBuffer.updateFloat2("vDiffuseInfos", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);
  111372. BABYLON.MaterialHelper.BindTextureMatrix(this._diffuseTexture, this._uniformBuffer, "diffuse");
  111373. }
  111374. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  111375. this._uniformBuffer.updateMatrix("reflectionMatrix", reflectionTexture.getReflectionTextureMatrix());
  111376. this._uniformBuffer.updateFloat2("vReflectionInfos", reflectionTexture.level, this._reflectionBlur);
  111377. this._uniformBuffer.updateFloat3("vReflectionMicrosurfaceInfos", reflectionTexture.getSize().width, reflectionTexture.lodGenerationScale, reflectionTexture.lodGenerationOffset);
  111378. }
  111379. }
  111380. if (this.shadowLevel > 0) {
  111381. this._uniformBuffer.updateFloat("shadowLevel", this.shadowLevel);
  111382. }
  111383. this._uniformBuffer.updateFloat("alpha", this.alpha);
  111384. // Point size
  111385. if (this.pointsCloud) {
  111386. this._uniformBuffer.updateFloat("pointSize", this.pointSize);
  111387. }
  111388. if (defines.USEHIGHLIGHTANDSHADOWCOLORS) {
  111389. this._uniformBuffer.updateColor4("vPrimaryColor", this._primaryHighlightColor, 1.0);
  111390. this._uniformBuffer.updateColor4("vPrimaryColorShadow", this._primaryShadowColor, 1.0);
  111391. }
  111392. else {
  111393. this._uniformBuffer.updateColor4("vPrimaryColor", this._primaryColor, 1.0);
  111394. }
  111395. }
  111396. this._uniformBuffer.updateFloat("fFovMultiplier", this._fovMultiplier);
  111397. // Textures
  111398. if (scene.texturesEnabled) {
  111399. if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  111400. this._uniformBuffer.setTexture("diffuseSampler", this._diffuseTexture);
  111401. }
  111402. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  111403. if (defines.REFLECTIONBLUR && defines.TEXTURELODSUPPORT) {
  111404. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture);
  111405. }
  111406. else if (!defines.REFLECTIONBLUR) {
  111407. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture);
  111408. }
  111409. else {
  111410. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture._lodTextureMid || reflectionTexture);
  111411. this._uniformBuffer.setTexture("reflectionSamplerLow", reflectionTexture._lodTextureLow || reflectionTexture);
  111412. this._uniformBuffer.setTexture("reflectionSamplerHigh", reflectionTexture._lodTextureHigh || reflectionTexture);
  111413. }
  111414. if (defines.REFLECTIONFRESNEL) {
  111415. this._uniformBuffer.updateFloat3("vBackgroundCenter", this.sceneCenter.x, this.sceneCenter.y, this.sceneCenter.z);
  111416. this._uniformBuffer.updateFloat4("vReflectionControl", this._reflectionControls.x, this._reflectionControls.y, this._reflectionControls.z, this._reflectionControls.w);
  111417. }
  111418. }
  111419. }
  111420. // Clip plane
  111421. BABYLON.MaterialHelper.BindClipPlane(this._activeEffect, scene);
  111422. BABYLON.MaterialHelper.BindEyePosition(effect, scene);
  111423. }
  111424. if (mustRebind || !this.isFrozen) {
  111425. if (scene.lightsEnabled) {
  111426. BABYLON.MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, this._maxSimultaneousLights, false);
  111427. }
  111428. // View
  111429. this.bindView(effect);
  111430. // Fog
  111431. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect, true);
  111432. // image processing
  111433. if (this._imageProcessingConfiguration) {
  111434. this._imageProcessingConfiguration.bind(this._activeEffect);
  111435. }
  111436. }
  111437. this._uniformBuffer.update();
  111438. this._afterBind(mesh, this._activeEffect);
  111439. };
  111440. /**
  111441. * Dispose the material.
  111442. * @param forceDisposeEffect Force disposal of the associated effect.
  111443. * @param forceDisposeTextures Force disposal of the associated textures.
  111444. */
  111445. BackgroundMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  111446. if (forceDisposeEffect === void 0) { forceDisposeEffect = false; }
  111447. if (forceDisposeTextures === void 0) { forceDisposeTextures = false; }
  111448. if (forceDisposeTextures) {
  111449. if (this.diffuseTexture) {
  111450. this.diffuseTexture.dispose();
  111451. }
  111452. if (this.reflectionTexture) {
  111453. this.reflectionTexture.dispose();
  111454. }
  111455. }
  111456. this._renderTargets.dispose();
  111457. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  111458. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  111459. }
  111460. _super.prototype.dispose.call(this, forceDisposeEffect);
  111461. };
  111462. /**
  111463. * Clones the material.
  111464. * @param name The cloned name.
  111465. * @returns The cloned material.
  111466. */
  111467. BackgroundMaterial.prototype.clone = function (name) {
  111468. var _this = this;
  111469. return BABYLON.SerializationHelper.Clone(function () { return new BackgroundMaterial(name, _this.getScene()); }, this);
  111470. };
  111471. /**
  111472. * Serializes the current material to its JSON representation.
  111473. * @returns The JSON representation.
  111474. */
  111475. BackgroundMaterial.prototype.serialize = function () {
  111476. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  111477. serializationObject.customType = "BABYLON.BackgroundMaterial";
  111478. return serializationObject;
  111479. };
  111480. /**
  111481. * Gets the class name of the material
  111482. * @returns "BackgroundMaterial"
  111483. */
  111484. BackgroundMaterial.prototype.getClassName = function () {
  111485. return "BackgroundMaterial";
  111486. };
  111487. /**
  111488. * Parse a JSON input to create back a background material.
  111489. * @param source The JSON data to parse
  111490. * @param scene The scene to create the parsed material in
  111491. * @param rootUrl The root url of the assets the material depends upon
  111492. * @returns the instantiated BackgroundMaterial.
  111493. */
  111494. BackgroundMaterial.Parse = function (source, scene, rootUrl) {
  111495. return BABYLON.SerializationHelper.Parse(function () { return new BackgroundMaterial(source.name, scene); }, source, scene, rootUrl);
  111496. };
  111497. /**
  111498. * Standard reflectance value at parallel view angle.
  111499. */
  111500. BackgroundMaterial.StandardReflectance0 = 0.05;
  111501. /**
  111502. * Standard reflectance value at grazing angle.
  111503. */
  111504. BackgroundMaterial.StandardReflectance90 = 0.5;
  111505. __decorate([
  111506. BABYLON.serializeAsColor3()
  111507. ], BackgroundMaterial.prototype, "_primaryColor", void 0);
  111508. __decorate([
  111509. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  111510. ], BackgroundMaterial.prototype, "primaryColor", void 0);
  111511. __decorate([
  111512. BABYLON.serializeAsColor3()
  111513. ], BackgroundMaterial.prototype, "__perceptualColor", void 0);
  111514. __decorate([
  111515. BABYLON.serialize()
  111516. ], BackgroundMaterial.prototype, "_primaryColorShadowLevel", void 0);
  111517. __decorate([
  111518. BABYLON.serialize()
  111519. ], BackgroundMaterial.prototype, "_primaryColorHighlightLevel", void 0);
  111520. __decorate([
  111521. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  111522. ], BackgroundMaterial.prototype, "primaryColorHighlightLevel", null);
  111523. __decorate([
  111524. BABYLON.serializeAsTexture()
  111525. ], BackgroundMaterial.prototype, "_reflectionTexture", void 0);
  111526. __decorate([
  111527. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  111528. ], BackgroundMaterial.prototype, "reflectionTexture", void 0);
  111529. __decorate([
  111530. BABYLON.serialize()
  111531. ], BackgroundMaterial.prototype, "_reflectionBlur", void 0);
  111532. __decorate([
  111533. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  111534. ], BackgroundMaterial.prototype, "reflectionBlur", void 0);
  111535. __decorate([
  111536. BABYLON.serializeAsTexture()
  111537. ], BackgroundMaterial.prototype, "_diffuseTexture", void 0);
  111538. __decorate([
  111539. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  111540. ], BackgroundMaterial.prototype, "diffuseTexture", void 0);
  111541. __decorate([
  111542. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  111543. ], BackgroundMaterial.prototype, "shadowLights", void 0);
  111544. __decorate([
  111545. BABYLON.serialize()
  111546. ], BackgroundMaterial.prototype, "_shadowLevel", void 0);
  111547. __decorate([
  111548. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  111549. ], BackgroundMaterial.prototype, "shadowLevel", void 0);
  111550. __decorate([
  111551. BABYLON.serializeAsVector3()
  111552. ], BackgroundMaterial.prototype, "_sceneCenter", void 0);
  111553. __decorate([
  111554. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  111555. ], BackgroundMaterial.prototype, "sceneCenter", void 0);
  111556. __decorate([
  111557. BABYLON.serialize()
  111558. ], BackgroundMaterial.prototype, "_opacityFresnel", void 0);
  111559. __decorate([
  111560. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  111561. ], BackgroundMaterial.prototype, "opacityFresnel", void 0);
  111562. __decorate([
  111563. BABYLON.serialize()
  111564. ], BackgroundMaterial.prototype, "_reflectionFresnel", void 0);
  111565. __decorate([
  111566. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  111567. ], BackgroundMaterial.prototype, "reflectionFresnel", void 0);
  111568. __decorate([
  111569. BABYLON.serialize()
  111570. ], BackgroundMaterial.prototype, "_reflectionFalloffDistance", void 0);
  111571. __decorate([
  111572. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  111573. ], BackgroundMaterial.prototype, "reflectionFalloffDistance", void 0);
  111574. __decorate([
  111575. BABYLON.serialize()
  111576. ], BackgroundMaterial.prototype, "_reflectionAmount", void 0);
  111577. __decorate([
  111578. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  111579. ], BackgroundMaterial.prototype, "reflectionAmount", void 0);
  111580. __decorate([
  111581. BABYLON.serialize()
  111582. ], BackgroundMaterial.prototype, "_reflectionReflectance0", void 0);
  111583. __decorate([
  111584. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  111585. ], BackgroundMaterial.prototype, "reflectionReflectance0", void 0);
  111586. __decorate([
  111587. BABYLON.serialize()
  111588. ], BackgroundMaterial.prototype, "_reflectionReflectance90", void 0);
  111589. __decorate([
  111590. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  111591. ], BackgroundMaterial.prototype, "reflectionReflectance90", void 0);
  111592. __decorate([
  111593. BABYLON.serialize()
  111594. ], BackgroundMaterial.prototype, "_useRGBColor", void 0);
  111595. __decorate([
  111596. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  111597. ], BackgroundMaterial.prototype, "useRGBColor", void 0);
  111598. __decorate([
  111599. BABYLON.serialize()
  111600. ], BackgroundMaterial.prototype, "_enableNoise", void 0);
  111601. __decorate([
  111602. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  111603. ], BackgroundMaterial.prototype, "enableNoise", void 0);
  111604. __decorate([
  111605. BABYLON.serialize()
  111606. ], BackgroundMaterial.prototype, "_maxSimultaneousLights", void 0);
  111607. __decorate([
  111608. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  111609. ], BackgroundMaterial.prototype, "maxSimultaneousLights", void 0);
  111610. __decorate([
  111611. BABYLON.serializeAsImageProcessingConfiguration()
  111612. ], BackgroundMaterial.prototype, "_imageProcessingConfiguration", void 0);
  111613. return BackgroundMaterial;
  111614. }(BABYLON.PushMaterial));
  111615. BABYLON.BackgroundMaterial = BackgroundMaterial;
  111616. })(BABYLON || (BABYLON = {}));
  111617. //# sourceMappingURL=babylon.backgroundMaterial.js.map
  111618. var __assign = (this && this.__assign) || function () {
  111619. __assign = Object.assign || function(t) {
  111620. for (var s, i = 1, n = arguments.length; i < n; i++) {
  111621. s = arguments[i];
  111622. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  111623. t[p] = s[p];
  111624. }
  111625. return t;
  111626. };
  111627. return __assign.apply(this, arguments);
  111628. };
  111629. var BABYLON;
  111630. (function (BABYLON) {
  111631. /**
  111632. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  111633. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  111634. * It also helps with the default setup of your imageProcessing configuration.
  111635. */
  111636. var EnvironmentHelper = /** @class */ (function () {
  111637. /**
  111638. * constructor
  111639. * @param options
  111640. * @param scene The scene to add the material to
  111641. */
  111642. function EnvironmentHelper(options, scene) {
  111643. var _this = this;
  111644. this._errorHandler = function (message, exception) {
  111645. _this.onErrorObservable.notifyObservers({ message: message, exception: exception });
  111646. };
  111647. this._options = __assign({}, EnvironmentHelper._getDefaultOptions(), options);
  111648. this._scene = scene;
  111649. this.onErrorObservable = new BABYLON.Observable();
  111650. this._setupBackground();
  111651. this._setupImageProcessing();
  111652. }
  111653. /**
  111654. * Creates the default options for the helper.
  111655. */
  111656. EnvironmentHelper._getDefaultOptions = function () {
  111657. return {
  111658. createGround: true,
  111659. groundSize: 15,
  111660. groundTexture: this._groundTextureCDNUrl,
  111661. groundColor: new BABYLON.Color3(0.2, 0.2, 0.3).toLinearSpace().scale(3),
  111662. groundOpacity: 0.9,
  111663. enableGroundShadow: true,
  111664. groundShadowLevel: 0.5,
  111665. enableGroundMirror: false,
  111666. groundMirrorSizeRatio: 0.3,
  111667. groundMirrorBlurKernel: 64,
  111668. groundMirrorAmount: 1,
  111669. groundMirrorFresnelWeight: 1,
  111670. groundMirrorFallOffDistance: 0,
  111671. groundMirrorTextureType: BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT,
  111672. groundYBias: 0.00001,
  111673. createSkybox: true,
  111674. skyboxSize: 20,
  111675. skyboxTexture: this._skyboxTextureCDNUrl,
  111676. skyboxColor: new BABYLON.Color3(0.2, 0.2, 0.3).toLinearSpace().scale(3),
  111677. backgroundYRotation: 0,
  111678. sizeAuto: true,
  111679. rootPosition: BABYLON.Vector3.Zero(),
  111680. setupImageProcessing: true,
  111681. environmentTexture: this._environmentTextureCDNUrl,
  111682. cameraExposure: 0.8,
  111683. cameraContrast: 1.2,
  111684. toneMappingEnabled: true,
  111685. };
  111686. };
  111687. Object.defineProperty(EnvironmentHelper.prototype, "rootMesh", {
  111688. /**
  111689. * Gets the root mesh created by the helper.
  111690. */
  111691. get: function () {
  111692. return this._rootMesh;
  111693. },
  111694. enumerable: true,
  111695. configurable: true
  111696. });
  111697. Object.defineProperty(EnvironmentHelper.prototype, "skybox", {
  111698. /**
  111699. * Gets the skybox created by the helper.
  111700. */
  111701. get: function () {
  111702. return this._skybox;
  111703. },
  111704. enumerable: true,
  111705. configurable: true
  111706. });
  111707. Object.defineProperty(EnvironmentHelper.prototype, "skyboxTexture", {
  111708. /**
  111709. * Gets the skybox texture created by the helper.
  111710. */
  111711. get: function () {
  111712. return this._skyboxTexture;
  111713. },
  111714. enumerable: true,
  111715. configurable: true
  111716. });
  111717. Object.defineProperty(EnvironmentHelper.prototype, "skyboxMaterial", {
  111718. /**
  111719. * Gets the skybox material created by the helper.
  111720. */
  111721. get: function () {
  111722. return this._skyboxMaterial;
  111723. },
  111724. enumerable: true,
  111725. configurable: true
  111726. });
  111727. Object.defineProperty(EnvironmentHelper.prototype, "ground", {
  111728. /**
  111729. * Gets the ground mesh created by the helper.
  111730. */
  111731. get: function () {
  111732. return this._ground;
  111733. },
  111734. enumerable: true,
  111735. configurable: true
  111736. });
  111737. Object.defineProperty(EnvironmentHelper.prototype, "groundTexture", {
  111738. /**
  111739. * Gets the ground texture created by the helper.
  111740. */
  111741. get: function () {
  111742. return this._groundTexture;
  111743. },
  111744. enumerable: true,
  111745. configurable: true
  111746. });
  111747. Object.defineProperty(EnvironmentHelper.prototype, "groundMirror", {
  111748. /**
  111749. * Gets the ground mirror created by the helper.
  111750. */
  111751. get: function () {
  111752. return this._groundMirror;
  111753. },
  111754. enumerable: true,
  111755. configurable: true
  111756. });
  111757. Object.defineProperty(EnvironmentHelper.prototype, "groundMirrorRenderList", {
  111758. /**
  111759. * Gets the ground mirror render list to helps pushing the meshes
  111760. * you wish in the ground reflection.
  111761. */
  111762. get: function () {
  111763. if (this._groundMirror) {
  111764. return this._groundMirror.renderList;
  111765. }
  111766. return null;
  111767. },
  111768. enumerable: true,
  111769. configurable: true
  111770. });
  111771. Object.defineProperty(EnvironmentHelper.prototype, "groundMaterial", {
  111772. /**
  111773. * Gets the ground material created by the helper.
  111774. */
  111775. get: function () {
  111776. return this._groundMaterial;
  111777. },
  111778. enumerable: true,
  111779. configurable: true
  111780. });
  111781. /**
  111782. * Updates the background according to the new options
  111783. * @param options
  111784. */
  111785. EnvironmentHelper.prototype.updateOptions = function (options) {
  111786. var newOptions = __assign({}, this._options, options);
  111787. if (this._ground && !newOptions.createGround) {
  111788. this._ground.dispose();
  111789. this._ground = null;
  111790. }
  111791. if (this._groundMaterial && !newOptions.createGround) {
  111792. this._groundMaterial.dispose();
  111793. this._groundMaterial = null;
  111794. }
  111795. if (this._groundTexture) {
  111796. if (this._options.groundTexture != newOptions.groundTexture) {
  111797. this._groundTexture.dispose();
  111798. this._groundTexture = null;
  111799. }
  111800. }
  111801. if (this._skybox && !newOptions.createSkybox) {
  111802. this._skybox.dispose();
  111803. this._skybox = null;
  111804. }
  111805. if (this._skyboxMaterial && !newOptions.createSkybox) {
  111806. this._skyboxMaterial.dispose();
  111807. this._skyboxMaterial = null;
  111808. }
  111809. if (this._skyboxTexture) {
  111810. if (this._options.skyboxTexture != newOptions.skyboxTexture) {
  111811. this._skyboxTexture.dispose();
  111812. this._skyboxTexture = null;
  111813. }
  111814. }
  111815. if (this._groundMirror && !newOptions.enableGroundMirror) {
  111816. this._groundMirror.dispose();
  111817. this._groundMirror = null;
  111818. }
  111819. if (this._scene.environmentTexture) {
  111820. if (this._options.environmentTexture != newOptions.environmentTexture) {
  111821. this._scene.environmentTexture.dispose();
  111822. }
  111823. }
  111824. this._options = newOptions;
  111825. this._setupBackground();
  111826. this._setupImageProcessing();
  111827. };
  111828. /**
  111829. * Sets the primary color of all the available elements.
  111830. * @param color the main color to affect to the ground and the background
  111831. */
  111832. EnvironmentHelper.prototype.setMainColor = function (color) {
  111833. if (this.groundMaterial) {
  111834. this.groundMaterial.primaryColor = color;
  111835. }
  111836. if (this.skyboxMaterial) {
  111837. this.skyboxMaterial.primaryColor = color;
  111838. }
  111839. if (this.groundMirror) {
  111840. this.groundMirror.clearColor = new BABYLON.Color4(color.r, color.g, color.b, 1.0);
  111841. }
  111842. };
  111843. /**
  111844. * Setup the image processing according to the specified options.
  111845. */
  111846. EnvironmentHelper.prototype._setupImageProcessing = function () {
  111847. if (this._options.setupImageProcessing) {
  111848. this._scene.imageProcessingConfiguration.contrast = this._options.cameraContrast;
  111849. this._scene.imageProcessingConfiguration.exposure = this._options.cameraExposure;
  111850. this._scene.imageProcessingConfiguration.toneMappingEnabled = this._options.toneMappingEnabled;
  111851. this._setupEnvironmentTexture();
  111852. }
  111853. };
  111854. /**
  111855. * Setup the environment texture according to the specified options.
  111856. */
  111857. EnvironmentHelper.prototype._setupEnvironmentTexture = function () {
  111858. if (this._scene.environmentTexture) {
  111859. return;
  111860. }
  111861. if (this._options.environmentTexture instanceof BABYLON.BaseTexture) {
  111862. this._scene.environmentTexture = this._options.environmentTexture;
  111863. return;
  111864. }
  111865. var environmentTexture = BABYLON.CubeTexture.CreateFromPrefilteredData(this._options.environmentTexture, this._scene);
  111866. this._scene.environmentTexture = environmentTexture;
  111867. };
  111868. /**
  111869. * Setup the background according to the specified options.
  111870. */
  111871. EnvironmentHelper.prototype._setupBackground = function () {
  111872. if (!this._rootMesh) {
  111873. this._rootMesh = new BABYLON.Mesh("BackgroundHelper", this._scene);
  111874. }
  111875. this._rootMesh.rotation.y = this._options.backgroundYRotation;
  111876. var sceneSize = this._getSceneSize();
  111877. if (this._options.createGround) {
  111878. this._setupGround(sceneSize);
  111879. this._setupGroundMaterial();
  111880. this._setupGroundDiffuseTexture();
  111881. if (this._options.enableGroundMirror) {
  111882. this._setupGroundMirrorTexture(sceneSize);
  111883. }
  111884. this._setupMirrorInGroundMaterial();
  111885. }
  111886. if (this._options.createSkybox) {
  111887. this._setupSkybox(sceneSize);
  111888. this._setupSkyboxMaterial();
  111889. this._setupSkyboxReflectionTexture();
  111890. }
  111891. this._rootMesh.position.x = sceneSize.rootPosition.x;
  111892. this._rootMesh.position.z = sceneSize.rootPosition.z;
  111893. this._rootMesh.position.y = sceneSize.rootPosition.y;
  111894. };
  111895. /**
  111896. * Get the scene sizes according to the setup.
  111897. */
  111898. EnvironmentHelper.prototype._getSceneSize = function () {
  111899. var _this = this;
  111900. var groundSize = this._options.groundSize;
  111901. var skyboxSize = this._options.skyboxSize;
  111902. var rootPosition = this._options.rootPosition;
  111903. if (!this._scene.meshes || this._scene.meshes.length === 1) { // 1 only means the root of the helper.
  111904. return { groundSize: groundSize, skyboxSize: skyboxSize, rootPosition: rootPosition };
  111905. }
  111906. var sceneExtends = this._scene.getWorldExtends(function (mesh) {
  111907. return (mesh !== _this._ground && mesh !== _this._rootMesh && mesh !== _this._skybox);
  111908. });
  111909. var sceneDiagonal = sceneExtends.max.subtract(sceneExtends.min);
  111910. if (this._options.sizeAuto) {
  111911. if (this._scene.activeCamera instanceof BABYLON.ArcRotateCamera &&
  111912. this._scene.activeCamera.upperRadiusLimit) {
  111913. groundSize = this._scene.activeCamera.upperRadiusLimit * 2;
  111914. skyboxSize = groundSize;
  111915. }
  111916. var sceneDiagonalLenght = sceneDiagonal.length();
  111917. if (sceneDiagonalLenght > groundSize) {
  111918. groundSize = sceneDiagonalLenght * 2;
  111919. skyboxSize = groundSize;
  111920. }
  111921. // 10 % bigger.
  111922. groundSize *= 1.1;
  111923. skyboxSize *= 1.5;
  111924. rootPosition = sceneExtends.min.add(sceneDiagonal.scale(0.5));
  111925. rootPosition.y = sceneExtends.min.y - this._options.groundYBias;
  111926. }
  111927. return { groundSize: groundSize, skyboxSize: skyboxSize, rootPosition: rootPosition };
  111928. };
  111929. /**
  111930. * Setup the ground according to the specified options.
  111931. */
  111932. EnvironmentHelper.prototype._setupGround = function (sceneSize) {
  111933. var _this = this;
  111934. if (!this._ground || this._ground.isDisposed()) {
  111935. this._ground = BABYLON.Mesh.CreatePlane("BackgroundPlane", sceneSize.groundSize, this._scene);
  111936. this._ground.rotation.x = Math.PI / 2; // Face up by default.
  111937. this._ground.parent = this._rootMesh;
  111938. this._ground.onDisposeObservable.add(function () { _this._ground = null; });
  111939. }
  111940. this._ground.receiveShadows = this._options.enableGroundShadow;
  111941. };
  111942. /**
  111943. * Setup the ground material according to the specified options.
  111944. */
  111945. EnvironmentHelper.prototype._setupGroundMaterial = function () {
  111946. if (!this._groundMaterial) {
  111947. this._groundMaterial = new BABYLON.BackgroundMaterial("BackgroundPlaneMaterial", this._scene);
  111948. }
  111949. this._groundMaterial.alpha = this._options.groundOpacity;
  111950. this._groundMaterial.alphaMode = BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF;
  111951. this._groundMaterial.shadowLevel = this._options.groundShadowLevel;
  111952. this._groundMaterial.primaryColor = this._options.groundColor;
  111953. this._groundMaterial.useRGBColor = false;
  111954. this._groundMaterial.enableNoise = true;
  111955. if (this._ground) {
  111956. this._ground.material = this._groundMaterial;
  111957. }
  111958. };
  111959. /**
  111960. * Setup the ground diffuse texture according to the specified options.
  111961. */
  111962. EnvironmentHelper.prototype._setupGroundDiffuseTexture = function () {
  111963. if (!this._groundMaterial) {
  111964. return;
  111965. }
  111966. if (this._groundTexture) {
  111967. return;
  111968. }
  111969. if (this._options.groundTexture instanceof BABYLON.BaseTexture) {
  111970. this._groundMaterial.diffuseTexture = this._options.groundTexture;
  111971. return;
  111972. }
  111973. var diffuseTexture = new BABYLON.Texture(this._options.groundTexture, this._scene, undefined, undefined, undefined, undefined, this._errorHandler);
  111974. diffuseTexture.gammaSpace = false;
  111975. diffuseTexture.hasAlpha = true;
  111976. this._groundMaterial.diffuseTexture = diffuseTexture;
  111977. };
  111978. /**
  111979. * Setup the ground mirror texture according to the specified options.
  111980. */
  111981. EnvironmentHelper.prototype._setupGroundMirrorTexture = function (sceneSize) {
  111982. var wrapping = BABYLON.Texture.CLAMP_ADDRESSMODE;
  111983. if (!this._groundMirror) {
  111984. this._groundMirror = new BABYLON.MirrorTexture("BackgroundPlaneMirrorTexture", { ratio: this._options.groundMirrorSizeRatio }, this._scene, false, this._options.groundMirrorTextureType, BABYLON.Texture.BILINEAR_SAMPLINGMODE, true);
  111985. this._groundMirror.mirrorPlane = new BABYLON.Plane(0, -1, 0, sceneSize.rootPosition.y);
  111986. this._groundMirror.anisotropicFilteringLevel = 1;
  111987. this._groundMirror.wrapU = wrapping;
  111988. this._groundMirror.wrapV = wrapping;
  111989. this._groundMirror.gammaSpace = false;
  111990. if (this._groundMirror.renderList) {
  111991. for (var i = 0; i < this._scene.meshes.length; i++) {
  111992. var mesh = this._scene.meshes[i];
  111993. if (mesh !== this._ground &&
  111994. mesh !== this._skybox &&
  111995. mesh !== this._rootMesh) {
  111996. this._groundMirror.renderList.push(mesh);
  111997. }
  111998. }
  111999. }
  112000. }
  112001. this._groundMirror.clearColor = new BABYLON.Color4(this._options.groundColor.r, this._options.groundColor.g, this._options.groundColor.b, 1);
  112002. this._groundMirror.adaptiveBlurKernel = this._options.groundMirrorBlurKernel;
  112003. };
  112004. /**
  112005. * Setup the ground to receive the mirror texture.
  112006. */
  112007. EnvironmentHelper.prototype._setupMirrorInGroundMaterial = function () {
  112008. if (this._groundMaterial) {
  112009. this._groundMaterial.reflectionTexture = this._groundMirror;
  112010. this._groundMaterial.reflectionFresnel = true;
  112011. this._groundMaterial.reflectionAmount = this._options.groundMirrorAmount;
  112012. this._groundMaterial.reflectionStandardFresnelWeight = this._options.groundMirrorFresnelWeight;
  112013. this._groundMaterial.reflectionFalloffDistance = this._options.groundMirrorFallOffDistance;
  112014. }
  112015. };
  112016. /**
  112017. * Setup the skybox according to the specified options.
  112018. */
  112019. EnvironmentHelper.prototype._setupSkybox = function (sceneSize) {
  112020. var _this = this;
  112021. if (!this._skybox || this._skybox.isDisposed()) {
  112022. this._skybox = BABYLON.Mesh.CreateBox("BackgroundSkybox", sceneSize.skyboxSize, this._scene, undefined, BABYLON.Mesh.BACKSIDE);
  112023. this._skybox.onDisposeObservable.add(function () { _this._skybox = null; });
  112024. }
  112025. this._skybox.parent = this._rootMesh;
  112026. };
  112027. /**
  112028. * Setup the skybox material according to the specified options.
  112029. */
  112030. EnvironmentHelper.prototype._setupSkyboxMaterial = function () {
  112031. if (!this._skybox) {
  112032. return;
  112033. }
  112034. if (!this._skyboxMaterial) {
  112035. this._skyboxMaterial = new BABYLON.BackgroundMaterial("BackgroundSkyboxMaterial", this._scene);
  112036. }
  112037. this._skyboxMaterial.useRGBColor = false;
  112038. this._skyboxMaterial.primaryColor = this._options.skyboxColor;
  112039. this._skyboxMaterial.enableNoise = true;
  112040. this._skybox.material = this._skyboxMaterial;
  112041. };
  112042. /**
  112043. * Setup the skybox reflection texture according to the specified options.
  112044. */
  112045. EnvironmentHelper.prototype._setupSkyboxReflectionTexture = function () {
  112046. if (!this._skyboxMaterial) {
  112047. return;
  112048. }
  112049. if (this._skyboxTexture) {
  112050. return;
  112051. }
  112052. if (this._options.skyboxTexture instanceof BABYLON.BaseTexture) {
  112053. this._skyboxMaterial.reflectionTexture = this._options.skyboxTexture;
  112054. return;
  112055. }
  112056. this._skyboxTexture = new BABYLON.CubeTexture(this._options.skyboxTexture, this._scene, undefined, undefined, undefined, undefined, this._errorHandler);
  112057. this._skyboxTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
  112058. this._skyboxTexture.gammaSpace = false;
  112059. this._skyboxMaterial.reflectionTexture = this._skyboxTexture;
  112060. };
  112061. /**
  112062. * Dispose all the elements created by the Helper.
  112063. */
  112064. EnvironmentHelper.prototype.dispose = function () {
  112065. if (this._groundMaterial) {
  112066. this._groundMaterial.dispose(true, true);
  112067. }
  112068. if (this._skyboxMaterial) {
  112069. this._skyboxMaterial.dispose(true, true);
  112070. }
  112071. this._rootMesh.dispose(false);
  112072. };
  112073. /**
  112074. * Default ground texture URL.
  112075. */
  112076. EnvironmentHelper._groundTextureCDNUrl = "https://assets.babylonjs.com/environments/backgroundGround.png";
  112077. /**
  112078. * Default skybox texture URL.
  112079. */
  112080. EnvironmentHelper._skyboxTextureCDNUrl = "https://assets.babylonjs.com/environments/backgroundSkybox.dds";
  112081. /**
  112082. * Default environment texture URL.
  112083. */
  112084. EnvironmentHelper._environmentTextureCDNUrl = "https://assets.babylonjs.com/environments/environmentSpecular.env";
  112085. return EnvironmentHelper;
  112086. }());
  112087. BABYLON.EnvironmentHelper = EnvironmentHelper;
  112088. })(BABYLON || (BABYLON = {}));
  112089. //# sourceMappingURL=babylon.environmentHelper.js.map
  112090. var BABYLON;
  112091. (function (BABYLON) {
  112092. /** Internal class used to store shapes for emitters */
  112093. var ParticleSystemSetEmitterCreationOptions = /** @class */ (function () {
  112094. function ParticleSystemSetEmitterCreationOptions() {
  112095. }
  112096. return ParticleSystemSetEmitterCreationOptions;
  112097. }());
  112098. /**
  112099. * Represents a set of particle systems working together to create a specific effect
  112100. */
  112101. var ParticleSystemSet = /** @class */ (function () {
  112102. function ParticleSystemSet() {
  112103. /**
  112104. * Gets the particle system list
  112105. */
  112106. this.systems = new Array();
  112107. }
  112108. Object.defineProperty(ParticleSystemSet.prototype, "emitterNode", {
  112109. /**
  112110. * Gets the emitter node used with this set
  112111. */
  112112. get: function () {
  112113. return this._emitterNode;
  112114. },
  112115. enumerable: true,
  112116. configurable: true
  112117. });
  112118. /**
  112119. * Creates a new emitter mesh as a sphere
  112120. * @param options defines the options used to create the sphere
  112121. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  112122. * @param scene defines the hosting scene
  112123. */
  112124. ParticleSystemSet.prototype.setEmitterAsSphere = function (options, renderingGroupId, scene) {
  112125. if (this._emitterNode) {
  112126. this._emitterNode.dispose();
  112127. }
  112128. this._emitterCreationOptions = {
  112129. kind: "Sphere",
  112130. options: options,
  112131. renderingGroupId: renderingGroupId
  112132. };
  112133. var emitterMesh = BABYLON.MeshBuilder.CreateSphere("emitterSphere", { diameter: options.diameter, segments: options.segments }, scene);
  112134. emitterMesh.renderingGroupId = renderingGroupId;
  112135. var material = new BABYLON.StandardMaterial("emitterSphereMaterial", scene);
  112136. material.emissiveColor = options.color;
  112137. emitterMesh.material = material;
  112138. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  112139. var system = _a[_i];
  112140. system.emitter = emitterMesh;
  112141. }
  112142. this._emitterNode = emitterMesh;
  112143. };
  112144. /**
  112145. * Starts all particle systems of the set
  112146. * @param emitter defines an optional mesh to use as emitter for the particle systems
  112147. */
  112148. ParticleSystemSet.prototype.start = function (emitter) {
  112149. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  112150. var system = _a[_i];
  112151. if (emitter) {
  112152. system.emitter = emitter;
  112153. }
  112154. system.start();
  112155. }
  112156. };
  112157. /**
  112158. * Release all associated resources
  112159. */
  112160. ParticleSystemSet.prototype.dispose = function () {
  112161. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  112162. var system = _a[_i];
  112163. system.dispose();
  112164. }
  112165. this.systems = [];
  112166. if (this._emitterNode) {
  112167. this._emitterNode.dispose();
  112168. this._emitterNode = null;
  112169. }
  112170. };
  112171. /**
  112172. * Serialize the set into a JSON compatible object
  112173. * @returns a JSON compatible representation of the set
  112174. */
  112175. ParticleSystemSet.prototype.serialize = function () {
  112176. var result = {};
  112177. result.systems = [];
  112178. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  112179. var system = _a[_i];
  112180. result.systems.push(system.serialize());
  112181. }
  112182. if (this._emitterNode) {
  112183. result.emitter = this._emitterCreationOptions;
  112184. }
  112185. return result;
  112186. };
  112187. /**
  112188. * Parse a new ParticleSystemSet from a serialized source
  112189. * @param data defines a JSON compatible representation of the set
  112190. * @param scene defines the hosting scene
  112191. * @param gpu defines if we want GPU particles or CPU particles
  112192. * @returns a new ParticleSystemSet
  112193. */
  112194. ParticleSystemSet.Parse = function (data, scene, gpu) {
  112195. if (gpu === void 0) { gpu = false; }
  112196. var result = new ParticleSystemSet();
  112197. var rootUrl = BABYLON.ParticleHelper.BaseAssetsUrl + "/textures/";
  112198. scene = scene || BABYLON.Engine.LastCreatedScene;
  112199. for (var _i = 0, _a = data.systems; _i < _a.length; _i++) {
  112200. var system = _a[_i];
  112201. result.systems.push(gpu ? BABYLON.GPUParticleSystem.Parse(system, scene, rootUrl, true) : BABYLON.ParticleSystem.Parse(system, scene, rootUrl, true));
  112202. }
  112203. if (data.emitter) {
  112204. var options = data.emitter.options;
  112205. switch (data.emitter.kind) {
  112206. case "Sphere":
  112207. result.setEmitterAsSphere({
  112208. diameter: options.diameter,
  112209. segments: options.segments,
  112210. color: BABYLON.Color3.FromArray(options.color)
  112211. }, data.emitter.renderingGroupId, scene);
  112212. break;
  112213. }
  112214. }
  112215. return result;
  112216. };
  112217. return ParticleSystemSet;
  112218. }());
  112219. BABYLON.ParticleSystemSet = ParticleSystemSet;
  112220. })(BABYLON || (BABYLON = {}));
  112221. //# sourceMappingURL=babylon.particleSystemSet.js.map
  112222. var BABYLON;
  112223. (function (BABYLON) {
  112224. /**
  112225. * This class is made for on one-liner static method to help creating particle system set.
  112226. */
  112227. var ParticleHelper = /** @class */ (function () {
  112228. function ParticleHelper() {
  112229. }
  112230. /**
  112231. * Create a default particle system that you can tweak
  112232. * @param emitter defines the emitter to use
  112233. * @param capacity defines the system capacity (default is 500 particles)
  112234. * @param scene defines the hosting scene
  112235. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  112236. * @returns the new Particle system
  112237. */
  112238. ParticleHelper.CreateDefault = function (emitter, capacity, scene, useGPU) {
  112239. if (capacity === void 0) { capacity = 500; }
  112240. if (useGPU === void 0) { useGPU = false; }
  112241. var system;
  112242. if (useGPU) {
  112243. system = new BABYLON.GPUParticleSystem("default system", { capacity: capacity }, scene);
  112244. }
  112245. else {
  112246. system = new BABYLON.ParticleSystem("default system", capacity, scene);
  112247. }
  112248. system.emitter = emitter;
  112249. system.particleTexture = new BABYLON.Texture("https://www.babylonjs.com/assets/Flare.png", system.getScene());
  112250. system.createConeEmitter(0.1, Math.PI / 4);
  112251. // Particle color
  112252. system.color1 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  112253. system.color2 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  112254. system.colorDead = new BABYLON.Color4(1.0, 1.0, 1.0, 0.0);
  112255. // Particle Size
  112256. system.minSize = 0.1;
  112257. system.maxSize = 0.1;
  112258. // Emission speed
  112259. system.minEmitPower = 2;
  112260. system.maxEmitPower = 2;
  112261. // Update speed
  112262. system.updateSpeed = 1 / 60;
  112263. system.emitRate = 30;
  112264. return system;
  112265. };
  112266. /**
  112267. * This is the main static method (one-liner) of this helper to create different particle systems
  112268. * @param type This string represents the type to the particle system to create
  112269. * @param scene The scene where the particle system should live
  112270. * @param gpu If the system will use gpu
  112271. * @returns the ParticleSystemSet created
  112272. */
  112273. ParticleHelper.CreateAsync = function (type, scene, gpu) {
  112274. if (gpu === void 0) { gpu = false; }
  112275. if (!scene) {
  112276. scene = BABYLON.Engine.LastCreatedScene;
  112277. ;
  112278. }
  112279. var token = {};
  112280. scene._addPendingData(token);
  112281. return new Promise(function (resolve, reject) {
  112282. if (gpu && !BABYLON.GPUParticleSystem.IsSupported) {
  112283. scene._removePendingData(token);
  112284. return reject("Particle system with GPU is not supported.");
  112285. }
  112286. BABYLON.Tools.LoadFile(ParticleHelper.BaseAssetsUrl + "/systems/" + type + ".json", function (data, response) {
  112287. scene._removePendingData(token);
  112288. var newData = JSON.parse(data.toString());
  112289. return resolve(BABYLON.ParticleSystemSet.Parse(newData, scene, gpu));
  112290. }, undefined, undefined, undefined, function (req, exception) {
  112291. scene._removePendingData(token);
  112292. return reject("An error occured while the creation of your particle system. Check if your type '" + type + "' exists.");
  112293. });
  112294. });
  112295. };
  112296. /**
  112297. * Static function used to export a particle system to a ParticleSystemSet variable.
  112298. * Please note that the emitter shape is not exported
  112299. * @param system defines the particle systems to export
  112300. */
  112301. ParticleHelper.ExportSet = function (systems) {
  112302. var set = new BABYLON.ParticleSystemSet();
  112303. for (var _i = 0, systems_1 = systems; _i < systems_1.length; _i++) {
  112304. var system = systems_1[_i];
  112305. set.systems.push(system);
  112306. }
  112307. return set;
  112308. };
  112309. /**
  112310. * Gets or sets base Assets URL
  112311. */
  112312. ParticleHelper.BaseAssetsUrl = "https://assets.babylonjs.com/particles";
  112313. return ParticleHelper;
  112314. }());
  112315. BABYLON.ParticleHelper = ParticleHelper;
  112316. })(BABYLON || (BABYLON = {}));
  112317. //# sourceMappingURL=babylon.particleHelper.js.map
  112318. var BABYLON;
  112319. (function (BABYLON) {
  112320. /**
  112321. * Display a 360 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  112322. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  112323. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  112324. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  112325. */
  112326. var VideoDome = /** @class */ (function (_super) {
  112327. __extends(VideoDome, _super);
  112328. /**
  112329. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  112330. * @param name Element's name, child elements will append suffixes for their own names.
  112331. * @param urlsOrVideo defines the url(s) or the video element to use
  112332. * @param options An object containing optional or exposed sub element properties
  112333. */
  112334. function VideoDome(name, urlsOrVideo, options, scene) {
  112335. var _this = _super.call(this, name, scene) || this;
  112336. _this._useDirectMapping = false;
  112337. // set defaults and manage values
  112338. name = name || "videoDome";
  112339. options.resolution = (Math.abs(options.resolution) | 0) || 32;
  112340. options.clickToPlay = Boolean(options.clickToPlay);
  112341. options.autoPlay = options.autoPlay === undefined ? true : Boolean(options.autoPlay);
  112342. options.loop = options.loop === undefined ? true : Boolean(options.loop);
  112343. options.size = Math.abs(options.size) || (scene.activeCamera ? scene.activeCamera.maxZ * 0.48 : 1000);
  112344. if (options.useDirectMapping === undefined) {
  112345. _this._useDirectMapping = true;
  112346. }
  112347. else {
  112348. _this._useDirectMapping = options.useDirectMapping;
  112349. }
  112350. _this._setReady(false);
  112351. // create
  112352. var tempOptions = { loop: options.loop, autoPlay: options.autoPlay, autoUpdateTexture: true, poster: options.poster };
  112353. var material = _this._material = new BABYLON.BackgroundMaterial(name + "_material", scene);
  112354. var texture = _this._videoTexture = new BABYLON.VideoTexture(name + "_texture", urlsOrVideo, scene, false, _this._useDirectMapping, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, tempOptions);
  112355. _this._mesh = BABYLON.Mesh.CreateSphere(name + "_mesh", options.resolution, options.size, scene, false, BABYLON.Mesh.BACKSIDE);
  112356. texture.onLoadObservable.addOnce(function () {
  112357. _this._setReady(true);
  112358. });
  112359. // configure material
  112360. material.useEquirectangularFOV = true;
  112361. material.fovMultiplier = 1.0;
  112362. material.opacityFresnel = false;
  112363. if (_this._useDirectMapping) {
  112364. texture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  112365. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  112366. material.diffuseTexture = texture;
  112367. }
  112368. else {
  112369. texture.coordinatesMode = BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE; // matches orientation
  112370. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  112371. material.reflectionTexture = texture;
  112372. }
  112373. // configure mesh
  112374. _this._mesh.material = material;
  112375. _this._mesh.parent = _this;
  112376. // optional configuration
  112377. if (options.clickToPlay) {
  112378. scene.onPointerUp = function () {
  112379. _this._videoTexture.video.play();
  112380. };
  112381. }
  112382. return _this;
  112383. }
  112384. Object.defineProperty(VideoDome.prototype, "videoTexture", {
  112385. /**
  112386. * Gets the video texture being displayed on the sphere
  112387. */
  112388. get: function () {
  112389. return this._videoTexture;
  112390. },
  112391. enumerable: true,
  112392. configurable: true
  112393. });
  112394. Object.defineProperty(VideoDome.prototype, "fovMultiplier", {
  112395. /**
  112396. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  112397. * Also see the options.resolution property.
  112398. */
  112399. get: function () {
  112400. return this._material.fovMultiplier;
  112401. },
  112402. set: function (value) {
  112403. this._material.fovMultiplier = value;
  112404. },
  112405. enumerable: true,
  112406. configurable: true
  112407. });
  112408. /**
  112409. * Releases resources associated with this node.
  112410. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  112411. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  112412. */
  112413. VideoDome.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  112414. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  112415. this._videoTexture.dispose();
  112416. this._mesh.dispose();
  112417. this._material.dispose();
  112418. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  112419. };
  112420. return VideoDome;
  112421. }(BABYLON.TransformNode));
  112422. BABYLON.VideoDome = VideoDome;
  112423. })(BABYLON || (BABYLON = {}));
  112424. //# sourceMappingURL=babylon.videoDome.js.map
  112425. var BABYLON;
  112426. (function (BABYLON) {
  112427. /**
  112428. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  112429. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  112430. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  112431. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  112432. */
  112433. var PhotoDome = /** @class */ (function (_super) {
  112434. __extends(PhotoDome, _super);
  112435. /**
  112436. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  112437. * @param name Element's name, child elements will append suffixes for their own names.
  112438. * @param urlsOfPhoto defines the url of the photo to display
  112439. * @param options defines an object containing optional or exposed sub element properties
  112440. * @param onError defines a callback called when an error occured while loading the texture
  112441. */
  112442. function PhotoDome(name, urlOfPhoto, options, scene, onError) {
  112443. if (onError === void 0) { onError = null; }
  112444. var _this = _super.call(this, name, scene) || this;
  112445. _this._useDirectMapping = false;
  112446. /**
  112447. * Observable raised when an error occured while loading the 360 image
  112448. */
  112449. _this.onLoadErrorObservable = new BABYLON.Observable();
  112450. // set defaults and manage values
  112451. name = name || "photoDome";
  112452. options.resolution = (Math.abs(options.resolution) | 0) || 32;
  112453. options.size = Math.abs(options.size) || (scene.activeCamera ? scene.activeCamera.maxZ * 0.48 : 1000);
  112454. if (options.useDirectMapping === undefined) {
  112455. _this._useDirectMapping = true;
  112456. }
  112457. else {
  112458. _this._useDirectMapping = options.useDirectMapping;
  112459. }
  112460. _this._setReady(false);
  112461. // create
  112462. var material = _this._material = new BABYLON.BackgroundMaterial(name + "_material", scene);
  112463. _this._mesh = BABYLON.Mesh.CreateSphere(name + "_mesh", options.resolution, options.size, scene, false, BABYLON.Mesh.BACKSIDE);
  112464. // configure material
  112465. material.opacityFresnel = false;
  112466. material.useEquirectangularFOV = true;
  112467. material.fovMultiplier = 1.0;
  112468. _this.photoTexture = new BABYLON.Texture(urlOfPhoto, scene, true, !_this._useDirectMapping, undefined, undefined, function (message, exception) {
  112469. _this.onLoadErrorObservable.notifyObservers(message || "Unknown error occured");
  112470. if (onError) {
  112471. onError(message, exception);
  112472. }
  112473. });
  112474. _this.photoTexture.onLoadObservable.addOnce(function () {
  112475. _this._setReady(true);
  112476. });
  112477. // configure mesh
  112478. _this._mesh.material = material;
  112479. _this._mesh.parent = _this;
  112480. return _this;
  112481. }
  112482. Object.defineProperty(PhotoDome.prototype, "photoTexture", {
  112483. /**
  112484. * Gets or sets the texture being displayed on the sphere
  112485. */
  112486. get: function () {
  112487. return this._photoTexture;
  112488. },
  112489. set: function (value) {
  112490. if (this._photoTexture === value) {
  112491. return;
  112492. }
  112493. this._photoTexture = value;
  112494. if (this._useDirectMapping) {
  112495. this._photoTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  112496. this._photoTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  112497. this._material.diffuseTexture = this._photoTexture;
  112498. }
  112499. else {
  112500. this._photoTexture.coordinatesMode = BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE; // matches orientation
  112501. this._photoTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  112502. this._material.reflectionTexture = this._photoTexture;
  112503. }
  112504. },
  112505. enumerable: true,
  112506. configurable: true
  112507. });
  112508. Object.defineProperty(PhotoDome.prototype, "fovMultiplier", {
  112509. /**
  112510. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  112511. * Also see the options.resolution property.
  112512. */
  112513. get: function () {
  112514. return this._material.fovMultiplier;
  112515. },
  112516. set: function (value) {
  112517. this._material.fovMultiplier = value;
  112518. },
  112519. enumerable: true,
  112520. configurable: true
  112521. });
  112522. /**
  112523. * Releases resources associated with this node.
  112524. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  112525. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  112526. */
  112527. PhotoDome.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  112528. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  112529. this._photoTexture.dispose();
  112530. this._mesh.dispose();
  112531. this._material.dispose();
  112532. this.onLoadErrorObservable.clear();
  112533. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  112534. };
  112535. return PhotoDome;
  112536. }(BABYLON.TransformNode));
  112537. BABYLON.PhotoDome = PhotoDome;
  112538. })(BABYLON || (BABYLON = {}));
  112539. //# sourceMappingURL=babylon.photoDome.js.map
  112540. var BABYLON;
  112541. (function (BABYLON) {
  112542. /** @hidden */
  112543. var _OcclusionDataStorage = /** @class */ (function () {
  112544. function _OcclusionDataStorage() {
  112545. /** @hidden */
  112546. this.occlusionInternalRetryCounter = 0;
  112547. /** @hidden */
  112548. this.isOcclusionQueryInProgress = false;
  112549. /** @hidden */
  112550. this.isOccluded = false;
  112551. /** @hidden */
  112552. this.occlusionRetryCount = -1;
  112553. /** @hidden */
  112554. this.occlusionType = BABYLON.AbstractMesh.OCCLUSION_TYPE_NONE;
  112555. /** @hidden */
  112556. this.occlusionQueryAlgorithmType = BABYLON.AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE;
  112557. }
  112558. return _OcclusionDataStorage;
  112559. }());
  112560. BABYLON.Engine.prototype.createQuery = function () {
  112561. return this._gl.createQuery();
  112562. };
  112563. BABYLON.Engine.prototype.deleteQuery = function (query) {
  112564. this._gl.deleteQuery(query);
  112565. return this;
  112566. };
  112567. BABYLON.Engine.prototype.isQueryResultAvailable = function (query) {
  112568. return this._gl.getQueryParameter(query, this._gl.QUERY_RESULT_AVAILABLE);
  112569. };
  112570. BABYLON.Engine.prototype.getQueryResult = function (query) {
  112571. return this._gl.getQueryParameter(query, this._gl.QUERY_RESULT);
  112572. };
  112573. BABYLON.Engine.prototype.beginOcclusionQuery = function (algorithmType, query) {
  112574. var glAlgorithm = this._getGlAlgorithmType(algorithmType);
  112575. this._gl.beginQuery(glAlgorithm, query);
  112576. return this;
  112577. };
  112578. BABYLON.Engine.prototype.endOcclusionQuery = function (algorithmType) {
  112579. var glAlgorithm = this._getGlAlgorithmType(algorithmType);
  112580. this._gl.endQuery(glAlgorithm);
  112581. return this;
  112582. };
  112583. BABYLON.Engine.prototype._createTimeQuery = function () {
  112584. var timerQuery = this.getCaps().timerQuery;
  112585. if (timerQuery.createQueryEXT) {
  112586. return timerQuery.createQueryEXT();
  112587. }
  112588. return this.createQuery();
  112589. };
  112590. BABYLON.Engine.prototype._deleteTimeQuery = function (query) {
  112591. var timerQuery = this.getCaps().timerQuery;
  112592. if (timerQuery.deleteQueryEXT) {
  112593. timerQuery.deleteQueryEXT(query);
  112594. return;
  112595. }
  112596. this.deleteQuery(query);
  112597. };
  112598. BABYLON.Engine.prototype._getTimeQueryResult = function (query) {
  112599. var timerQuery = this.getCaps().timerQuery;
  112600. if (timerQuery.getQueryObjectEXT) {
  112601. return timerQuery.getQueryObjectEXT(query, timerQuery.QUERY_RESULT_EXT);
  112602. }
  112603. return this.getQueryResult(query);
  112604. };
  112605. BABYLON.Engine.prototype._getTimeQueryAvailability = function (query) {
  112606. var timerQuery = this.getCaps().timerQuery;
  112607. if (timerQuery.getQueryObjectEXT) {
  112608. return timerQuery.getQueryObjectEXT(query, timerQuery.QUERY_RESULT_AVAILABLE_EXT);
  112609. }
  112610. return this.isQueryResultAvailable(query);
  112611. };
  112612. BABYLON.Engine.prototype.startTimeQuery = function () {
  112613. var caps = this.getCaps();
  112614. var timerQuery = caps.timerQuery;
  112615. if (!timerQuery) {
  112616. return null;
  112617. }
  112618. var token = new BABYLON._TimeToken();
  112619. this._gl.getParameter(timerQuery.GPU_DISJOINT_EXT);
  112620. if (caps.canUseTimestampForTimerQuery) {
  112621. token._startTimeQuery = this._createTimeQuery();
  112622. timerQuery.queryCounterEXT(token._startTimeQuery, timerQuery.TIMESTAMP_EXT);
  112623. }
  112624. else {
  112625. if (this._currentNonTimestampToken) {
  112626. return this._currentNonTimestampToken;
  112627. }
  112628. token._timeElapsedQuery = this._createTimeQuery();
  112629. if (timerQuery.beginQueryEXT) {
  112630. timerQuery.beginQueryEXT(timerQuery.TIME_ELAPSED_EXT, token._timeElapsedQuery);
  112631. }
  112632. else {
  112633. this._gl.beginQuery(timerQuery.TIME_ELAPSED_EXT, token._timeElapsedQuery);
  112634. }
  112635. this._currentNonTimestampToken = token;
  112636. }
  112637. return token;
  112638. };
  112639. BABYLON.Engine.prototype.endTimeQuery = function (token) {
  112640. var caps = this.getCaps();
  112641. var timerQuery = caps.timerQuery;
  112642. if (!timerQuery || !token) {
  112643. return -1;
  112644. }
  112645. if (caps.canUseTimestampForTimerQuery) {
  112646. if (!token._startTimeQuery) {
  112647. return -1;
  112648. }
  112649. if (!token._endTimeQuery) {
  112650. token._endTimeQuery = this._createTimeQuery();
  112651. timerQuery.queryCounterEXT(token._endTimeQuery, timerQuery.TIMESTAMP_EXT);
  112652. }
  112653. }
  112654. else if (!token._timeElapsedQueryEnded) {
  112655. if (!token._timeElapsedQuery) {
  112656. return -1;
  112657. }
  112658. if (timerQuery.endQueryEXT) {
  112659. timerQuery.endQueryEXT(timerQuery.TIME_ELAPSED_EXT);
  112660. }
  112661. else {
  112662. this._gl.endQuery(timerQuery.TIME_ELAPSED_EXT);
  112663. }
  112664. token._timeElapsedQueryEnded = true;
  112665. }
  112666. var disjoint = this._gl.getParameter(timerQuery.GPU_DISJOINT_EXT);
  112667. var available = false;
  112668. if (token._endTimeQuery) {
  112669. available = this._getTimeQueryAvailability(token._endTimeQuery);
  112670. }
  112671. else if (token._timeElapsedQuery) {
  112672. available = this._getTimeQueryAvailability(token._timeElapsedQuery);
  112673. }
  112674. if (available && !disjoint) {
  112675. var result = 0;
  112676. if (caps.canUseTimestampForTimerQuery) {
  112677. if (!token._startTimeQuery || !token._endTimeQuery) {
  112678. return -1;
  112679. }
  112680. var timeStart = this._getTimeQueryResult(token._startTimeQuery);
  112681. var timeEnd = this._getTimeQueryResult(token._endTimeQuery);
  112682. result = timeEnd - timeStart;
  112683. this._deleteTimeQuery(token._startTimeQuery);
  112684. this._deleteTimeQuery(token._endTimeQuery);
  112685. token._startTimeQuery = null;
  112686. token._endTimeQuery = null;
  112687. }
  112688. else {
  112689. if (!token._timeElapsedQuery) {
  112690. return -1;
  112691. }
  112692. result = this._getTimeQueryResult(token._timeElapsedQuery);
  112693. this._deleteTimeQuery(token._timeElapsedQuery);
  112694. token._timeElapsedQuery = null;
  112695. token._timeElapsedQueryEnded = false;
  112696. this._currentNonTimestampToken = null;
  112697. }
  112698. return result;
  112699. }
  112700. return -1;
  112701. };
  112702. BABYLON.Engine.prototype._getGlAlgorithmType = function (algorithmType) {
  112703. return algorithmType === BABYLON.AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE ? this._gl.ANY_SAMPLES_PASSED_CONSERVATIVE : this._gl.ANY_SAMPLES_PASSED;
  112704. };
  112705. Object.defineProperty(BABYLON.AbstractMesh.prototype, "isOcclusionQueryInProgress", {
  112706. get: function () {
  112707. return this._occlusionDataStorage.isOcclusionQueryInProgress;
  112708. },
  112709. enumerable: false,
  112710. configurable: true
  112711. });
  112712. Object.defineProperty(BABYLON.AbstractMesh.prototype, "_occlusionDataStorage", {
  112713. get: function () {
  112714. if (!this.__occlusionDataStorage) {
  112715. this.__occlusionDataStorage = new _OcclusionDataStorage();
  112716. }
  112717. return this.__occlusionDataStorage;
  112718. },
  112719. enumerable: false,
  112720. configurable: true
  112721. });
  112722. Object.defineProperty(BABYLON.AbstractMesh.prototype, "isOccluded", {
  112723. get: function () {
  112724. return this._occlusionDataStorage.isOccluded;
  112725. },
  112726. set: function (value) {
  112727. this._occlusionDataStorage.isOccluded = value;
  112728. },
  112729. enumerable: true,
  112730. configurable: true
  112731. });
  112732. Object.defineProperty(BABYLON.AbstractMesh.prototype, "occlusionQueryAlgorithmType", {
  112733. get: function () {
  112734. return this._occlusionDataStorage.occlusionQueryAlgorithmType;
  112735. },
  112736. set: function (value) {
  112737. this._occlusionDataStorage.occlusionQueryAlgorithmType = value;
  112738. },
  112739. enumerable: true,
  112740. configurable: true
  112741. });
  112742. Object.defineProperty(BABYLON.AbstractMesh.prototype, "occlusionType", {
  112743. get: function () {
  112744. return this._occlusionDataStorage.occlusionType;
  112745. },
  112746. set: function (value) {
  112747. this._occlusionDataStorage.occlusionType = value;
  112748. },
  112749. enumerable: true,
  112750. configurable: true
  112751. });
  112752. Object.defineProperty(BABYLON.AbstractMesh.prototype, "occlusionRetryCount", {
  112753. get: function () {
  112754. return this._occlusionDataStorage.occlusionRetryCount;
  112755. },
  112756. set: function (value) {
  112757. this._occlusionDataStorage.occlusionRetryCount = value;
  112758. },
  112759. enumerable: true,
  112760. configurable: true
  112761. });
  112762. // We also need to update AbstractMesh as there is a portion of the code there
  112763. BABYLON.AbstractMesh.prototype._checkOcclusionQuery = function () {
  112764. var dataStorage = this._occlusionDataStorage;
  112765. if (dataStorage.occlusionType === BABYLON.AbstractMesh.OCCLUSION_TYPE_NONE) {
  112766. dataStorage.isOccluded = false;
  112767. return false;
  112768. }
  112769. var engine = this.getEngine();
  112770. if (engine.webGLVersion < 2) {
  112771. dataStorage.isOccluded = false;
  112772. return false;
  112773. }
  112774. if (!engine.isQueryResultAvailable) { // Occlusion query where not referenced
  112775. dataStorage.isOccluded = false;
  112776. return false;
  112777. }
  112778. if (this.isOcclusionQueryInProgress && this._occlusionQuery) {
  112779. var isOcclusionQueryAvailable = engine.isQueryResultAvailable(this._occlusionQuery);
  112780. if (isOcclusionQueryAvailable) {
  112781. var occlusionQueryResult = engine.getQueryResult(this._occlusionQuery);
  112782. dataStorage.isOcclusionQueryInProgress = false;
  112783. dataStorage.occlusionInternalRetryCounter = 0;
  112784. dataStorage.isOccluded = occlusionQueryResult === 1 ? false : true;
  112785. }
  112786. else {
  112787. dataStorage.occlusionInternalRetryCounter++;
  112788. if (dataStorage.occlusionRetryCount !== -1 && dataStorage.occlusionInternalRetryCounter > dataStorage.occlusionRetryCount) {
  112789. dataStorage.isOcclusionQueryInProgress = false;
  112790. dataStorage.occlusionInternalRetryCounter = 0;
  112791. // if optimistic set isOccluded to false regardless of the status of isOccluded. (Render in the current render loop)
  112792. // if strict continue the last state of the object.
  112793. dataStorage.isOccluded = dataStorage.occlusionType === BABYLON.AbstractMesh.OCCLUSION_TYPE_OPTIMISTIC ? false : dataStorage.isOccluded;
  112794. }
  112795. else {
  112796. return false;
  112797. }
  112798. }
  112799. }
  112800. var scene = this.getScene();
  112801. if (scene.getBoundingBoxRenderer) {
  112802. var occlusionBoundingBoxRenderer = scene.getBoundingBoxRenderer();
  112803. if (!this._occlusionQuery) {
  112804. this._occlusionQuery = engine.createQuery();
  112805. }
  112806. engine.beginOcclusionQuery(dataStorage.occlusionQueryAlgorithmType, this._occlusionQuery);
  112807. occlusionBoundingBoxRenderer.renderOcclusionBoundingBox(this);
  112808. engine.endOcclusionQuery(dataStorage.occlusionQueryAlgorithmType);
  112809. this._occlusionDataStorage.isOcclusionQueryInProgress = true;
  112810. }
  112811. return dataStorage.isOccluded;
  112812. };
  112813. })(BABYLON || (BABYLON = {}));
  112814. //# sourceMappingURL=babylon.engine.occlusionQuery.js.map
  112815. var BABYLON;
  112816. (function (BABYLON) {
  112817. /**
  112818. * Class used to generate noise procedural textures
  112819. */
  112820. var NoiseProceduralTexture = /** @class */ (function (_super) {
  112821. __extends(NoiseProceduralTexture, _super);
  112822. /**
  112823. * Creates a new NoiseProceduralTexture
  112824. * @param name defines the name fo the texture
  112825. * @param size defines the size of the texture (default is 256)
  112826. * @param scene defines the hosting scene
  112827. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  112828. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  112829. */
  112830. function NoiseProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  112831. if (size === void 0) { size = 256; }
  112832. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  112833. var _this = _super.call(this, name, size, "noise", scene, fallbackTexture, generateMipMaps) || this;
  112834. _this._time = 0;
  112835. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  112836. _this.brightness = 0.2;
  112837. /** Defines the number of octaves to process */
  112838. _this.octaves = 3;
  112839. /** Defines the level of persistence (0.8 by default) */
  112840. _this.persistence = 0.8;
  112841. /** Gets or sets animation speed factor (default is 1) */
  112842. _this.animationSpeedFactor = 1;
  112843. _this._updateShaderUniforms();
  112844. return _this;
  112845. }
  112846. NoiseProceduralTexture.prototype._updateShaderUniforms = function () {
  112847. var scene = this.getScene();
  112848. if (!scene) {
  112849. return;
  112850. }
  112851. this._time += scene.getAnimationRatio() * this.animationSpeedFactor * 0.01;
  112852. this.setFloat("brightness", this.brightness);
  112853. this.setFloat("persistence", this.persistence);
  112854. this.setFloat("timeScale", this._time);
  112855. };
  112856. NoiseProceduralTexture.prototype._getDefines = function () {
  112857. return "#define OCTAVES " + (this.octaves | 0);
  112858. };
  112859. /** Generate the current state of the procedural texture */
  112860. NoiseProceduralTexture.prototype.render = function (useCameraPostProcess) {
  112861. this._updateShaderUniforms();
  112862. _super.prototype.render.call(this, useCameraPostProcess);
  112863. };
  112864. /**
  112865. * Serializes this noise procedural texture
  112866. * @returns a serialized noise procedural texture object
  112867. */
  112868. NoiseProceduralTexture.prototype.serialize = function () {
  112869. var serializationObject = {};
  112870. serializationObject.customType = "BABYLON.NoiseProceduralTexture";
  112871. serializationObject.brightness = this.brightness;
  112872. serializationObject.octaves = this.octaves;
  112873. serializationObject.persistence = this.persistence;
  112874. serializationObject.animationSpeedFactor = this.animationSpeedFactor;
  112875. serializationObject.size = this.getSize().width;
  112876. serializationObject.generateMipMaps = this._generateMipMaps;
  112877. return serializationObject;
  112878. };
  112879. /**
  112880. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  112881. * @param parsedTexture defines parsed texture data
  112882. * @param scene defines the current scene
  112883. * @param rootUrl defines the root URL containing noise procedural texture information
  112884. * @returns a parsed NoiseProceduralTexture
  112885. */
  112886. NoiseProceduralTexture.Parse = function (parsedTexture, scene, rootUrl) {
  112887. var texture = new NoiseProceduralTexture(parsedTexture.name, parsedTexture.size, scene, undefined, parsedTexture.generateMipMaps);
  112888. texture.brightness = parsedTexture.brightness;
  112889. texture.octaves = parsedTexture.octaves;
  112890. texture.persistence = parsedTexture.persistence;
  112891. texture.animationSpeedFactor = parsedTexture.animationSpeedFactor;
  112892. return texture;
  112893. };
  112894. return NoiseProceduralTexture;
  112895. }(BABYLON.ProceduralTexture));
  112896. BABYLON.NoiseProceduralTexture = NoiseProceduralTexture;
  112897. })(BABYLON || (BABYLON = {}));
  112898. //# sourceMappingURL=babylon.noiseProceduralTexture.js.map
  112899. var __assign = (this && this.__assign) || function () {
  112900. __assign = Object.assign || function(t) {
  112901. for (var s, i = 1, n = arguments.length; i < n; i++) {
  112902. s = arguments[i];
  112903. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  112904. t[p] = s[p];
  112905. }
  112906. return t;
  112907. };
  112908. return __assign.apply(this, arguments);
  112909. };
  112910. var BABYLON;
  112911. (function (BABYLON) {
  112912. /**
  112913. * This can helps recording videos from BabylonJS.
  112914. * This is based on the available WebRTC functionalities of the browser.
  112915. *
  112916. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  112917. */
  112918. var VideoRecorder = /** @class */ (function () {
  112919. /**
  112920. * Create a new VideoCapture object which can help converting what you see in Babylon to
  112921. * a video file.
  112922. * @param engine Defines the BabylonJS Engine you wish to record
  112923. * @param options Defines options that can be used to customized the capture
  112924. */
  112925. function VideoRecorder(engine, options) {
  112926. if (options === void 0) { options = null; }
  112927. if (!VideoRecorder.IsSupported(engine)) {
  112928. throw "Your browser does not support recording so far.";
  112929. }
  112930. var canvas = engine.getRenderingCanvas();
  112931. if (!canvas) {
  112932. throw "The babylon engine must have a canvas to be recorded";
  112933. }
  112934. this._canvas = canvas;
  112935. this._canvas.isRecording = false;
  112936. this._options = __assign({}, VideoRecorder._defaultOptions, options);
  112937. var stream = this._canvas.captureStream(this._options.fps);
  112938. this._mediaRecorder = new MediaRecorder(stream, { mimeType: this._options.mimeType });
  112939. this._mediaRecorder.ondataavailable = this._handleDataAvailable.bind(this);
  112940. this._mediaRecorder.onerror = this._handleError.bind(this);
  112941. this._mediaRecorder.onstop = this._handleStop.bind(this);
  112942. }
  112943. /**
  112944. * Returns wehther or not the VideoRecorder is available in your browser.
  112945. * @param engine Defines the Babylon Engine to check the support for
  112946. * @returns true if supported otherwise false
  112947. */
  112948. VideoRecorder.IsSupported = function (engine) {
  112949. var canvas = engine.getRenderingCanvas();
  112950. return (!!canvas && typeof canvas.captureStream === "function");
  112951. };
  112952. Object.defineProperty(VideoRecorder.prototype, "isRecording", {
  112953. /**
  112954. * True wether a recording is already in progress.
  112955. */
  112956. get: function () {
  112957. return !!this._canvas && this._canvas.isRecording;
  112958. },
  112959. enumerable: true,
  112960. configurable: true
  112961. });
  112962. /**
  112963. * Stops the current recording before the default capture timeout passed in the startRecording
  112964. * functions.
  112965. */
  112966. VideoRecorder.prototype.stopRecording = function () {
  112967. if (!this._canvas || !this._mediaRecorder) {
  112968. return;
  112969. }
  112970. if (!this.isRecording) {
  112971. return;
  112972. }
  112973. this._canvas.isRecording = false;
  112974. this._mediaRecorder.stop();
  112975. };
  112976. /**
  112977. * Starts recording the canvas for a max duration specified in parameters.
  112978. * @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.
  112979. * @param maxDuration Defines the maximum recording time in seconds.
  112980. * It default to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  112981. * @return a promise callback at the end of the recording with the video data in Blob.
  112982. */
  112983. VideoRecorder.prototype.startRecording = function (fileName, maxDuration) {
  112984. var _this = this;
  112985. if (fileName === void 0) { fileName = "babylonjs.webm"; }
  112986. if (maxDuration === void 0) { maxDuration = 7; }
  112987. if (!this._canvas || !this._mediaRecorder) {
  112988. throw "Recorder has already been disposed";
  112989. }
  112990. if (this.isRecording) {
  112991. throw "Recording already in progress";
  112992. }
  112993. if (maxDuration > 0) {
  112994. setTimeout(function () {
  112995. _this.stopRecording();
  112996. }, maxDuration * 1000);
  112997. }
  112998. this._fileName = fileName;
  112999. this._recordedChunks = [];
  113000. this._resolve = null;
  113001. this._reject = null;
  113002. this._canvas.isRecording = true;
  113003. this._mediaRecorder.start(this._options.recordChunckSize);
  113004. return new Promise(function (resolve, reject) {
  113005. _this._resolve = resolve;
  113006. _this._reject = reject;
  113007. });
  113008. };
  113009. /**
  113010. * Releases internal resources used during the recording.
  113011. */
  113012. VideoRecorder.prototype.dispose = function () {
  113013. this._canvas = null;
  113014. this._mediaRecorder = null;
  113015. this._recordedChunks = [];
  113016. this._fileName = null;
  113017. this._resolve = null;
  113018. this._reject = null;
  113019. };
  113020. VideoRecorder.prototype._handleDataAvailable = function (event) {
  113021. if (event.data.size > 0) {
  113022. this._recordedChunks.push(event.data);
  113023. }
  113024. };
  113025. VideoRecorder.prototype._handleError = function (event) {
  113026. this.stopRecording();
  113027. if (this._reject) {
  113028. this._reject(event.error);
  113029. }
  113030. else {
  113031. throw new event.error;
  113032. }
  113033. };
  113034. VideoRecorder.prototype._handleStop = function () {
  113035. this.stopRecording();
  113036. var superBuffer = new Blob(this._recordedChunks);
  113037. if (this._resolve) {
  113038. this._resolve(superBuffer);
  113039. }
  113040. window.URL.createObjectURL(superBuffer);
  113041. if (this._fileName) {
  113042. BABYLON.Tools.Download(superBuffer, this._fileName);
  113043. }
  113044. };
  113045. VideoRecorder._defaultOptions = {
  113046. mimeType: "video/webm",
  113047. fps: 25,
  113048. recordChunckSize: 3000
  113049. };
  113050. return VideoRecorder;
  113051. }());
  113052. BABYLON.VideoRecorder = VideoRecorder;
  113053. })(BABYLON || (BABYLON = {}));
  113054. //# sourceMappingURL=babylon.videoRecorder.js.map
  113055. var BABYLON;
  113056. (function (BABYLON) {
  113057. BABYLON.Scene.prototype.createDefaultLight = function (replace) {
  113058. if (replace === void 0) { replace = false; }
  113059. // Dispose existing light in replace mode.
  113060. if (replace) {
  113061. if (this.lights) {
  113062. for (var i = 0; i < this.lights.length; i++) {
  113063. this.lights[i].dispose();
  113064. }
  113065. }
  113066. }
  113067. // Light
  113068. if (this.lights.length === 0) {
  113069. new BABYLON.HemisphericLight("default light", BABYLON.Vector3.Up(), this);
  113070. }
  113071. };
  113072. BABYLON.Scene.prototype.createDefaultCamera = function (createArcRotateCamera, replace, attachCameraControls) {
  113073. if (createArcRotateCamera === void 0) { createArcRotateCamera = false; }
  113074. if (replace === void 0) { replace = false; }
  113075. if (attachCameraControls === void 0) { attachCameraControls = false; }
  113076. // Dispose existing camera in replace mode.
  113077. if (replace) {
  113078. if (this.activeCamera) {
  113079. this.activeCamera.dispose();
  113080. this.activeCamera = null;
  113081. }
  113082. }
  113083. // Camera
  113084. if (!this.activeCamera) {
  113085. var worldExtends = this.getWorldExtends();
  113086. var worldSize = worldExtends.max.subtract(worldExtends.min);
  113087. var worldCenter = worldExtends.min.add(worldSize.scale(0.5));
  113088. var camera;
  113089. var radius = worldSize.length() * 1.5;
  113090. // empty scene scenario!
  113091. if (!isFinite(radius)) {
  113092. radius = 1;
  113093. worldCenter.copyFromFloats(0, 0, 0);
  113094. }
  113095. if (createArcRotateCamera) {
  113096. var arcRotateCamera = new BABYLON.ArcRotateCamera("default camera", -(Math.PI / 2), Math.PI / 2, radius, worldCenter, this);
  113097. arcRotateCamera.lowerRadiusLimit = radius * 0.01;
  113098. arcRotateCamera.wheelPrecision = 100 / radius;
  113099. camera = arcRotateCamera;
  113100. }
  113101. else {
  113102. var freeCamera = new BABYLON.FreeCamera("default camera", new BABYLON.Vector3(worldCenter.x, worldCenter.y, -radius), this);
  113103. freeCamera.setTarget(worldCenter);
  113104. camera = freeCamera;
  113105. }
  113106. camera.minZ = radius * 0.01;
  113107. camera.maxZ = radius * 1000;
  113108. camera.speed = radius * 0.2;
  113109. this.activeCamera = camera;
  113110. var canvas = this.getEngine().getRenderingCanvas();
  113111. if (attachCameraControls && canvas) {
  113112. camera.attachControl(canvas);
  113113. }
  113114. }
  113115. };
  113116. BABYLON.Scene.prototype.createDefaultCameraOrLight = function (createArcRotateCamera, replace, attachCameraControls) {
  113117. if (createArcRotateCamera === void 0) { createArcRotateCamera = false; }
  113118. if (replace === void 0) { replace = false; }
  113119. if (attachCameraControls === void 0) { attachCameraControls = false; }
  113120. this.createDefaultLight(replace);
  113121. this.createDefaultCamera(createArcRotateCamera, replace, attachCameraControls);
  113122. };
  113123. BABYLON.Scene.prototype.createDefaultSkybox = function (environmentTexture, pbr, scale, blur, setGlobalEnvTexture) {
  113124. if (pbr === void 0) { pbr = false; }
  113125. if (scale === void 0) { scale = 1000; }
  113126. if (blur === void 0) { blur = 0; }
  113127. if (setGlobalEnvTexture === void 0) { setGlobalEnvTexture = true; }
  113128. if (!environmentTexture) {
  113129. BABYLON.Tools.Warn("Can not create default skybox without environment texture.");
  113130. return null;
  113131. }
  113132. if (setGlobalEnvTexture) {
  113133. if (environmentTexture) {
  113134. this.environmentTexture = environmentTexture;
  113135. }
  113136. }
  113137. // Skybox
  113138. var hdrSkybox = BABYLON.Mesh.CreateBox("hdrSkyBox", scale, this);
  113139. if (pbr) {
  113140. var hdrSkyboxMaterial = new BABYLON.PBRMaterial("skyBox", this);
  113141. hdrSkyboxMaterial.backFaceCulling = false;
  113142. hdrSkyboxMaterial.reflectionTexture = environmentTexture.clone();
  113143. if (hdrSkyboxMaterial.reflectionTexture) {
  113144. hdrSkyboxMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
  113145. }
  113146. hdrSkyboxMaterial.microSurface = 1.0 - blur;
  113147. hdrSkyboxMaterial.disableLighting = true;
  113148. hdrSkyboxMaterial.twoSidedLighting = true;
  113149. hdrSkybox.infiniteDistance = true;
  113150. hdrSkybox.material = hdrSkyboxMaterial;
  113151. }
  113152. else {
  113153. var skyboxMaterial = new BABYLON.StandardMaterial("skyBox", this);
  113154. skyboxMaterial.backFaceCulling = false;
  113155. skyboxMaterial.reflectionTexture = environmentTexture.clone();
  113156. if (skyboxMaterial.reflectionTexture) {
  113157. skyboxMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
  113158. }
  113159. skyboxMaterial.disableLighting = true;
  113160. hdrSkybox.infiniteDistance = true;
  113161. hdrSkybox.material = skyboxMaterial;
  113162. }
  113163. return hdrSkybox;
  113164. };
  113165. BABYLON.Scene.prototype.createDefaultEnvironment = function (options) {
  113166. if (BABYLON.EnvironmentHelper) {
  113167. return new BABYLON.EnvironmentHelper(options, this);
  113168. }
  113169. return null;
  113170. };
  113171. BABYLON.Scene.prototype.createDefaultVRExperience = function (webVROptions) {
  113172. if (webVROptions === void 0) { webVROptions = {}; }
  113173. return new BABYLON.VRExperienceHelper(this, webVROptions);
  113174. };
  113175. })(BABYLON || (BABYLON = {}));
  113176. //# sourceMappingURL=babylon.sceneHelpers.js.map
  113177. 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 GAMMAREFRACTION\nenvironmentRefraction.rgb=fromRGBD(environmentRefraction);\n#endif\n#ifdef RGBDREFRACTION\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}","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(normalize(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}","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\nvoid main(void)\n{\n#include<instancesVertex>\n#include<bonesVertex>\nvec4 pos=vec4(finalWorld*vec4(position,1.0));\nvNormalV=normalize(vec3((view*finalWorld)*vec4(normal,0.0)));\nvViewPos=view*pos;\n#ifdef POSITION\nvPosition=pos.xyz/pos.w;\n#endif\ngl_Position=viewProjection*finalWorld*vec4(position,1.0);\n#if defined(ALPHATEST) || defined(BASIC_RENDER)\n#ifdef UV1\nvUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n#endif\n#ifdef UV2\nvUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n}","geometryPixelShader":"#extension GL_EXT_draw_buffers : require\nprecision highp float;\nprecision highp int;\nvarying vec3 vNormalV;\nvarying vec4 vViewPos;\n#ifdef POSITION\nvarying vec3 vPosition;\n#endif\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\n#ifdef POSITION\n#include<mrtFragmentDeclaration>[3]\n#else\n#include<mrtFragmentDeclaration>[2]\n#endif\nvoid main() {\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUV).a<0.4)\ndiscard;\n#endif\ngl_FragData[0]=vec4(vViewPos.z/vViewPos.w,0.0,0.0,1.0);\n\ngl_FragData[1]=vec4(normalize(vNormalV),1.0);\n\n#ifdef POSITION\ngl_FragData[2]=vec4(vPosition,1.0);\n#endif\n}","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}","lensFlareVertexShader":"\nattribute vec2 position;\n\nuniform mat4 viewportMatrix;\n\nvarying vec2 vUV;\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) { \nvUV=position*madd+madd;\ngl_Position=viewportMatrix*vec4(position,0.0,1.0);\n}","lensFlarePixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform vec4 color;\nvoid main(void) {\nvec4 baseColor=texture2D(textureSampler,vUV);\ngl_FragColor=baseColor*color;\n}","anaglyphPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D leftSampler;\nvoid main(void)\n{\nvec4 leftFrag=texture2D(leftSampler,vUV);\nleftFrag=vec4(1.0,leftFrag.g,leftFrag.b,1.0);\nvec4 rightFrag=texture2D(textureSampler,vUV);\nrightFrag=vec4(rightFrag.r,1.0,1.0,1.0);\ngl_FragColor=vec4(rightFrag.rgb*leftFrag.rgb,1.0);\n}","stereoscopicInterlacePixelShader":"const vec3 TWO=vec3(2.0,2.0,2.0);\nvarying vec2 vUV;\nuniform sampler2D camASampler;\nuniform sampler2D textureSampler;\nuniform vec2 stepSize;\nvoid main(void)\n{\nbool useCamB;\nvec2 texCoord1;\nvec2 texCoord2;\nvec3 frag1;\nvec3 frag2;\n#ifdef IS_STEREOSCOPIC_HORIZ\nuseCamB=vUV.x>0.5;\ntexCoord1=vec2(useCamB ? (vUV.x-0.5)*2.0 : vUV.x*2.0,vUV.y);\ntexCoord2=vec2(texCoord1.x+stepSize.x,vUV.y);\n#else\nuseCamB=vUV.y>0.5;\ntexCoord1=vec2(vUV.x,useCamB ? (vUV.y-0.5)*2.0 : vUV.y*2.0);\ntexCoord2=vec2(vUV.x,texCoord1.y+stepSize.y);\n#endif\n\nif (useCamB){\nfrag1=texture2D(textureSampler,texCoord1).rgb;\nfrag2=texture2D(textureSampler,texCoord2).rgb;\n}else{\nfrag1=texture2D(camASampler ,texCoord1).rgb;\nfrag2=texture2D(camASampler ,texCoord2).rgb;\n}\ngl_FragColor=vec4((frag1+frag2)/TWO,1.0);\n}","vrDistortionCorrectionPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform vec2 LensCenter;\nuniform vec2 Scale;\nuniform vec2 ScaleIn;\nuniform vec4 HmdWarpParam;\nvec2 HmdWarp(vec2 in01) {\nvec2 theta=(in01-LensCenter)*ScaleIn; \nfloat rSq=theta.x*theta.x+theta.y*theta.y;\nvec2 rvector=theta*(HmdWarpParam.x+HmdWarpParam.y*rSq+HmdWarpParam.z*rSq*rSq+HmdWarpParam.w*rSq*rSq*rSq);\nreturn LensCenter+Scale*rvector;\n}\nvoid main(void)\n{\nvec2 tc=HmdWarp(vUV);\nif (tc.x <0.0 || tc.x>1.0 || tc.y<0.0 || tc.y>1.0)\ngl_FragColor=vec4(0.0,0.0,0.0,0.0);\nelse{\ngl_FragColor=texture2D(textureSampler,tc);\n}\n}","glowBlurPostProcessPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform vec2 screenSize;\nuniform vec2 direction;\nuniform float blurWidth;\n\nfloat getLuminance(vec3 color)\n{\nreturn dot(color,vec3(0.2126,0.7152,0.0722));\n}\nvoid main(void)\n{\nfloat weights[7];\nweights[0]=0.05;\nweights[1]=0.1;\nweights[2]=0.2;\nweights[3]=0.3;\nweights[4]=0.2;\nweights[5]=0.1;\nweights[6]=0.05;\nvec2 texelSize=vec2(1.0/screenSize.x,1.0/screenSize.y);\nvec2 texelStep=texelSize*direction*blurWidth;\nvec2 start=vUV-3.0*texelStep;\nvec4 baseColor=vec4(0.,0.,0.,0.);\nvec2 texelOffset=vec2(0.,0.);\nfor (int i=0; i<7; i++)\n{\n\nvec4 texel=texture2D(textureSampler,start+texelOffset);\nbaseColor.a+=texel.a*weights[i];\n\nfloat luminance=getLuminance(baseColor.rgb);\nfloat luminanceTexel=getLuminance(texel.rgb);\nfloat choice=step(luminanceTexel,luminance);\nbaseColor.rgb=choice*baseColor.rgb+(1.0-choice)*texel.rgb;\ntexelOffset+=texelStep;\n}\ngl_FragColor=baseColor;\n}","glowMapGenerationPixelShader":"#ifdef ALPHATEST\nvarying vec2 vUVDiffuse;\nuniform sampler2D diffuseSampler;\n#endif\n#ifdef EMISSIVE\nvarying vec2 vUVEmissive;\nuniform sampler2D emissiveSampler;\n#endif\nuniform vec4 color;\nvoid main(void)\n{\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUVDiffuse).a<0.4)\ndiscard;\n#endif\n#ifdef EMISSIVE\ngl_FragColor=texture2D(emissiveSampler,vUVEmissive)*color;\n#else\ngl_FragColor=color;\n#endif\n}","glowMapGenerationVertexShader":"\nattribute vec3 position;\n#include<bonesDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n\n#include<instancesDeclaration>\nuniform mat4 viewProjection;\nvarying vec4 vPosition;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef ALPHATEST\nvarying vec2 vUVDiffuse;\nuniform mat4 diffuseMatrix;\n#endif\n#ifdef EMISSIVE\nvarying vec2 vUVEmissive;\nuniform mat4 emissiveMatrix;\n#endif\nvoid main(void)\n{\nvec3 positionUpdated=position;\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#include<bonesVertex>\n#ifdef CUBEMAP\nvPosition=finalWorld*vec4(positionUpdated,1.0);\ngl_Position=viewProjection*finalWorld*vec4(position,1.0);\n#else\nvPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);\ngl_Position=vPosition;\n#endif\n#ifdef ALPHATEST\n#ifdef DIFFUSEUV1\nvUVDiffuse=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n#endif\n#ifdef DIFFUSEUV2\nvUVDiffuse=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n#ifdef EMISSIVE\n#ifdef EMISSIVEUV1\nvUVEmissive=vec2(emissiveMatrix*vec4(uv,1.0,0.0));\n#endif\n#ifdef EMISSIVEUV2\nvUVEmissive=vec2(emissiveMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n}","glowMapMergePixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n#ifdef EMISSIVE\nuniform sampler2D textureSampler2;\n#endif\n\nuniform float offset;\nvoid main(void) {\nvec4 baseColor=texture2D(textureSampler,vUV);\n#ifdef EMISSIVE\nbaseColor+=texture2D(textureSampler2,vUV);\nbaseColor*=offset;\n#else\nbaseColor.a=abs(offset-baseColor.a);\n#ifdef STROKE\nfloat alpha=smoothstep(.0,.1,baseColor.a);\nbaseColor.a=alpha;\nbaseColor.rgb=baseColor.rgb*alpha;\n#endif\n#endif\ngl_FragColor=baseColor;\n}","glowMapMergeVertexShader":"\nattribute vec2 position;\n\nvarying vec2 vUV;\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) {\nvUV=position*madd+madd;\ngl_Position=vec4(position,0.0,1.0);\n}","lineVertexShader":"\nattribute vec3 position;\nattribute vec4 normal;\n\nuniform mat4 worldViewProjection;\nuniform float width;\nuniform float aspectRatio;\nvoid main(void) {\nvec4 viewPosition=worldViewProjection*vec4(position,1.0);\nvec4 viewPositionNext=worldViewProjection*vec4(normal.xyz,1.0);\nvec2 currentScreen=viewPosition.xy/viewPosition.w;\nvec2 nextScreen=viewPositionNext.xy/viewPositionNext.w;\ncurrentScreen.x*=aspectRatio;\nnextScreen.x*=aspectRatio;\nvec2 dir=normalize(nextScreen-currentScreen);\nvec2 normalDir=vec2(-dir.y,dir.x);\nnormalDir*=width/2.0;\nnormalDir.x/=aspectRatio;\nvec4 offset=vec4(normalDir*normal.w,0.0,0.0);\ngl_Position=viewPosition+offset;\n}","linePixelShader":"uniform vec4 color;\nvoid main(void) {\ngl_FragColor=color;\n}","outlineVertexShader":"\nattribute vec3 position;\nattribute vec3 normal;\n#include<bonesDeclaration>\n\nuniform float offset;\n#include<instancesDeclaration>\nuniform mat4 viewProjection;\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform mat4 diffuseMatrix;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#endif\n#include<logDepthDeclaration>\nvoid main(void)\n{\nvec3 offsetPosition=position+normal*offset;\n#include<instancesVertex>\n#include<bonesVertex>\ngl_Position=viewProjection*finalWorld*vec4(offsetPosition,1.0);\n#ifdef ALPHATEST\n#ifdef UV1\nvUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n#endif\n#ifdef UV2\nvUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n#include<logDepthVertex>\n}\n","outlinePixelShader":"#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\nuniform vec4 color;\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\n#include<logDepthDeclaration>\nvoid main(void) {\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUV).a<0.4)\ndiscard;\n#endif\n#include<logDepthFragment>\ngl_FragColor=color;\n}","layerVertexShader":"\nattribute vec2 position;\n\nuniform vec2 scale;\nuniform vec2 offset;\nuniform mat4 textureMatrix;\n\nvarying vec2 vUV;\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) { \nvec2 shiftedPosition=position*scale+offset;\nvUV=vec2(textureMatrix*vec4(shiftedPosition*madd+madd,1.0,0.0));\ngl_Position=vec4(shiftedPosition,0.0,1.0);\n}","layerPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform vec4 color;\nvoid main(void) {\nvec4 baseColor=texture2D(textureSampler,vUV);\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\ngl_FragColor=baseColor*color;\n}","backgroundVertexShader":"precision highp float;\n#include<__decl__backgroundVertex>\n#include<helperFunctions>\n\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#include<bonesDeclaration>\n\n#include<instancesDeclaration>\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\n#endif\n#ifdef MAINUV2\nvarying vec2 vMainUV2; \n#endif\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV == 0\nvarying vec2 vDiffuseUV;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\nvoid main(void) {\n#ifdef REFLECTIONMAP_SKYBOX\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"};
  113178. BABYLON.Effect.IncludesShadersStore={"depthPrePass":"#ifdef DEPTHPREPASS\ngl_FragColor=vec4(0.,0.,0.,1.0);\nreturn;\n#endif","bonesDeclaration":"#if NUM_BONE_INFLUENCERS>0\nuniform mat4 mBones[BonesPerMesh];\nattribute vec4 matricesIndices;\nattribute vec4 matricesWeights;\n#if NUM_BONE_INFLUENCERS>4\nattribute vec4 matricesIndicesExtra;\nattribute vec4 matricesWeightsExtra;\n#endif\n#endif","instancesDeclaration":"#ifdef INSTANCES\nattribute vec4 world0;\nattribute vec4 world1;\nattribute vec4 world2;\nattribute vec4 world3;\n#else\nuniform mat4 world;\n#endif","pointCloudVertexDeclaration":"#ifdef POINTSIZE\nuniform float pointSize;\n#endif","bumpVertexDeclaration":"#if defined(BUMP) || defined(PARALLAX)\n#if defined(TANGENT) && defined(NORMAL) \nvarying mat3 vTBN;\n#endif\n#endif\n","clipPlaneVertexDeclaration":"#ifdef CLIPPLANE\nuniform vec4 vClipPlane;\nvarying float fClipDistance;\n#endif\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;\ninfluence=mBones[int(matricesIndices[0])]*matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\ninfluence+=mBones[int(matricesIndices[1])]*matricesWeights[1];\n#endif \n#if NUM_BONE_INFLUENCERS>2\ninfluence+=mBones[int(matricesIndices[2])]*matricesWeights[2];\n#endif \n#if NUM_BONE_INFLUENCERS>3\ninfluence+=mBones[int(matricesIndices[3])]*matricesWeights[3];\n#endif \n#if NUM_BONE_INFLUENCERS>4\ninfluence+=mBones[int(matricesIndicesExtra[0])]*matricesWeightsExtra[0];\n#endif \n#if NUM_BONE_INFLUENCERS>5\ninfluence+=mBones[int(matricesIndicesExtra[1])]*matricesWeightsExtra[1];\n#endif \n#if NUM_BONE_INFLUENCERS>6\ninfluence+=mBones[int(matricesIndicesExtra[2])]*matricesWeightsExtra[2];\n#endif \n#if NUM_BONE_INFLUENCERS>7\ninfluence+=mBones[int(matricesIndicesExtra[3])]*matricesWeightsExtra[3];\n#endif \nfinalWorld=finalWorld*influence;\n#endif","bumpVertex":"#if defined(BUMP) || defined(PARALLAX)\n#if defined(TANGENT) && defined(NORMAL)\nvec3 tbnNormal=normalize(normalUpdated);\nvec3 tbnTangent=normalize(tangentUpdated.xyz);\nvec3 tbnBitangent=cross(tbnNormal,tbnTangent)*tangentUpdated.w;\nvTBN=mat3(finalWorld)*mat3(tbnTangent,tbnBitangent,tbnNormal);\n#endif\n#endif","clipPlaneVertex":"#ifdef CLIPPLANE\nfClipDistance=dot(worldPos,vClipPlane);\n#endif\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\nuniform mat4 mBones[BonesPerMesh];\nin vec4 matricesIndices;\nin vec4 matricesWeights;\n#if NUM_BONE_INFLUENCERS>4\nin vec4 matricesIndicesExtra;\nin vec4 matricesWeightsExtra;\n#endif\n#endif","instances300Declaration":"#ifdef INSTANCES\nin vec4 world0;\nin vec4 world1;\nin vec4 world2;\nin vec4 world3;\n#else\nuniform mat4 world;\n#endif","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};"};